need help starting new dom
I quickly got a new electric control/electric assault dominator to level 50 after the set was introduced. It has great control. It's a sapper build. It's new and has some subtle tricks like static field, which I rate right up there with unstoppable, fulcrum shift, speed boost, howling twilight, freezing rain, shield charge, and other set defining powers.
I would at least suggest trying EC/elec out.
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.
Elec/Cold is -very- fun at higher levels, especially after getting the character fully IO'd out. That being said, it has a few problems that you, the player, might have issues with.
Elec Control Pros:
-Sapping endurance
-Excellent, outstanding A+ control from a variety of sources (An AoE Confuse, a constantly reapplying Sleep Patch, sapping enemies dry so they can't attack, AoE Knockdown, AND solid holds? Yes please).
-Great recovery/regen power on Conductive Aura
-Jolting Chain is a lot of fun
-Decent Pets
Elec Control Cons:
-BIGGEST? Knock back will ruin your grouping. No means of blocking it, enabling all those Energy Blasters to knock that huge mob right off of Synaptic Charge.
-Low Damage output compared to Mind or Fire control.
-AoE Knock down and Confuse powers are chains, which means that they take practice and careful grouping to use properly.
Ice Assault Pros:
-Solid ST blasts with a lightly resisted damage type.
-Solid ST Melee attacks.
-Solid Melee AoE in the form of Ice Sword.
-Movement/Recharge debuffs.
-Power Boost.
-Chilling Embrace helps lower enemy attack time when in melee and keep enemies from fleeing Static Field when in melee range.
-Short Animation times on ranged blasts lets the damage pile up quickly.
Ice Assault Cons:
-High endurance cost on ranged blasts.
-Low damage when compared to /Fire or /Elec.
-Lacking in AoEs.
As you can see, while this is a Dom with high control ability, it's biggest weaknesses come from difficulty handling errant knock back on teams, high endurance cost from the secondary, and comparatively low damage with a lack of AoE. This is all more or less fixable, however, with the right Incarnate Powers and IO slotting.
First off, Permadom. Once you hit it, you'll be getting big piles of endurance back as soon as Domination recharges. The global recharge boost also increases how fast you can sling your powers, which means you'll be attacking and mezzing much, much faster.
Musculature Alpha not only boosts the attack power of all your powers (including Chain Fences, which is highly spammable for an AoE damage boost), but increases your powers' Endurance Modification, which both boosts recovery and increases the effect of your sapping.
Judgment lets you wipe out up to 40 enemies every time it's up. I'd call that a damage boost.
Integration can offer a lot to an Elec/Ice, but I went and leveled up two divisions of the power. Reactive gives higher damage by giving your powers a Proc to reduce the resistance of whomever your target is, as well as adding DoT to your hits (this can hurt the effectiveness of Stasis Field at times). Diamagnetic offers Procs that debuff ToHit and Regeneration, which is great for fighting solo with a defense toggle or on teams where being able to make enemies miss can keep people alive. I tend to keep Reactive on unless doing constant AV hunting with a group.
As for Lore, well I chose the Seers. They have Psychic Damage, which is rarely resisted, as well as healing for your character when things get bad. They even cast Fortitude on you.
Destiny gives a lot of potential buffs, but I took Rebirth to cover the lack of a self-heal in my build.
So yes, Elec/Ice is awesome, but it isn't going to be everyone's ideal choice.
Electric/Electric has more sapping potential, as does Electric/Psychic (Stacking Conductive Aura with Drain Psyche anyone?). Electric/Earth gives more melee-oriented ST damage, and big hammers.
Fire/Fire is also solid. It has more damage than other primaries/secondaries available to Doms, plus solid control and Fiery Embrace, which boosts your damage into the stratosphere for a significant around of time. It's a lot like playing a Fire/Fire blaster with the primary/secondary swapped.
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hey i just got back from a long break and so much is new to me. im trying to start a new dom but i dont know where to start... i was wondering how fire/fire is or the new elec control?