Elec/Elec Dom


Airhammer

 

Posted

This is my first and only Dom. Please critique. Any and all fixes will be appreciated! Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Mage Electro: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Electricity Assault
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Electric Fence -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(3), TotHntr-Acc/EndRdx(3), TotHntr-Immob/Acc(5), TotHntr-Dam%(7), TotHntr-Acc/Immob/Rchg(43)
Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(43)
Level 2: Chain Fences -- GravAnch-Immob(A), GravAnch-Immob/Rchg(15), GravAnch-Acc/Immob/Rchg(15), GravAnch-Acc/Rchg(17), GravAnch-Immob/EndRdx(33)
Level 4: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(11), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(46)
Level 10: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(25), ExStrk-Dam%(29)
Level 12: Conductive Aura -- Numna-Heal(A), Numna-Heal/EndRdx(13), Numna-Heal/Rchg(13), Numna-EndRdx/Rchg(21), Numna-Heal/EndRdx/Rchg(27), Numna-Regen/Rcvry+(48)
Level 14: Static Field -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(17), P'ngTtl-Acc/EndRdx(19), P'ngTtl-Rng/Slow(19), P'ngTtl-EndRdx/Rchg/Slow(25), P'ngTtl--Rchg%(40)
Level 16: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(21)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(31)
Level 20: Acrobatics -- EndRdx-I(A)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(48)
Level 24: Zapp -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(34), Mantic-Acc/ActRdx/Rng(40), Mantic-Dmg/ActRdx/Rchg(45), Mantic-Dmg/EndRdx/Rchg(46)
Level 26: Paralyzing Blast -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(29)
Level 28: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40)
Level 30: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(37)
Level 32: Gremlins -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(34), BldM'dt-Acc(36), BldM'dt-Dmg(50)
Level 35: Tough -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam(45), S'fstPrt-ResDam/Def+(48)
Level 38: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Rchg+(42)
Level 41: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-Psi/Status(42)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
Level 47: Summon Guardian -- C'Arms-+Def(Pets)(A)
Level 49: Voltaic Sentinel -- ExRmnt-+Res(Pets)(A)
Level 50: Ion Radial Final Judgement
Level 50: Seers Radial Superior Ally
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Musculature Radial Paragon
Level 50: Gravitic Radial Flawless Interface
Level 50: Clarion Radial Epiphany
------------
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc(9), P'Shift-End%(9)



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Posted

Not enough attacks. Unless you're planning to get PLd this will be a long slow stumble to 50. You have only 2 ranged blasts for the first 23 levels. What will you defeat your enemies with?

You add a little more damage at 24 and 28, but your snipe will see minimal use and give you more of the slow painful leveling feel. Gremlins will give you a little bit more damage at 32, but they're 'meh' overall. Not worth the 6 slots you're giving them.

You finally add more damage in your 40s with BL, Mu pet and VS. But I think you'll find those last 2 pets aren't all that, especially with just a single slot each.

Now, looking at your power pool choices, you have too many imo with 9. You're taking two full travel pools with CJ, SJ and Acro from leaping, and Hasten and SS from running. You're also tapping into leadership for maneuvers, and then fighting for Kick, Tough, Weave. Unless you're planning to PvP, don't bother with 2 travel pools.

If it were me, I'd take just hasten and SS, then buy a jetpack from GV for vertical travel. You can also get one from AP mayhem, plus jump jet from KR mayhem. There's also a couple early missions that award temp jet packs. And you can always craft one, plus log off in GV to earn the day job jet pack. Any of those options will let you drop SJ.

Next, you can get yourself a KB protection IO from the market. That'll let you drop Acrobatics. There's 2 powers opened without much investment. I'd keep CJ... can use it for a defense set IO like LotG and I see you're looking to give yourself some DEF.

I like that you're going into the Fighting pool for more protection. Tough and Weave are good pick ups. However, don't bother investing slots in Kick. I wouldn't even put it on my tray.

Instead, use the 2 powers you freed with dropping leaping powers and get yourself a couple of your elec assault punches. Five slot both. You have plenty of extra slots you're wasting by 6 slotting things that don't need it like the blasts and immobs. My rule for 6 slotting is only do it to AoE controls or powers that you're adding procs AFTER you've slotted up their primary focus.

I like you're using your last two pets for the special pet IO buffs... not sure those are global though. But if they are that's very clever. However, I'm concerned that even if the DEF and RES buffs are global, I'm pretty darn sure they're only functioning when the pets are summoned. And the problem with that is the two powers you're using them in are the ones with the 'perishable' pets. If you want to buff gremlins, then you might want to use both of those IOs there and slot the other 4 with Expd Reinforce for the rch boost.

Okay, a major mistake you're making is something that wont show too much here on paper, but your slotting of Conductive Aura should be your clue. I see you're looking to make the power a +regen focus. Okay, not sure on the numbers of that vs using it as a +recovery instead... either could work I suppose although I prefer the endurance... but think about that a second. Your plan seems to be you want the extra HP regen, but remember that power is PB AoE. Therefore, you need to be in melee. However, you have only Kick as a melee attack! I fear you're going to find yourself getting face planted over and over trying to leverage that regen buff. So going back to my earlier suggestion... pick up a couple of your elec punches and 5 slot them! Heck, Thunderstrike takes KB sets iirc. If so, you can get KB protection from the Kin Crash set (I think it's 4 IOs) and you can even get 7.5 rch if you go with 6 slots. It's going to KB anyway, so you might as well send em flying!

Three slotting Maneuvers is a waste. If all you want is the LotG bonus, then just put that. Also, look at Stealth from concealment. I think you'll get more mileage there instead of Maneuvers. It'll stack with your SS and give you invis for ghosting missions. Def numbers are about the same as are the end costs.

Your ST immob is overslotted and probably skippable. You'll already have the AoE version, so that'll be good enough for those situations you need to immob a foe. I'd ditch that power as well, or slot it as an attack if you're insistent on staying at range.

If you do drop it, pick up the confuse or jolting chain instead. You could get the purple confuse set pretty cheap and get the rch bonus. It'd provide way more control use than the ST immob. JC is also a worthwhile power. You can get away with 2-3 slots in it as well.

Anyway, those are my thoughts. Good luck!


Please buff Ice Control.

 

Posted

Quote:
Originally Posted by DarkCurrent View Post
Not enough attacks. Unless you're planning to get PLd this will be a long slow stumble to 50. You have only 2 ranged blasts for the first 23 levels. What will you defeat your enemies with?

You add a little more damage at 24 and 28, but your snipe will see minimal use and give you more of the slow painful leveling feel. Gremlins will give you a little bit more damage at 32, but they're 'meh' overall. Not worth the 6 slots you're giving them.

You finally add more damage in your 40s with BL, Mu pet and VS. But I think you'll find those last 2 pets aren't all that, especially with just a single slot each.

Now, looking at your power pool choices, you have too many imo with 9. You're taking two full travel pools with CJ, SJ and Acro from leaping, and Hasten and SS from running. You're also tapping into leadership for maneuvers, and then fighting for Kick, Tough, Weave. Unless you're planning to PvP, don't bother with 2 travel pools.

If it were me, I'd take just hasten and SS, then buy a jetpack from GV for vertical travel. You can also get one from AP mayhem, plus jump jet from KR mayhem. There's also a couple early missions that award temp jet packs. And you can always craft one, plus log off in GV to earn the day job jet pack. Any of those options will let you drop SJ.

Next, you can get yourself a KB protection IO from the market. That'll let you drop Acrobatics. There's 2 powers opened without much investment. I'd keep CJ... can use it for a defense set IO like LotG and I see you're looking to give yourself some DEF.

I like that you're going into the Fighting pool for more protection. Tough and Weave are good pick ups. However, don't bother investing slots in Kick. I wouldn't even put it on my tray.

Instead, use the 2 powers you freed with dropping leaping powers and get yourself a couple of your elec assault punches. Five slot both. You have plenty of extra slots you're wasting by 6 slotting things that don't need it like the blasts and immobs. My rule for 6 slotting is only do it to AoE controls or powers that you're adding procs AFTER you've slotted up their primary focus.

I like you're using your last two pets for the special pet IO buffs... not sure those are global though. But if they are that's very clever. However, I'm concerned that even if the DEF and RES buffs are global, I'm pretty darn sure they're only functioning when the pets are summoned. And the problem with that is the two powers you're using them in are the ones with the 'perishable' pets. If you want to buff gremlins, then you might want to use both of those IOs there and slot the other 4 with Expd Reinforce for the rch boost.

Okay, a major mistake you're making is something that wont show too much here on paper, but your slotting of Conductive Aura should be your clue. I see you're looking to make the power a +regen focus. Okay, not sure on the numbers of that vs using it as a +recovery instead... either could work I suppose although I prefer the endurance... but think about that a second. Your plan seems to be you want the extra HP regen, but remember that power is PB AoE. Therefore, you need to be in melee. However, you have only Kick as a melee attack! I fear you're going to find yourself getting face planted over and over trying to leverage that regen buff. So going back to my earlier suggestion... pick up a couple of your elec punches and 5 slot them! Heck, Thunderstrike takes KB sets iirc. If so, you can get KB protection from the Kin Crash set (I think it's 4 IOs) and you can even get 7.5 rch if you go with 6 slots. It's going to KB anyway, so you might as well send em flying!

Three slotting Maneuvers is a waste. If all you want is the LotG bonus, then just put that. Also, look at Stealth from concealment. I think you'll get more mileage there instead of Maneuvers. It'll stack with your SS and give you invis for ghosting missions. Def numbers are about the same as are the end costs.

Your ST immob is overslotted and probably skippable. You'll already have the AoE version, so that'll be good enough for those situations you need to immob a foe. I'd ditch that power as well, or slot it as an attack if you're insistent on staying at range.

If you do drop it, pick up the confuse or jolting chain instead. You could get the purple confuse set pretty cheap and get the rch bonus. It'd provide way more control use than the ST immob. JC is also a worthwhile power. You can get away with 2-3 slots in it as well.

Anyway, those are my thoughts. Good luck!
This is a range based Dom. As for the last 2 pets there not used. Pet IOs are global and help my gremlins and lore pets. As for 6 slotting Numinas it is for the 3.75 range defense. Checked the #s for stealth. Adds 3.28% defense after suppressed. Which still keeps my ranged defense softcapped. So you are correct. Think I will change that. As for not having enough attacks I beg to defer. My attack chain cycles pretty fast combining both my immos and damage attacks. The premier use of this toon is for team play. Melee is not needed when im usually standing behind a couple of brutes or tanks hacking on a AV lol. Having 2 travel powers helps me manuver out of trouble when needed. As u can see i'm perma-dom. So I never have any endo problems. I really appreciate your info. Thx


 

Posted

It sounds like you're planning on being lvl 50, purpled, perma and incarnate slotted from the get-go. If that's the case (you're being PLd), then your current plans can work especially if teaming... although you're still not going to get as much out of this build as you could by making some changes.

However, if you're planning to play from 1-50 without a lot of PLing and need to build up inf to buy the IOs you want and get your incarnate powers, I think you'll find your damage and control output lacking for a good 30 levels with your current build.

While cycling your immobs as attacks is a good idea for a ranged dom, they're not slotted for damage, so you'll be only doing baseline. The AoE immob is an end hog to boot and a huge aggro magnet. If you lead with that, you'll get alphad to death.

I just noticed you didn't take your ST hold Tesla Cage. Was that on purpose? It's your bread and butter control and essential hard control. I also see you don't have the AoE sleep patch, either. I missed that last night when I was first replying. Not having either of those severely limits your ability to control. Paralyzing Blast is on a long recharge, so that'll only be up every other spawn. Conductive Aura can drain end from enemies, but you have to be in melee and it'll take a few seconds. If all the control you're bringing to the table is immoblize and end drain, you're going to face-plant. A lot. Also, if you are going for Perma only 3 of all your powers will benefit from domination (the 2 immobs and the AoE hold). That's wasted potential imo.

I highly recommend you go with one travel pool set, and get yourself more control. Also, if you want to stay at range, then slot your immobs for damage at the very least.

I don't want you to take this as me beating you up. But this is your first go at a dominator and I see you're making a lot of rookie mistakes that'll have you cursing your existence. That said, it's your character and you have to build it how you feel is best. Just don't let your goals of maxxing recharge and/or defense rob you of effectiveness at dominating (holding and touching enemies firmly).

May I ask what your previous experience is with control sets? If it's as a long time controller, you'll need to throw that mentality out. Think like a blaster, but with a lot more control options and fewer AoE damage options.


Please buff Ice Control.

 

Posted

Where is your Single Hold?

I've seen one lvl 41 Dominator (fire/fire) in St. Marital with no single hold during Double Exp weekend.

I really can't figure out how he/she leveled to 41 without ST hold. The only reason I can think of is being power leveled.

Dominator without Single Hold is like Scrapper with no shields running.


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

I see too many build slotting to get these defensive soft capped build that basically are overslotted in some areas and woefully underslotted in others.

The problem with that as I see it is that it often hampers the AT from doing what it was intended to do. The minute they meet a foe that has - def they have serious issues.

Mobs that are well mezzed are no problem to you.. Mobs that are defeated are no problem to you.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

I actually played the toon quite well to lv 38. Then I was pling to 50. I have always been a scrapper guy. Made the toon just for fun. Like I said this is my first and only dom. Already have all the incarnates to tier 3 so far. I have taken alot of the suggestions and redone the build on mids. Hope this is more of what you guys were talking about. Please feel free to tweak the build. Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Mage Electro: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Electricity Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Tesla Cage -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(5), UbrkCons-EndRdx/Hold(7)
Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(43)
Level 2: Chain Fences -- GravAnch-Immob(A), GravAnch-Immob/Rchg(15), GravAnch-Acc/Immob/Rchg(15), GravAnch-Acc/Rchg(17), GravAnch-Immob/EndRdx(33)
Level 4: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(11), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37)
Level 6: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(37)
Level 8: Combat Jumping -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(46), LkGmblr-Rchg+(48)
Level 10: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(25), ExStrk-Dam%(29)
Level 12: Conductive Aura -- Numna-Heal(A), Numna-Heal/EndRdx(13), Numna-Heal/Rchg(13), Numna-EndRdx/Rchg(21), Numna-Heal/EndRdx/Rchg(27), Numna-Regen/Rcvry+(48)
Level 14: Static Field -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(17), P'ngTtl-Acc/EndRdx(19), P'ngTtl-Rng/Slow(19), P'ngTtl-EndRdx/Rchg/Slow(25), P'ngTtl--Rchg%(40)
Level 16: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(21)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(31)
Level 20: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 22: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23)
Level 24: Zapp -- ExecCtrt-Acc/Dmg(A), ExecCtrt-Dmg/EndRdx(34), ExecCtrt-Dmg/ActRdx(40), ExecCtrt-Dmg/Rng(43), ExecCtrt-Dmg/Rchg(45), ExecCtrt-Stun%(46)
Level 26: Paralyzing Blast -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(29)
Level 28: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40)
Level 30: Invisibility -- LkGmblr-Rchg+(A)
Level 32: Gremlins -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(34), BldM'dt-Acc(36), BldM'dt-Dmg(50)
Level 35: Tough -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam(45), S'fstPrt-ResDam/Def+(48)
Level 38: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Rchg+(42)
Level 41: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-Psi/Status(42)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
Level 47: Summon Guardian -- C'Arms-+Def(Pets)(A)
Level 49: Voltaic Sentinel -- ExRmnt-+Res(Pets)(A)
Level 50: Ion Radial Final Judgement
Level 50: Seers Radial Superior Ally
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Musculature Radial Paragon
Level 50: Gravitic Radial Flawless Interface
Level 50: Clarion Radial Epiphany
------------
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc(9), P'Shift-End%(9)



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Posted

didn't take any of the melee attacks?


 

Posted

Quote:
Originally Posted by Mr. DJ View Post
didn't take any of the melee attacks?
I didn't with my Elec/Elec Dom, and then I got tired of the drawbacks to Voltaic Sentinel and respec'd it out and put Thunder Strike in its place so the character had a melee attack that wouldn't get greyed out in a trial.


"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

I've also been considering an E/E dom.
Unfortunately, I game on a budget - I won't have any IOs or procs or whatever they call themselves. And sadly, every single post I've found yammers on about these set bonuses, and makes it difficult to judge the powers on a whole.

Can anyone help?


The game ends at 50. Smilegasm
Do not ever give Mind Control a pet. We need more control sets without pets.
My characters are not "toons". They are all project characters, though.
Global chat @Lxndr My servers: Defiant, Liberty, Pinnacle, Virtue