Are elec dom's any good?
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.
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.
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
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.
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Love your guides, by the way.
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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
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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.
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.
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Only the initial blast of jolting chain does -end. The chains do not.
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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.
I can verify each jump has a chance to proc. My Devastation: Chance for Hold is well placed.
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):
I can verify each jump has a chance to proc. My Devastation: Chance for Hold is well placed.
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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...
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He's seems to think they can beat him down as well as any team. Elec/Psy/Mace
[Note: This was the second attempt] |
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?
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? |
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):
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. |
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.
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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!
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I don't like the jumping kd power. Other people like it, but it was a waste for me and I dropped it asap.
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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."
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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."
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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.
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
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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.
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... |
Am I wrong in this thinking?
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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? |
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.
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.
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.
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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.
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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.
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.
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