Returning player.. Elec/Psi help


Fire_Storm

 

Posted

Just coming back to the game after.. according to my characters, a 960 day absence. popped back in I13 for a couple days, but.. all the architect farming groups just madem e facepalm and quit again immediately.. now, thanks to steam and it's rediculously cheap GR sale, i'm back again, and loving it -- new teaming system is shiny.

Anyhow, my 'project' before I departed was a Mind/Psi dom, sits at 44. I'm wierd in that I have a hard time picking up the mindset of a character after even a few months gone -- let alone the years it's been, so I rerolled an elec/psi, and -loving- it so far.. just uh.. a little lost

First of all.. Slotting (as in.. where to drop my slots). Mind/psi was easy.. but I'm used to leveling scrappers, so.. i'm beyond lost on how to slot.. a build, or some advice would be wonderful

Second of all... how useful is Jolting chain? I mean, i'm getting a lot of use out of it at low levels (11 atm), but it seems like something that would fall out of use later -- I have a few respecs, so don't mind dropping it at 22 or something

Third.. Gremlins. Looking around some people hate them, some people love them -- as someone who primarily groups.. worth it? not worth it?

Lastly.. Tips? I mean everything looks worth taking at this point (Only things out of both sets i'm skipping is looking to be telekinetic thrust, mindblast, and electric fence, heh), but i'm sure somethings are just.. deceptively bad.

Thanks in advance.


 

Posted

I will try to help as best as I can for this.

From what I have been told about Jolting chain it is very useful, since it is nice soft-control knowback which not a lot of NPCs have resists to. If someone could confirm/correct me that could help.

Gremlins, for teaming they should help. I do not mind the extra damage that they do give out and will help on solo work if you do it. To me they are like the other pets Doms get.

Also for slotting/tips here is a build I slapped together I am planning on doing it could help you get an idea on what you might want to do:


Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Psionic Mastery

Villain Profile:
Level 1: Tesla Cage -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(3), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Psionic Dart -- Empty(A)
Level 2: Mind Probe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(9)
Level 4: Chain Fences -- Empty(A)
Level 6: Jolting Chain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(13)
Level 8: Conductive Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(13), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(50)
Level 10: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(19)
Level 12: Static Field -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Acc/EndRdx(21), TmpRdns-Acc/Dmg/Slow(21), TmpRdns-Rng/Slow(23), TmpRdns-Acc/Slow(23)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(29)
Level 18: Paralyzing Blast -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(33)
Level 20: Drain Psyche -- Dct'dW-Heal(A), Dct'dW-Rchg(29), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34), Acc-I(34)
Level 22: Super Speed -- Empty(A)
Level 24: Combat Jumping -- Ksmt-ToHit+(A)
Level 26: Synaptic Overload -- CoPers-Conf/EndRdx(A), CoPers-Conf(34), CoPers-Conf/Rchg(36), CoPers-Acc/Conf/Rchg(36), CoPers-Acc/Rchg(36)
Level 28: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(37), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(39)
Level 30: Boxing -- Empty(A)
Level 32: Gremlins -- ExRmnt-+Res(Pets)(A), BldM'dt-Dmg(39), BldM'dt-Acc/Dmg(39), SvgnRt-Acc/Dmg(40)
Level 35: Tough -- TtmC'tng-ResDam(A), TtmC'tng-EndRdx(40), TtmC'tng-ResDam/EndRdx(40), TtmC'tng-ResDam/EndRdx/Rchg(42)
Level 38: Psychic Shockwave -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Rchg(43), Sciroc-Dam%(43)
Level 41: Indomitable Will -- RedFtn-Def(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(46), RedFtn-EndRdx(50)
Level 44: Mind Over Body -- TtmC'tng-ResDam(A), TtmC'tng-EndRdx(45), TtmC'tng-ResDam/EndRdx(46), TtmC'tng-ResDam/EndRdx/Rchg(46)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Super Jump -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A)



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Posted

I can't really comment on the /Psi part, but I will give my opinion on Elec. I've got an Elec/Earth dom at lvl 38 or so and as far as jolting chain goes, I think I dropped it around lvl 30. I may respec back into it later, but there seem to be better things that I could do than a chain knockdown with pitiful damage. Also, I always get a little irritated when the small tick of damage kills an enemy and breaks the chain. I think I'm going to pick it back up later and try it with some procs. (namely the devastation chance to hold proc; seems like it might be useful)

For my dom, I've slotted the ST hold with Basilisk's gaze for recharge, the aoe immob and conductive aura with efficacy adapter for end mod. Slot synaptic overload like any other no aggro confuse. IMO, Static field should be slotted for recharge first and sleep second. I'm not really sure what I'll end up with here, but right now I think i have 3 recharge and one sleep.

Finally, the gremlins are very disappointing (IMO). You should definitely try them out, but on teams, I find they are dead within the first 3 groups. I just seem to be constantly recasting them. Solo, they are ok, but still not great since they break the sleep of static field frequently. I still haven't decided if they will end up in my final build or not.


 

Posted

Electric/Psi is one of the combo's I plan to make some day. Heres my thoughts on it.

Jolting Chain. Give it a try procced out and by procced out I mean damage procs not 15% for 2 mag hold procs. You can get some rather good ones since it takes single target sets and knockdown sets. If you don't like it Procced out then definately drop it.

Static Field is not another crappy sleep power that you will never use. It pulses a sleep every few seconds so its quite good for mitigation. Also when it pulses it has a chance to drain end from the enemies. For every enemy drained it restores some end to all friendies inside Static Field. Plus its a cheap purple set so you can get closer to perma Drain Pysche easier.

From a control perspective Conductive Aura is your best power. It will drain enemies dry quickly and once they are drained they can generally only use thier brawl equivalent power and even then not always when they get an end tick. End drain is crazy good.

Gremlins I personally don't like on a Dominator. Controller I'd use them but not on a Dom. Dom just doesn't really need them.

Drain Psyche is the reason I believe Electric/Psi dominator is the best endurance sapper in the game. Electric Control is the best set for draining mass amounts of endurance easily. However it lacks in a relyable recovery debuff. Drain Psyche has a 500% recovery debuff in it that lasts for 30 seconds and is possible to perma. Kapow! All your end are belong to us! Mwa ha ha ha ha!

This combination also has a lot of options for getting extremely good recharge. Sleep, Hold and Confuse have relatively cheap purple sets. Plus you still have options for Ranged, Melee, Targeted AoE and PBAoE for additional purples if you can afford it. Drain Psyche is easy to get the recharge low on with this Dominator.


 

Posted

Quote:
Originally Posted by Ryougi View Post
Lastly.. Tips? I mean everything looks worth taking at this point (Only things out of both sets i'm skipping is looking to be telekinetic thrust, mindblast, and electric fence, heh), but i'm sure somethings are just.. deceptively bad.
You probably want TK Thrust; after the Great Dominator Rebalancing it was changed from a minor damage knockback power to one of your better sources of single target damage. Mental Blast is good too. As for the immobilizes, Chain Fences is good for keeping everything in your drain patches and for a little extra endurance drain, while Electric Fence negates knockback and stops bosses/many AVs from running around (and both function with little or no extra slots, useful in the post Inherent Fitness world). The snipe is fairly skippable I suppose; it might be useful for plinking faraway targets and sucking the spawn into running onto your Static field patch.


Arc #40529 : The Furies of the Earth

 

Posted

First to answer your questions:

I currently have jolting chain in my build, though only with 1 acc in it. I don't use it a lot, as it's not good enough to spam all the time (seeing it's constantly recharged). It is still useful solo though and for special occasions.

If I had the slots I'd proc it out. The good thing about is that it has a chance to proc on each hit. I think it's specially good for things like heal proc, hold proc and STUN proc.

Gremlins:
I have the gremlins and I feel them do as much as any other control pet. They die fairly easy but can help with the dps. In teams they are not as useful for me, but I definitely do not regret having them. When I occasionly play solo they are very useful to take alphas and whatnot.

I have an Elec/Psi/Fire Dom at 49 currently. Fully IO-slotted and only missing the purple sleep and confuse sets from the build. When finished he'll have perma-hasten and he's tremendously fun to play.

Som motivations on power picks:

I use Subdue, Psi Dart and Mind probe as my ST- attacks. Subdue and Mental blast for domis are the exact same in values. The only difference is that mental blast does -recharge on the target whilst Subdue adds MAG 3 immobilize. I felt subdue > mental blast in order to stack immobilize on AV's and because I've played a fortunata a lot where Mental Blast is really bad and Subdue really good.

Psi Dart... well I need to take it, nothing special with the power really.

Mind Probe - really great melee attack. I skipped Telekinetic thrust because of its activation time and the fact that I don't really need anymore attacks with my recharge rates. Psy scream was skipped for the same reason and also because I just don't like it.

Some people would argue with that I picked the /fire epic, because it ruins Static Field. The thing is, in teams, adding Rain of Fire and Fire Ball do your AoE carnage, together with Psy Shockwave is just plain awesome. Your AoE damage output is crazy good. In teams, except for on some AV fights or specific pulls I never use Static Field. There is just no time. (VERY useful solo though and as a set mule so do not drop it! )

Well, I really like the toon and it was a fun ride to play it. Here is my build for perma-hasten, perma domi and close to perma DP.

I know this post is rather blurry, hope you'll get something out of it!




Villain Plan by Mids' Villain Designer 1,91
http://www.cohplanner.com/

Click this DataLink to open the build!

Unlucky Santa: Level 50 Mutation Dominator
Primary Power Set: Electric Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Tesla Cage -- BasGaze-Rchg/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Hold(5)
Level 1: Psionic Dart -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
Level 2: Mind Probe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(13)
Level 4: Chain Fences -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(5), Efficacy-EndMod/Rchg(15), Efficacy-EndMod/Acc/Rchg(17), Efficacy-Acc/Rchg(17), Efficacy-EndMod/Acc(19)
Level 6: Jolting Chain -- Acc-I(A)
Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(15), Efficacy-EndMod/Acc/Rchg(19), Efficacy-Acc/Rchg(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(23)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
Level 12: Static Field -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(25), FtnHyp-Acc/Rchg(27), FtnHyp-Sleep/EndRdx(27), FtnHyp-Sleep(29)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31), EoCur-Acc/Hold/Rchg(33)
Level 20: Drain Psyche -- Numna-Heal(A), Numna-Heal/Rchg(33), Numna-Heal/EndRdx/Rchg(33), Efficacy-EndMod/Acc/Rchg(34), P'Shift-EndMod/Rchg(34)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), RedFtn-Def/EndRdx(36)
Level 24: Tactics -- HO:Cyto(A), HO:Cyto(29)
Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(37), CoPers-Acc/Rchg(37), CoPers-Conf/EndRdx(37), CoPers-Conf%(39)
Level 28: Subdue -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(36), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-Acc/Dmg(40), ExRmnt-Dmg/EndRdx(42)
Level 35: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(42), Mantic-Acc/ActRdx/Rng(43), Mantic-Dam%(43), Mantic-Dmg/EndRdx/Rchg(43)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45)
Level 41: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(46), Posi-Dam%(46), Posi-Acc/Dmg/EndRdx(48)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(50), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 47: Fire Shield -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(48), Aegis-ResDam/EndRdx(48)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- P'Shift-End%(A)



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Posted

Thanks for hte replies -- 22 now, going to respec out of ss, drop jolting chain (20 levels of it and.. eh... i'll probably pick it up later hwne I can afford to put procs in it) and fix my slotting

Which leads me to the next question: How to slot? at low levels should I focus on attacks? controls? what? My mind/psi was pre-revamp, so psi was pitiful damage until 38 nayhow, my mind control WAS my main source of damage, so.. that was a no-brainer >_> bit different now.


 

Posted

I made my Elec/Psi Dominator when GR came out and I'm loving it.

I have Jolting Chains in my current build. It's unslotted, just a Devastation Hold Proc in it, and for me, that's enough.

Gremlins are ok. I rarely use them on teams, usually only bring them out for bosses. Solo, the extra dmg helps, except they tend to go off on their own, die, and leave me having to deal with 2 groups.

This is my current build. It's perma-hasten, perma-dom, almost perma-Drain Psyche (currently alpha slotted with tier 2 Spiritual, so it is Perma online.)

Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Caliopa: Level 50 Science Dominator
Primary Power Set: Electric Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Tesla Cage -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(5), UbrkCons-Dam%(31)
Level 1: Psionic Dart -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(7), Decim-Acc/Dmg/Rchg(7), Decim-Build%(9)
Level 2: Chain Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(9), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(11), GravAnch-Hold%(13), EndMod-I(13)
Level 4: Mind Probe -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(15), Hectmb-Acc/Rchg(15), Hectmb-Dmg/EndRdx(17), Hectmb-Dam%(17)
Level 6: Jolting Chain -- Dev'n-Hold%(A)
Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(19), Efficacy-EndMod/Acc/Rchg(19), Efficacy-Acc/Rchg(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(48)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(25), FtnHyp-Acc/Sleep/Rchg(25), FtnHyp-Acc/Rchg(27), FtnHyp-Sleep/EndRdx(27)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
Level 18: Paralyzing Blast -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(31)
Level 20: Drain Psyche -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal(34), Acc-I(34)
Level 22: Stealth -- LkGmblr-Rchg+(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A)
Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(34), CoPers-Acc/Conf/Rchg(36), CoPers-Acc/Rchg(36), CoPers-Conf/EndRdx(36), CoPers-Conf%(37)
Level 28: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(37), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(39)
Level 30: Assault -- EndRdx-I(A)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40), S'bndAl-Build%(40)
Level 35: Vengeance -- LkGmblr-Rchg+(A)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(45)
Level 44: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(48)
Level 47: Fire Shield -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Stamina -- P'Shift-End%(A)


 

Posted

Quote:
Originally Posted by Ryougi View Post
Just coming back to the game after.. according to my characters, a 960 day absence. popped back in I13 for a couple days, but.. all the architect farming groups just madem e facepalm and quit again immediately.. now, thanks to steam and it's rediculously cheap GR sale, i'm back again, and loving it -- new teaming system is shiny.

Anyhow, my 'project' before I departed was a Mind/Psi dom, sits at 44. I'm wierd in that I have a hard time picking up the mindset of a character after even a few months gone -- let alone the years it's been, so I rerolled an elec/psi, and -loving- it so far.. just uh.. a little lost

First of all.. Slotting (as in.. where to drop my slots). Mind/psi was easy.. but I'm used to leveling scrappers, so.. i'm beyond lost on how to slot.. a build, or some advice would be wonderful

Second of all... how useful is Jolting chain? I mean, i'm getting a lot of use out of it at low levels (11 atm), but it seems like something that would fall out of use later -- I have a few respecs, so don't mind dropping it at 22 or something

Third.. Gremlins. Looking around some people hate them, some people love them -- as someone who primarily groups.. worth it? not worth it?

Lastly.. Tips? I mean everything looks worth taking at this point (Only things out of both sets i'm skipping is looking to be telekinetic thrust, mindblast, and electric fence, heh), but i'm sure somethings are just.. deceptively bad.

Thanks in advance.
Currently working on one myself, currently at 31
Jolting Chain - ultimately I may slot with a end mod set, currently one slotted. Honestly now that accuracy issues are not a big thing for me now( i have a either a 25 or 30 Acc IO in it right now), it has proven useful, either to buy me a few sec for one of my soft controls to recharge, or to use against foes who resist static field( Council Robots and BP Zombies), does seem to do a decent end drain

All of the psi attacks are decent now, although I do recommend the new animations( same numbers, but much less annoying to look at now), I would skip the snipe, in that I've always found snipes for Doms marginlly useful. I would pick one of the immobilizes, if only for the fact the immobilize purple set is reasonably priced. The ST version is handy for controling KB on TK thrust, grounding flying foes, and being used on AV/EB's. The AE version is nice for keeping confused foes together, but I would make it one or the other.

I don't have gremlins on this toon yet, but back in beta, I had a elect/* dom, generally I found if you want to use Gremlins to full effect, you will have to use the confuse power as your primary soft control over static field, to get full miliage out of them.

Static Field I can honestly say is the only AE sleep power I like, I have generally ignored AE sleep powers on other toons except for maybe set bonuses or as a backup soft control. In some ways it actually behaves the same way as a fear power rather than a sleep power in terms of its control aspects


 

Posted

That's actually similar to the build i'm looking at but.. I want fly, not SS as a travel power (concept thing, silly rp'r, heh).. was thinking of dropping hasten into my level 6 slot and getting hover where hasten/ss are.. but that leaves me down one LotG... then again it'll be an exceedingly long time before I can even AFFORD that, so.. I guess it's not TOO much of a net loss. mrrh.

I'm sure I can find a way to make it work, just have to poke it a bit.


 

Posted

Quote:
Originally Posted by Ryougi View Post
That's actually similar to the build i'm looking at but.. I want fly, not SS as a travel power (concept thing, silly rp'r, heh).. was thinking of dropping hasten into my level 6 slot and getting hover where hasten/ss are.. but that leaves me down one LotG... then again it'll be an exceedingly long time before I can even AFFORD that, so.. I guess it's not TOO much of a net loss. mrrh.

I'm sure I can find a way to make it work, just have to poke it a bit.
With the hero alignment missions, I try to get one every 4 or 5 days.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Quote:
Originally Posted by Psylenz View Post
With the hero alignment missions, I try to get one every 4 or 5 days.
I... don't have a witty comeback for that.

.. I have three respecs from vet rewards.. I'll.. just.. respec at 50. I guess. and.. figure something out for the concept hole not flying will leave.


 

Posted

Had a friend assist with the build..

Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/

Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Psionic Assault
Power Pool: Leadership
Power Pool: Speed
Power Pool: Concealment
Power Pool: Flight
Ancillary Pool: Fire Mastery

Villain Profile:
------------
Level 1: Tesla Cage
(A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
(5) Basilisk's Gaze - Endurance/Recharge/Hold
(5) Basilisk's Gaze - Recharge/Hold
(7) Basilisk's Gaze - Accuracy/Hold
(15) Lockdown - Chance for +2 Mag Hold


Level 1: Psionic Dart
(A) Decimation - Accuracy/Damage
(7) Decimation - Damage/Endurance
(9) Decimation - Damage/Recharge
(9) Decimation - Accuracy/Endurance/Recharge
(11) Decimation - Accuracy/Damage/Recharge


Level 2: Chain Fences
(A) Enfeebled Operation - Accuracy/Recharge
(3) Enfeebled Operation - Endurance/Immobilize
(3) Enfeebled Operation - Accuracy/Immobilize/Recharge
(11) Enfeebled Operation - Accuracy/Endurance
(13) Enfeebled Operation - Accuracy/Immobilize


Level 4: Mind Probe
(A) Crushing Impact - Accuracy/Damage
(25) Crushing Impact - Damage/Endurance/Recharge
(27) Crushing Impact - Accuracy/Damage/Endurance
(27) Crushing Impact - Accuracy/Damage/Recharge
(29) Crushing Impact - Damage/Recharge


Level 6: Jolting Chain
(A) Decimation - Accuracy/Damage
(15) Decimation - Accuracy/Endurance/Recharge
(17) Decimation - Accuracy/Damage/Recharge
(17) Decimation - Damage/Recharge
(19) Decimation - Chance of Build Up
(19) Force Feedback - Chance for +Recharge


Level 8: Conductive Aura
(A) Performance Shifter - Chance for +End
(21) Performance Shifter - EndMod
(21) Performance Shifter - EndMod/Recharge
(23) Performance Shifter - EndMod/Accuracy/Recharge
(23) Performance Shifter - Accuracy/Recharge
(25) Performance Shifter - EndMod/Accuracy


Level 10: Maneuvers
(A) Luck of the Gambler - Recharge Speed
(13) Red Fortune - Endurance
(40) Red Fortune - Defense/Endurance
(40) Red Fortune - Defense/Recharge
(43) Red Fortune - Defense/Endurance/Recharge
(46) Red Fortune - Defense


Level 12: Static Field
(A) Call of the Sandman - Accuracy/Recharge
(29) Call of the Sandman - Endurance/Sleep
(31) Call of the Sandman - Accuracy/Endurance
(31) Call of the Sandman - Sleep/Range
(31) Call of the Sandman - Accuracy/Sleep/Recharge


Level 14: Assault
(A) Endurance Reduction IO


Level 16: Hasten
(A) Recharge Reduction IO
(33) Recharge Reduction IO
(33) Recharge Reduction IO


Level 18: Paralyzing Blast
(A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
(33) Basilisk's Gaze - Endurance/Recharge/Hold
(34) Basilisk's Gaze - Recharge/Hold
(34) Basilisk's Gaze - Accuracy/Hold


Level 20: Drain Psyche
(A) Performance Shifter - Chance for +End
(34) Theft of Essence - Chance for +Endurance
(43) Performance Shifter - Accuracy/Recharge
(43) Efficacy Adaptor - Accuracy/Recharge


Level 22: Stealth
(A) Luck of the Gambler - Recharge Speed


Level 24: Hover
(A) Luck of the Gambler - Recharge Speed


Level 26: Synaptic Overload
(A) Malaise's Illusions - Accuracy/Recharge
(36) Malaise's Illusions - Endurance/Confused
(36) Malaise's Illusions - Accuracy/Endurance
(36) Malaise's Illusions - Confused/Range
(37) Malaise's Illusions - Accuracy/Confused/Recharge


Level 28: Subdue
(A) Decimation - Accuracy/Damage
(37) Decimation - Damage/Endurance
(37) Decimation - Damage/Recharge
(39) Decimation - Accuracy/Endurance/Recharge
(39) Decimation - Accuracy/Damage/Recharge


Level 30: Invisibility
(A) Luck of the Gambler - Recharge Speed


Level 32: Grant Invisibility
(A) Luck of the Gambler - Recharge Speed


Level 35: Vengeance
(A) Doctored Wounds - Recharge


Level 38: Psychic Shockwave
(A) Obliteration - Damage
(39) Obliteration - Accuracy/Recharge
(40) Obliteration - Damage/Recharge
(46) Obliteration - Accuracy/Damage/Recharge
(50) Obliteration - Accuracy/Damage/Endurance/Recharge


Level 41: Rain of Fire
(A) Positron's Blast - Accuracy/Damage
(42) Positron's Blast - Damage/Endurance
(42) Positron's Blast - Damage/Recharge
(42) Positron's Blast - Accuracy/Damage/Endurance
(46) Recharge Reduction IO


Level 44: Fire Ball
(A) Positron's Blast - Accuracy/Damage
(45) Positron's Blast - Damage/Endurance
(45) Positron's Blast - Damage/Recharge
(45) Positron's Blast - Accuracy/Damage/Endurance
(50) Recharge Reduction IO


Level 47: Melt Armor
(A) Analyze Weakness - Accuracy/Endurance/Recharge
(48) Analyze Weakness - Defense Debuff/Endurance/Recharge
(48) Analyze Weakness - Accuracy/Recharge
(48) Analyze Weakness - Accuracy/Defense Debuff
(50) Analyze Weakness - Defense Debuff


Level 49: Super Speed
(A) Blessing of the Zephyr - Knockback Reduction (4 points)


------------
Level 1: Brawl
(A) Empty


Level 1: Sprint
(A) Unbounded Leap - +Stealth


Level 2: Rest
(A) Empty


Level 1: Domination
Level 4: Ninja Run
Level 2: Swift
(A) Empty


Level 2: Hurdle
(A) Empty


Level 2: Health
(A) Healing IO


Level 2: Stamina
(A) Performance Shifter - Chance for +End


Respec build for 50 -- just curious, thoughts/comments? also, uh, any suggestions for the alpha slot?


 

Posted

I started one of these last night in Praetoria. Hadn't read about Jolting Chain and was a bit unimpressed at first. Being able to lead with KB on a closely packed group is interesting.

The thing I hate most is that if you miss the first hit check, the whole thing fizzles out. That might be a deal breaker.


 

Posted

I played one up to like 41 in beta. I rolled one when it went live. During beta, mine was slotted with SOs but with IOs and global recharge, i have no doubts that will be an awesome toon. I have just too busy to play level mine much lately.

I personally enjoyed the elec/psi, it is a good combo overall. During beta, it was going to be my next spawn lawn mower, but it got tweak a bit...then alot...lol. Damage wasn't that great on elec, but elec/psi couple with fire epic(when are they going to nerf fire epic..or better balance the epics) it should be a little monster.

One thing about it, it has pbaoe in the design, but its kinda hard to balance pbaoe and the range. So its not all pbaoe or all melee or all ranged, that gets a bit tricky when you are used a toon that focuses on one aspect like that.

Elec seemed like soft control, more than anything else. It was very busy to keep soft control going using the sleep/jc (the kd works well) and the confuse. The gremilins use jc too, so you can keep things flopping, or slept and can sometimes accidentially aggro others as they can aggressive. Overall, that sleep is darn useful. It really is, since its ranged and can be positioned. Don't forget the chain confuse as that can be used at range with the sleep (NICE!). One of the truely nice things about all that soft control, is you can use the range on it, to mitigate incoming or inadvertent aggro from the gremlins. Also, you can pull a spawn, but set a sleep point to drop the numbers of incoming, then use the versatilty of melee/range to pick off the spawn.

The cycling the sleep/confuse/kd can really mitigate a whole lot of damage. Alot of powerful sets, seem anemic during their early levels (up to when you can get things slotted in the late 30s and low 40s) then the toon SHINES!

Psi is solid. I keep trying to make another dom with a different set, but just can't. I use all my psi attacks, rarely use the snipe (but get it for the 7.5 recharge set). I just used the snipe for example when unlocking my alpha slot on the fire/psi, to kill all those portals and pull pull all those spawns while leaving the EBs and stuff alone. Snipes have thier uses tho. I try to take two or three ranged and then both st melee powers, if you kb one with tk thrust, then just kill with a ranged while using psw/tk/mp for the melees. I think psi is one of the most solid sets for versatilty out there.

Versatily is there, sleep, confuse, kd AND range/melee with pboa with nice regen/recovery. Once you get into the late 30s and low 40s, with slots, some IOs for recharge, i think you will be quite happy with that toon.


 

Posted

Quote:
Originally Posted by Ryougi View Post
Level 20: Drain Psyche
(A) Performance Shifter - Chance for +End
(34) Theft of Essence - Chance for +Endurance
(43) Performance Shifter - Accuracy/Recharge
(43) Efficacy Adaptor - Accuracy/Recharge

You seriously need to rethink the slotting on this power. Your slotting right now without global bonuses and Hasten will have the power recharging in 78.43 seconds with a base 100% Regen and 100% Recovery boost. With 5 Doctored Wounds (ignoring the Heal/End IO) and 1 Acc/Recharge from either Performance Shifter or Efficacy Adaptor, you are sitting at a recharge of 58.12 seconds and a 188.07% Regen boost (and the 100% recovery boost stays the same. Basically, this power needs the slots as much as possible, because it is one of the clear set defining powers of Psychic Assault. Hitting only two enemies with this power will make it so that you are recovering around 5 endurance per second (a shade over), so you don't need the additional endurance slotting, or the endurance procs. However, adding to the regen will always help increase your survivability.

You should consider dropping Melt Armor and picking up Tactics. The increased +To Hit will help Drain Psyche hit and Melt Armor is pretty much garbage anyway with it's base 200 second recharge.


Also, don't worry so much about picking up all those defensive powers to just put in LoTG +Recharges. You can find other means of +Recharge, and having a bunch of powers you won't hardly ever use seems like a complete waste. Your mileage may vary, but just something to think about.