Are elec dom's any good?


Airhammer

 

Posted

I love my Elec/Ice Dom. I loved leveling it so much that I went and made an Elec/Psy Dom for fun.

I have only two problems with the set. Synaptic Charge seems to have a relatively short "Jump Range" while taking a longer time to jump from enemy to enemy than Jolting Chain. This can lead to you getting far fewer enemies effected than you planned on. Second, knockback can DESTROY your enemy grouping. While being able to use Jolting Chain on immobilized enemies is a huge plus early in the game, when teaming you'll find that blasters and brutes who are reckless with their AoE will send each and every enemy flying out of your Stasis Field.

Electric Control, due to its combination of Endurance drain, soft control, and hard control, is one of the better sets in the game for dominators and controllers alike. It works extremely well on teams, but due to the delay in the activation of Synaptic Charge and the set's weakness to KB I think you'll find that solo will be easier at times.


Too many alts to list.

 

Posted

Maybe it has to do with playstyles, though I do prefer to play controllers/defenders/corruptors, but I just can't get into Elec/Elec. Now I currently have a lvl 26 that, while the character itself is one of my favorites, the powerset just feels lacking to me. Maybe it's just me and I am going to do what I can to get past the hump, if there is one, but it's taking me a bit to enjoy him. Going through Praetoria felt like the longest time I ever had on a toon just to get him to 20, let alone getting him past 30.

Now, granted I did feel the same about Illusion until I got him past 35 and now he is one of my favorite toons so maybe I am jumping the gun a bit. I do know or at least feel like since one of electric's benefits is the end drain, I am doing something wrong because I find my blue bar bottoming out quite often, even with Dominance up.



 

Posted

As Airhammer said, Electric Control is really more about layered powers. Static Field is a key part of the set, but the most effective use is by combining powers. In low levels, Jolting Chain helps to occupy foes just long enough for Static Field to pulse its sleep. In upper levels, Jolting will likely become less useful, but I still think it is a fun power to make an entire group look like popcorn.

I have an Elec/Rad Controller at 47. Unfortunately, he's not on my main server or he would have been 50 long ago. I leveled him up all on PUGs, and have just started playing him solo. He is a safe, but not fast, solo controller. Adding Choking Cloud to the variety of controls in Electric makes him effective at shutting down groups continually. As Mr. Grumpums said, knockback becomes an issue since the set relies heavily upon Location-targetted control and chains.

As I said earlier, I'm working on an Elec/Earth Dom, mostly teaming with my buddy on a Mind/Fire. His DoT from his Fire set can sometimes be a problem for Static Field, but other than that, it is a really good combo. Electric Control is great at shutting down a group with Sleep and Endurance Drain. The Earth Assault set lets me take out individual foes while the rest sleep. (I plan to skip Mud Pots.) At low levels, I am far better at AoE control than my buddy's Mind Dom. Even with DOs, Static Field recharges quickly. It looks to me like a Dominator that I can stick with.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Local_Man View Post
The Earth Assault set lets me take out individual foes while the rest sleep. (I plan to skip Mud Pots.) At low levels, I am far better at AoE control than my buddy's Mind Dom. Even with DOs, Static Field recharges quickly. It looks to me like a Dominator that I can stick with.
I thought long and hard about making an Elec/Earth over an Elec/Psy. Earth Assault, in my opinion, has some of the coolest-looking powers for Dominators. Your level one power lets you send a spike of rock or crystal right up an enemy's tail pipe, and then you get gigantic rock sledgehammers, along with overhand blows reinforced by rocky fists. It also works VERY well with Electric Control, like the legendary Local Man says.

Love your guides, by the way.


Too many alts to list.

 

Posted

Quote:
Originally Posted by Jibikao View Post
The sleep patch is the best power IMO. If you have two elec draining, most mobs are drained and slept. And those patches can hurt your eyes too if the color is too bright. :P
I agree. While leveling my elec/elec as soon as I hit 12 and got Static Field he became instant easy mode.

I also know what you mean about the sleep patch hurting your eyes. I found out very quickly that I couldn't play Elec/ for long without customizing Static Field to Dark Electricity. On the default "bright electricity" color setting, the power would seem to actually have 3 colors in it, one of which is a bright white you cannot change. It's that bright white that drove me nuts. It actually gave me a headache to play the character.

Eventually I just had to deal with having that one power look markedly different from all his others. Small price to pay, but I just wanted to point that out to anyone thinking about the set. If you're like me and Static Field hurts your eyes, change it to the dark palette and you'll be fine.


 

Posted

I've been running Living Electron (Electric/Energy Dom) for a few months now, just recently hitting 50 and reworking her build. As many others in this thread have already said, the control afforded by the multiple soft controls is excellent. Synaptic Overload is great if you throw it at the next mob while cleaning up the last stragglers in the prior fight, or even as a single-target confuse for annoying mobs (Sapper, I'm looking at you) just before jumping into a fight. Plenty has already been said about Static Field, all correct. And don't knock the end drain component, it can be very helpful in longer fights.

With the Energy secondary comes Power Boost, which means I can drop Static Field on a mob, hit Power Boost, jump into the middle of them with Conductive Aura, drop a Chain Fences, and the whole mob is completely end drained within seconds. Not a great solo strategy since they typically have enough End for one attack, but excellent in teams where someone else takes that first attack, especially if that someone else is squishier than a tank. Unfortunately you also get quite a bit of knockback with Energy, but the main attack I use is Bone Smasher which doesn't KB.


Skip
My Char. List and Market Transactions
HeroStats Developer
Legion of Valor
Iron Eagles

 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
Only the initial blast of jolting chain does -end. The chains do not.
Speaking about draining, my goal with my lvl 50 Elec/Earth was to drain an AV dry and keep it that way. Well, I was close but not quite. I took Power Boost and patron Power Sink from Mu. The key point is to count the seconds with each elec control when the -recovery debuff happens so you don't overlap -recovery.

I can't remember exactly but I think both Synaptic and Paralyzing have 100% chance to debuff 100% recovery for a few seconds. You should use Power Boost, Power Sink first (for spike endurance drain) and then use Paralyzing to make sure the AV doesn't recover, and wait for like 5-7s second and then use Synaptic for 100% chance. During that time you can use Jolting and other elec powers.

It's actually tricky to drain an AV dry on your own. It's more about counting the seconds to make sure the AV has no +recovery.

If you just use elec powers whenever they are recharged, you'll have overlapping -recovery.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
Only the initial blast of jolting chain does -end. The chains do not.

If this is the case, do procs slotted into Jolting Chain only have a chance to go off on the initial target as well or will they keep hitting on down the line?


 

Posted

I can verify each jump has a chance to proc. My Devastation: Chance for Hold is well placed.


 

Posted

This is what Kraken thinks of Electric Doms:

He's seems to think they can beat him down as well as any team. Elec/Psy/Mace
[Note: This was the second attempt]


50's: Heroes: Ozmeth DB/WP; Black Decker DM/Regen; Shado-Strike DM/SR Scrapper (13 AV soloed); Desert-Shock Claws/Elec Scrapper; Shado-Shriek Dark/Son Def
Villains: Bokken Nin/Nin
Current project(s):

 

Posted

Quote:
Originally Posted by SarelFox View Post
I can verify each jump has a chance to proc. My Devastation: Chance for Hold is well placed.
REALLY? Oh good lord, I know what I'm doing as soon as I log in tomorrow...

I only wish that the Call of the Sandman: Chance to Heal Proc worked every time Static Field tics a new wave of sleep onto enemies. A friend tested it, and it apparently only activates just as the patch is laid down. Heck, imagine how much aggro you could shed if the Fortunata Hypnosis: Chance to Placate proc had a chance to work every time that power threw on another wave of sleep onto enemies...


Too many alts to list.

 

Posted

Quote:
Originally Posted by Ozmeth View Post
He's seems to think they can beat him down as well as any team. Elec/Psy/Mace
[Note: This was the second attempt]
3 questions as I'm loving my 50 elec/psi anyway.

1) What is your ST chain and how does it do as far as damage for you?
2) Have you tried ice at all and do you find yourself missing the AoE of sleet and storm for more -res and -def?
3) Mind linking/sending me your build to gander at for any ideas for changes?


 

Posted

Quote:
Originally Posted by doyler_ View Post
3 questions as I'm loving my 50 elec/psi anyway.

1) What is your ST chain and how does it do as far as damage for you?
2) Have you tried ice at all and do you find yourself missing the AoE of sleet and storm for more -res and -def?
3) Mind linking/sending me your build to gander at for any ideas for changes?
First here's my build for reference:
http://www.cohplanner.com/mids/downl...02FF018221FAAE

A few notes: Currently I'm short 1 Hecatomb and both PVP IOs.

1.) Her single target damage isn't great, I use TC->PsiD->MP->MB->repeat
Minions I don't use Tesla Cage on and I kill them with 2 or 3 hits, 1 if Mind Probe procs, it'll kill minions and normally lts unless they're resistant to Psi. Bosses and above take some work but if you're soloing unless you get a lot of misses with Tesla Cage, you have no worries. AoE however, I normally start with either Static Field or Paralyzing Blast, settle into the middle hit Drain Psyche and spam CF->JC->PS-> and single target attacks dispersed through out.

2.) I haven't tried ice so I have no comparative to go along with it, but as for AoEs, she can control multiple 8man mobs without too much difficulty. The debuffs could be nice, and I'm debating on taking Reactive for Interface to get some -damage resist.

3.) see above... Since I made the build I assumed I'd have to either get enough H/VMerits to get most of them, but I've gotten some lucky drops and am considering putting Apocalypse in the place of one of the Decimations.


50's: Heroes: Ozmeth DB/WP; Black Decker DM/Regen; Shado-Strike DM/SR Scrapper (13 AV soloed); Desert-Shock Claws/Elec Scrapper; Shado-Shriek Dark/Son Def
Villains: Bokken Nin/Nin
Current project(s):

 

Posted

Quote:
Originally Posted by Redmanfx View Post
Speaking of Electric Primary

I have an electric/ice dom and I like him. From what I've seen from other electric doms I have noticed they tend to be more Melee orientated then other doms. Granted they have the ranged portion of the set, which I use very often, but the melee part has good damage and because of that I tend to blast them, "hold" them, then move into melee. The ranged powers of the set also do well in pvp. This Dom is the only one I take into PVP. I pvp my elec/ice dom and it's the best pvp dom I have.
My elec/ice/soul is one of my favorite doms. So much fun! He dies fast if he draws too much aggro, but hey that's the life of a dom. Lots of synergy with the two debuff auras that do not break sleep... use your pbaoe (Ice Sword Circle) and take one round of hits, then pick everything off one by one as they are sleeping.

I had a blast playing this guy up through the trials.

elec/ (and most dom) pets are just gravy. Unneeded things that provide extra damage and draw a bit of aggro off you. With permadom, your recharge is high enough that you just resummon as needed.

I don't like the jumping kd power. Other people like it, but it was a waste for me and I dropped it asap.


Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata

 

Posted

My Elec/Earth/Mace dom is a joy.

SLE soft cap, Permahasten/domination, does excellent Single target damage and OK aoe.

I haven't had a problem with too much agro, and even if that should occur, I have PFF to fall back on!


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


BEHOLD THE POWER OF CHEESE!

 

Posted

Quote:
Originally Posted by Lobster View Post
I don't like the jumping kd power. Other people like it, but it was a waste for me and I dropped it asap.
A trick I found with Jolting Chain was to slot in Devastations' hold proc. It fires pretty often in the chain, and by the looks of it, when it goes off, everything in the chain gets hit with the proc. Since you're firing the power so often, it provides an extra, if not exactly reliable, layer of cheap AoE control and damage mitigation, plus looks cool. Jolting Chain works great with procs.

I love my elec/earth/ice dom. It's a lot of fun to level and play. The short ranged nature of combat with it makes an interesting challenge, since the trick is "drain everyone before they hit me."


You want to know the secret of the world? It's this: Save it, and it'll repay you, every second of every day.
@Dr. Reverend - My DeviantArt Gallery
Crow Call - Gods of the Golden Age

 

Posted

Quote:
Originally Posted by Doc_Reverend View Post
A trick I found with Jolting Chain was to slot in Devastations' hold proc. It fires pretty often in the chain, and by the looks of it, when it goes off, everything in the chain gets hit with the proc."
Erm, no it doesn't. It rolls once per person like any proc does. At least that's what it does for my Elec/NRG.



Still pretty nice though.


As far as I know if the PROC effect is in the chain it will carry on, if it's not then it won't.


EG procs from End Mod sets will only work on the initial blast, but Ranged Damage and Knockdown should have a chance of proccing each time they hit someone.


 

Posted

I have an Elec/Elec I find this great fun to play on teams also since I picked up my 2 Gremlin mates I can happily solo to my hearts content.I am up to lvl 43 at the moment and have not slotted it fully yet still have some IO,s to sort for it ,gets my vote as a fun dommi to play


Prof Radburn controller,Celtic Ice Maiden,blaster,Miss Knockout scrapper,Mistress Davina controller,Stone Hart,tank Split Personality PB.Queen Lostris controller,Fridgid Mary blaster,Shocking Fire blaster Future Elfling defender, Little Weed controller,Capo Angelo MM, Commander Buzzsaw MM, Justice Tank tank all 50,s

 

Posted

I wrote a guide to my times with an elec/earth/Primal dom here.

Elec is a very powerful primary in terms of soft control. However, the soft control it provides is less apparent than the control provided by Earth and Mind, but the abilities you provide are invaluable to a good team environment. Your chain confuse, if you can slot the purple Confuse proc, will easily confuse groups of bosses, making you great for picking out adds and taking out groups in Incarnate Trials. Why kill them all when they can kill themselves? The chain knockdown is easily converted into a very cheap, decent AOE with the Reactive damage proc. However, the problem with the set is the same problem you find with Earth: pseudopet controls. Your controls, such as your chain knockdowns, and your chain confuse, only gain an increased mag or beneficial self-proc on the first hit, because you are the source of that power. The next bit of code says it creates a pet from that point, invisible, intangible and untargetable that targets the next enemy in range*. These do not gain the benefits of domination, but makes offensive procs very powerful in them, as each bounce has a chance to proc each effect.

*I think this is how it works. Someone feel free to correct me.


 

Posted

Quote:
Originally Posted by Mr_Grumpums View Post
REALLY? Oh good lord, I know what I'm doing as soon as I log in tomorrow...

I only wish that the Call of the Sandman: Chance to Heal Proc worked every time Static Field tics a new wave of sleep onto enemies. A friend tested it, and it apparently only activates just as the patch is laid down. Heck, imagine how much aggro you could shed if the Fortunata Hypnosis: Chance to Placate proc had a chance to work every time that power threw on another wave of sleep onto enemies...
How does that proc work? If they are slept, they cant attack you and when they are placated on top of the sleep they still cant attack? My only thinking would be to slot this into an AoE sleep and then follow up to break the sleep and keep the placate?

Am I wrong in this thinking?


http://s305.photobucket.com/albums/n...stumes%202011/

 

Posted

Quote:
Originally Posted by Shadow Wail View Post
How does that proc work? If they are slept, they cant attack you and when they are placated on top of the sleep they still cant attack? My only thinking would be to slot this into an AoE sleep and then follow up to break the sleep and keep the placate?

Am I wrong in this thinking?
Actually, that Fortunata proc doesn't work at all. I once tested it in the AE versus a number of Council robots. The robots are immune to sleep so the chance to placate should still be evident. Testing against a single robot, I never saw a pause in its attack chain. Unfortunately, the proc was broken in PVP for some time as well and would proc 100% of the time, which made it easy for some psi blasters to exploit in Will Domination.

As for proc's in Jolting Chain, things are a bit complicated. Proc's that affect the caster, such as Decimation: Chance for build up, will only fire on casting. Jumps after that, if they do fire, would affect the pseudo pet and go to waste. Procs that will affect enemies such as Devastation: Chance to Hold or Energy Manipulator: Chance to Stun will fire on every jump.


 

Posted

Quote:
Originally Posted by SarelFox View Post
I wrote a guide to my times with an elec/earth/Primal dom here.

Elec is a very powerful primary in terms of soft control. However, the soft control it provides is less apparent than the control provided by Earth and Mind, but the abilities you provide are invaluable to a good team environment. Your chain confuse, if you can slot the purple Confuse proc, will easily confuse groups of bosses, making you great for picking out adds and taking out groups in Incarnate Trials. Why kill them all when they can kill themselves? The chain knockdown is easily converted into a very cheap, decent AOE with the Reactive damage proc. However, the problem with the set is the same problem you find with Earth: pseudopet controls. Your controls, such as your chain knockdowns, and your chain confuse, only gain an increased mag or beneficial self-proc on the first hit, because you are the source of that power. The next bit of code says it creates a pet from that point, invisible, intangible and untargetable that targets the next enemy in range*. These do not gain the benefits of domination, but makes offensive procs very powerful in them, as each bounce has a chance to proc each effect.

*I think this is how it works. Someone feel free to correct me.

This is pretty much nail on the head.


One addendum though, if you have it Power Boost will work down any chain where it's effect should work (eg on the Chain Confuse). This is because PB works by affecting your base modifiers for Mez.


PBed Synapic lasts for aaaaages.


 

Posted

I have found something interesting out....

If you have massive rech, enough for permadom/permahasten, you can make a single power attack chain out of chain fences w/ pyronic? interface. I currently farm _with just that one power_. It is boring as hell, but I kill spawns of +2s in no time flat. When you mix in another power, you can flatten spawns in two to three seconds, excluding bosses.

Lame tho it may seem, slotted with interface chain fences is stupidly useful.


-------
Hew in drag baby

 

Posted

Quote:
Originally Posted by je_saist View Post
#3: It has a jumping confuse power
Let me get this straight.
A confuse power that jumps from target to target...
does not confuse the whole mob at once...
thus allowing confuse aggro to spread through-out a mob...
is somehow a Bad Thing?
Dragging this back up for emphasis. I wish I had thought to demorecord a bit this morning with my Elec/Elec Dom; I was making a run to the Natural store in Talos to sell, and on the way back found a spawn of about a dozen Tsoo doing a shakedown. I fired off Synaptic Overload and watched. It caught every single member of the spawn, resulting in a confused melee, into which I threw Chain Fences and Static Discharge until everyone was down, without a one of them ever attacking me. Admittedly, the character is 50, so it wouldn't have done much even if they had, but it illustrates how Synaptic Overload can be a 100% mitigation power if used intelligently.


"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers

 

Posted

Quote:
Originally Posted by ketch View Post
Proc's that affect the caster, such as Decimation: Chance for build up, will only fire on casting. Jumps after that, if they do fire, would affect the pseudo pet and go to waste. Procs that will affect enemies such as Devastation: Chance to Hold or Energy Manipulator: Chance to Stun will fire on every jump.

Will the chance to stun work with the conductive aura?
I'm working on an elec/psy dom and figured the extra chance to mez the mobs would be great.
Also wanted to put the stun in drain psyche but replaced it for more recharge.