of Earth and Sky: A Guide to Electricity/Earth Dominators


LittleGreyDuck

 

Posted

The earth rumbles. Enemies fall, struck by the very force of the skies. Their bodies betray them, turning them upon their own allies, falling useless at inopportune times. Their will drains and they are left helpless, crumbling under a landslide of mayhem.

You are a dominator, and the earth and sky is yours to command.

My name is Sarelfox, and this is the guide to perhaps one of the most gratifying powerset combinations I have found for dominators, my favorite archetype, Electricity Control and Earth Assault. I've been playing since around Issue 4, on and off, and have loved the dominator archetype since it first appeared in City of Villains. Tie them up, beat them down has always been my mantra, my first 50 being my ice/ice/Mako dominator redside before the Dominator re-balance. Upon returning to the game at Going Rogue, I found that both of my prayers before I left were answered, the addition of Electricity Control (WHEE ZAP) and Earth Assault (Holy Crap Melee Attacks). Since then, I've taken my dominator far and wide, and I think it is time I share what I have learned.


Table of Contents with Quick Search Functions

1)Electricity Control …..................... ELC1
2)Earth Assault ….............................. EAS2
3)Merging the Two …........................ MTT3
4)Hasten, Defense, and Resists …..... HDR4
5)Secondary Power Pools …............. SPP5
6)My Builds Thus Far ….................. MBT6


I.Electricity Control ELC1


Electricity Control offers a certainly different assortment of controls, but very few of them are 'hard' controls so greatly favored by proponents of other sets. Without the myriad holds and stuns to sets such as Mind (with its three holds) or Earth (which is an awesome power control set), Electricity relies on soft controls such as Endurance Drain and Recovery Drain, Knockdowns, Sleeps, and Confuse.
“Wait, Recovery drain? What's that?”
Recovery drain is the all important power to stop an enemy from actually gaining more endurance. This is important because in that brief two or three second span between a dominator draining the endurance out of an enemy from one tick, and regenerating say, 5-10 endurance only to be drained again in the next, he can attack. “So hold him!” you say. But not all enemies can be easily held, and every little bit of control counts. Now, like many other guides, a summation of powers.



Electric Fences: Single Target Immobilization
Usefulness: Immobilizes most bosses and Elite Bosses in one application, removes flight from most mobs and players not using Hover.
Downsides: It is a Damage over Time effect, and many mobs will simply be dead before it goes off, limiting the power's usefulness for damage. The damage over time effect also constantly wakes enemies from your sleep field.

Tesla Cage: Single Target Hold
Usefulness: It's the single target hold, your arguably most used control power. It drains 7% of a critter's endurance, does as much damage as Stone Spears from your secondary, but in an all-important different damage type.
Downsides: Relatively long animation time of 2.17 seconds roots you in place while it is used. Only a 30% chance of halting recovery, but it is spammed quite often.

Chain Fences: AoE Immobilization
Usefulness: Your aoe immobilization is unlike many other immobilizations in that the damage portion of it is done all at once as opposed to over time. It also provides no defense against knockup or knockback, allowing your Jolting Chain to continue working whilst the enemy is immobilized. The sudden, all in one shot burst of damage also helps with your sleep effect, allowing enemies hit by your immobilize to fall back asleep in a few seconds times.
Downsides: It's your AOE taunt. If you fight a group with a hefty, heavy hitting and dependable ranged power, such as most Council, Nemesis, This List Could Go On Forever, you will be the target of focus fire. Now, I know it does not have an actual Taunt value such as Taunt the Tanker Power, but it will mostly aggro onto mobs that have not been taunted by anything else. And it will hit a lot of them. You are squishy.

Jolting Chain: Chained Knockdown
Usefulness: One of the unique parts of nearly any electricity set is the functions of the powers and how they travel. Electric Armor gave us a teleport that did damage, electric melee gave us a bouncing damage chain, and Electricity Control gives us a bouncing knockdown chain. Being only Mag .66 knockback, it will apply a stationary knockdown to a target and then bounce to the nearest target, applying the same knockdown and bouncing again. Great for having a good bit of soft control, and the knockdown is just enough time for two full ticks of your sleep field to go off, putting most things to sleep save Bosses, who will be cleared of one sleep by the damage portion of your knockdown. It also drains 10% of a target's endurance, and has a 50% chance of stopping recovery for eight seconds.
Downsides: If it hits a dead creature, the chain will not continue. You will pull just as much aggro from this as you do from Chain Fences. Anything underling or lower, or green minions will be sent flying backwards. SCATTER DE RIKTI MONKEES. This power is entirely nullified by anyone using any sort of knockback or knockdown protection, such as an aoe immobilize not from Electric Control, including most patron powersets.



Conductive Aura: PBAOE Draining Aura
Usefulness: At both a very small increase to regeneration and recovery, this aura's main function is to drain endurance from things around you. At 10% per tick, and a tick at roughly 2.25 seconds, it is a zero-animation-time way of helping with your control abilities. At 5 enemies in the field, you have roughly 15% extra recovery, and stamina unslotted is 25%. Not bad at all. The aura does not even have to hit the enemies with an accuracy check in order for you to gain the regeneration and recovery benefits, but an accuracy check is made for the aura to hit an enemy with endurance drain.
Downsides: It does not stop or halt recovery. Relying on this and Sleep Field for simple endurance drain means that Tank Swiper will do a full power melee attack and seemingly no endurance, and you will be feeling the pain. Keep at range, you say? It's a PBAOE, you have to get in close to get the benefits of this aura.

Static Field: Sleep Field Pseudopet
Usefulness: Where do I start. Like Volcanic Gasses of Earth Control, this summons a pet that lays motionless, waiting for an enemy to get into range, and puts it to sleep. For every enemy in the field, you get an endurance bonus each tick. Each ally in the field also gets an endurance bonus. Great way to keep your tankers, scrappers, and brutes in the blue. The Sleep Field can also be buffed via enhancements to keep even bosses asleep and be kept permanently down, or even double stacked.
Downsides: It's a sleep field. It will only interrupt enemies for a split hair of a second in a large group, as most of the sleep effects save for stopping a huge alpha will be wasted once everyone starts attacking.

Paralyzing Blast: Targeted AOE Hold
Usefulness: As far as AOE holds go, this one is one of the better holds available to control primaries. It is targeted, albeit with a radius of 20 feet, but the main eye-catching feature of it as compared to other holds is the 100% chance of -100% recovery on all targets.
Downsides: As far as AOE Holds go, this one does not have a very good graphic telling you they are held. Enemies will shock lightly, and go into the “AAAHHHH!” held position and not move unless knocked down or back. The long recharge prevents you from using this power to permanently stop recovery, but it is a nice temporary lockdown even on bosses.

Synaptic Overload: Chained Target Confuse
Usefulness: An aggroless confuse, at a range that enemies will not fire back unless they are snipers. Each bounce of the confuse, working much like the bounces on Jolting Chain, hits a nearby living target only once. However, each bounce also stops 100% of endurance recovery for 8 seconds and drains 10% endurance.
Downsides: The bounces happen MUCH slower than Jolting Chain, and on big AOE happy steamrolling groups, even putting this on bosses is next to useless. The recharge time of 60 seconds means that even under permadom circumstances, you only have a confuse up every twenty seconds.


Gremlins: Melee and Minor Control Pets
Usefulness: Ah, gremlins. Every set save mind has a pet power, and with Gremlins you are given two of the Cap au Diable gremlins from the power network. They have only one melee attack, pretty much electric brawl, and Jolting Chain for crowd control, both used liberally. Each one is highly resistant to energy damage, and has a minor energy damage aura for when they get close to enemies, and they will get close to them.
Downsides: They have a minor energy damage aura and are very, very squishy. While the damage they do is good to okay, the fact they will run up and wake your slept foes by running through them all to the one in back will mean that your sleep field is negated. They are very fast runners, chasing down other runners into enemy groups, and then dieing horribly leaving you to fend off a second or third group. If they use their knockdown at the same time, enemies will go flying backwards, and they are often synched enough to do so, scattering enemies out of any placed controls you may have.


II.Earth Assault EAS2

Rumble, Crush, Boom! Those three words describe any earth set given in City of Superpowered People who Dress Funny. Earth Assault is no exception. Earth assault, like every other set in existence meant for offense, gives two advantages as their distinct selling points. For instance, Psychic Assault gives -recharge and a unique damage type for its attacks, and Energy Assault offers small soft controls and extra damage. Earth Assault offers small soft controls and extra damage (hereby referred to as MOAR DAMAEG). “But SarelFox, your first melee attack doesn't do as much as Mind Probe or Skewer!” True, but the third melee attack does more than either of those. That's right, third melee attack. Only Electricity Assault gets as many melee attacks as Earth Assault, and they do pithy damage compared to the SMASH that is Earth, and the quick and fast animation times they go through.

Stone Spears: Single Target Blast, Foe Knockup
Usefulness: It's your first ranged attack, and it least has a fairly useful secondary effect. With an 80% chance of a knockup, it will function exactly as a knockdown. As for only working against grounded enemies, from what I have seen it only works if you are grounded, as I have hit flying enemies before with it.
Downsides: Your hold does technically more damage, as less stuff resists energy than lethal. Being grounded means this cannot be used while hovering, so being a ranged blasty dom is not viable with hover in this case. It takes nearly as long as your hold to animate, so it offers nearly nothing better than the hold itself, save it costs 3 end less.

Stone Mallet: Melee Knockdown Smashing Damage
Usefulness: Your first of three melee attacks, dealing high smashing damage and having a 50% to knockdown an opponent. It activates in about one and a half seconds, a satisfying thud as your hammer lands on someone's forehead. It recharges in eight seconds, so it always is there when you need it, no?
Downsides: It's all smashing damage, and the knockdown is a toss of the coin. Enemies such as Longbow, Arachnos, and the IDF might give you problems if you are disheartened seeing your damage reduced by 40%. It requires melee range, so those used to fire's blasts or energy's blasts are going to faceplant a lot as it takes a different playstyle to be a meleedom.



Tremor: PBAOE Moderate Smashing Damage Knockdown
Usefulness: Rise up into the air, smash down into the ground. It has a 50% chance to knock down all enemies in a 15 foot radius centered on you, along with moderate smashing damage. Not bad for clearing spawns, but...
Downsides: … it has a 3.3 second animation time. It is total focus, except you are totally focusing on that earth directly below you. I have seen bosses die in less time on a huge eight man team, meaning your only contribution to such a group might be the ~120 damage this will bring to the table before it is mostly wiped out.

Hurl Boulder: Ranged Targeted Blast, -Fly, Knockback
Usefulness: That guy bothering you in the air? GruntfwooshSLAM. Now he's on the ground. You pick up a boulder out of whatever you are standing on, hurl it at something looking at you funny, and do about as much damage as Stone Mallet, just slightly less. Good for picking off runners or flyers.
Downsides: It still takes just about as much time to hold that runner with Tesla Cage, Tesla Cage does Damage, and doesn';t have a 50% chance for a mag3 hold. It just holds. The knockback is mag 6, meaning that you will have to chase down whatever you BOULDER'd, You don't want to chase things down!

Power Boost: +Special Boost for 10 seconds
Usefulness: It boosts your buffs save knockback. Holds last longer, stuns are stunnier, defense buffs give more defense... all around useful and important to have.
Downsides: It is not nor can be made permanent.

Heavy Mallet: Superior Damage Smashing Knockdown
Usefulness: You take a golf swing with your giant stone hammer, probably taking out someone's knees or removing their ability to have children. With a 75% chance to do a .67 mag knockback, it has a greater and more reliable chance to put something on it's *** than Stone Mallet. It does about 40 more damage unbuffed, resulting in a much more satisfying thump as you flatten an enemy, and animates just as fast.
Downsides: All the same downsides as Stone Mallet. Smashing damage only, must be in melee.

Seismic Smash: Extreme Damage Smashing Hold
Usefulness: Oh, jeeze. This is MOAR DAMAEG. At over double the damage of Stone Mallet, this attack animates really slow- HAHA NOT IT DOESN'T! With a damage potential slightly less than Total Focus, it is your fastest animating attack! On top of that, it is a guaranteed mag 3 hold on every hit. See that boss? Held with Seismic Smash and Tesla Cage. See two lieutenants? Seismic Smash one, Cage the other.
Downsides: Smashing damage only again, must be in melee. Recharge is 20 seconds base. Like many secondary holds and stuns, the mag is only increased by 1 during domination, not doubled, so it becomes a mag 4 hold and not mag 3.

Mud Pots: Toggle PBAOE Fire, Immobilize, Slow
Usefulness: It does a vaunted secondary damage type, fire, and stops minions from running away. The run speed minus is helpful for containing runners, and it has zero activation time if you walk into combat with it already on.
Downsides: It is EXPENSIVE endurance-wise. The range is just slightly more than melee range. It causes enemies to focus on you unless they're under a taunt effect, and it breaks your sleep.


Fissure: Targeted AOE Smashing Damage, Knockdown and Stun
Usefulness: Your final power is a targeted AOE. It animates about as fast as Tesla Cage, and does moderate smashing damage. It does a double whammy of having a 33% chance to stun minions and a 33% chance to knockdown everything with a mag .67 knockdown.
Downsides: At 33% for either effect, it is not reliable crowd control. At 2/3rds the damage of Stone Mallet, and only smashing, the aoe can be laughable sometimes. The range is only 20 feet, and the radius only 10, so you must be both relatively close and on the ground for it to work as you stomp on the ground.


III. Merging the Two MTT3

So you have these two sets, electricity control and earth assault. Yep. They're good. By themselves, you know, they stand out pretty well. Electricity Control isn't considered the best set, but Earth Assault is pretty focused on what it does. How do they synergize, though? Pretty well, actually. Not only that, but both electricity's and earth's effects make them useful beyond when they would be nullified.


Cruise Missiles of Control

Everyone should know the difference between a missile and a rocket. Rockets must be guided manually in some fashion, either through aiming or wire control, through their flight. Missiles, on the other hand, are self-guided in some fashion. Once loosed, they will find their target to the best of their ability, changing their course appropriately.

You are a missile in most cases. I mean, your hold you have to manually target each time, yes. But look at Mass Hypnosis versus your Static Field. Mass Hypnosis technically lasts longer! It does. Provided the enemy sleeps through the entire process. That energy torrent just woke them up, and now you must spend another set of animation times in order to re-sleep the enemies, or if you miss, you're SOL. Static Field will keep trying to sleep enemies in its area to the best of its ability. It is a Cruise Missile of Control.

The other instance is your confuse. Mass Confuse or Seeds of Confusion are indeed powerful abilities, and take better advantage of domination, but Mass Confuse has a terribly long recharge time and Seeds of Confusion causes aggro. With domination up, your first target of Synaptic Overload will be affected by a mag6 confuse, and it will start to spread mag3 confuses around. Accidentally aggro a second group? It might spread to them too. You don't have to worry about it. Just keep damaging and controlling.


Stop Rooting on my Ice Slick!

Everyone has had that happen. Kill the target of transfusion, immobilize on caltrops. Not even electricity is safe, in the form of DoTs on your sleep field. But is it as bad as it sounds?



You always have your secondary effect. Ice Slick will bounce people fairly quickly, but a single Roots will nullify the effects of your favorite control. Even if things are awake, you are still helping the team in a great way; you provide endurance drain and endurance recovery to all those in your field, IE the tank or scrappers or other doms... basically anyone! No one can nullify your Conductive Aura, it always drains, and your confuse hitting only a single target because it is the last one alive? Well, you shouldn't have used your confuse!


Melee vs Ranged and Power Compatibility

Earth Assault is undeniably melee. Perhaps, and it's a great stretch, but the only set it might not synergize well with is Gravity, as your pet will knock things away from you. But Electricity is most definitely melee. It as a free melee aura that only gives you recovery and regeneration, it allows you to enter the sleep field, and has a powerful, fast recharging AOE confuse to let you climb into melee after a few seconds. Slap on Earth's two AOEs, three melee attacks, and Electricity's chain knockdown, and you can climb in to melee just as well with your pets. You become the Three Stooges of Damage. Just don't let them poke your eyes, electricity hurts there.

You will be a slapstick fall-down hilariousness of pain. Even earth's aoe attacks synergize well with the sleep field, as the sleep field pulses fast enough that in the span it takes any creature to stand from prone it is already asleep. Said field also lets you waltz into melee, choose your dance partner from a variety of targets, and do the two-hammer tango until it is time to switch. The free regeneration and recovery aura lets you run more toggles easily, along with the sleep field's periodic endurance boon.


IV.Hasten, Defense, and Resists HDR4

Ah, yes. Getting in to melee is fine, but surviving is another thing. Not everything can be slept or controlled, or sometimes you miss, or somehow some other kind of brown play-doh hits the air dispersant device at high velocity. Defenses and resists become important.

Defense is the 'easiest' to stack. With Weave giving defense to everything, Combat Jumping doing the same, Maneuvers also buffing your defense, and the multitude of melee sets that give defense, it is 'easy' to build up if you have the money. IF you have the money. It has cost me nearly a billion influence buying up sets and such for my defense, and even then I am sitting at 32% self-buffed smashing and lethal defense. But defense is only one kind of way to avoid death.

Resists. Yep, it's the reason everyone is a blank/blank/ICE dom, or has Scorpion shields. No one likes dealing with resists. I do, however. It is my opinion that I would rather have roughly 35% resistance and 35% defense against say, Romans than 45% defense and getting it slashed down by a 5% chance. You are a dominator, you have no debuff resistance to protect your defense stat. As such, taking a resistance toggle with your stacked defense might help you live in most cases when you would not. Is it better? I do not know. But I am not complaining.

But, there is another ugly head that rears up whenever you play dominators. Domination. Permanent Domination. The easiest way to achieve that is with Hasten, two or three slotted (I use two lvl 50 recharge IOs) and about 91.5% global recharge to get permadom. Sadly, if you really want to be a brutinator, or a scrapinator, or just a dominator who does not sit there stunned silly by an errant freakshow slap or a Knives of Artemis grenade, domination's status buffs are the way to go. It is expensive, it is a harsh, long road to get the requisite global recharge, and this is why I endorse Hasten so much.

Also, I like the gold fire on my arms.


V.Secondary Power Pools SPP5

You're going to have to take secondary power pools. It cannot be avoided. You need them. I cover APP and patron pools in this section as well, as I consider them “secondary” to your two primary picks.

Travel Powers

As opposed to going out and detailing every last power pick one could take, I'm going to break this down into schools when I can. For instance, travel powers. Flight is wonderful, you soar through the air, it gives you a useful melee attack and hover is great for keeping distance. In this build, it is right out and should probably not be mechanically considered for combat. Fly still works, but Hover should not be used, and Air Superiority is inefficient as an attack when you have so many powerful melee attacks at your disposal. Teleport pool in general is an okay pick, allowing you to escape slow patches and bring enemies back to you/summon teammates. Super Jump is where I am at, however. With a very, very cheap toggle giving a good 2% defense, increased mobility and immobilize protection, it is my favorite. Super Jump is a fast travel power, and Acrobatics is a good power selection until you can get permadom up and running. Super Speed is alright, as it gives a stealth attribute and is fast getting around, but altitude will give you troubles.

Support Powers

Leadership, Presence, and Medicine are all fine pools. Leadership is a favorable set to take, given that maneuvers will give one more defense, tactics gives to hit, and vengeance is great for more temporary defense. Presence is... no. It's not worth it. You do not need fear powers, you do not need taunts. You aren't the tank/brute. Medicine is handy as well, giving others status protection or heals, and importantly healing yourself. If you have room, consider squeezing it in.

Self-Buff sets

Here is invisibility and fighting. Fighting, well, fighting. You aren't getting capped defense without Weave. It's a good six percent defense to all, and Tough can mule a 3% defense IO. That's 9% out of two powers, good for someone who doesn't have defense at all! Stealth, Grant Invis, and Invis are great for getting around for you and your teammates. Stealth could work with the two sets in question, but your aura would negate the use as your Conductive Aura. Not a bad set for defense, either. If it can be fit, take it.



APPs and You

APPs are harder for me to speak on. Speaking personally, I took Primal Forces for another melee attack. Yes, it hurts me, but yes, it deals 750 damage at my current configuration. This makes me immeasurably happy. Ice is another good choice, as it is always a good choice, for sheer defense, and sleet increasing damage. If anyone else has anything to add, let me know and I'll add it here.


VI.My Builds Thus Far MBT6


Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/

Click this DataLink to open the build!

Volcanic Lighting perma: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Earth Assault
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Tesla Cage

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (3) Basilisk's Gaze - Accuracy/Recharge
  • (3) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (5) Basilisk's Gaze - Endurance/Recharge/Hold
  • (5) Damage Increase IO
Level 1: Stone Spears
  • (A) Accuracy IO
Level 2: Stone Mallet
  • (A) Kinetic Combat - Accuracy/Damage
  • (7) Kinetic Combat - Damage/Endurance
  • (7) Kinetic Combat - Damage/Recharge
  • (9) Kinetic Combat - Damage/Endurance/Recharge
  • (9) Crushing Impact - Accuracy/Damage/Recharge
Level 4: Tremor
  • (A) Obliteration - Chance for Smashing Damage
  • (11) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (11) Obliteration - Accuracy/Damage/Recharge
  • (13) Obliteration - Damage/Recharge
  • (13) Obliteration - Accuracy/Recharge
  • (15) Obliteration - Damage
Level 6: Jolting Chain
  • (A) Accuracy IO
  • (15) Devastation - Chance of Hold
Level 8: Conductive Aura
  • (A) Energy Manipulator - Chance to Stun
  • (17) Accuracy IO
  • (17) Performance Shifter - Chance for +End
Level 10: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 12: Static Field
  • (A) Fortunata Hypnosis - Sleep/Endurance
  • (19) Fortunata Hypnosis - Sleep
  • (19) Fortunata Hypnosis - Sleep/Recharge
  • (21) Fortunata Hypnosis - Accuracy/Sleep/Recharge
  • (21) Fortunata Hypnosis - Accuracy/Recharge
Level 14: Super Jump
  • (A) Winter's Gift - Slow Resistance (20%)
Level 16: Boxing
  • (A) Accuracy IO
Level 18: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 20: Heavy Mallet
  • (A) Kinetic Combat - Accuracy/Damage
  • (23) Kinetic Combat - Damage/Endurance
  • (23) Kinetic Combat - Damage/Recharge
  • (25) Kinetic Combat - Damage/Endurance/Recharge
  • (25) Crushing Impact - Accuracy/Damage/Recharge
Level 22: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (27) Red Fortune - Endurance
  • (27) Red Fortune - Defense
  • (29) Red Fortune - Defense/Endurance
  • (29) Red Fortune - Defense/Endurance/Recharge
  • (31) Red Fortune - Defense/Recharge
Level 24: Paralyzing Blast
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (31) Basilisk's Gaze - Accuracy/Recharge
  • (31) Basilisk's Gaze - Endurance/Recharge/Hold
  • (33) Basilisk's Gaze - Recharge/Hold
  • (33) Essence of Curare - Accuracy/Hold/Recharge
Level 26: Synaptic Overload
  • (A) Coercive Persuasion - Contagious Confusion
  • (33) Coercive Persuasion - Confused/Endurance
  • (34) Coercive Persuasion - Accuracy/Recharge
  • (34) Coercive Persuasion - Accuracy/Confused/Recharge
  • (34) Coercive Persuasion - Confused/Recharge
Level 28: Seismic Smash
  • (A) Kinetic Combat - Accuracy/Damage
  • (36) Kinetic Combat - Damage/Endurance
  • (36) Kinetic Combat - Damage/Recharge
  • (36) Kinetic Combat - Damage/Endurance/Recharge
  • (37) Crushing Impact - Accuracy/Damage/Recharge
Level 30: Hasten
  • (A) Recharge Reduction IO
  • (37) Recharge Reduction IO
Level 32: Gremlins
  • (A) Expedient Reinforcement - Accuracy/Damage
  • (37) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (39) Expedient Reinforcement - Damage/Endurance
  • (39) Expedient Reinforcement - Endurance/Damage/Recharge
Level 35: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (39) Luck of the Gambler - Defense
  • (40) Luck of the Gambler - Defense/Endurance
Level 38: Fissure
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (40) Positron's Blast - Accuracy/Damage/Endurance
  • (40) Positron's Blast - Damage/Recharge
  • (42) Positron's Blast - Damage/Endurance
  • (42) Positron's Blast - Accuracy/Damage
  • (42) Force Feedback - Chance for +Recharge
Level 41: Energy Transfer
  • (A) Kinetic Combat - Accuracy/Damage
  • (43) Kinetic Combat - Damage/Endurance
  • (43) Kinetic Combat - Damage/Recharge
  • (43) Kinetic Combat - Damage/Endurance/Recharge
  • (45) Crushing Impact - Accuracy/Damage/Recharge
Level 44: Temp Invulnerability
  • (A) Impervious Skin - Resistance/Endurance
  • (45) Impervious Skin - Status Resistance
  • (45) Impervious Skin - Resistance/Recharge
  • (46) Impervious Skin - Endurance/Recharge
  • (46) Impervious Skin - Resistance/Endurance/Recharge
Level 47: Energy Torrent
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (48) Positron's Blast - Accuracy/Damage/Endurance
  • (48) Positron's Blast - Damage/Range
  • (48) Positron's Blast - Damage/Endurance
  • (50) Positron's Blast - Accuracy/Damage
  • (50) Force Feedback - Chance for +Recharge
Level 49: Power Boost
  • (A) Recharge Reduction IO
Level 50: Musculature Total Radial Revamp
------------
Level 1: Brawl
  • (A) Empty
Level 1: Domination
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Endurance Modification IO
  • (46) Performance Shifter - EndMod
  • (50) Performance Shifter - Chance for +End
------------
Set Bonus Totals:
  • 12% DamageBuff(Smashing)
  • 12% DamageBuff(Lethal)
  • 12% DamageBuff(Fire)
  • 12% DamageBuff(Cold)
  • 12% DamageBuff(Energy)
  • 12% DamageBuff(Negative)
  • 12% DamageBuff(Toxic)
  • 12% DamageBuff(Psionic)
  • 19.88% Defense(Smashing)
  • 19.88% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 8% Defense(Energy)
  • 8% Defense(Negative)
  • 3% Defense(Psionic)
  • 14.25% Defense(Melee)
  • 5.5% Defense(Ranged)
  • 3% Defense(AoE)
  • 4% Enhancement(Confused)
  • 42% Enhancement(Accuracy)
  • 91.25% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 87.75 HP (8.628%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Confused) 10%
  • MezResist(Held) 10%
  • MezResist(Immobilize) 23.2%
  • MezResist(Sleep) 12.2%
  • MezResist(Stun) 12.2%
  • MezResist(Terrorized) 10%
  • 17% (0.284 End/sec) Recovery
  • 10% (0.425 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 6.93% Resistance(Fire)
  • 6.93% Resistance(Cold)
  • 5% RunSpeed
  • 2% XPDebtProtection


 

Posted

Reserved for Space.


 

Posted

Reserved for future space, possibly incarnate stuff.


 

Posted

This is very useful stuff, thank you!

I went about things a bit backward: I rolled the toon, THEN realized that maybe I should see if anyone's written about the combo...


On Protector...
Hero Woods Cutter, level 50 Katana/Regen Scrapper
Villain ProPaine, level 50 Plant/Fire Dominator
Villain Amber Ellie Dee, level 50 Sonic/Radiation Corruptor
Hero Coruscation Agent, level 50 Fire/Devices Blaster