ThrillMill Posted January 8, 2020 Posted January 8, 2020 Some months back I posted my plans for a melee-centered, single-target specialist Dominator. After 330 hours of play-testing, this was the best I could come up with. Sadly, I'm still face planting with alarming regularity and running out of endurance after 2-3 fights into a given mission (typically +1x8). If any of you have a couple of minutes to spare and want to give it a look-see I'd appreciate it. Villain Plan by Mids' Villain Designer 1.962http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic DominatorPrimary Power Set: Electric ControlSecondary Power Set: Energy AssaultPower Pool: LeapingPower Pool: SpeedPower Pool: FightingPower Pool: LeadershipAncillary Pool: Primal Forces Mastery Villain Profile:Level 1: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-Acc/Rchg(3), BslGaz-EndRdx/Rchg/Hold(5), HO:Perox(5), HO:Perox(7)Level 1: Power Bolt -- HO:Nucle(A)Level 2: Bone Smasher -- Hct-Dmg/EndRdx(A), Hct-Dmg(7), Hct-Acc/Dmg/Rchg(9), Hct-Acc/Rchg(9), Hct-Dam%(11)Level 4: Combat Jumping -- LucoftheG-Rchg+(A), UnbLea-Stlth(17)Level 6: Jolting Chain -- HO:Nucle(A)Level 8: Conductive Aura -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(15), NmnCnv-Heal/Rchg(15), PrfShf-EndMod/Acc(50), PrfShf-End%(50)Level 10: Hasten -- RechRdx-I(A), RechRdx-I(17)Level 12: Static Field -- FrtHyp-Acc/Sleep/Rchg(A)Level 14: Boxing -- HO:Nucle(A)Level 16: Power Boost -- RechRdx-I(A)Level 18: Paralyzing Blast -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SprAscoft-EndRdx/Rchg(19), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(34), SprAscoft-Rchg/+Dmg%(40), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(45)Level 20: Whirling Hands -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx/Rchg(21), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/Rchg(27), SprAvl-Rchg/KDProc(34), SprAvl-Dmg/EndRdx(50)Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(23), UnbGrd-Max HP%(27), StdPrt-ResDam/Def+(36), GldArm-3defTpProc(36)Level 24: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25), ShlWal-ResDam/Re TP(46)Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(40), CrcPrs-Acc/Conf/Rchg(43), CrcPrs-Acc/Rchg(43), CrcPrs-Conf/EndRdx(45), CrcPrs-Conf%(45)Level 28: Total Focus -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/Rchg(31), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34), SprBlsCol-Rchg/HoldProc(46)Level 30: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31)Level 32: Gremlins -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33)Level 35: Sniper Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(36), Apc-Acc/Dmg/Rchg(37), Apc-Acc/Rchg(37), Apc-Dmg/EndRdx(37)Level 38: Power Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(39), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), SprWntBit-Rchg/SlowProc(46)Level 41: Energy Transfer -- CrsImp-Acc/Dmg(A), CrsImp-Acc/Dmg/Rchg(42), CrsImp-Acc/Dmg/EndRdx(42), CrsImp-Dmg/EndRdx/Rchg(42), CrsImp-Dmg/EndRdx(43)Level 44: Conserve Power -- RechRdx-I(A)Level 47: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-Rchg/ResDam(48), UnbGrd-ResDam/EndRdx/Rchg(48)Level 49: Super Jump -- Jump-I(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 -- Run-I(A)Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(13)Level 2: Hurdle -- Jump-I(A)Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11)------------
KelvinKole Posted January 8, 2020 Posted January 8, 2020 I'll get on mids later, at work now. But as someone who also has many many hours on an elec/energy I may be able to help. You're missing chain fences. You might think you don't need the aoe immob, but it's also your best Aoe end drain. Slot it up with end modification and power boost it early in a fight. Conductive aura will bleed off what little end mobs have left. Jolting Chain is a proc monster. Yours is underslotted. The +regen slots in conductive aura are not returning value. We'll move those elsewhere. You should have at least one force feedback +recharge proc in Energy Assault. Power Burst looks like the best place for it in your build, as your only ranged attack. 1
Coyote Posted January 8, 2020 Posted January 8, 2020 Always put the unique Defense IOs in Combat Jumping... you have it available earlier than Weave, and it costs less Endurance to run, so you'll never have a reason to not use it in combat. You don't need to put the Stealth IO in Combat Jumping, it can be slotted into Sprint, freeing the slot for Kismet Accuracy. As KK said, put damage procs in Jolting Chain (and also maybe the Devastation Chance to Hold, and maybe Force Feedback Recharge). It can become a very useful power if it's giving you back Recharge bonus and doing noticeable damage as well as knocking down and occasionally Holding mobs. And as he said, take the slots from Conductive Aura. I would take Chain Fences over Bonesmasher, at least after a respec when more attacks are available. Even leaving out Whirling Hands, against a single targe if you slot up Jolting Chain (it's fine for use as a single-target blast), you'll have JC, TF, a Hold, a Snipe, and Power Burst, as 5 single-target attacks/mezzes. That's already enough that you're going to have multiple powers ready to go and recharged. Adding Bonesmasher gives you another higher-DPA power, which is nice, but not as worthwhile as AoE endurance drain and recovery debuffing from Chain Fences. 1
ThrillMill Posted January 8, 2020 Author Posted January 8, 2020 I can't thank you both enough for the input. I feel exceedingly foolish wasting a slot on the +Stealth IO in CJ when it could slot for free in Sprint. Sad I never thought of that. In your opinions would it be more wise to spec into the Mu Mastery Epic pool and focus on sapping mobs with Conductive Aura + Power Sink? The armor is better than Temp. Invuln and I would gain access to Ball Lightning and the Mu Pet (which I heard is pretty good). I will miss Energy Transfer tho. It hit's so frikkin hard, too. Which reminds me... I really love Bone Smasher. Quick to animate, hard hitting and a chance to disorient. I don't want to lose her. I could almost see myself skipping either my AoE Hold or the Synaptic Overload? I like both and I'd miss their set bonuses but I think of Bone Smasher as almost set defining. Perhaps whirling hands is the power to drop? Again, excellent set bonuses but I find myself using the power sparsely. I'll go back and rework the build some and get back to y'all. Again, thanks for the feedback.
Coyote Posted January 8, 2020 Posted January 8, 2020 I'd never drop Whirling Hands, because it's the only main AoE power. The AoE Hold is very skippable, especially for Electric Control which will rely on every-spawn confusing and draining rather than on alternating an AoE Hold with some other AoE control, like Mind Control. Power Sink is a good option for an Electric Control character as it helps sap enemies a lot faster. I don't know if it's important enough to make the character less fun to play, though it would probably be more effective with Power Sink, and a pet, and an AoE. 1
oedipus_tex Posted January 8, 2020 Posted January 8, 2020 I agree with Coyote. If you switched to the Mu APP you'd lose Energy Transfer but gain Power Sink and a pet with a minor (not great but not useless) heal, plus an AoE blast with endurance and recovery drain. You have Power Boost, and Power Boosted Power Sink is absolutely sick. You can probably tank the endurance of anything except for a AV or GM in one click. This is useful because Power Sink is autohit(!) and guarantees nothing can take a swing at you when you close in with your attacks. IMO Energy Transfer is just a poor power overall, but especially paired with any Dominator secondary that can't heal itself reliably. (That's pretty much just Psi or Dark.) 1
KelvinKole Posted January 8, 2020 Posted January 8, 2020 I'll offer a different opinion as I would not suggest switching to mu on an elec control Dom. Power sink is a beast of a power, but super redundant with what your primary is already doing. With chain fences, conductive aura, and power boost you'll already be draining everything and just won't get the same mileage out of power sink that other sets do. I've played with both Soul Mastery and Psionic Mastery and ultimately like Psionic better. Link minds offers a good bit of defense, mind over body is a good shield, and Psionic tornado is there if you want another Aoe. I don't personally use it because..... I also can't recommend dropping whirling hands. With energy release, it's one of, if not the, highest damage Aoe attacks doms get. Enjoy it. Soul mastery has a solution to your personal endurance problems, if you need it, another good shield, a good Aoe attack, and of course soul drain. Honestly though, all three would likely be better than primal forces.
Frosticus Posted January 8, 2020 Posted January 8, 2020 I had ET on my dark/sav for a bit. Feral charge repositions you so quickly that I was at least able to use ET on teams before my target was killed by someone else. That said my hawk+viscous slash killed them about as fast so ET was superfluous on top of harming me. Specced out of it. There are better choices imo. Earth/Psi Dom - AV killer Arsenal/Sav Dom - AV Killer Poison - a guide to the most deadly poisons
KelvinKole Posted January 9, 2020 Posted January 9, 2020 My build for reference and in case it will help you. I do play in melee, like you, so I'm built for as much defense as I could get; 40+% to melee and ranged. I also use Melee Core Embodiment to add some resistance. To save some endurance, I don't even toggle Tough on; It just holds global IOs. My typical chain is Static Field-->Power Boost--> Spring Attack-->Chain Fences-->Total Focus-->Whirling Hands-->Jolting Chain-->Scrap with the stragglers. For tough single targets, I cycle Tesla Cage-->Total Focus-->Bone Smasher-->Sniper Blast Villain Plan by Mids' Villain Designer 1.962http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic DominatorPrimary Power Set: Electric ControlSecondary Power Set: Energy AssaultPower Pool: LeapingPower Pool: FightingPower Pool: SpeedPower Pool: LeadershipAncillary Pool: Psionic Mastery Villain Profile:Level 1: Tesla Cage -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(7), SprAscoft-Rchg/+Dmg%(7), SprAscoft-EndRdx/Rchg(13), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(13), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15)Level 1: Power Bolt -- HO:Nucle(A)Level 2: Bone Smasher -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(15), Mk'Bit-Dmg/Rchg(17), Mk'Bit-Acc/EndRdx/Rchg(19), Mk'Bit-Acc/Dmg/EndRdx/Rchg(19), Mk'Bit-Dam%(37)Level 4: Chain Fences -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(5), PrfShf-EndMod/Acc/Rchg(5), PrfShf-EndMod/Rchg(11)Level 6: Super Jump -- Jump-I(A)Level 8: Conductive Aura -- PrfShf-End%(A), PrfShf-EndMod/Acc(9), PrfShf-EndMod(9)Level 10: Combat Jumping -- ShlWal-ResDam/Re TP(A), LucoftheG-Rchg+(11)Level 12: Static Field -- Acc-I(A)Level 14: Boxing -- Empty(A)Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(17)Level 18: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(46)Level 20: Whirling Hands -- Obl-Dmg(A), Obl-Acc/Rchg(21), Obl-Dmg/Rchg(21), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-%Dam(33)Level 22: Weave -- Rct-Def(A), Rct-Def/EndRdx(23), Rct-EndRdx/Rchg(23), Rct-Def/Rchg(25), Rct-Def/EndRdx/Rchg(25), Rct-ResDam%(27)Level 24: Spring Attack -- Obl-Dmg(A), Obl-Acc/Rchg(27), Obl-Dmg/Rchg(29), Obl-Acc/Dmg/Rchg(29), Obl-Acc/Dmg/EndRdx/Rchg(31), Obl-%Dam(31)Level 26: Paralyzing Blast -- Lck-Acc/Hold(A), Lck-Acc/Rchg(37), Lck-Rchg/Hold(39), Lck-EndRdx/Rchg/Hold(39), Lck-Acc/EndRdx/Rchg/Hold(39), Lck-%Hold(40)Level 28: Total Focus -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Acc/Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/Rchg(46)Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)Level 32: Gremlins -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(34), ExpRnf-Dmg/EndRdx(34), ExpRnf-Acc/Dmg/Rchg(34)Level 35: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Acc/ActRdx/Rng(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(37), FrcFdb-Rechg%(50)Level 38: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(40), LucoftheG-Def/EndRdx(40), LucoftheG-EndRdx/Rchg(43)Level 41: Link Minds -- LucoftheG-Rchg+(A), LucoftheG-EndRdx/Rchg(42), LucoftheG-Def/Rchg(42), LucoftheG-Def/EndRdx/Rchg(42)Level 44: Mind Over Body -- UnbGrd-EndRdx/Rchg(A), UnbGrd-Max HP%(45), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45)Level 47: Jolting Chain -- Acc-I(A), Dcm-Build%(48), Apc-Dam%(48), GldJvl-Dam%(48), ExpStr-Dam%(50)Level 49: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-Travel(50)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 -- Clr-Stlth(A)Level 2: Rest -- Empty(A)Level 4: Ninja Run Level 2: Swift -- Run-I(A)Level 2: Health -- Mrc-Rcvry+(A)Level 2: Hurdle -- Jump-I(A)Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), PrfShf-EndMod/Acc(3)Level 50: Melee Core Embodiment Level 50: Agility Core Paragon ------------ 1
Troo Posted January 9, 2020 Posted January 9, 2020 ET is awesome even with the broken animation time. Some great opinions provided. With 300+ hours, you know what you like. Bottom line it should be fun to play. Person to person that might be different. I have played less than maxed builds because I liked em. It looks like you must be able to afford to try a couple different things and respec if needed. 1 "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum
ThrillMill Posted January 9, 2020 Author Posted January 9, 2020 @Kelvin: Thank You greatly for supplying your build. I'm ever curious as to how other's build and slot things on all their characters but Dominators in particular. The AT holds some kind of allure to me that I can't quite grasp even a decade since their inception. A real treat, thanks again. @Troo: Using TF > BS > ET has been one of best melee chains I've ever had the pleasure of being part of in the entirety of my CoX career (Since 04'). I did however respec last night and fled the Primal Pool in favor of Mu Mastery. The added Nrg Resistance, +End // Sapping utility and additional AoE have proven useful. I feel mildly sick at leaving ET behind. It really ought to have been included in Energy Assault IMO (with the unfortunate self-damage aspect lowered or removed). But if we're all being honest, the character feels like it is running a little more smoothly. I average anywheres between 6-11 deaths per ITF. Last nights run saw "only" 4 carpet hugs. Probably too small of a sample but I'm fairly certain that draining their end has helped keep me upright. Part of me wants to try Mind/Nrg/Primal but I don't think I'm ready for another 1-50 +Incarnate marathon just yet.
Camel Posted January 17, 2020 Posted January 17, 2020 On 1/8/2020 at 10:02 AM, Coyote said: Always put the unique Defense IOs in Combat Jumping... you have it available earlier than Weave, and it costs less Endurance to run, so you'll never have a reason to not use it in combat. You don't need to put the Stealth IO in Combat Jumping, it can be slotted into Sprint, freeing the slot for Kismet Accuracy. As KK said, put damage procs in Jolting Chain (and also maybe the Devastation Chance to Hold, and maybe Force Feedback Recharge). It can become a very useful power if it's giving you back Recharge bonus and doing noticeable damage as well as knocking down and occasionally Holding mobs. And as he said, take the slots from Conductive Aura. I would take Chain Fences over Bonesmasher, at least after a respec when more attacks are available. Even leaving out Whirling Hands, against a single targe if you slot up Jolting Chain (it's fine for use as a single-target blast), you'll have JC, TF, a Hold, a Snipe, and Power Burst, as 5 single-target attacks/mezzes. That's already enough that you're going to have multiple powers ready to go and recharged. Adding Bonesmasher gives you another higher-DPA power, which is nice, but not as worthwhile as AoE endurance drain and recovery debuffing from Chain Fences. I've been seeing a lot of "put that unique in x power because you have it earlier..." Do you not get the bonus unless the power is available? Or does this only apply to unn-attuned IOs? I've exemplared down on my Dark/Shield quite often, and I have some uniques slotted in my level 49 power pick but still see the benefit even at level 15, 20, etc.
Coyote Posted January 17, 2020 Posted January 17, 2020 I think it depends on the unique. Some are treated as Set Bonuses, and you should get those regardless of the power. But some must be "active" in order to give their bonus, and I never checked which category do the Defense uniques go into. I'm pretty sure that the Health ones are "active" except maybe for Preventive Medicine, so I put them in an early power or Health, and I thought that the Defense ones (but probably not LotG) are also active IOs.
VV Posted January 17, 2020 Posted January 17, 2020 Now, correct me if I am wrong, but my understanding is that end-draining enemies is a fairly useless maneuver. I am unclear on the exact details, but essentially because of the way their "End" works, which is not like PCs, they can still get off attacks fairly regularly, even with what appears to be no End. If you are relying on draining End to mitigate damage, that might be why you are faceplanting more than you think you should be. I have a Dark/Savage that I play as a melee scraptroller, much like your described playstyle. And, I have to work pretty hard at being stupid to get her to faceplant. So the difference may be that end draining is not acting as enough mitigation for you. Just a thought. For a build like this, it seems like Earth/ would be a better primary. With Power-Boosted defense debuffs, you should be able to run through stuff pretty easily. Also, it looks like you are riding the edge of perma-hasten too closely. I recommend getting your global recharge up closer to 90 or 100 without Hasten, so it becomes 160 to 170 with Hasten. For Dominators, I like to get my total, including Hasten, up into the 180 range, just to make sure it doesn't drop. As far as Endurance goes, I've never been much impressed with Conserve Power. I find something like Dark Consumption in Soul Mastery to be much better at helping to support lagging energy. Or Power Sink from Mu. Or, another way to go would be something like Hibernate from Ice. That could help with both problems of faceplanting too often and running out of end. When things get problematic, just Hibe up until you're better and go back to work.
Coyote Posted January 17, 2020 Posted January 17, 2020 End draining is most certainly a viable option to shut down entire spawns, pretty early, pretty easily, and pretty permanently. However, it has a trick: If you ONLY drain them, then they will get back ticks, and each tick is at least 5 Endurance, which is enough for at least a basic attack. However, if you use -Recovery powers, then you can floor mob Recovery and prevent them from regaining Endurance, or at least lower it to, say 25% so that it takes them 4x as long to recover a tick. Maybe 16 seconds rather than 4. The main -Recovery powers in Electric Control are the AoE Immob since that will give -Recovery to everyone around you, Tesla Cage since you will be using that on Bosses anyhow, and Jolting Chain since it has a good knockdown effect, -Recovery, and if you put damage procs in it, decent damage. You can also put a Chance to Hold proc in it, and often get a decent amount of Minions around you who are Held. Or you could put in a Chance to Stun, since Energy Melee is already throwing out multiple Stun effects. If you do this latter option, also get the Fire Orb IO into the Cages, for more AoE Stun effects. However, the OP build did not have these tools, so all it has is End DRAIN rather than Drain AND -Recovery. IMO, that's what's causing the faceplanting. You have to build for a combination of Drain and -Recovery, and then it works fine. I run an Electric/Earth, and frankly, if I focus on draining and spamming the Electric attacks rather than the Earth attacks, all the mobs at +1/x4 are around me and after a few seconds are all Immobilized, Drained, and NOT recovering Endurance. Killing them like that is slow, but they're not doing anything. Ever. Except when Synaptic Overload goes through the spawn, and I switch to Earth and let them attack since they're fighting each other.
VV Posted January 17, 2020 Posted January 17, 2020 54 minutes ago, Coyote said: End draining is most certainly a viable option to shut down entire spawns, pretty early, pretty easily, and pretty permanently. However, it has a trick: If you ONLY drain them, then they will get back ticks, and each tick is at least 5 Endurance, which is enough for at least a basic attack. However, if you use -Recovery powers, then you can floor mob Recovery and prevent them from regaining Endurance, or at least lower it to, say 25% so that it takes them 4x as long to recover a tick. Maybe 16 seconds rather than 4. The main -Recovery powers in Electric Control are the AoE Immob since that will give -Recovery to everyone around you, Tesla Cage since you will be using that on Bosses anyhow, and Jolting Chain since it has a good knockdown effect, -Recovery, and if you put damage procs in it, decent damage. You can also put a Chance to Hold proc in it, and often get a decent amount of Minions around you who are Held. Or you could put in a Chance to Stun, since Energy Melee is already throwing out multiple Stun effects. If you do this latter option, also get the Fire Orb IO into the Cages, for more AoE Stun effects. However, the OP build did not have these tools, so all it has is End DRAIN rather than Drain AND -Recovery. IMO, that's what's causing the faceplanting. You have to build for a combination of Drain and -Recovery, and then it works fine. I run an Electric/Earth, and frankly, if I focus on draining and spamming the Electric attacks rather than the Earth attacks, all the mobs at +1/x4 are around me and after a few seconds are all Immobilized, Drained, and NOT recovering Endurance. Killing them like that is slow, but they're not doing anything. Ever. Except when Synaptic Overload goes through the spawn, and I switch to Earth and let them attack since they're fighting each other. Awesome! This is great info. Now maybe I can figure out how to fix my lackluster Elec/Atom Blaster!
oedipus_tex Posted January 18, 2020 Posted January 18, 2020 (edited) Note that because enemies are generally not very intelligent about their power executions, Electric Control is poised to keep them mostly helpless for an indefinite period of time. It's true that they will occasionally get enough endurance back to attack you, but its also true that using any attack lowers their endurance again. So, they can still throw the occasional light punch, but doing that actually hurts them since it prevents them from regaining enough endurance to use an attack that could threaten you. Since enemies have no patience to wait, they help you out by draining themselves. Also, since Electric has two pets for them to expend their powers on, not to mention the ability to open with a confuse power to convince enemies to expend their energy on each other, in the context of Electric Control specifically endurance drain is very effective. It does help a lot, though, to spec into the Mu pool, and to take an Alpha slot that provides Endurance Modification. The Mu pet has lightning attacks that, on top of Conductive Aura from you and punches from the gremlins, tend to keep enemies from being able to respond. Plus it provides on extra punching bag for them to waste their puny attacks on. Edited January 18, 2020 by oedipus_tex
Mezmera Posted January 29, 2020 Posted January 29, 2020 Been gone a while but I'll chime in to help since I have quite a bit of playtime with Energy Assault and Primal Mastery. I do love me some Energy Transfer, it has just the right crunch on a dom, other AT's nowadays not so much. Even with the new animation the damage is off the charts compared to any other ST attack you can muster on a dom. That being said I don't like to take Primal mastery unless I also have a reliable consistent heal to mitigate ET's negative effect. Having ET available to my attack chain but pausing its use to watch my health bar is counter to how I'd like to play. Energy Assault has some real nice attacks so I highly recommend Soul Mastery. Soul Drain is fantastic, it'll amp all of your damage, you get a very nice shield, you can take another end drain power and there's also a nice little pet to get as well. As for Energy Assault I would NOT drop Whirling Hands. Total Focus a target in a mob then drop a Whirling Hands with the orange ring on it right after, it's just fantastic damage. The powers that are a must and make up a fabulous damage chain are Power Up, Total Focus, Whirling Hands, Power Burst and Snipe, sprinkle in a Soul Drain and you'll thirst for more mobs to kill.
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