Jump to content

Golden Azrael

Members
  • Posts

    987
  • Joined

  • Last visited

Everything posted by Golden Azrael

  1. Because Solo you can dictate the tactics on your terms. Other players can get you killed in a team. Certain mob munchers like Scrappers and Brutes can eviscerate mobs. The Domi's art isn't appreciated there perhaps. You can squash the spider or pull the legs off the spider. I prefer the latter play style. Azrael.
  2. (I was never that big a fan of IOs or the arcane maths and science to get there and anything I've gleened has come from very helpful and friendly players...to ascend to the trinity of the Domi God Head. I was more a fan of pick up and play perma hasten i1-3 than ED'. Sack cloth and ash when my perma - hasten SO build was cut cruelly down.) If somebody said to me, we can democratise the Domi Button in the same way that Snipe was democratised from behind the IO pay wall? I'd be open to that discussion. For a can of 'beans' it does take a while to build up that God Head. Other than that. I think Domi's are a work of art. As for too many buttons. I've never heard such tripe in all my life. Want to control? Want to Blast? Want to Melee? Want to Blap? Want to range? Want to in run the gauntlet of blapping with can of beans HPs? Or somethign inbetween? An intoxicating array of choice. It's an art form to play. If you don't want those buttons or choices? Simples. Decide what buttons you do like and remove the rest from your tray. 😄 Want to play something with five buttons? Roll a Sentinel. Azrael.
  3. The only mild criticism of Dominators I have...is when Domination drops? It can take a while to build up...whilst eg. Super Strength can have perma Rage with 'only' (an annnoying amount of ) 10-20 secs down time. Dom' takes alot longer to build up. Perhaps IT is a touch on the long side. And you're brittle and vulnerable until then. But them's the ropes. But it also comes down to skill to play the AT. It requires some, of course. It's not easy like Brutes or Tanks or scrappers which can wander in and take a beating. Try that with a 'naked' Domi and you're going to get your head kicked in my san. Blasters since i24 are their own thing. They've definitely been fixed. Prior to playing a Domi'....a controller once said to me, 'If you want to play an ice controller? Roll an ice/ice blaster. Then you get to do damage.' Azrael.
  4. With it being a democracy and all, I'm sure you don't mind if I offer my opinions, welcome or not. In the sleep of the game's absence we couldn't have this debate. Now we can. It's the 1st I've heard of it. Dominators having a 'problem.' I have a perma elec/elec perma hasten and perma domi. It's a work of art and I consulted community's builds to build it. The only thing better than what I currently have? Would be to have Domination perma like the insta snipe democratisation. or having Rage Perma. or Having hasten perma. It costs to have these things. But having a build is all about making choices and sacrifices. Part of the fun of building. If everything came easy. But I can see why the snipe was taken from behind the iO pay wall. It's been a fantastic addition in the spirit of the games 'pick up and play' modus operandi. My elec/elec domi is a bit tippy tappy damage. But if I want more damage I could go fire/stone. Perma domi and Hasten? I'd take it if was made inherent in the way the fitness pool was. Or Rage. I don't see why you couldn't make these slottable permas via SOs. Perma Hasten used to be perma with SOs. And yes. It cost many slots to do that. But I liked it. Getting Perma Hasten now is a more arcane and complex maths science. The holy trinity of Defence Cap/Perma Hasten and the all important Perma Domi? It took some doing but I did it. It's great to play. It's build for control and end draining. The damage is 2ndary. As for Dominators? They are a work of art as an AT. Control with Melee? What more could you want? They have enough punch but they trade that for being brittle in HPs and other such things. But yes, when you press that almight GOD button? Matters change? The tactics of control close to melee blast/blap/melee are intoxicating. Stay at range? Go for blap? Or a mix of the two? So many buttons to press....which way is the right way said Alice. And...the intoxicating power of domination? 🙂 Azrael.
  5. It's simple. Put a bit of thought into your character. As for over zealous corporations. Ironic given that Marvel and DC own the name and the 'character' of Captain Marvel and 'Shazam' between them. Further irony when what is Thanos other than a thinly veiled Dark Zeid clone. But yes, if you call something Superman and copy his costume to the sewing marks then, yes. They could complain. That said, Mickey Mouse and Superman should have been made public domain ages ago. If companies have copyright in perpetuity then the creative pool doesn't get refreshed.. But it's never enough for corporations, they want to own the entire monopoly board. Just take inspiration from what is around you and if it's too similar to something else you have seen, change it. Be honest with yourself. It is inspiration (allowed) or just out right copying. Homage is fine IF it consults inspiratino. Eg. A superman costume that is yellow and purple with ginger haired guy and goggles with an 'a' symbol is a step closer to inspiration/homage than a dark haired guy, red/blue costume with an 'S' on it. There are many characters that have lapsed into the public domain so if you want to create a derived character? Start from there? eg. 'The Bat.' A 'bat man' character who 'can' use guns. 😄 And the Digital Millenium copyright act didn't help either. Eg. NC Soft should have released a personal server edition of CoH so we could still run the game instead of shutting it down. I don't care about the EULA. It's about balance, fairness. And the law is an ass sometimes...that weighs in favour of corporations. So my hats off to whoever made the death star plans available for the rebel alliance. A simple turn key, micro server (for me and a few buddies) server is all I ever wanted. Do we have that option yet? Be nice if HC helped in that regard. Just in case a tank runs the devs over. Azrael.
  6. Dear Homecoming, Find a way to put the best Developer AE Approved content into each zone of the game. Put a few more contacts in each zone. And a few more arcs. Using the fulcrum shift of the HC community, you can add more content sooner this way. Azrael.
  7. "An Open GL driver for your card cannot be found." iMac (32 bit) i7 quad core. 8 gigs ram. Running PC in Boot Camp. GPU. Nvidia 680MX. I'm probably going to get a new rig. But in the mean time, I was wondering if I could run CoH off the cpu alone. *withdrawal symptoms. 🙂 Azrael.
  8. What brawl should be. Super Strength pool take note. This is what a super powered punch should be. I'd like a whole pool of 'over the top' or what I'd call 'traditional' comic super hero punches like this. There's your new power set right there. Super Brawl. 🙂 Brawl, a pretty 'meh' power. Having this change? I'd make perma. Great smack. Great knock back. Good variety. Put it on high damage. And watch players actually use Brawl. Good for early levels too. Love it. As for another set? I'd take the bat, dust bin lids, knife sets, grenade, broken bottle, knuckle duster, knee to the bread basket, super brawl, a red cap jump to the head, MK Rifle, etc and have a 'Punisher' set. Call it the 'Dark Justice' set. All the powers are there quite easy for a new set based o that. Azrael.
  9. No. *office rage! Bangs the keyboard against the sharp corner of the desk until the 'clicky' (and annoying...) k/b breaks into smithereens. Dark melee. Smack fu being quicker and more AoE? Golden. And? Dark Consumption. You know? archaicly slow. For a 'build up' power wayyyyy too slow. Be more fun if it proc'd off 'smack fu'. Azrael.
  10. Windows 7. 'Open GL driver for your video card was not found.' My card? 680MX. It was working fine for a year. Until it wasn't. Been offline from HC for several weeks now. But I thought I'd give the support forum a whirl. Maybe my GPU is fried. I've got green static on my screen. But windows can run in safe mode and 'normal' mode with said green static. (My Mac partition isn't having it.) In which case is there a 'software' mode I can run CoH in for the time being whilst I upgrade to a newer machine? If anyone has got a 'brain dead' easy fix. I'm all ears. Regards, Azrael.
  11. How lucky your wife is to have such a dedicated homage. 🙂 'God of Lightning.' I think that is a good summation. Fun. You're right. It doesn't kill as faster as a Blaster...but I just maybe...'more fun' and survivable and with variety of play style. Azrael.
  12. Noted, Coyote. 🙂 To my Elec/Elec/Mu aficionados. I've built my elec/elec/mu domi. I stopped looking at the cost of it after a while. 😮 I'm certainly -700 million in influence. And that's before I get to the Cat' upgrades, the merits, the emps I used for the Incarnates. Perma Domi. Perma Hasten. (It's right on the nose.) Defence? Ranged 28%. Smash. 25.89%. Melee. 24.96%. AoE. 21.83%. Energy 29.33%. Resistance. S&L. 70.06%. Energy. 49.29%. And then I press Hybrid.. And those numbers climb steeply. +7% from Hybrid takes ranged to 35%. Melee to 32%. Energy 36%. Then I press Barrier and... those number climb vertically. Initially I'm well in excess of the cap. Eventually? Settling towards the end of the charge of Barrier to 7% above the initial numbers. eg. 37% Ranged. Tick tocking and staggering Hybrid and Barrier means I can have ranged def of eg. 41% or various other numbers. So defence is a moving target depending on wether you press all at the same time or stagger them to deal with the 'gap' after Barrier is on cool down. Even during it's dying embers, Barrier will give 5% S&L resist to cap me to S&L damage. And Energy res' stays capped at 75% for quite a while. So there is burst defence and long lasting capped S&L res' that can take on the intial peak of a fight. Which reminds me of my approach to my Ice Tanker. It's...very powerful. Potent. I was looking at Mu Flea's build and adapted it with the suggestions or ideas from the other builds posted. Out go Scorpion Shield, FF and Spider Pet. In come Power Sink, Charged Armour and Mu Ball. It's charged armour that is pivotal in getting the S&L numbers to 70%. Sure, if I do nothing for too long and just 'stand there' and get hit. I could be in trouble. There is a window of opportunity for the 'bad guys' to hurt me. As long as I play reasonably well it's like being a Demi-God. The Jolting Chain proccing is insane. 😮 I went heal, hold and smashing. End Mod. And a Perf Shifter + chance. F Feedback too. I hover. I eased out Combat Jump because I like Hover combat. I find it fun. Same slotting as Mu Flea had for the CJ though. I couldn't live without Flight. So out went SS and I lost a bit of recharge there and with the loss of PFF in the Scorpion Patron. About 15%. But I seem to have perma-hasten on 167.50% recharge? It seems to be 'on the nose.' Perma Domi. Auto Button seems to have a problem recasting Domination. I remember this on live. And you'd lose your Domi bar and have to build it up again. So I've put Hasten on Control Perma auto click. And I have to remember in combat to 'click' the Domi button manually. That way it actually happens every time so long as I remember. It comes around pretty quick. My base recharge is 97.5%. Before I press 'Hasten.' I'm contemplating a Mu Flea approach with the higher defence and perma spider pet as an alt build. This would close the window for mobs to hurt me as often. I was going to build it...then I just couldn't do it. I wanted the 'theme' with Mu. It's just what I've been playing. I enjoy it. Power Sink just lets you floor mobs on +2 x8 to no attacks or their weakest ones. Those are my initial findings. It's an order of magnitude more powerful than my SO/IO general build. It's a dazzling array of power when you get Chain Fences, Jolting 'Proc' Chain', Static etc rocking. The maiden voyage vs Carnie on +2 x8? They were dispatched. I dare say I toyed with them. Esp' the Illusion Masters... I don't miss Brawl or Bolt. The Dominator is a work of Art like this. It's great fun to play. You can take your time pulling legs off Carnie or 'Mash' them. Azrael.
  13. Voltaic. It is annoying to recast it. At least make it two minutes. Every minute is a bit... There's no getting away from that. But so are the Gremlins as they are relatively fragile. So are the incarnate pets. That's why I tend to cast Barrier on them at the outside all together. And there's always the chance to lose one of them during the course of the mission. I could see why someone might not bother with the pets at all, let alone Voltaic. There's enough in Perma-Domi, Elec control and the heavy melee / range attacks to deal with mobs if you have capped defence backed up by robust resistance. But I don't mind recasting pets in the heat of battle and recasting Barrier. It is what it is. If Barrier was up all the time, where would the challenge be in that? But yes, as you note, building a character with good defence is 'better' and should be a priority. For all the shots you stop...the Domi's HPs still has to worry about the 'one or two' that get through. It is prudent to build any squishy to be able to take a punch or two (or three.) And as Oedipus noted, pets can be 'fragile.' Voltaic can't be physically damaged? So a point in its favour and this it the trade off with recasting it? Another pet takes the pressure of the Gremlins. eg. Two Gremlins, 1 Voltaic, 2 'Glitter Balls' = 5 pets. Taking the 'global' view of combat, that's a lot for any given mob to deal with plus a 'well specced' Perma-Domi-God. Whilst the pet damage is mediocre per pet, the collective damage, frequency of attacks and distraction they provide allow the Elec Domi to weave their web of control and 'Bash.' One of my memories from live was surrounding a Death Mage with 6 pets...and they ragged on him whilst I put the 'Smash' down on him. Agility. Not global recharge then. But it enhances the recharge you already have. So if you have 15% short of perma-hasten it could make up the short fall..? And Agility will boost defence numbers? Yes. Barrier isn't available all the time. But for 'most' of the time to keep the fragile pets up and running in 'peak' situations. So yes, it makes that when it's down you have at least ranged cap defence. Great defence is sound. But I found in my experience with eg. An ice tank or an SR tank...it's good to have that backed up by robust resistance to S+L. Whilst I'm after the 'Holy Trinity' I'm mindful of the conflict of elegance regarding the Elec Domi'. Do you pull legs of spiders? Or squash ('Smash') the spider? Or somewhere in-between? Azrael.
  14. I think you make a sound point about Power Sink (when solo) in terms of disabling the enemies to keep your pets alive longer. The Gremlins are a bit fragile with modest damage. Though their damage and capabilities are rounded enough to contribute to a fight sometimes getting the 'last punch' in. Add the Gremlins to the Voltaic, the Incarnate 'Disco Balls' and the Mu Pet and all of a sudden all that 'modesty' is somewhat immodest overall. At the least, enough of a distraction to let you 'Drain' and 'Bash.' Further, your point about Barrier is sound. In fact, re: the point above regarding Pets. I never open a fight at the start of a mission without 2 Gremlins, 2 'Disco Balls' and I then hit Barrier and 'Assault' and I start the mission on the 'front foot.' The first mob (+1 x4) really gets it. Confused. Drained. Bashed. ie. The pets are far more robust with Barrier. And yes. Once you have perma domi you have the mezz protection so you don't need Clarion and can choose Barrier instead. You don't need Ageless because with perma-hasten you have enough recharge to add layers of soft control and with Power Sink you can recover your end with it's glorious auto-hit and disable a mob's end in short order. So Mez, End and Recharge are the least of the Dominator's concerns. (Many squishies may look on with envy...) Some might say, that's a 'holy trinity' right there. Insightful. Azrael.
  15. Hello Jubakumbi, I'm currently testing out aspects of all the builds suggested so far. eg. Full basic attack chain vs a more pruned basic attack chain with more emphasis on the heavy hitters. Testing not using the Mu epic and seeing how the end drain -recovery goes without it. Feeling the play style of more direct 'smash' and balancing key controls vs 'the smash.' And what role defence eg. Barrier plays in survivability. Do I do missions quicker like this? Do I survive or die more often? Will my play style adapt to the questions above. I'll keep you posted on the results. I want to see something as close as possible to a 'Trinity' build (Perma Domi, Hasten with high as possible Defence...backed with decent resists...) but I'm open to a compelling reason to try something new within it...that may offer something more powerful or insightful re: game play. ie possibly a different epic/patron might deliver unexpected but superior results. Or...a more direct style may suit me aka 'smash.' There might be things that I think 'are' necessary but aren't. Eg. An exact perma hasten number when good basic recharge plus hasten plus Proccing for recharge gets you there. And, finally, proccing itself. I never saw the value of it on live. But now I'm curious. *Looks at Jolting Chain. I want to supercede my original build on live. Azrael.
  16. Pre-Emptive (don't think I've had that before or was aware it existed) with Power Sink. That's a compelling case in terms of having that utility for the ITF. I'm playing around with some of the builds. eg. In Atomic Flea's, I've swapped out the Manourvers and brought in Charged Brawl with two slots of Acc/Dam and Chance for Smashing. But I lose 7.5% recharge global and 5% defence off the numbers in that build. That's the trade off for that particular choice. Azrael.
  17. Thank you for throwing your hat in the ring, Jubakumbi. I shall check out this build in Mids. 🙂 Azrael.
  18. Mu Smash. (Lends credence to Flea's build of getting on with the 'Smash' with heavier attacks. ie. A more direct playing style.) I can see the logic of what you're saying. It sounds fun. 🙂 Azrael. PS. So Agility can help with global recharge and therefore of eg. Hasten? (120% global recharge with Set IOs and Agility? Plus 70% 190% for global recharge?) PPS. Well, yes. More pets, more fight 'set up time'. It is somewhat 'ceremonial' before a fight starts... And yes, it is a bit of a bind having to recast Voltaic. Given how fragile the Gremlins are. Just make Voltaic Perma. It's more an irritant with modest damage like all the elec pets? Together all the pets seem to make more of a difference. But yes, it involves set up time before and during fights. Yes.
  19. You make an interesting point about ST DPS. (Or as I like to call it, the 'smooth ness' of an attack chain because it is this than specific damage numbers that makes me tick.) I tried Atomic Flea's 'Mu Flea' build by removing the Lightning Bolt, Charged Brawl (and the Mu Epic pool with Mu Ball, Power Sink and Surge) from my current live build. It was an intriguing result. Whilst apprehensive, I decided to proceed and do Radios and Tips missions on +1 x4. The result was intriguing. The omissions made me think about my strategy a bit more and I was 'more direct' in my gameplay. ie. I 'got to' the business of confuse, sleep, chain fences, jolting chain (obviously Conductive Aura...is ongoing...) and then got down to the business of Havoc Punch, Snipe and Thunder Strike sooner. This had the result of me taking down the mobs quicker. Strangely, the end drain is just as quick over the course of the initial fight between conductive aura and the pets. (Gremlins plus the two cloud 'disco balls.') I was pretty shocked that I was dealing with Long Bow so efficiently without pressing the 'Surge' panic button. It force me to use my heavier attacks sooner. So...the fight finished sooner. Less 'tippy tappy' more 'Blappy.' That gave me pause for thought. That said. There is a 'slight' lull not having Charged Brawl in the attack chain. Both it and Lightning Bolt can be 'good fillers' to take off that slither of health to finish off or to whittle down their health bar. So that gave me the idea of looking at Flea's build in terms of ways to bring Brawl and Bolt back in...to the basic attack chain. The obvious candidates are Personal Force Field. (as with that much defence in the build...do you need a defensive panic button?) No. But it's there a proxy for more recharge. 7.5%. And? The other candidate would be to lose Manouvers with the 7.5% recharge and LoTG defensive slot. So you'd lose 15% recharge. And about 5% defence? In return to have those 'basic' attack chain moves back. A single slot of acc in Lightning Bolt and possible two slots in Charge Brawl. You'd have to pick enhancements to make them count. Stupefy? Something with both Acc/Dam for L Bolt. And Acc/Dam and Dam slots for C. Brawl? Again. It's about trade offs. I do having L Bolt and C. Brawl in my attack chain. But that 15% would take me further away Perma Hasten but I'd be well in excess of the defence cap? Azrael. PS. So, if I swapped the 15% Global LoTG recharges from (PFF and Manou') Flea's build out for the two basic attack chain powers...the Jolting Chain +100% recharge proc will fire enough to make that irrelevant? So 85% Global Recharge Base plus Hasten at 70%. 155% recharge. Perma Hasten is around 190%? So a 100% recharge proc' will pick up that slack between 155% and 190%..?
  20. Ok. Of the builds that have been posted so far. There are things I like about all of them. Caulderon's. The good. Perma Domi. 🙂 Demi-god territory. Retains 'most' of the control options which make Elec Domi shine. Jolting Chain procced out with -end -recovery + dam, + chance for recharge! Top marks for that one. I get an extra pet. Voltaic. Which I had on live and miss somewhat. Retains the Mu Patron. It has the Fight pool to...help with... High resistance approaching the cap.. Reasonable defence. Stealth. Novel extra protection in and around mobs which can offset (the non-capped defence numbers.) It gives the build that thoughtful 'something 'different to the live version I had. Recharge is pretty fast. So we're well in perma Domi territory. Speedy flight. So you can get around fast to missions and can hover melee/blast/control if that style applies to you. (Having done hover tanking, I can say that it does to me.) The not so good. No perma hasten? No defence cap. Chain fences. Which I find essential for keeping them herd penned in to let Conductive Aura work its insidious magic. Helps with -end and -recovery. We lose Snipe (which had a whole patch dedicated to it's improvement.) One of electricity's heavy hitters in a set littered with tippy tappy damage. We lose Thunderstrike (reviled by some but I love it.) It's heavy hitter with 'some' AoE splash and knock back which I like. Stack it with Snipe and you have two big guns there. You have Bolts, Brawl and Havoc to bring down those +1 x8 mobs. This could take some time... In conclusion. A tough 'stealthy' dominator that can sneak into a mob, control them but does it have the fire power to bring them down in a reasonable time frame? Next... Oedipus_Ted. The Good. Strong recharge, approaching Perma Hasten territory. Perma Domi. Well within the comfort zone. We retain 'all' (Bar the superfluous Chain Fence superceded by the plural Elec Fences.) of the Elegant Controls for Electricity. Essential for the layers of soft control. The focus is on the big hitters in Assault. (I haven't put in the Elec Assault equivalent to the Psi. But I will.) Jolting Chain is a pot pouri of Damage and Recharge. Proc' is an areas I'm 'getting into' as I didn't 'get it' on live. It retains the Mu patron and swaps out Surge for another Pet (and I had the Mu pet on live.) It brings back Voltaic which, again, I had on live. Having 6 (inc' Incarnate Pets) makes a big difference in a fight. It has the Fight Pool (for...) It has reasonable res' numbers for the common trinity of damage types. Ranged defence is 'near' the soft cap. Energy and Neg energy are at a healthy above average territory. Quality of life. A macro for targeting a mob with the sleep mat. 🙂 The Not So Good. No Perma Hasten? Agonisingly close? No defence cap. We don't appear to have a travel power? 😮 Taxi! (I can always catch a train I suppose...) We lose a chunk of the basic attack chain in: Lightning Bolt and Havoc Punch (my favourite, I...just....can't.... live...without... it...the swag and style of its 'punch' them out of camera shot...is too much allure) AND BU for burst damage? (Compounds the tippy tappyness?) No Assault. (But maybe that loss of 10% dam is off set by the incarnates and set bonuses...and the faster recharge.) The resistance numbers, whist decent, are some way off the cap. I could trade the Fight pool for the 'missing' basic attack chain. Trading defence and resist for 'more to do' (and that's what I like about Domi's. (Whilst I understand about trade offs, I am loathe to chop bits out of a primary or 2ndary unless they are superfluous or lemons.) I could also swap Maneuvers for flight and I'd have 'something' very close to the build I had on live. 🙂 Which wouldn't be that much of a hardship. With the added bonus of my Charged Armour (which I didn't have on live but I did have perma hasten.) In conclusion. A decent Dominator build that shadows my original build (from what I can remember) bar the chunk of the basic attack chain missing. It's very fast which allows stacking of controls. The elec domi is all about layered soft control. Decent resist and ranged defence with Perma-Demi-God ness approaching the perma-hasten territory to allow you to weave your layers of control and stack the sleep mat for bosses. It retains the flavour of the build with the Mu epic and adds two extra pets to compensate the areas where def' and res' aren't as potent eg smash and lethal defence. But again, the res' numbers in that area...helps off set this. The posted video shows this is a most effective build. An 'alt' farmer. A pleasant surprise. A very tempting build. Next... Chelsea Rorec. The Good. We have most of the Elec Control Set's multi-layered soft control. Most of the Assault set is retained. The basic attack chain is kept bar one casualty. Mu Mastery's services are retained. Power Sink, Charged Armour and the Power Surge which is currently part of my play style. Fight Pool to boost res and def numbers. Decent regen and recovery numbers. Recharge. Very fast! Flight pool for turbo fast travel and hover fighting capability. Defence is ranged capped! Resistance is capped on the major damage types!!! 😮 Synaptic Overload is given the 'treatment' with the weighting it deserves as the essential fight opening. The Not So Good. No Smash and Lethal Defence Cap. Short of the Perm-hasten. We lose Jolting Chain. 'Nooooooooooo!' It means no proc', no time, no knock down, no proc'...(I said that.) One less power to do -recovery. No Mu ball? 😮 We lose Static Discharge which means we can't stack the AoEs of Mu Ball and Static Discharge to 'tap' out what's left of the mobs. Whilst both AoE powers are somewhat mediocre, stacked they'll get an even con mob down to about half hit points? So no AOE capability. 😮 No Voltaic. No Mu Pet. Conclusion. A very fast, robust performer which is range capped with jaw breaking resistance. It has some end drain capability and has respectable damage numbers. This will do the job alright guv'nor and do what it says on the tin. Bionic Flea. The Good. Perma Domi..! Perma Hasten? It must be very, very close. It retains the essential majority of the multi-layered Primary Electric control set. We lose the 'less plural' Chain Fence and the 'once every 4 mins' panic button, 'Static Shock.' Jolting Chain is given lavish slotting treatment to unleash its damage potential and proc 'chance for recharge.' It retains the essential majority of assault's 'charm' whilst keeping potent range capability and heavy blaps in Havoc and Thunderstrike whilst retaining 'some' AoE capacity. We keep BU to stack with the Insta-Snipe to elevate the 'tippy tappy' damage of Elec Assault Dominator. A good opener. An emphatic finisher. Voltaic gives an extra pet. The Fight Pool and Patron Pool along with Incarnates are cleverly conspiring in tandem to deliver mouth dropping defence and resistance. :OOO Ergo. Defence capped. Everything. Domi Tank? Domi Tanking! Argument. Argument? Don't argue with this Dominator! Compelling 'build this now' stuff. Resistance. Soften the blow back up resistance numbers for anything that (luckily) gets through. Solid slotting of Signature control powers: Chain Fences, Conductive Aura and Static Field. These three powers are where the true power lies in the Elec Dominator. Sound regen and recovery numbers and... Decent acc, dam and to hit numbers. Incarnates are used to augment Set Build capability. There's end drain and end reduction which hints at this 'Domi Tank's' capability to drain the move reasonably quickly during any engagement. Synaptic overload is given the weighting it needs to 'open the fight.' The last, but not least, Mace Mastery. Scorpion Shield helps deliver stratospheric defence numbers. You get a another pet! You get a P.F.Field panic button. It's different! The Not So Good. Kinda like Lightning Bolt and... Charged Brawl as part of my basic attack chain. Mace Mastery is theme breaking. No Mu Mastery. 😕 So no Power Sink... Conclusion. It's about trade offs. And Mu Flea has a 'slight of hand' touch. Eg. We lose the medicore hitter in Brawl but we retain (Azrael fan favourite) Havoc as a 'basic attack' and Thunderstrike as a heavy hitter. We lose the so-so damage and auto miss Lightning (so called) Bolt but retain the transformational 'insta-snipe.' We lose 'Mu' Ball but retain the services of Static Charge (which wins the Palpatine envy dress sense.) We lose Paralysing Blast but at every four minutes, will we miss it? Recharge heavy, situational and out moded by sense shattering defence numbers. Surge of Power. Do we need a 'panic' control button if we're defence or res capped? We lose Mu but we get an Arachnos Spider. No hover or flight but we do get Super Speed. No Power Sink. But the build is built for 'Power Drain' over time overall therefore the end on mobs won't last as long as it does on my 'SO/General IO' based build as Conductive Aura is slotted to the hilt. The incisive weighting to the control jewels and the emphasis on the most potent of the assault attacks are backed by insane recharge, Perma Domi and (?) Perma Hasten (?) with nose bleed defence numbers. Is this the Holy Trinity of the 'Godly Domi Tank Drainer?' Azrael.
  21. Hello Oedipus, You make some sound points about Power Sink. It would be the signature Mu power I'd miss most. I love flooring the end of a mob. They can't hit you as hard. And because I've built for -recovery they stay floored for a while. Surge. If, as on Flea's build, you're so 'high' on defence with 'decent' res' beyond that...it, as you say, makes Surge of Power redundant on a 'Set IO Build.' To me, it's useful now because I'm on glorified SOs (General IOs.) It's about trade offs. Flea's build is compelling because it's mostly in line with my build but it does something different for the epic. To boost the defence numbers sky high with the Scorpion Shield which I've never had but oft' heard of. The recharge is about 'perma' hasten (certainly Perma Domi...) so I could 'tank Domi'. Still have Jolting Chain. I wouldn't have Auto Floor -Recovery in Power Sink...but Conductive aura only takes seconds to bring them down. (Which is a long time whilst a well built War Shade can blast them to smithereens in less time...) The reason I need to auto floor now is because I'm so vulnerable in melee. I suppose in Flea's build the -recovery from Conductive would be even faster due to the IO sets and Incarnates chosen. Drain whilst you Domi tank in melee. Ie. You can take your time because with 80+ defence... Elec's damage is very tippy tappy. So it's more pulling legs off spiders with your control options married to your melee. But there are some 'heavy' hitters in Snipe and Thunder strike. Which means I could do more than +1 x4 as I'm doing now vs 'Bane' Morality mission. Anecdotal works for me. I don't doubt your Elec/Psi build drained the life out of bosses. Conductive/Power Sink are slow/quick death to end bars. By the way, Oedipus, I saw a Dark/Storm Controller on a TF. Been thinking about rolling one of them. (But I want to build out my Domi 1st...) You're posts and reasoning made for a very interesting build I hope to follow for the Dark/Storm controller project. Azrael.
  22. Welcome, Flea. I'd come across your posts and builds before. I think I used your energy or fire (or both) builds as the basis for my Fire/Fire/Fire or En/En/Fire builds. They were robust, damaging and turbo charged. And any Domi could benefit from that! I'll open this in Mids. *Anticipation. 🙂 Regards, Azrael.
  23. I like the Smash too. I see myself as a Domi Tank. 😮 So I can see why you may not miss J. Chains as your recharge is so fast that you can basically hammer the mobs with a chainsaw attack chain. Commendable. I, for myself, couldn't live without J. Chains. (Again, for me, it's about trying new things...and I didn't do any 'Procs' on live. I didn't quite 'get it' at the time. But now I'd like to have a 'bash' at it.) Likewise, I can see why Surge maybe superfluous given your def/res stats and the recharge. By the time something gets the chance to hurt you it was already dead 5 mins ago. I 'range' then close quick to melee and begin the smash. I admire your conviction. It is similar to my own playing style. Azrael.
  24. Thank you, Chelsea, for being another Elec/Elec/Mu warrior to throw their 'hat' (Build) into the ring. I'm looking at builds at the moment, obviously. My current build is SO based but IO general slotting based on that SO built. I've only got a Perf' Shifter + and a Numina Recovery fitted. That's it. I recall (on live) goint to the build forums and asking for the 'The Trinity' of Perma Domi, Hasten perma and Defence capping. I got a build posted kindly given to me but was politely reminded to get that 'trinity'...I may have to make sacrfices eg not have all the powers I want and it's just a case of what you can 'live without.' I did like the build I built for 3.5 billion. What I wanted to try 'this time' was being 'tougher' (as I got 'flicked like a fly') even with a 3.5 billion build, on live, when something got through it 'hurt.' So instead of not having the Fighting pool, the Mu Shield and the Unstoppable power. It appeals more to have it. The whole point of having the game back is to try different inflexions of even old favourites to make them better or slightly different or break the AT glass ceiling to create something special. My currrent basic play style is a mix of: Domi Tank vs Demi-God. 1. Domic Tank: Surge of Power to take the sting out of a mob. I can hold many as a non-perma Domi. But the return fire hurts or puts me down if extreme. So no Perma Domi or Defence to 'control all' and 'absorb' the one I didin't control. But it's only 3 minutes. I have the excitment of timing the next step correctly...just as I face an Arachnos mob... 2. Demi-God: When Surge of Power 'blows' out, I hit the Domi button which immediately fills up the tank. Putting a big smile on my face as it goes from 0 to 60 in 1 second. I'm still vulnerable because my res and def' are low. 3. It's the gap inbetween I have to be more clever: Confuse, Sleep, Chain fences, Jolting Chain, Power Sink. Then I open up with Mu Ball and Static Charge as the AoE of those stacks to take. I give another wave of Chain Fences and Jolting Chain...and then I can Brawl, Havoc and Thunderstrike the little of what's left. Objectives. If I have perma-domi, I don't have to worry about Surge of Power crashing 'as much.' If I have higher res and def' some may ask why bother taking Surge of Power. (Looks cool.) In an SO or IO general set world, Surge of Power makes a large difference to a Domi'. Eg. I don't mind giving up Lightning Bolt in my mind...as snipe is a range power that knocks it out the park. The changes to snipe are incredible. Eg2. Whereas...I can't see me giving up Jolting Chain as I want to try the proc' idea...and it's AoE control that puts the mobs on their backside which buys time for other attacks to come through. It compliments Chain Fences (in my mind.) Eg 3. Giving up the AoE with the Jolting Chain may be problematic and they stack with the Thunderstrike Coupe De Grace. It's the balance of non-negotiables vs the 'Well, I only click on that every 4 minutes...' (eg. Static Shock.) Thanks for submitting it. Going to open it in Mids and give it a close look. Regards, Azrael.
  25. Cheers, Oedipus_Tex. I'll be using that. It's one of those quality of life additions. 😄 Azrael.
×
×
  • Create New...