Elec/Psi/Ice feedback.
All I can say about Elec/psi/ice is that its the nastiest combo for elec there is. Mobs have no end to attack and even if they could their powers would not recharge for two months. Its extreme over kill.
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Thank You Devs for Merits!!!!
Though you are correct in thinking that this build has some awesome aspects, there are definitely some easy improvements. I'll post a few general thoughts on the build, followed by another build that I made based on yours.
1. No power in the Leadership pool--or Combat Jumping--should receive a slot (unless you're six-slotting Tactics with Gaussian's for the tasty defense bonuses). You're a Dom. You have better powers to be enhancing.
2. When you do have substantial +Def powers, make sure to slot them with 4 Luck of the Gamblers. Though I assume you were frankenslotting to achieve maximum End Rdx, trust me--it's not worth your time. One thing this power combo has in spades is endurance. Four LotGs give a nice +Regen bonus, +HP, and a bonus to accuracy. What's not to love?
3. There is no reason why Drain Psyche should not receive six slots. It is THE set-defining power of Psionic Assault. With so many worthwhile aspects to enhance, why not give it all you can?
4. While softcapping S/L defense is nice, you don't need it, particularly when you're sacrificing perma-hasten and perma-domination to get it. Think about the layers of mez that you have: Static Field keeps everything asleep; Conductive Aura destroys an entire mob's endurance within seconds; Psychic Shockwave absolutely floors their recharge; Sleet trips them up constantly; Synaptic Overload can confuse everything if you slot it correctly, and Jolting Chain can act as a ghetto mass-hold. On top of this, you're already regenerating more damage than a Regen scrapper can with Drain Psyche. If you're doing it right, you should be only dimly aware that enemies are trying to attack you. Any damage that gets through all those layers and 30% defense is gravy.
5. That said, I'd drop TK Thrust and Paralyzing Blast. At the kind of performance levels we're discussing, nothing should be getting close to you unless you will it so (thus obviating TK Thrust). As for Paralyzing Blast, well, the downsides simply outweigh the benefits. You're a control god without it, and its stats are just too low to utilize it efficiently without heavy slotting that you can't afford. Pass.
6. Gremlins benefit greatly from the Soulbound Allegiance proc. Their attacks recharge quickly, and each one can fire the proc.
7. Make sure to consider Jolting Chain, particularly with Devastation: Chance to Hold. It can become a quasi-hold/soft-control power that recharges in two seconds flat. Who doesn't want that?
8. No travel power? Wha...? While that's okay in a vacuum, everybody's going to want one eventually. Throw a +Stealth proc in Sprint, and you can stealth missions to make life even easier for yourself. As if you needed it.
9. You'll want at least one of the two higher-tier single-target blasts to round out your attack chain in the lower levels. Take your pick between Mental Blast and Subdue; I chose Mental Blast for difficult bosses.
10. Conductive Aura is fine with the default End Mod slot. It'll drain everything in reach, but the bonuses it gives to you (compared to Drain Psyche) are negligible. Since it drains plenty quickly even without the enhancement, it's fine with no additional slotting.
11. Spiritual Radial is kind of a waste. Yes, you get more recharge, but at Perma-hasten levels, that's overkill that won't get you very far. The extra heal only boosts CA and DP; CA doesn't need it, and DP is already slotted for it. I would recommend Musculature Radial Paragon instead. You have tons of -End effects that you haven't slotted for (but are beneficial nonetheless); you have some Immobilization (Chain Fences) and Defense Debuff (Sleet) powers; Super Speed gets boosted, and more damage is never a bad thing.
12. If you still find yourself having survivability troubles, you could conceivably drop Ice Storm for Hoarfrost, five-slotted with Doctored Wounds. You lose 2.5% global recharge and gain a permanent +30% HP in exchange. I can't say I'd recommend it, though--Ice Storm is a terrific attack power, particularly at these kinds of recharges.
*Whew*!
Now for the build!
http://www.cohplanner.com/mids/downl...6BF73F0723DDA0
Though you are correct in thinking that this build has some awesome aspects, there are definitely some easy improvements. I'll post a few general thoughts on the build, followed by another build that I made based on yours.
1. No power in the Leadership pool--or Combat Jumping--should receive a slot (unless you're six-slotting Tactics with Gaussian's for the tasty defense bonuses). You're a Dom. You have better powers to be enhancing. So, so, wait, hold on. You say I shouldn't enhance some of my valuable Defense powers, and then you say I should 6 slot gaussians for defense? 2. When you do have substantial +Def powers, make sure to slot them with 4 Luck of the Gamblers. Though I assume you were frankenslotting to achieve maximum End Rdx, trust me--it's not worth your time. One thing this power combo has in spades is endurance. Four LotGs give a nice +Regen bonus, +HP, and a bonus to accuracy. What's not to love? Actually, I did this for two reasons. First, it's a lot cheaper than slotting 4 LotGs. While the build is expensive as is, being frugal where valid and without sacrifice is something I can appreciate. If you had looked at my build with base acc set to 39% (+4s), you'd see that I need no additional accuracy except in Paralyzing Blast, which is more than fine vs +3s (with a level shift). In addition, two of the LotG hp bonuses are wasted if I changed weave/ice armor/maneuvers over, and one of the 9% acc bonuses is lost. 3. There is no reason why Drain Psyche should not receive six slots. It is THE set-defining power of Psionic Assault. With so many worthwhile aspects to enhance, why not give it all you can? I realize this, I just wasn't able to find two more slots to give it another endmod and heal. I think I could scavenge one from Tactics and add another to this. 4. While softcapping S/L defense is nice, you don't need it, particularly when you're sacrificing perma-hasten and perma-domination to get it. Think about the layers of mez that you have: Static Field keeps everything asleep; Conductive Aura destroys an entire mob's endurance within seconds; Psychic Shockwave absolutely floors their recharge; Sleet trips them up constantly; Synaptic Overload can confuse everything if you slot it correctly, and Jolting Chain can act as a ghetto mass-hold. On top of this, you're already regenerating more damage than a Regen scrapper can with Drain Psyche. If you're doing it right, you should be only dimly aware that enemies are trying to attack you. Any damage that gets through all those layers and 30% defense is gravy. Are we looking at the same build? Do you see that I have Perma Hasten, Perma Dom, Perma DP? Not only that, but in a real world situation, especially in some of the newer content, when they constantly throw ambushes at you, you can't have every single thing locked down, fully drained, etc. If we're talking fighting ONE pack of critters at one time with nothing else happening then you are absolutely right. I didn't really sacrifice anything to get to these levels of defense, thanks to Alpha slots. 5. That said, I'd drop TK Thrust and Paralyzing Blast. At the kind of performance levels we're discussing, nothing should be getting close to you unless you will it so (thus obviating TK Thrust). As for Paralyzing Blast, well, the downsides simply outweigh the benefits. You're a control god without it, and its stats are just too low to utilize it efficiently without heavy slotting that you can't afford. Pass. Regarding TK thrust, I have three powers that require me to be in close proximity and one that needs me to move up closer to tag the optimal number of targets. I'm going to be in melee and I'm using it for the damage more than the KB. After firing shockwave/scream, it gives me something to obliterate single targets close up while those recharge. Paralyzing Blast: Its stats are too low to utili.. what? Have you not looked and seen that it is the same as many of the other AOE holds in the game? 6. Gremlins benefit greatly from the Soulbound Allegiance proc. Their attacks recharge quickly, and each one can fire the proc. Okay, done. I dropped the -KB (not sure why I had that) from tough and moved it here. 7. Make sure to consider Jolting Chain, particularly with Devastation: Chance to Hold. It can become a quasi-hold/soft-control power that recharges in two seconds flat. Who doesn't want that? Except the jump radius is tiny, and I am playing on teams, not in a vacuum or exclusively solo where I can keep things in a neat pile. 8. No travel power? Wha...? While that's okay in a vacuum, everybody's going to want one eventually. Throw a +Stealth proc in Sprint, and you can stealth missions to make life even easier for yourself. As if you needed it. Personal taste. You won't see me take a travel power on a character unless I: feel the need to slot a -slow IO, or the AT is forced to take it (warshade, for example). I don't play in a vacuum. I play with Ninja Run and Raptor Packs. The only place this is an issue on is MO runs, and even then, I've got friends who have recall. I'll live. 9. You'll want at least one of the two higher-tier single-target blasts to round out your attack chain in the lower levels. Take your pick between Mental Blast and Subdue; I chose Mental Blast for difficult bosses. Bolded this for a specific reason, I don't exemplar beyond getting badges. This isn't a leveling build. This is a 50 build. Even then, the lowest I'd go (say, positron tf), I'd still have everything up through DP. 10. Conductive Aura is fine with the default End Mod slot. It'll drain everything in reach, but the bonuses it gives to you (compared to Drain Psyche) are negligible. Since it drains plenty quickly even without the enhancement, it's fine with no additional slotting. Thank you for the confirmation, that's what I thought. 11. Spiritual Radial is kind of a waste. Yes, you get more recharge, but at Perma-hasten levels, that's overkill that won't get you very far. The extra heal only boosts CA and DP; CA doesn't need it, and DP is already slotted for it. I would recommend Musculature Radial Paragon instead. You have tons of -End effects that you haven't slotted for (but are beneficial nonetheless); you have some Immobilization (Chain Fences) and Defense Debuff (Sleet) powers; Super Speed gets boosted, and more damage is never a bad thing. The heal also technically benefits Health! I believe that Spiritual will benefit me vastly more. From what I've seen from friends who play elec, you don't need end mod in the drain powers, they are strong out of the box. Strong enough to floor an AV and leave them there. Also, def debuff? That's the last thing I care about on Sleet. That's not why you even take sleet. I'm not taking super speed, and adding radial paragon results in an additional FIVE seconds on Fences. That isn't even a point to argue when it recharges in less than three and lasts 44 already. 12. If you still find yourself having survivability troubles, you could conceivably drop Ice Storm for Hoarfrost, five-slotted with Doctored Wounds. You lose 2.5% global recharge and gain a permanent +30% HP in exchange. I can't say I'd recommend it, though--Ice Storm is a terrific attack power, particularly at these kinds of recharges. I don't want Hoarfrost, accolade HP and def cap will serve me well enough. Also, it's not permanent even with 3 recharge IOs and spiritual. It still has something around 25-30s down time. *Whew*! Now for the build! http://www.cohplanner.com/mids/downl...6BF73F0723DDA0 |
Still wondering if DP's -regen is really enhanced by heal IOs.
Also, I don't feel the need to dump in more purples than necessary, I only included sleep because it is damn dirt cheap, cheaper than pretty much any other purple. Synaptic Overload is fine with 3 slots, during Dom it lasts plenty long and is over acc cap vs +4s already. Fences is fine as is, I need the defense to cap and nothing wrong with a smidge more recharge. Only change I'd like to make there is adding a hold and KD proc, but I think fences won't see a ton of use in practice.
edit: added a heal IO to DP, doesn't need any more end, slotted as is hitting one target would give the user more than enough recovery.
No problem. Your feedback isn't "hostile," per se, it just outlines differences between our playstyles. I DO mostly solo, and as such, I'm the only thing mobs are focusing on (making Jolting Chain more useful). I do prefer to have a travel power. I do not like the targeted AoE holds that Trollers and Doms get much, but I haven't played the new TFs, where I might need to lock down more than I already can. As for the Leadership debate, again, that's a matter of personal preference. (I'm not suggesting you six-slot Tactics with Gaussian's--some characters have the slots to burn and need the defense boost. This would not be one of those characters.)
As for areas where I misrepresented things about your build, I blame that on the fact that it was veeeery late at night when I did the analysis. You do have perma-dom and perma-hasten, and try as hard as you might, Hoarfrost wouldn't always be up even if you took it. You were also correct about Spiritual Radial being better than Musculature Radial. That was my sleep-starved mind trying to cram as many bonuses into one Alpha, even if they were for already-good, underutilized powers.
Ultimately, of course, your character is your own. I hope some of the suggestions work out for you!
Drain Psyche is affected by Heal IOs. On my Elec/Psi/Fire Dom, I have 5 Doctored Wounds and an Accuracy IO. According to the in-game tooltip:
+216.46% (+100.00%) regeneration rate for 30.00s on self unresistable
-1082.32% (-500.00%) regeneration rate for 30.00s on target
Starting another Dominator now that my Fire/Earth is 50. Came up with this at my friend's suggestion of Elec/Psi/Ice, and his mention of draining AVs very quickly and leaving them floored on end. I have a few concerns about this, mostly just things that seem funny in Mids.
First, awesome things about this:
DP is permanent. S/L is capped. Static Field can triple stack.
Now, my concerns:
1. Mids shows DP's -regen debuff as being enhanced by Heal IOs. Is this right in game? If it does, maybe I should try to fit another Heal IO in? It would make the -regen better than Traps.
2. Should I slot Conductive Aura differently? It seems unnecessary with permaDP and all of the other drain effects.
Thanks in advance for looking.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
elecpsiice: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Psionic Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Tesla Cage -- BasGaze-Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Acc/Hold(37)
Level 1: Psionic Dart -- Decim-Dmg/EndRdx(A), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg(43), Decim-Acc/Dmg/Rchg(43)
Level 2: Mind Probe -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/EndRdx(37)
Level 4: Telekinetic Thrust -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7)
Level 6: Chain Fences -- Enf'dOp-EndRdx/Immob(A), Enf'dOp-Acc/EndRdx(17), Enf'dOp-Acc/Immob/Rchg(34), Enf'dOp-Acc/Immob(34), Enf'dOp-Immob/Rng(40)
Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(50)
Level 12: Static Field -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Sleep(13), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Acc/Rchg(15)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 16: Psychic Scream -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(23), Posi-Acc/Dmg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25)
Level 18: Paralyzing Blast -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(21), Lock-Acc/EndRdx/Rchg/Hold(21)
Level 20: Drain Psyche -- P'Shift-EndMod/Acc/Rchg(A), Heal-I(37), Efficacy-EndMod/Acc/Rchg(43), RechRdx-I(46)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), RedFtn-Def/EndRdx(27), S'dpty-Def/EndRdx(29)
Level 24: Boxing -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(42), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 26: Synaptic Overload -- CoPers-Conf%(A), Mlais-Acc/Conf/Rchg(29), Mlais-Acc/Rchg(34)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(36)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), RedFtn-Def/EndRdx(31), S'dpty-Def/EndRdx(31)
Level 32: Gremlins -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Tactics -- HO:Cyto(A), HO:Cyto(36), HO:Cyto(36)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(50)
Level 41: Sleet -- Achilles-ResDeb%(A), RechRdx-I(42)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), RedFtn-Def/EndRdx(45), S'dpty-Def/EndRdx(45)
Level 47: Ice Storm -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 50: Spiritual Radial Boost
Level 0: Marshal
Level 0: Invader
Level 0: High Pain Threshold
Level 0: Born In Battle
------------
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)