Elec/elec/Cold mastery -need some insight
Hmm I'm elec/psi/cold but I'm confused and really not trying to be a jerk when I ask this. Between conductive, and elec's 3 melee, why do you want ranged defense?
That's a fair question.
The reason is because I find that many NPCs do not close in to melee - and I just can't see myself getting taunt. In fact, when I close in - they sometimes are able to run away and then fire at range. And ranged attacks, whether they are fired in melee or from range are still ranged attacks.
It could very well be me, and the way I play the toon. The Conductive aura, at least the way I have it slotted drains end from me more than it takes in. I typically only use it when I'm teamed with someone who has an end boost like RA or AM. As for how I have it slotted, one perf shifter proc, a heal io, a couple generic end mod ios and an end reducer.
The melee attacks are for when the goons close in on me - I don't have the defense to be fighting in melee. A couple of smacks and I'm done. Thus, the pursuit of higher defense and perma dom.
"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese
@Ukase
I'm linking this just so you don't have to take my word for it.
http://tomax.cohtitan.com/data/power....Stunning_Aura
Conductive aura doesn't cost any end. In fact...granted I do have drain psyche, but I did almost all my leveling just with one slot in stamina.
And...I'm not sure, but I know some auras that effect enemies don't play well with performance shifter.
Thanks for the link. I am not sure what I was thinking, except I got it mixed up with my st.J/elec brute's aura.
I had read about that end mod thing not working as intended in some end drain auras. <shrug>
"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese
@Ukase
No worries.
A few general electric tips:
Slot conductive aura for end drain and accuracy. Remember it only affects 8 people so if your pull is spread, move around it a bit to spread out the drain.
I'm assuming you have fences, if you can put end drain in that it's not a bad tool to help as you level.
Between field, and cages, you generally should have the option to engage any group at 0 end if you're willing to be a bit patient with them. Just a few chain and fence cycles generally if you're in melee range.
Cages don't prevent knockdown. So sleet will provide extra control.
You can jolting chain, then cast your fences and they should be back asleep before they stand back up. This is how I started aoeing larger groups when I was leveling. Chain, aoe,, chain, cages, the knockdown and the drain most of the time prevents any repercussions of trying to aoe larger groups without defense.
You can put dev hold proc in jolting chain
For spread out groups if you're afraid they'll kill you before they run into static field...
Synaptic overload and wait a few seconds, the confuse will generally cause them to bunch up.
You can corner pull similar to how a dark would. Lay down a field at the corner, jolt the group, step around the corner. First guy round the corner hold, then you can use him to jolt, chain the rest of the group safely as it runs through the field, usually most won't reach you.
Oh and half the time I don't notice or particularly care if my gremlins die, but they are useful from time to time.
Sorry if it was all "duh obvious" stuff. Good luck.
Edit: Oh, I solo most of the time so was mostly targeting that. From a grouping stand point I know some stuff isn't quite as feasible.
Y U NO ELEC/DARK?
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Electricity Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Tesla Cage -- Lock-Acc/Hold:31(A), Lock-Acc/Rchg:31(3), Lock-Rchg/Hold:31(3), Lock-EndRdx/Rchg/Hold:31(9), Lock-Acc/EndRdx/Rchg/Hold:31(11), Lock-%Hold:31(11)
Level 1: Charged Bolts -- Thundr-Acc/Dmg:31(A), Thundr-Dmg/EndRdx:31(33), Thundr-Dmg/Rchg:31(34), Thundr-Acc/Dmg/Rchg:31(34), Thundr-Acc/Dmg/EndRdx:31(34), Thundr-Dmg/EndRdx/Rchg:31(36)
Level 2: Charged Brawl -- KntkC'bat-Acc/Dmg:31(A), KntkC'bat-Dmg/EndRdx:31(13), KntkC'bat-Dmg/Rchg:31(13), KntkC'bat-Knock%:31(15), HO:Nucle(15)
Level 4: Lightning Bolt -- Thundr-Acc/Dmg:31(A), Thundr-Dmg/EndRdx:31(5), Thundr-Dmg/Rchg:31(5), Thundr-Acc/Dmg/Rchg:31(7), Thundr-Acc/Dmg/EndRdx:31(7), Thundr-Dmg/EndRdx/Rchg:31(9)
Level 6: Combat Jumping -- LkGmblr-Rchg+:31(A)
Level 8: Conductive Aura -- Efficacy-EndMod/Acc:31(A), Efficacy-EndMod/Acc/Rchg:31(46), P'Shift-EndMod/Acc:31(48)
Level 10: Super Speed -- Zephyr-Travel/EndRdx:31(A), Zephyr-ResKB:31(36)
Level 12: Static Field -- FtnHyp-Sleep:50(A), FtnHyp-Sleep/Rchg:50(48), FtnHyp-Acc/Sleep/Rchg:50(48), FtnHyp-Acc/Rchg:50(50), FtnHyp-Sleep/EndRdx:50(50)
Level 14: Havoc Punch -- KntkC'bat-Acc/Dmg:31(A), KntkC'bat-Dmg/EndRdx:31(17), KntkC'bat-Dmg/Rchg:31(17), KntkC'bat-Dmg/EndRdx/Rchg:31(25), HO:Nucle(33)
Level 16: Build Up -- RechRdx-I:30(A)
Level 18: Chain Fences -- SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:31(A), SAotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:31(19), SAotDominator-EndRdx/Rchg:31(19), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:31(23), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:31(23), SAotDominator-Rchg/+Dmg%:31(25)
Level 20: Maneuvers -- LkGmblr-Rchg+:31(A), LkGmblr-Def:31(21), HO:Cyto(21)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- GA-3defTpProc:30(A)
Level 26: Synaptic Overload -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(27), CoPers-Acc/Conf/Rchg:50(27), CoPers-Acc/Rchg:50(31), CoPers-Conf/EndRdx:50(31), CoPers-Conf%:50(33)
Level 28: Weave -- LkGmblr-Rchg+:31(A), LkGmblr-Def:31(29), HO:Cyto(29)
Level 30: Hasten -- RechRdx-I:30(A), RechRdx-I:30(31)
Level 32: Paralyzing Blast -- Lock-Acc/Hold:30(A), Lock-Acc/Rchg:30(36), Lock-Rchg/Hold:30(37), Lock-EndRdx/Rchg/Hold:30(37), Lock-Acc/EndRdx/Rchg/Hold:31(39), Lock-%Hold:31(50)
Level 35: Sleet -- Posi-Acc/Dmg:31(A), Posi-Dmg/EndRdx:31(39), Posi-Dmg/Rchg:31(40), Posi-Acc/Dmg/EndRdx:31(40), Posi-Dam%:31(40)
Level 38: Thunder Strike -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(43), Armgdn-Acc/Rchg:50(43), Armgdn-Dmg/EndRdx:50(43), Armgdn-Dam%:50(46)
Level 41: Frozen Armor -- LkGmblr-Rchg+:31(A), LkGmblr-Def:31(42), HO:Cyto(42), S'fstPrt-ResDam/Def+:30(42)
Level 44: Ice Storm -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Acc/Rchg:50(45), Ragnrk-Dmg/EndRdx:50(45), Ragnrk-Knock%:50(46)
Level 47: Tactics -- EndRdx-I:30(A)
Level 49: Vengeance -- LkGmblr-Rchg+:31(A)
Level 50: Agility Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:31(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:30(A), EndMod-I:30(37), P'Shift-End%:31(39)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Hey! Why u no pets in this build?
lol
Thanks for the build. I will probably built it just as it is - except I might take the cytos out for a standard defense IO, or another lotg defense for the extra bonus.
Finally something to put all those billions I made with the converters to good use. Except for my warshade, I don't think I've ever seen so many purples in one of my builds.
"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese
@Ukase
First, I must confess - it seems the more effort I put into a catchy name and bio, the more lackluster the toon seems to be in combat.
I really do not want to delete Osmosis, my elec/elec dom.
Funds are unlimited (though, nowadays, I can't possibly see a build costing more than 8 billion - if I was foolish enough to buy everything NAO! instead of just taking them out of my base bins. I have most sets or purples in storage and can easily get more if needed.
I have spent the last 30 minutes tinkering with the build and am not getting any headway to getting ranged defense at cap. I'm just not accustomed to all the little tricks the ranged toons have at their disposal. Melee is far easier to build in my opinion. But, if I'm to have perma-dom, I need to find a balance between recharge and defense. The toon in question is level 44, and will likely level up via MSRs and some task forces. I'm not likely to solo unless I can reach at least 30% ranged and s/l defense. However, I'm finding, at least in the short term, I'm unable to reach both the recharge I want -125% and s/l/ranged softcap.
I may be wrong, but, I"d like to reach that recharge % without hasten - because if I rely on hasten to reach it, then I'll have an issue when hasten has expired, but not recharged. Then, what happens to my perma-dom status?
As for domination - I know that it protects against a lot of things, and I like how the end bar fills. But, if I have "perma-dom", does the end bar still fill like that every so often?
And Gremlins. These guys are squishy as all get out - are they even worth keeping?
I don't expect anyone to just create a build for me - but if you have some that you can just toss a data chunk up, that'd be great.
I would post mine, but I'm too embarassed to show it. Some empty slots in there because 2xp weekend on the msr, and I still am not sure what to put in there. Also, I want to respec the toon out of flight and into SS, so it seemed pointless to me to just toss anything in there, when after the respec, I will likely have surplus IOs to deal with.
"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese
@Ukase