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Elec/Psi > Stacking Conductive and Drain Psyche as fun as it sounds?


Galaxy Brain

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12 hours ago, Dr Causality said:

I think it would make a good Sadist villain RP build, like a well fed cat toying with mice.   But it will be low dmg for a dom since Elect is low dmg for a primary and psi is low damage for 2ndary.  

I had the same thought yesterday and had the same conclusion. Huge sustain with Conductive Aura and Drain Psyche but very low damage. Probably a great tanky controller paired up with something to get optimum DPS. Would love to hear other thoughts though.

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The character who is more or less my main is an Elec/Psi. There's a lot of synergy between the sets.

 

As nice as Drain Psyche is, its mainly a healing and regen debuff tool rather than a sapping one. So, it will help you stay alive while up close to enemies but doesn't contribute a ton to sapping them, other than the Recovery debuff.

 

What does contribute to sapping, significantly, is Power Sink in the Mu villain pool. With Power Sink you can floor the endurance even of Elite Bosses in seconds. Conductive Aura + Drain Psyche + Power Sink are marvelous trifecta. 

 

That said, except for the healing portion (the real draw of Drain Psyche), sets that have a version of Power Boost can make Power Sink insane. Power Boost was recently slightly reduced in power and a damage component added. But the old numbers in Mids show Power Boost + Power Sink with 2 lvl 50 IOs would drain 99.58% endurance. Picking an Alpha slot which includes Endurance Modification will push this number higher. The fact that Power Sink is auto hit is just one more reason the power fits well into a sapper build. You ca usually get away with just 2 or 3 slots.

Edited by oedipus_tex
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I have this combo, and it is quite fun.  I agree with oedipus_tex that DP is not used/needed for the drain.  I also agree that it is somewhat low damage.   But with Shockwave, it does okay w/ AoE.  

The combo is very tanky though.  Throw down sleep, jump in the middle and kill everything around you.  Shockwave may wake them up for a few seconds, but they generally use that time to rush you....which means tighter packed AoEs.  Pretty soon, they are drained anyway, and they just gather around you helplessly to die.  

I went with /mind so I could soft cap most positions because I didn't feel like I needed anymore drain then Conductive Aura.   

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3 hours ago, Wintervoid said:

I have this combo, and it is quite fun.  I agree with oedipus_tex that DP is not used/needed for the drain.  I also agree that it is somewhat low damage.   But with Shockwave, it does okay w/ AoE.  

The combo is very tanky though.  Throw down sleep, jump in the middle and kill everything around you.  Shockwave may wake them up for a few seconds, but they generally use that time to rush you....which means tighter packed AoEs.  Pretty soon, they are drained anyway, and they just gather around you helplessly to die.  

I went with /mind so I could soft cap most positions because I didn't feel like I needed anymore drain then Conductive Aura.   

Power Sink + 1 tick of Conductive Aura will drain most mobs... bosses and up may take a couple extra ticks...

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

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The downside of Power Sink is the 10 ft radius. It's still one of the best powers in the game though, mainly due to the fact that it is autohit. I even frequently take it even on non-sapper builds just for the endurance recovery. Overall the Mu pool is pretty solid too, especially due to a pretty strong pet.

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I'm considering an Elec/Psi/Mu dom, and have been theorycrafting a build. Other than perma-dom, are there any marks I should be aiming for?

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

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Anyone have a build template for me to see? I've got a Level 33 Elec/Psi and, well, I'm feeling more than a little lost. I love the sleep and Coductive Aura but I don't know if I feel more effective at range with Psy Scream or up close with Telekinetic Thrust & Mind Probe + Drain Psyche. How do am I supposed to play a Dominator? 

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This is the build I've been working towards lately. I recently reconfigured it to add Jolting Chain, which I originally skipped. Not sure its actually worth it.

 

I might be playing too fast and loose with just one slot in Stamina. 

 

It's just short of Range defense cap, but so close that a few points here and there from an incarnate power more or less takes care of it. 

 

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Social Medium: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Tesla Cage -- BslGaz-Rchg/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-Acc/Hold(5)
Level 1: Psionic Dart -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(37), Thn-Acc/Dmg/Rchg(46)
Level 2: Chain Fences -- EffAdp-EndMod/Acc(A), Rgn-Dmg(5), PstBls-Acc/Dmg(50)
Level 4: Mind Probe -- Hct-Dam%(A), Hct-Dmg/EndRdx(7), Hct-Acc/Rchg(7), Hct-Acc/Dmg/Rchg(9), Hct-Dmg/Rchg(9)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 8: Conductive Aura -- EffAdp-EndMod/Acc(A), PrfShf-EndMod/Acc(11)
Level 10: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def(13), RedFrt-Def/Rchg(13), RedFrt-EndRdx/Rchg(15), RedFrt-EndRdx(15), LucoftheG-Rchg+(17)
Level 12: Static Field -- SprDmnGrs-Rchg/Fiery Orb(A)
Level 14: Jolting Chain -- Apc-Dam%(A), ExpStr-Dam%(17), HO:Nucle(19), Dmg-I(19)
Level 16: Boxing -- Empty(A)
Level 18: Paralyzing Blast -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(21), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(21), SprAscoft-EndRdx/Rchg(23), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(23), SprAscoft-Rchg/+Dmg%(25)
Level 20: Drain Psyche -- TchoftheN-Acc/Heal(A), NmnCnv-Heal/Rchg(25), TchoftheN-Heal/HP/Regen/Rchg(27), PrfShf-Acc/Rchg(27)
Level 22: Tough -- StdPrt-ResDam/Def+(A)
Level 24: Weave -- LucoftheG-Rchg+(A), RedFrt-Def(29), RedFrt-EndRdx(29), RedFrt-Def/EndRdx(31), RedFrt-Def/EndRdx/Rchg(31), RedFrt-EndRdx/Rchg(31)
Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(33), CrcPrs-Acc/Conf/Rchg(33), CrcPrs-Acc/Rchg(33), CrcPrs-Conf/EndRdx(34), CrcPrs-Conf%(34)
Level 28: Subdue -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(34), Thn-Dmg/Rchg(36), Thn-Acc/Dmg/Rchg(36), Thn-Acc/Dmg/EndRdx(36), Thn-Dmg/EndRdx/Rchg(37)
Level 30: Super Speed -- BlsoftheZ-ResKB(A)
Level 32: Gremlins -- BldMnd-Dmg(A), BldMnd-Acc/Dmg/EndRdx(37), BldMnd-Acc/EndRdx(39), BldMnd-Dmg/EndRdx(39), BldMnd-Acc/Dmg(42), BldMnd-Acc(43)
Level 35: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(39), StnoftheM-Dam%(40), StnoftheM-Dmg/EndRdx/Rchg(40), StnoftheM-Acc/ActRdx/Rng(40)
Level 38: Psychic Shockwave -- Obl-%Dam(A), Obl-Acc/Dmg/Rchg(42), Arm-Dmg(42), Arm-Dam%(43), Erd-%Dam(43)
Level 41: Power Sink -- PrfShf-EndMod/Rchg(A), EffAdp-EndMod/Rchg(45)
Level 44: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(46), Rgn-Dmg/Rchg(46)
Level 47: Summon Guardian -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-+Res(Pets)(50)
Level 49: Charged Armor -- GldArm-3defTpProc(A)
Level 1: Brawl -- Empty(A)
Level 1: Domination 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A)
Level 50: Agility Core Paragon 
------------
------------
Set Bonus Totals:

  • 18% DamageBuff(Smashing)
  • 18% DamageBuff(Lethal)
  • 18% DamageBuff(Fire)
  • 18% DamageBuff(Cold)
  • 18% DamageBuff(Energy)
  • 18% DamageBuff(Negative)
  • 18% DamageBuff(Toxic)
  • 18% DamageBuff(Psionic)
  • 6% Defense(Melee)
  • 6% Defense(Smashing)
  • 6% Defense(Lethal)
  • 9.75% Defense(Fire)
  • 9.75% Defense(Cold)
  • 24.44% Defense(Energy)
  • 24.44% Defense(Negative)
  • 6% Defense(Psionic)
  • 31.63% Defense(Ranged)
  • 10.69% Defense(AoE)
  • 4% Enhancement(Held)
  • 4% Enhancement(Stunned)
  • 4.4% Enhancement(Terrorized)
  • 8% Enhancement(Confused)
  • 8% Enhancement(Immobilized)
  • 8% Enhancement(Sleep)
  • 86.25% Enhancement(RechargeTime)
  • 52% Enhancement(Accuracy)
  • 6% SpeedFlying
  • 19.08 HP (1.88%) HitPoints
  • 6% JumpHeight
  • 6% SpeedJumping
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 40%
  • MezResist(Held) 40%
  • MezResist(Immobilized) 40%
  • MezResist(Sleep) 40%
  • MezResist(Stunned) 40%
  • MezResist(Terrorized) 40%
  • 23.5% (0.39 End/sec) Recovery
  • 22% (0.93 HP/sec) Regeneration
  • 15.25% Resistance(Smashing)
  • 15.25% Resistance(Lethal)
  • 27.25% Resistance(Fire)
  • 27.25% Resistance(Cold)
  • 11.5% Resistance(Energy)
  • 11.5% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 6% SpeedRunning

| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|

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  • 2 weeks later

I play it, but i Don't enjoy it 😞

Trying my best and working on, here my build for weeks:

http://www.cohplanner.com/mids/download.php?uc=1515&c=691&a=1382&f=HEX&dc=78DA6594594F13611486BF6F664A6929B4B540D9A1652974A38DC635D128A031404262944BD294493BA1B675664824468DBFC22B05F1466FBC71FD31FE050459628C4B3DCC7B5A889DA479E67BCF99B3CDE92C3E9CF5BDBBF5EC9A90FE9952CEB256662BF78D72CEAE98AEC55CC1C80BBADCCB46696D637ED94DF7D1867D65A652B6CD4A293D57D2F3B669E4EB42E4C4E5BA65E5D64B767AC9322A65F2E073F076B9A89B7AD94ED76F7C4B158AB4A0E7AA46B9D0EE1C6E1A85A24D27AF73BA53D5F5557FDD6B5537ADA2511D9EAB1AF946F0C59C65EBE6063A281CE7EFA18263F4DB0F08BE6A5294A410594D74AC816EB56113222E1CED80FC253497ACAA8EA63C00359369812D36E85B07C3342595E3A95F15473BA4782E68AAEB29B4964760EA09987D0C1E91AF5B22B73B8298AD3BCCAB6418D484F7397CBD23A837DE074ACAEDE1DC9E1A5DC24B0FB671276D2FE0E57B09C636C1A92DE62B8EB60DAA14AD1D95C8F62354D07108B611FC1CD7FF1EFE810FCC8FE0C02770E83318F902FEA00E83FC6CF0BCE668672E302F827D979897C1F815D0477943523ACF861288D759274FA39BD933C6E4E968D44F17F7D3D585B7DFDDC9245B18361166DB2869BDA853E97563E263AD4C0F18249F7E8ED9CFCF0D70CC28D906615306B9C6A1FFF8936631CCB318DE45CC913DC579CB23DFF9BC0F460E988760948618457C2D5AAF39C8DC84CFE816D7FB1AF4D3FCC639DFF82F6813BF997F987FC1588D29F0CEC728DF24F73AC9FB30C5FB3041B604C74DF03E24791F92BC0F49DE8714EF438AF72144734A23AE9ADE46CE69AE7BFA2DF30DD849BE19DEF04C7DDEDAA97FB0B3F5D16305116BF1266BA649C93629679B94734DCA4293B2A435BE1B423A8A27D0F81AD476BC64E51D9329F4BE7BA2497917FD64EF81DF4EFB4FC27FEF445324EFB9C2CCF257613EDEA8AB762344124FE21FF301FA46

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Electric Control is a powerful enough sapping tool on it's own that you don't have to worry about your secondary, or EPP. Especially if you build for it.

 

Static Field and Conductive Aura work to consistently take the endurance of entire spawns with minimal input. Toss in Jolting Chain or Chain Fences and it can get ridiculous.

 

3-slotting Conductive Aura for endmod and taking the Agility Radial results in a whopping 22.2 end/tick stolen from every enemy in range. Static Field pulls only 6.7 per second, sadly, but over the duration it's 46% of the target's end. Per Target. Meanwhile Chain Fences pulls another 22.2% along with Jolting Chain.

 

Drop the Sleep (For Safety!) , get in the mob for conductive, fire jolting, pop chains... Everyone is now out of endurance except EB/AVs. And they should be on their way down -fast-.

 

Add in your Gremlins and your enemies won't be able to do -anything- after the EBs/AVs get off 2-3 attacks. Done for the rest of the fight.

 

And since these are your controls rather than your actual -attacks-... muahahahahaaaa! Combine with /Earth or /Energy or /Ice for Power Boost to make the End Drain even more insane. Jolting Chain, Chain Fences, and Conductive Aura will spike to 32.1 End. Meanwhile Static field's total draw hits 67.

 

And then slot your attacks for actual damage dealing. Or to be the ULTIMATE JERKFACE go for Electric Assault and slot that for End Reduction, too. The Electric Attacks not only reduce endurance, but apply a -100% End Recovery Debuff, making it almost impossible for anyone to get their End back except AVs because of their ridiculous debuff resistances... 

 

AVs at 54 get 87% Recovery Debuff protection, and they're +3 so it's only 65% Normal effectiveness to begin with (Assuming you're level boosted and with your Alpha to Radial Paragon you have to be). So that -100% Recovery debuff on Electric Assault attacks is down to 8.45% per stack.

 

Still. Slotting to be an Endurance Vampire is a time honored Electric Character tradition! Even if it is your Secondary Build instead of your Primary. Go out and live your most devastating life!

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13 hours ago, You said:

So, for a end drain build, is it better to go with Power Boost or /Ele Assault?

 

Thanks!

 

 

IMO the ultimate "sapper" build would be Elec/Dark Assault/Mu. Dark Assault gets Gather Shadows, which is a Power Up clone (or, more accurately, Power Up is a clone of Gather Shadows.)  While /ice /energy  and /earth also get  a similar power, I  am more drawn to dark for the self heal.

 

Elec/Psi/Mu is also good, mainly because /Psi gives you enough Regen to make surviving at close range easier. 

 

In general I feel Electric Control is pretty good at sapping same level up to around +2 mobs on its own. If you want to reliably drain higher level enemies, dipping into the /Mu pool is probably necessary, as is picking an Alpha slot with Endurance Modification. To drain Elite Bosses fast enough for it to matter you almost certainly need Power Sink from the Mu pool.

Edited by oedipus_tex
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