First time Electric Dom --- suggestions?


Amish_Justice

 

Posted

I'm rolling my first Electric Dom, and I've gone with Energy as a secondary.

I know Static Field is worthwhile, but does the set have any stinker powers I should avoid? Is the aura a keeper?


 

Posted

There are no "stinker" powers. The single target Immob, Electric Fence, is skippable. Jolting Chain is useful early on, but becomes less useful as the character "fills out." Conductive Aura is key for draining endurance -- you cast Static Field, then run in and drain.

The knockback in the Energy secondary will be a problem. You don't want to be knocking foes out of your Static Field or out of range of your chain powers (Jolting Chain and Synaptic Overload). You also want to avoid secondaries with Damage over Time, as the DoT will wake up foes. I'm running an Elec/Earth right now, but planning on skipping Mud Pots.


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Posted

Quote:
Originally Posted by Local_Man View Post
There are no "stinker" powers. The single target Immob, Electric Fence, is skippable. Jolting Chain is useful early on, but becomes less useful as the character "fills out." Conductive Aura is key for draining endurance -- you cast Static Field, then run in and drain.

The knockback in the Energy secondary will be a problem. You don't want to be knocking foes out of your Static Field or out of range of your chain powers (Jolting Chain and Synaptic Overload). You also want to avoid secondaries with Damage over Time, as the DoT will wake up foes. I'm running an Elec/Earth right now, but planning on skipping Mud Pots.
The knock back in nrg really, really isn't an issue. It's all single target and I've never knocked something back and then decided I actually wanted to Synaptic it.

Yes you can knock a single enemy out of your pbaoe drain. But if something is on it's back and soon to be dead from your follow up assault it honestly doesn't matter (one great thing is that if you power push something at point blank range and have Bone Smasher or Total Focus queued you'll pound them with it as they're flying through the air). Plus if you do want to keep it close you can take Fence. Not that I bothered.

If nrg did aoe, cone or pbaoe knock back it'd be an issue, as-is the knock back is a superb additional form of focused soft control. Power Push is gold against any sort of nasty boss, with Super Stunners and Night Widows being two of my favourite targets.


 

Posted

Quote:
Originally Posted by Local_Man View Post
There are no "stinker" powers. The single target Immob, Electric Fence, is skippable.
I've found it useful since it suppresses -kb, unlike the AoE immob.


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