Elec/Psi .. Help me out here
What's wrong (and how to fix it) depends on what you are trying to build for.
Perma Dom?
Soft capped defenses?
End sapping?
and if you have multiple goals which ones have priority
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Hmm, End Sapping I'd say, takes priority .. THEN perma Domi
PermaDom should be your top priority not sapping. And I have both an Elec/Elec and an Elec/Psi Dom.
Permadom means your powers recharge faster not just domination and that is going to help your desire to sap simply because you can utilize your attacks more.
also looks like you are trying to buil in some defense. I cant fault you for that but on the majority of my doms I didnt even waste time with that. Stunned, held, Slept mobs cant hurt me.. another reason for permadom..
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-
Now THAT I didnt account for, the fact that Mezzed up targets can't hurt you .. will go wok on the build again then, thanks
I went with recharge first for perma hasten and perma domination before anything else, then i got defence to around 30% to smashing and lethal but don't worry about sapping because that looks after it's self.
The agility alpha is awesome for a elec domi because you can get end mod for loads more sapping, more recharge and more defence and i have the interface proc that as the recovery debuff which the name escapes me but it all fits together nicely.
One more point to make is I didn't take fighting pool however but thats just me
I'm going to offer a differing opinion. First, your slotting for defense isn't a waste. You'll be entering melee for Conductive Aura and smashing/lethal mitigates a lot of damage you'll encounter there. Secondly, Electric is somewhat limited in its benefit from perma-dom; your important every spawn controls (Static Field and Synaptic Overload) aren't affected by it* and higher mag immobilizes are of dubious value. However, the higher mag Electric Cage and mez protection you get from perma-dom are quite handy, as is Paralyzing Blast even if it's on a long recharge.
*SO only has higher mag and duration on the first target.
I would place perma-dom and softcap defenses on equal footing as build goals. It is quite possible to have both. In fact, you have far more than enough recharge to make domination permanent. It wouldn't hurt to sacrifice a small amount of recharge to shore up your defenses. You could probably lose as much as 20% recharge and still sit in a comfortable place with perma-dom.
Here's a build I tossed together quickly based around my plant/psi. There are probably some obvious flaws that I'm missing at the moment, but it hits your goals of perma-dom, softcapped lethal/smashing, and adequate endurance sapping.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Rosolia: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/Hold(5)
Level 1: Psionic Dart -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(7), Decim-Acc/EndRdx/Rchg(7), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9)
Level 2: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), KntkC'bat-Dmg/EndRdx(13)
Level 4: Chain Fences -- Efficacy-EndMod/Acc(A), TotHntr-Dam%(5), Efficacy-EndMod/EndRdx(19), Enf'dOp-Acc/EndRdx(25), TotHntr-Acc/EndRdx(25), Posi-Dam%(27)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(23)
Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Acc/Rchg(13), P'Shift-EndMod/Acc(21)
Level 10: Telekinetic Thrust -- KntkC'bat-Acc/Dmg(A), Acc-I(21), KntkC'bat-Dmg/EndRdx/Rchg(15), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17)
Level 12: Static Field -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Acc/Rchg(23), FtnHyp-Sleep/Rchg(42), FtnHyp-Sleep(43)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Psychic Scream -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(29), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(31), Posi-Acc/Dmg(31)
Level 18: Fly -- Winter-ResSlow(A)
Level 20: Hover -- LkGmblr-Rchg+(A)
Level 22: Drain Psyche -- Dct'dW-Heal/Rchg(A), Nictus-Acc/Heal(33), Nictus-Acc/EndRdx/Heal/HP/Regen(33), H'zdH-Heal/Rchg(34), Efficacy-EndMod/Rchg(34), Efficacy-Acc/Rchg(34)
Level 24: Paralyzing Blast -- EoCur-Acc/Hold/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(36), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(36), BasGaze-Acc/Hold(37)
Level 26: Synaptic Overload -- CoPers-Conf/EndRdx(A), CoPers-Conf%(27), CoPers-Conf/Rchg(37), CoPers-Acc/Conf/Rchg(37), CoPers-Acc/Rchg(39)
Level 28: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Knock%(40)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(42), ExRmnt-Acc/Dmg(42)
Level 35: Sleet -- RechRdx-I(A), RechRdx-I(46), Achilles-ResDeb%(46)
Level 38: Psychic Shockwave -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(39), Oblit-Dmg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Rchg(45)
Level 41: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(45), LkGmblr-Def(46)
Level 44: Weave -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx(48)
Level 47: Ice Storm -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(50), Posi-Dmg/EndRdx(50), Posi-Acc/Dmg(50)
Level 49: Hibernate -- RechRdx-I(A)
Level 50: Spiritual Core Paragon
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), EndMod-I(33)
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This doesn't look too bad. I do not understand why people do not slot +heal in CA though. Even if it is small, it stacks with heal, and if you are running 8 man mishs (with an elec/psi, you really should be), you have a very impressive bonus to heal, especially if you take spiritual alpha with its heal bonus. Putting +end proc in CA is _useless_ if you are running permadom. I mean, hello? Permadom? Perma end-refill? It does not make much sense to spend the amerits/money on it when you are constantly refilling your end from dom.
Also, I 6slotted some immob in both of the immobs for tons of bonus s/l def. I don't recall what set though. At 50+, use of reactive and spamming the snot out of chain fences generates huge quantities of bonus tick damage on everything around you. Plus, fences is location agnostic, and seems to hit everything around you no matter where you click.
I do have to say tho, this is a pretty good build.
No matter what you decide, you should find elec/psi to be stupidly fun. With some extra targets around you, its possible to solo AVs with it, largely due to DP.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/ Rosolia: Level 50 Magic Dominator Primary Power Set: Electric Control Secondary Power Set: Psionic Assault Power Pool: Speed Power Pool: Leaping Power Pool: Flight Power Pool: Fighting Ancillary Pool: Ice Mastery Villain Profile: Level 1: Tesla Cage -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/Hold(5) Level 1: Psionic Dart -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(7), Decim-Acc/EndRdx/Rchg(7), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9) Level 2: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), KntkC'bat-Dmg/EndRdx(13) Level 4: Chain Fences -- Efficacy-EndMod/Acc(A), TotHntr-Dam%(5), Efficacy-EndMod/EndRdx(19), Enf'dOp-Acc/EndRdx(25), TotHntr-Acc/EndRdx(25), Posi-Dam%(27) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(23) Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Acc/Rchg(13), P'Shift-EndMod/Acc(21) Level 10: Telekinetic Thrust -- KntkC'bat-Acc/Dmg(A), Acc-I(21), KntkC'bat-Dmg/EndRdx/Rchg(15), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17) Level 12: Static Field -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Acc/Rchg(23), FtnHyp-Sleep/Rchg(42), FtnHyp-Sleep(43) Level 14: Combat Jumping -- LkGmblr-Rchg+(A) Level 16: Psychic Scream -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(29), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(31), Posi-Acc/Dmg(31) Level 18: Fly -- Winter-ResSlow(A) Level 20: Hover -- LkGmblr-Rchg+(A) Level 22: Drain Psyche -- Dct'dW-Heal/Rchg(A), Nictus-Acc/Heal(33), Nictus-Acc/EndRdx/Heal/HP/Regen(33), H'zdH-Heal/Rchg(34), Efficacy-EndMod/Rchg(34), Efficacy-Acc/Rchg(34) Level 24: Paralyzing Blast -- EoCur-Acc/Hold/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(36), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(36), BasGaze-Acc/Hold(37) Level 26: Synaptic Overload -- CoPers-Conf/EndRdx(A), CoPers-Conf%(27), CoPers-Conf/Rchg(37), CoPers-Acc/Conf/Rchg(37), CoPers-Acc/Rchg(39) Level 28: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Knock%(40) Level 30: Tough -- S'fstPrt-ResDam/Def+(A) Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(42), ExRmnt-Acc/Dmg(42) Level 35: Sleet -- RechRdx-I(A), RechRdx-I(46), Achilles-ResDeb%(46) Level 38: Psychic Shockwave -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(39), Oblit-Dmg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Rchg(45) Level 41: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(45), LkGmblr-Def(46) Level 44: Weave -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx(48) Level 47: Ice Storm -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(50), Posi-Dmg/EndRdx(50), Posi-Acc/Dmg(50) Level 49: Hibernate -- RechRdx-I(A) Level 50: Spiritual Core Paragon Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander ------------ Level 1: Brawl -- Empty(A) Level 1: Sprint -- ULeap-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Domination Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrcl-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), EndMod-I(33) Code:
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Hew in drag baby
This doesn't look too bad. I do not understand why people do not slot +heal in CA though. Even if it is small, it stacks with heal, and if you are running 8 man mishs (with an elec/psi, you really should be), you have a very impressive bonus to heal, especially if you take spiritual alpha with its heal bonus. Putting +end proc in CA is _useless_ if you are running permadom. I mean, hello? Permadom? Perma end-refill? It does not make much sense to spend the amerits/money on it when you are constantly refilling your end from dom.
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Also with Drain Psyche you won't really need healing in CA and you are better off going with an endmod set that will give you set bonuses that you can use (like Efficacy Adaptor, every bonus in that set is useful to a Dom).
The more +rech you can get the better. Permadom means that you are very unlikely to have Conductive Aura detoggled and the more often Drain Psyche is up the better. If you can Perma DP then you can quickly sap a spawn and make sure that they never recover a point of endurance thereafter. That leaves 0 end cost brawl as their only attack.
That is powerful mitigation. It also requires a billion+ inf build.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
An Elec/Psi is probably the least in need of the PS procs of anything I've ever seen. Conductive Aura is like a second stamina when it's saturated. Drain Psyche gives an incredible amount of recovery when saturated. Domination is a free refill. And Static Field will transfer endurance from enemies to you if you stand in the field, which can be truly prodigious amounts if saturated.
It feels to me like Elec/Psi hardly needs the endurance from PermaDom, and as others have noted it doesn't help a whole lot on the control side, but given how important the toggle is, the mez protection is a significant benefit. (Not to mention, more recharge means more Drain Psyche.)
-Morgan.
Drain psyche could use some accuracy.
If your goal is sapping, take the proc out of conductive aura and slot more end mod, and maybe slot jolting chain for end mod. I think it only drains the first target, but with the sleep patch, conductive aura, jolting chain, and drain psyche, you can drain a boss before he even knows what is going on.
This build probably wont fit your playstyle based on our obvious differences in build goals, but maybe you will see some parts you like. I haven't got this build to 50 yet, but I have a plant/psi with similar defense numbers that runs +4x8. Don't underestimate the awesomeness of controls for survivability.
Also, my build is relatively cheap.
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What exactly is the attack chain? Dart, probe, tkt, box? Pretty weak. Dart does piddly amounts of dmg and tkt will keep knocking foes out of melee. Only good attack there is probe. And there's no ranged st chain at all. What happens when you need to fight from range? Dart and cage?
Some of these defense builds really confuse me. Give me control and damage any day.
Please buff Ice Control.
What exactly is the attack chain? Dart, probe, tkt, box? Pretty weak. Dart does piddly amounts of dmg and tkt will keep knocking foes out of melee. Only good attack there is probe. And there's no ranged st chain at all. What happens when you need to fight from range? Dart and cage?
Some of these defense builds really confuse me. Give me control and damage any day. |
In the end, I'm comfortable giving up a ranged attack chain if it enables me to face greater odds. While controls do mitigate a lot of damage, once you crank the difficulty up a surprising amount will find its way through. I'll definitely take the layered mitigation over a single type, whether it be control, defense, or debuffs.
For my plant/psi, I pretty much use Probe, TK Thrust, and Psychic Shockwave. .
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Also with nearly perma capped recovery, sleet and storm etc can be single Target attacks too
I don't play from range, so that is not something I worry about.
Throwing a baddie across the entire map with tkt is so awesome that I dont mind chasing him down to punch his flopping body one more time.
This.
Also with nearly perma capped recovery, sleet and storm etc can be single Target attacks too I don't play from range, so that is not something I worry about. Throwing a baddie across the entire map with tkt is so awesome that I dont mind chasing him down to punch his flopping body one more time. |
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Hew in drag baby
Probe/TK/psiwave/chains/judgement/sleet/storm here. More than enough awesome. Who the hell needs range when you can sit in the middle of damn near anything?
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What about lvl 1-40 as you're leveling up? Plinking away with Dart and Cage won't cut it.
Oh and I'd like to see all you folks stand next to an AV with your melee bravado and show me why you don't need a ST ranged chain.
Please buff Ice Control.
At level 50 with IOs and incarnates.
What about lvl 1-40 as you're leveling up? Plinking away with Dart and Cage won't cut it. Oh and I'd like to see all you folks stand next to an AV with your melee bravado and show me why you don't need a ST ranged chain. |
Here's the demorecord: http://www.mediafire.com/?fby8g766zr6nk2c
If I knew a better way to capture it I would so you could see my trays and inspirations.
It's not my intent to mislead so I will say this. There definitely are situations where melee isn't advisable (MoM and part of the Romi fight). A ranged single target attack chain would be nice to have for those encounters, but it isn't the only viable way to play. You'll be able to survive a lot with perma-dom and capped defenses that you won't with perma-dom alone. Knowing the encounter, managing your inspirations, and utilizing your powers to your best ability will go a long way however.
Standing next to an av or gm for that matter isn't that bad with high defense builds. Man that reminds me, I need to shoot a video or two of my melee troller build before I respec it back to a better dps build.
Isn't the +rech proc wasted in jolting chain because it'll give the psuedo pet the +rech? Also end draining only affects the first target of JC.
Elec/Cold Troller AV/Pylon/GM/TF/SF Soloing Antics
everytime...he gets me everytime.... DAMN U BOOMIE -- _Ilr_
Take the Magic: The Gathering 'What Color Are You?' Quiz.
Ah, there's Boomie. I was going to mention your feats with your Elec/Cold, but I don't like to speak for others' experiences too often.
The +recharge proc can fire on the player but only on activation of JC.
Ah, there's Boomie. I was going to mention your feats with your Elec/Cold, but I don't like to speak for others' experiences too often.
The +recharge proc can fire on the player but only on activation of JC. |
Also hehe soloing a MoLGTF while in melee the whole thing was pretty fun.
Elec/Cold Troller AV/Pylon/GM/TF/SF Soloing Antics
everytime...he gets me everytime.... DAMN U BOOMIE -- _Ilr_
Take the Magic: The Gathering 'What Color Are You?' Quiz.
At level 50 with IOs and incarnates.
What about lvl 1-40 as you're leveling up? Plinking away with Dart and Cage won't cut it. Oh and I'd like to see all you folks stand next to an AV with your melee bravado and show me why you don't need a ST ranged chain. |
Still don't see why I would need a ranged chain though. /psi wants to live in melee, and it does a pretty good job.
Here are some more reasons to have a ranged chain:
LB Spiner Wardens. Those quills they spit out just keep firing regardless of being held or not.
Multiple Tsoo Sorcerers. Ever get stuck in melee with them?
KoA and their stacked trops. Stay at range and they can't murder you.
CoT demon lords with their invulnerability. More enemies in melee the higher their defense.
CoT spectres with their Chill of Night aura. That stacked on you is horrendous.
Tsoo green inks. Those guys seem to come at you 6 deep and tossing whirling hands every few seconds. Stun, stun, stun.
Those squid heads in First Ward. They have Drain Psyche or something similar.
Freak super stunners. The -end rez they have only works in melee.
I could go on, but I think you get the picture. To me, I'd rather have some solid ranged attacks for these situations than taking a couple fluff defense powers that might someday get me to capped def to S/L. If you can max your def without gimping your leveling up, go for it. Or if you make it to 50 and get all slotted up and can respec, sure thing. But playing 40+ levels where I have no choice but to melee is a tougher road to hoe than it needs to be.
Please buff Ice Control.
In all of those scenarios you have your controls to fall back on; mez first then melee second. The best part is that with Synaptic Overload those problems suddenly invert themselves and work to your benefit. Even more importantly, you have to move in if you want to utilize CA or Drain Psyche (and eventually Psychic Shockwave), otherwise you're losing out on your best -end and -recovery.
Between Conductive Aura, Drain Psyche, Mind Probe, TK Thrust, and Psychic Shockwave, you have 5 total powers that require you to enter into close combat. I think it's fairly neglectful to ignore those powers so you attack from range. It sacrifices sapping and damage for fear of avoiding some damage that can be easily mitigated with your other controls.
In all of those scenarios you have your controls to fall back on; mez first then melee second. The best part is that with Synaptic Overload those problems suddenly invert themselves and work to your benefit. Even more importantly, you have to move in if you want to utilize CA or Drain Psyche (and eventually Psychic Shockwave), otherwise you're losing out on your best -end and -recovery.
Between Conductive Aura, Drain Psyche, Mind Probe, TK Thrust, and Psychic Shockwave, you have 5 total powers that require you to enter into close combat. I think it's fairly neglectful to ignore those powers so you attack from range. It sacrifices sapping and damage for fear of avoiding some damage that can be easily mitigated with your other controls. |
Soft capped SL defense is irrelevant when targets are controlled then destroyed from melee AND range depending on the circumstance. Building with Def as a priority gimps a lot of builds. Now if you can get your def up and have perma, plus melee, plus ranged, great. Go for it.
Please buff Ice Control.
Whats Wrong?
Still dunno what Alpha to go for
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Dominator
Primary Power Set: Electric Control
Secondary Power Set: Psionic Assault
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(7)
Level 1: Psionic Dart -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(11)
Level 2: Mind Probe -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Acc/Dmg(13), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 4: Chain Fences -- GravAnch-Immob(A), GravAnch-Immob/Rchg(15), GravAnch-Immob/EndRdx(17), GravAnch-Hold%(17), GravAnch-Acc/Rchg(19)
Level 6: Jolting Chain -- FrcFbk-Rechg%(A)
Level 8: Conductive Aura -- P'Shift-EndMod/Acc(A), P'Shift-End%(48), P'Shift-EndMod(50)
Level 10: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(21), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(23)
Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(23), FtnHyp-Sleep/EndRdx(25), FtnHyp-Acc/Sleep/Rchg(25), FtnHyp-Acc/Rchg(27)
Level 14: Hover -- LkGmblr-Rchg+(A)
Level 16: Fly -- Flight-I(A)
Level 18: Paralyzing Blast -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(43), UbrkCons-Acc/Hold/Rchg(43), UbrkCons-EndRdx/Hold(46), UbrkCons-Acc/Rchg(46)
Level 20: Drain Psyche -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(37), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(43)
Level 22: Kick -- Acc-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(27), CoPers-Conf/EndRdx(34), CoPers-Conf%(34), CoPers-Acc/Conf/Rchg(37), CoPers-Acc/Rchg(48)
Level 28: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(34)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-+Res(Pets)(33)
Level 35: Sleet -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/EndRdx(36), Posi-Acc/Dmg(37)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
Level 41: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Ice Storm -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(45), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45), Posi-Acc/Dmg(46)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), EndMod-I(3)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run