Grav/Elec/Mu Advice Please


DarkCurrent

 

Posted

I've slowly been building a Gravity/Electric Assault Dominator for some time and, with the release of i21, kind of threw my plan out of whack. L35 opened up the Patron arcs and, as expected, I took Scirocco and his Mu Mastery, mostly for Ball Lightning. Now, below is my current Mids build (note, L35 has Thunder Strike, but will have Charged Armor once a newer version is released). The slots are empty as I have just standard SOs and basic IOs, no set IOs yet.

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Chronal: Level 48 Mutation Dominator
Primary Power Set: Gravity Control
Secondary Power Set: Electricity Assault
Power Pool: Leaping
Power Pool: Fighting

Villain Profile:
Level 1: Crush -- Empty(A), Empty(5), Empty(40)
Level 1: Charged Bolts -- Empty(A), Empty(9), Empty(15), Empty(40)
Level 2: Gravity Distortion -- Empty(A), Empty(3), Empty(3), Empty(5)
Level 4: Lightning Bolt -- Empty(A), Empty(7), Empty(15), Empty(40)
Level 6: Charged Brawl -- Empty(A), Empty(7), Empty(13), Empty(17)
Level 8: Crushing Field -- Empty(A), Empty(9), Empty(11), Empty(34)
Level 10: Havoc Punch -- Empty(A), Empty(11), Empty(13), Empty(17)
Level 12: Combat Jumping -- Empty(A)
Level 14: Super Jump -- Empty(A)
Level 16: Boxing -- Empty(A)
Level 18: Tough -- Empty(A)
Level 20: Zapp -- Empty(A), Empty(21), Empty(21), Empty(23), Empty(23)
Level 22: Acrobatics -- Empty(A)
Level 24: Weave -- Empty(A)
Level 26: Wormhole -- Empty(A), Empty(27), Empty(27), Empty(37), Empty(37)
Level 28: Static Discharge -- Empty(A), Empty(29), Empty(29), Empty(31), Empty(34)
Level 30: Gravity Distortion Field -- Empty(A), Empty(31), Empty(31), Empty(34)
Level 32: Singularity -- Empty(A), Empty(33), Empty(33), Empty(33)
Level 35: Thunder Strike -- Empty(A), Empty(36), Empty(36), Empty(36), Empty(37)
Level 38: Voltaic Sentinel -- Empty(A), Empty(39), Empty(39), Empty(39)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A), Empty(19), Empty(25)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A), Empty(19), Empty(25)
Level 4: Ninja Run


If anyone has knowledge of this combo, I would be very appreciative. I do know basic slotting techniques for Control, Melee, and Blast sets, but this is my first serious Dominator and, as I have read and been told, they are not 'Trollers, Blasters, or Melee, but a mix of each. I do not have Billions to spend on a build, but I do have a toon set aside for AE ticket gathering to help lower the costs.

Thank you all in advance.

Edit: She is currently L36 if that matters.


 

Posted

I am only qualified to talk about gravity and since you didn't put sets in my comments are of necessity somewhat limited.

(1) Lift is much better than crush for doms. Get that as an attack and slot it.

(2) 6-slot wormhole. It is your main aoe control power, especially if you don't have set bonuses.


"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator

 

Posted

I leave the slots empty because I am mostly going with SOs (I'm not the best when it comes to building around sets).

I will be respecing into Lift as everything I have read states that it is a more "CC-able" ability than Crush (if a mob is being slammed into the ground, then he/she is not attacking you).

Wormhole, currently, has 3 slots with Frankenslotted Acc/Stun/Rech IOs as they were very affordable on the market.

Trying to go for, if I can help it, a more ranged than melee build, but it seems both sets counter each other. Gravity, especially with Singularity, seems to be a more ranged set while Elec is a nice mix of Ranged and Melee.

I have seen various reports on the uses of Voltaic Sentinel and I feel that it will be a nice compliment to Singularity, especially given that he can be made perma.

I still have the Patron respec sitting around as I have already finished Scirocco's opening arc Ball Lightning is just too damn sexy).


 

Posted

My first dom was Grav/Elec/Soul, as opposed to Grav/Elec Mu, but it's more or less the same.

I found Voltaic Sentinel to be extremely underwhelming. It takes a long time to cast and doesn't last very long, frequently attacks things that are going to die anyway, or is attacking things that are at full health while you are focusing stuff down. The best thing I can say about Voltaic Sentinel is that you can 4-slot it with expedient reinforcement and get a very nice 7.5% recharge time bonus out of a (IIRC) very, very inexpensive set.

Still, there are worse powers.

I would not recommend taking Thunder Strike. I had it for a while and found that every time I used it I was spending more time running around to the enemies I had just knocked back, plus the AoE damage is poo and it takes forever to cast. It is a pain for you to deal with and a pain for your allies as well.

I slot Wormhole with 5 slots of Stupefy (which handily has a range component in one of its enhancements), and if I were to 6 slot it, I would follow Ail's suggestion of putting a +Range IO into it. Wormhole is cool because you can cast it without line of sight, but it does aggress people before it resolves so more range makes it more likely you can fire it a) from behind cover and b) out of their attack range in general.

As has been mentioned before, Crushing Field can be a really good source of AoE damage since it has a huge target cap, recharges and animates quickly, and can take procs from 3 different sets (Targeted AoE, Immob, and Slow). That means you can put up to 4 damage procs in it (Positrons Blast, Trap of the Hunter, Impeded Swiftness, and Javelin Volley [expensive]).

Gravity/ is a cool place to start with if you're going ranged because you can hide in Singularity and lol as it repels everything for you. Elec has enough ranged attacks (especially after you get Ball Lightning) that you can stay at range as long as you want, and then move in close for melee to use Charged Brawl and Havoc Punch (both of which are great) for more damage.

Just some thoughts.


 

Posted

Where's Build Up?

Weave isn't as useful as any of the other DEF powers like stealth, maneuvers, or CJ.

Acrobatics can be replaced with a KB IO or putting a Kin Crash (?) set in Lift.

So you could swap weave with another def power and acro with BU.

Volt Sentinel isn't that great.

Where's your cone blast? It's the only real AoE you have until PPP/APP.

Combined with a dmg proc'd crushing field, you can get some decent AoE damage from range. Then, add in Ball Lightning from Mu. You'll be able to WH into a corner, CF, cone, Ball... charge and Thunder Strike!


Please buff Ice Control.

 

Posted

I did go and use one of my respecs last night and it made a big difference.

I took out the melee attacks. Yes, they are some of the stronger attacks in the Elec Assault, but, as others have stated, Singy doesn't play nice with melee.

I have all of the ranged attacks, including the Cone, Snipe, and Build-Up. All of those are 5-slotted for Posi's Blast (Cone), Sting of Manticore (Snipe), and Adjusted Targeting (Build-Up). I will also be 5-slotting Posi's Blast into Ball Lightning once I hit 41.

I also respec'd into Lift and 6-slotted it for Kinetic Crash.

Wormhole has 4 slots currently for the Acc/Stun/Rech IOs, but I am looking to add 2 Range IOs.

Singy and Voltaic are currently planned to have 4-slots for Expedient Reinforcement, though I am aiming to 5-slot them for the Regen bonuses.

I took Teleport, Recall, and Long Range TP for concept reasons. Combat Jumping is there as a LotG mule, but I may swap that for Hover as it works better with TP. I still have Tough, Weave, and Charged Armor, but those are easily moveable if the need arises.

I am sorry that I do not have a build posted, but until Mids' is updated for i21 and beyond, this is the best I can give you. Sorry again, but thank you all for your inputs and critiques.

*edit* Gravity Distortion and GD Field both have slots currently in hopes of 4-slotting Basi's Gaze.


 

Posted

Quote:
Originally Posted by DarkCurrent View Post
Where's your cone blast? It's the only real AoE you have until PPP/APP.
It's Static Discharge - he's got it.

I haven't been able to find slots for teleport on any of my recent builds, but it does play very nice with hover. While this combo does give you excellent long-range travel and the tactical mobility of Hover (also note you can use Teleport while immobilized), it is kind of lacking a short-range fast movement option. This might not be a problem but I found that on teams, especially in environments where I can't teleport (caves particularly) I was having a hard time physically keeping up with my teammates. But overall it's a small issue (especially if you can justify using ninja run / beast run concept-wise).

I dunno if 5-slotting Build Up with Adjusted Targeting for the recharge bonus is the best use of slots. I do like two-slotting it just for a very cheap 2% damage bonus.


 

Posted

Quote:
Originally Posted by Machariel View Post
I dunno if 5-slotting Build Up with Adjusted Targeting for the recharge bonus is the best use of slots. I do like two-slotting it just for a very cheap 2% damage bonus.
In the grand scheme of things, no, 5-slotting BU probably wasn't the best idea, but I was able to find the enhancements "on the cheap" and I have quite a few respecs banked up that I can try different things.

Like previously stated, I am nowhere good at pre-builds, I mostly wing it with what I have, what I can find, and what I aspire to have. Still re-learning the whole Rule of 5, so I will need to go back and respec into more friendly IOs later on.


 

Posted

This is what I'm running on my Grav/Elec/Soul, with /Soul swapped out for /Mu (changing Dark Consumption and Soul Drain to Charged Armor and Surge of Power, and the slots accordingly).

A lot of the sets are very cheap but there's still a good bit of inf in there (to me at least), but this seems pretty good. If you can work in more 3% damage buffs (two of them) it'll be good, since previously it had 5 (Obliteration was 5-slotted into 2 powers and gives said damage buff). This can be done by finding two more slots somewhere and putting one more into each of your holds, and then replacing the Ghost Widow's Embrace(s) with Lockdowns.

Even after respeccing said character to take Static Discharge and Dark Obliteration (she was very AoE starved), I wouldn't give up the super procced out Crushing Field. It's really, really good at thinning crowds, especially with Reactive.

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Posted

I'll give that one a go, thank you Machariel.


 

Posted

Quote:
Originally Posted by wyldchyld View Post
I'll give that one a go, thank you Machariel.
Fair warning - the damage is pretty good but the control really is awful. My level 26 plant dominator is so much better at controlling groups (hello seeds, hello creepers) than my incarnate'd, IO'd grav/elec that it's not even funny.
Had I known what I was getting into, I probably wouldn't have spent so much time and inf on that character.


 

Posted

With the new Mids' being out now (YAY!), I can finally post this. I have been tweaking my Live build and it is turning out to be a beast. Note, I am only L38, but the only trouble I had was doing Scirocco's arc to unlock the Patron Powers (damn pesky Mu and their Elec Resists...).

Villain Plan by Mids' Villain Designer 1.95
http://www.cohplanner.com/

Click this DataLink to open the build!

Chronal: Level 50 Mutation Dominator
Primary Power Set: Gravity Control
Secondary Power Set: Electricity Assault
Power Pool: Teleportation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Lift -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(3), KinCrsh-Rchg/KB(3), KinCrsh-Rechg/EndRdx(5), KinCrsh-Dmg/EndRdx/KB(5), KinCrsh-Acc/Dmg/KB(7)
Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(36), Decim-Acc/Dmg/Rchg(37), Decim-Build%(45)
Level 2: Gravity Distortion -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(9)
Level 4: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(45)
Level 6: Teleport -- Empty(A), Empty(11), Empty(11)
Level 8: Crushing Field -- TotHntr-Dam%(A), Posi-Dam%(15), ImpSwft-Dam%(15), DblAc-Stun%(36)
Level 10: Recall Friend -- Empty(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Long Range Teleport -- RechRdx-I(A)
Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-EndRdx/Rchg(17), AdjTgt-ToHit(19), AdjTgt-Rchg(19)
Level 18: Gravity Distortion Field -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Rchg/Hold(31)
Level 20: Zapp -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(21), Mantic-Acc/ActRdx/Rng(21), Mantic-Dmg/ActRdx/Rchg(23), Mantic-Dmg/EndRdx/Rchg(23)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Wormhole -- Stgr-Acc/Stun/Rchg(A), RzDz-Acc/Stun/Rchg(27), Rope-Acc/Stun/Rchg(27), Stpfy-Acc/Stun/Rchg(34), Range-I(34), Range-I(36)
Level 28: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31)
Level 30: Weave -- LkGmblr-Rchg+(A), Empty(46), Empty(46), Empty(48)
Level 32: Singularity -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(33), KinCrsh-Rchg/KB(33), KinCrsh-Rechg/EndRdx(33), KinCrsh-Dmg/EndRdx/KB(34), KinCrsh-Acc/Dmg/KB(45)
Level 35: Charged Armor -- Empty(A), Empty(43), Empty(43), Empty(46)
Level 38: Voltaic Sentinel -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 41: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), EnManip-Stun%(50)
Level 44: Stealth -- LkGmblr-Rchg+(A)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40), RgnTis-Regen+(40)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(48), P'Shift-EndMod/Rchg(48)
Level 4: Ninja Run

Yes, a few spots are still empty. Now, my biggest concern, I have tried placing an emphasis on ranged abilities and Recharge. Will this affect me on iTrials what with having sub-par Def/Resistance and, if so, how would I go about fixing?


 

Posted

I dislike your lvl 41+ picks. Seem to be a ton of wasted potential just to get some more rchg. This is the prototypical gimping oneself for the sake of permadom.

You could get perma without diving into the concealment pool headfirst and refusing to come up for air.

You're missing out on some nice powers in that Mu set.


Please buff Ice Control.

 

Posted

Dark, I am guilty for doing exactly what you said. Yes, I do know how good the powers in the Mu set are as I have them on a few other toons. I was looking at pure set mules in that regard.

Mach, thank you again. That posted build is right in my price range (save for both sets of Basilisk's Gaze). One of the great parts of having a Ticket toon is that I can, with a little time, get these pieces without spending much at the market.

Now, for the both of you, is perma-Dom higher priority than Defenses when end-game is concerned? I have this same problem when building Controllers as I try to get max Recharge all the time for Phantom Army.

Also, I am sorry for slotting the Kinetic Crashes, but they have that awesome 7.5% Rech for a cheap 6-set. My Ill/Storm has 5 full sets slotted >.>


 

Posted

Quote:
Originally Posted by wyldchyld View Post
Now, for the both of you, is perma-Dom higher priority than Defenses when end-game is concerned? I have this same problem when building Controllers as I try to get max Recharge all the time for Phantom Army.

Also, I am sorry for slotting the Kinetic Crashes...
In general I would say that permadom is definitely a priority over defenses. Held/confused/stunned enemies don't do any damage.

Gravity however has such poor control that if you can find a way to get decent defenses in there, it's probably worthwhile. I still wouldn't put it above permadom though.

I like the idea of slotting Kinetic Crash into Singularity actually and wish I had thought of it first. It does take 2 more slots than Expedient Reinforcement, but 7.5% recharge bonuses are rare and hard to slot (compared to 5% or 6.25%), which means you can slot more 6.25 or 5% bonuses, which is more overall recharge / gives you more overall slotting. (For me for example it would let me slot more Obliterations / Decimations which are sets I like a lot). Kinetic Crash is a very, VERY cheap set to slot as well (you basically pay only for the salvage since the recipes are on the order of 1k-10k), as you know.


 

Posted

Quote:
I like the idea of slotting Kinetic Crash into Singularity actually and wish I had thought of it first. It does take 2 more slots than Expedient Reinforcement, but 7.5% recharge bonuses are rare and hard to slot (compared to 5% or 6.25%), which means you can slot more 6.25 or 5% bonuses, which is more overall recharge / gives you more overall slotting. (For me for example it would let me slot more Obliterations / Decimations which are sets I like a lot). Kinetic Crash is a very, VERY cheap set to slot as well (you basically pay only for the salvage since the recipes are on the order of 1k-10k), as you know.
This is one of the reasons I have it 6-slotted in Lift and have so many of them in my Ill/Storm's build (Phantom Army, Phantasm, Tornado, Lightning Storm, Gale). The bonus that Basilisk's Gaze gives may only be for 4-slots, but that is a very expensive set. Now, I am not a fan of Knockback normally, but it is quite affordable (not to mention the KB protection that it offers...).