Elec/Earth power choices


Carnifax_NA

 

Posted

My altitis has struck again, and I'm making an Elec/Earth Dom. Power choices for RP reasons, since Elec is kinda closer to Storm than anything else Doms get.

Anyway, seeing as I've never played any Elec character of any kind, and only have one Dark/Earth tanker (worst end hog ever), I was curious which powers are worth taking and when, in terms of a leveling build. I have Ninja Run and was planning on skipping a travel power (character is a Praetorian, unfortunately, so no easy temp travel) for a while at least.

Currently have:
1 ST Hold (Tesla cage?)
1 Earth Spikes
2 AoE Immob (may be a mistake, can reroll if it is)
4 The Chain Lightning KD/end drain power
6 Stone Mallet

Eight and up are not chosen yet. I'm less worried about slotting and endgame build than I am about power choices that'll get me to 50. Or 40 or 30, depending on my patience. Basically I'm looking for recommendations of solid synergies or stuff that's best avoided.

The other question regards the -end effects of Electricity Control. With Power Boost and a bit of End Mod slotting, is it possible to effectively drain Bosses and some EBs without also having the Electrical Assault secondary?


 

Posted

I went with this combo too and I'm curious. I would think they go quite well together since typically stone attacks cost so much end, and with two pbaoe toggles it makes it sound even better, although I suppose mud pots wakes everyone out of the static field.


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Posted

That really depends on what you call "effectively drain".

I've flatlined some EBs quite rapidly with just Conductive Aura, with just DO slotting, obviously no Power Boost.

On the other hand, what Elec doesn't have a reliable form of is -Recovery. Quite often, what enemies will recover will get drained before they get a chance to use it, but sometimes they will. So when it comes to EBs, you'll need to be able to handle some hits.

Some other thoughts, although you may want to take them with a grain of salt (my Elec/Earth being only in the mid-teens, though I have a much higher Elec controller):

Chain Fences is a power to be careful with. It's almost never a good idea to immobilize anything outside of Conductive Aura, and if you want to use Earth's AoE's, you'll want them even closer.

Jolting Chain is a fun power and frequently useful as soft control. On my dom, I don't use it much once everything's stuck in CA and drained, but it's also never really a *bad* thing to use. I think it's worth having.

Conductive Aura and Static Field are staples. Between the endurance drain and the pulsing sleep not much will a chance to attack you even if you keep using AoE attacks, and the endurance Static Field will give back to you is *insane*.

Synaptic Overload gets mixed reviews, and for some good reason. Once you get used to it's behavior, I think it's worth having; it will neutralize some things that your other powers won't. Besides, how can a low-recharge multi-target non-notify confuse be a *bad* thing to have?

For Earth Assault, my only recommendation is to avoid Hurl Boulder. Knockback is the enemy of Electric Control.


 

Posted

Quote:
Originally Posted by Morganite View Post
For Earth Assault, my only recommendation is to avoid Hurl Boulder. Knockback is the enemy of Electric Control.
Or take the single target immobilize; it has -kb. I took it on my Elec/Psi to make TK Thrust more usable (and stop runners); it works fine.


Arc #40529 : The Furies of the Earth

 

Posted

I guess I would like to know how to slot Conductive Aura and Static Field speaking in vanilla IOs.


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Posted

Quote:
Originally Posted by JayboH View Post
I guess I would like to know how to slot Conductive Aura and Static Field speaking in vanilla IOs.
Conductive Aura: 1 Acc, 2-3 End Mod (depending on slot availablity).

Static Field, 2-3 Recharge (it's quick to recharge anyway). Sleep isn't needed. You can also add a End Mod or two if you have the slots (which is rare on a mid-level domi, they're almost as bad as Warshades for slots).

Jolting Chain is nice because you can get away with just the 1 Acc in it. So it's a slot-cheap soft-control which looks great (I love the chained falling down rippling through a spawn) and is useful early on.


 

Posted

Quote:
Originally Posted by JayboH View Post
I went with this combo too and I'm curious. I would think they go quite well together since typically stone attacks cost so much end, and with two pbaoe toggles it makes it sound even better, although I suppose mud pots wakes everyone out of the static field.
Static Field is the one sleep you don't worry about waking people up. So long as they stand in the patch the sleep will tick again and back to zzz land they go.

For /earth assault take everything except mud pots and maybe hurl boulder (I took it on respec into inherent fitness and have enjoyed the extra ranged attack).

For electric control take everything except ST immob. Earth relies a lot on knockdown. Don't want to spoil that. You can also skip the AoE hold... I did. The other controls you have are going to get from your primary and secondary give you every mob mileage whereas the AoE is up maybe every two groups... with IO set slotting. Alternatively, you could take the aoe hold and skip the chain confuse. I'd say that power is the least useful as it takes awhile to skip around and hit enough targets. Now if you put a coercive persuasion in there, then you'd get a lot more bang for your buck.

Now if you're going for end drain, then taking Mu PPP would do the trick vs bosses and EBs just by virtue of power boosted power sink. Elec control on its own can sap, but it takes several seconds of intimate contact with static field and conductive aura running.

Take a look at the procs you can put in your powers, too. I managed to fit the stun proc from Effic Adapt into 3-4 control powers. That gave me an extra level of control that doesn't show up on the score sheets.


Please buff Ice Control.

 

Posted

Quote:
Originally Posted by DarkCurrent View Post
Static Field is the one sleep you don't worry about waking people up. So long as they stand in the patch the sleep will tick again and back to zzz land they go.

For /earth assault take everything except mud pots and maybe hurl boulder (I took it on respec into inherent fitness and have enjoyed the extra ranged attack).

For electric control take everything except ST immob. Earth relies a lot on knockdown. Don't want to spoil that. You can also skip the AoE hold... I did. The other controls you have are going to get from your primary and secondary give you every mob mileage whereas the AoE is up maybe every two groups... with IO set slotting. Alternatively, you could take the aoe hold and skip the chain confuse. I'd say that power is the least useful as it takes awhile to skip around and hit enough targets. Now if you put a coercive persuasion in there, then you'd get a lot more bang for your buck.

Now if you're going for end drain, then taking Mu PPP would do the trick vs bosses and EBs just by virtue of power boosted power sink. Elec control on its own can sap, but it takes several seconds of intimate contact with static field and conductive aura running.

Take a look at the procs you can put in your powers, too. I managed to fit the stun proc from Effic Adapt into 3-4 control powers. That gave me an extra level of control that doesn't show up on the score sheets.
I'd never skip the Chain Confuse.

Yes, it takes a few seconds to take hold, but since it won't alert your foes you can cast it before the Tank/Brute/Whatever hits the spawn and by the time they do it'll have spread around nicely. My Elec/NRG domi will often skip ahead to the next spawn to set it going while the rest of the team are still finishing off the stragglers.

Mind you I never skip the AOE hold on a Control type either, frankenslotting works so well and so cheaply that it's a useful tool.


 

Posted

Thanks for the tips. So far I'm loving the combination, although Electric Control seems a bit soft as far as control goes. (Compared to my last dom, anyway, who was Earth.)


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
Static Field, 2-3 Recharge (it's quick to recharge anyway). Sleep isn't needed. You can also add a End Mod or two if you have the slots (which is rare on a mid-level domi, they're almost as bad as Warshades for slots).
It needs some accuracy too. The sleep is not autohit.

I wouldn't ignore set IOs on this power even if you use them nowhere else - the sleep sets are dirt cheap. My favored slotting for low to mid levels (and by "low" I mean "starting at level 13, which is when you should have 3 slots in it") is two Accuracy/Recharge and one common recharge. With level 15 IOs that's enough to have it effective and constantly available, and it just keeps getting better. Did I mention that the sleep sets are dirt cheap?

An EndMod is of course also nice, but the restore it gives is pretty nice even without it.


 

Posted

Here is what I did with my Elec/Earth Dom. She has the Rare Damage/Immob Alpha at the moment.

I always thought I would try and fit jolting chain back in, but just couldn't do it... Mud Pots is pretty weak. I had high hopes for it, but the radius is just too small to be worth the big endurance cost. Another power that I always thought I would fit in would be Ice storm. However, when I got up to that level, I didn't need another location AoE with a longer than average cast time since you already do a large amount of damage.

This build has perma-dom with 33% Smashing/Lethal defense. However, when you hit power boost (which you should do just before every alpha) S/L defense jumps to 42% so it gives you a good chance at dodging most of the initial attacks.

Hopefully this gives you some ideas.

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

Click this DataLink to open the build!

Tectonic Spark: Level 50 Mutation Dominator
Primary Power Set: Electric Control
Secondary Power Set: Earth Assault
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Tesla Cage
  • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
  • (3) Basilisk's Gaze - Accuracy/Recharge: Level 30
  • (3) Basilisk's Gaze - Recharge/Hold: Level 30
  • (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 27
Level 1: Stone Spears
  • (A) Endurance Reduction IO: Level 30
Level 2: Chain Fences
  • (A) Efficacy Adaptor - EndMod: Level 21
  • (5) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 30
  • (7) Efficacy Adaptor - EndMod/Recharge: Level 32
  • (7) Efficacy Adaptor - Accuracy/Recharge: Level 38
  • (9) Efficacy Adaptor - EndMod/Accuracy: Level 32
  • (9) Efficacy Adaptor - EndMod/Endurance: Level 34
Level 4: Stone Mallet
  • (A) Crushing Impact - Damage/Endurance: Level 33
  • (11) Crushing Impact - Damage/Recharge: Level 34
  • (11) Crushing Impact - Accuracy/Damage/Recharge: Level 34
  • (13) Crushing Impact - Accuracy/Damage/Endurance: Level 35
  • (13) Crushing Impact - Damage/Endurance/Recharge: Level 30
Level 6: Tremor
  • (A) Obliteration - Damage: Level 36
  • (15) Obliteration - Damage/Recharge: Level 36
  • (15) Obliteration - Accuracy/Damage/Recharge: Level 32
  • (17) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 31
  • (17) Obliteration - Chance for Smashing Damage: Level 39
  • (19) Force Feedback - Chance for +Recharge: Level 21
Level 8: Conductive Aura
  • (A) Efficacy Adaptor - EndMod: Level 35
  • (19) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 36
  • (21) Efficacy Adaptor - Accuracy/Recharge: Level 31
  • (21) Efficacy Adaptor - EndMod/Accuracy: Level 22
  • (29) Efficacy Adaptor - EndMod/Recharge: Level 30
Level 10: Hasten
  • (A) Recharge Reduction IO: Level 30
  • (23) Recharge Reduction IO: Level 30
  • (23) Recharge Reduction IO: Level 30
Level 12: Static Field
  • (A) Fortunata Hypnosis - Sleep/Recharge: Level 50
  • (25) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50
  • (25) Fortunata Hypnosis - Chance for Placate: Level 50
  • (27) Fortunata Hypnosis - Accuracy/Recharge: Level 50
  • (27) Fortunata Hypnosis - Sleep/Endurance: Level 50
Level 14: Super Speed
  • (A) Celerity - +Stealth: Level 15
Level 16: Power Boost
  • (A) Recharge Reduction IO: Level 50
  • (29) Recharge Reduction IO: Level 50
  • (50) Recharge Reduction IO: Level 50
Level 18: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed: Level 25
  • (31) Serendipity - Defense/Endurance: Level 39
  • (31) Red Fortune - Defense/Endurance: Level 25
Level 20: Heavy Mallet
  • (A) Crushing Impact - Damage/Endurance: Level 33
  • (31) Crushing Impact - Damage/Recharge: Level 35
  • (33) Crushing Impact - Accuracy/Damage/Recharge: Level 34
  • (33) Crushing Impact - Accuracy/Damage/Endurance: Level 35
  • (33) Crushing Impact - Damage/Endurance/Recharge: Level 32
  • (34) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
Level 22: Kick
  • (A) Empty
Level 24: Paralyzing Blast
  • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
  • (34) Basilisk's Gaze - Endurance/Recharge/Hold: Level 29
  • (34) Basilisk's Gaze - Accuracy/Recharge: Level 30
  • (36) Basilisk's Gaze - Recharge/Hold: Level 30
Level 26: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 12
Level 28: Weave
  • (A) Luck of the Gambler - Recharge Speed: Level 25
  • (36) Serendipity - Defense/Endurance: Level 40
  • (36) Red Fortune - Defense/Endurance: Level 25
Level 30: Seismic Smash
  • (A) Crushing Impact - Damage/Endurance: Level 33
  • (37) Crushing Impact - Damage/Recharge: Level 35
  • (37) Crushing Impact - Accuracy/Damage/Recharge: Level 34
  • (37) Crushing Impact - Accuracy/Damage/Endurance: Level 35
  • (39) Crushing Impact - Damage/Endurance/Recharge: Level 32
  • (39) Essence of Curare - Accuracy/Hold/Recharge: Level 43
Level 32: Synaptic Overload
  • (A) Coercive Persuasion - Contagious Confusion: Level 50
  • (39) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
  • (40) Coercive Persuasion - Accuracy/Recharge: Level 50
  • (40) Malaise's Illusions - Accuracy/Endurance: Level 30
  • (40) Coercive Persuasion - Confused/Endurance: Level 50
  • (42) Coercive Persuasion - Confused/Recharge: Level 50
Level 35: Gremlins
  • (A) Expedient Reinforcement - Accuracy/Recharge: Level 35
  • (42) Expedient Reinforcement - Accuracy/Damage: Level 30
  • (42) Expedient Reinforcement - Damage/Endurance: Level 31
  • (43) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 30
Level 38: Fissure
  • (A) Positron's Blast - Accuracy/Damage: Level 32
  • (43) Positron's Blast - Damage/Endurance: Level 50
  • (43) Positron's Blast - Damage/Recharge: Level 34
  • (45) Positron's Blast - Accuracy/Damage/Endurance: Level 50
  • (45) Positron's Blast - Chance of Damage(Energy): Level 50
  • (45) Recharge Reduction IO: Level 50
Level 41: Sleet
  • (A) Undermined Defenses - Defense Debuff/Recharge: Level 44
  • (46) Undermined Defenses - Recharge/Endurance: Level 44
  • (46) Undermined Defenses - Defense Debuff/Endurance: Level 35
  • (46) Undermined Defenses - Recharge: Level 44
  • (48) Achilles' Heel - Chance for Res Debuff: Level 10
Level 44: Frozen Armor
  • (A) Luck of the Gambler - Recharge Speed: Level 42
  • (48) Luck of the Gambler - Defense/Endurance: Level 29
  • (48) Gift of the Ancients - Defense/Endurance: Level 36
Level 47: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed: Level 25
Level 49: Assault
  • (A) Endurance Reduction IO: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Domination
  • (A) Empty
Level 2: Swift
  • (A) Run Speed
Level 2: Hurdle
  • (A) Jumping
Level 2: Health
  • (A) Miracle - +Recovery: Level 36
Level 4: Ninja Run
Level 2: Stamina
  • (A) Endurance Modification IO: Level 50
  • (50) Performance Shifter - EndMod: Level 50
  • (50) Performance Shifter - Chance for +End: Level 50
------------
Set Bonus Totals:
  • 17% DamageBuff(Smashing)
  • 17% DamageBuff(Lethal)
  • 17% DamageBuff(Fire)
  • 17% DamageBuff(Cold)
  • 17% DamageBuff(Energy)
  • 17% DamageBuff(Negative)
  • 17% DamageBuff(Toxic)
  • 17% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 8% Defense(Energy)
  • 8% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 5.5% Defense(Ranged)
  • 3% Defense(AoE)
  • 1.8% Max End
  • 4% Enhancement(Confused)
  • 102.5% Enhancement(RechargeTime)
  • 61% Enhancement(Accuracy)
  • 5% FlySpeed
  • 57.23 HP (5.627%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 9.1%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 4.7%
  • MezResist(Terrorized) 2.5%
  • 17.5% (0.292 End/sec) Recovery
  • 30% (1.274 HP/sec) Regeneration
  • 4.095% Resistance(Fire)
  • 4.095% Resistance(Cold)
  • 5% RunSpeed


 

Posted

I would think that Mud Pots would work fairly well with Elec (at least, relative to a lot of other sets) because it can keep enemies from attacking you while still leaving them able to move closer to you. There's sort of a "funnel" effect I've noticed.

Though that doesn't necessarily make it worth it. *shrug* I'm expecting to try it when Elec/Earth gets there. Elec certainly ought to be able to afford to run it...


 

Posted

Yeah, I had hoped mud pots would be really good too. I would definitely try it, but I found the end cost to be too high. I frequently drain my endurance bar and am only saved by Domination. (Even with Conductive Aura running and standing in Static Field)


 

Posted

Paralyzing Blast: Holy CRAP the radius is small. What gives? This is probably the smallest AOE hold in the game, no?


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Posted

It has a 20ft. radius. Same as the other Ranged AoE holds...


 

Posted

Quote:
Originally Posted by JayboH View Post
Paralyzing Blast: Holy CRAP the radius is small. What gives? This is probably the smallest AOE hold in the game, no?
If you're noticing a problem with it's radius I suggest you bug report it.

Paralyzing Blast is listed with a radius of 30feet, which is actually LARGER than typical for a Target AoE hold (normally 20ft). (Normally only PBAoE Holds have a 30 ft radius.)


@Oathbound & @Oathbound Too

 

Posted

Quote:
Originally Posted by Oathbound View Post
If you're noticing a problem with it's radius I suggest you bug report it.

Paralyzing Blast is listed with a radius of 30feet, which is actually LARGER than typical for a Target AoE hold (normally 20ft). (Normally only PBAoE Holds have a 30 ft radius.)
Where did you get 30ft? I checked in-game on my elec dom and it says 20ft. radius.