Elec/elec?
I'm looking at building one myself as a sapper. Should work out fairly well.
I have a Fire/Psi (50), Fire/Fire (23) and Elec/Elec (30) doms.
Of all of them, my Elec is the 'safest'. With the mitigation tools like perma sleep (and the sleep is AWESOME), chain confuse, holds, immobs and the ongoing End drain, it is just a really good control set.
Damage is not the best, but the mitigation tools pretty much allow you to move at your own pace. It's a single target set, for assault, for the most part.
I'm enjoying mine greatly.
@Celt on VICTORY!
Heroes - Mr. BoJangles, Boom-stick, GalacticCelt, Hap Hazard, Judas Cradle, Knotwork, Riddle of Flame, Archangel Lucius, Boomerang, Mrs. BoJangles
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Got mine to 50 on double XP weekend and have as much fun on it as I do playing my brutes and tanks !
Slower killing, but fun to watch
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Pure White Lightning - Level 50 Electric Brute
Purple Drop - work in progress Axe/Shield brute
Blue Icefall - Level 50 Ice Tank
@Blue Lava
The /elec secondary is not something I enjoy terribly much. Especially for a sapper, as it has no reliable form of -recovery save for the cone AOE which lasts for four seconds. The attack chain is kind of screwed up, and the Dominator version of Thunder Strike is a large knockback rather than a knockdown, and would screw up your positioning and sleeping effects, along with your aura positioning. The damage seems a bit out of wack as well, when you compare it to other dominator secondaries. It gives up alot for the ability to drain endurance and not reliably stop recovery.
On the terms of damage, you could compare Thunder Strike to another high tier power, such as Total Focus. Same animation and animation times, but Total Focus does about 226 damage mixed between a quarter smashing and three quarters energy, with no AOE, whereas Thunderstrike does 119 smashing damage with a small 18 energy AOE component. Even comparing it to Ripper, which is an AOE which knocks down instead of knocks back, Ripper does 113 lethal in a 90 degree arc in front of the player and 45 toxic damage over a few seconds.
Overall. elec primary should be enough to satisfy your sapper urgings. Slot your aura to drain endurance, and between that and your sleep you should see a rather good drain on your attacks. When you're in the middle of them, your Chain Fences have the highest chance out of your attacks, save your massive AOE hold and your Chain confuse, to turn off Recovery. If you really want to turn off recovery for a long time, your best bet would be to go with the /mind secondary. The -500% recovery debuff from Drain Psyche will shut down many a mob, and in a pinch the -500% regen debuff it gives will make you more valuable to fighting off AVs.
Arc #40529 : The Furies of the Earth
Damn, I've been staring at the picture for too long!
Malakim
-Playing since COH beta and still love the game!
I love my electric control/electric assault dominator to death. I had given up on dominators before the fix to domination, but wanted to give it another shot when Electric Control came out.
Electric Control's feature power is Static Field, available at level 12. It's a targettable AoE much like tar patch. It's main feature is a sleep effect that will re-apply to foes even if they are awakened by attacks. This is not your cousin's salt crystals that are one and done when they take damage. The other effects are reduced endurance, reduced speed, and reduced recharge rate. As in all unbelievable deals, this power will also transfer endurance lost from foes to you and your allies in the static field. Even running the low levels in Praetoria, my frequent tank teammate was appreciative of the endurance boost to his sparsely slotted build before SOs.
The second most important power of electric control is conductive aura. This power shocks foes in a PbAoE aura around your dominator. The power costs no endurance to run. The power drains endurance from foes that will boost your own endurance and also to a minor degree your regeneration.
With conductive aura, your dominator should crave to be in melee range of your foes. The convenient part of electric assault is that you have three decent melee attacks: charged brawl, havoc punch, and thunderstrike.
I took all the electric assault powers except Zapp, the snipe. I am disappointed that voltaic sentinel is considered a tier 9 power, but I wouldn't consider dropping it.
With Tesla Cage, you have a nice single target hold that is quick to recharge out of the box. For a control power, it does pretty good damage, too. Because you want to get into melee, you have to set the table with your controls. Tesla Cage, Chain Fences, and Static Field are the bread and butter that enable you to move in and sap your foes into submission. As your build matures, Paralyzing blast and Synaptic Overload can be alternated between groups for even better control.
One last point in this long winded filibuster: many EC users say there isn't enough -recovery in electric control. Jolting chain, while not a superstar power, is simple and elegant. It does two things basically. JC knocks down foes, which is sweet mitigation in itself. JC also does -10% endurance drain PER TARGET. This power, while I haven't slotted it at all except for accuracy is up almost all the time after getting permadom. The other feature is that the gremlins, which I consider indispensable, do two things: electric brawl - melee attack - and jolting chain. The little dickens are harder to herd than a regular mastermind pet, but with practice and luck, you can get -10% endurance drain TIMES 3 on regularly recurring basis. That's endurance drain. Three times the knockdown is added gravy.
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.
I pretty much have to echo Psylenz. Sure, /elec might be a little underwhelming compared to some other dom secondaries out there but it's by no means gimped. You can do really well with it even if it's not the "best" out there. I chose it for concept reasons and have not had any complaints with it period.
Basically, once you get to 22 and can start slotting SO's (or better yet Frankenslotting IO's) you become nearly unstoppable. Your most vulnerable time is when you first engage a group of enemies (if you are solo) as they will still have endurance to attack you with unless you can get them all locked down right away. Once you get them locked down you can pretty much eradicate any and all endurance from everything in about 10 seconds. After that, you wont be taking any damage period.
You'll figure out what you can and can't do in first approaching groups and how to deal with it fairly quickly so I wouldn't worry about it too much.
I seriously think that when I get him to 50 and fully IO'd out he will likely be my most powerful toon. I already have a very nice 50 Mind/Psy Dom but I can see that this Elec/Elec has the potential to leave the Mind/Psy in the dust.
Death can be Beautiful. A Night Widow Guide on a budget
Ok..just want to know if keeping this char going as my first coming back to CoH is a good idea? i love doms but cant find TO much info on this build? end game is it good damage? fun etc?