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Looking for Some Advice RE: Elec/Energy/Primal Dominator Builds


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I’ve been toying with making a dominator - one AT I never really got into - and came up with what I feel is an interesting concept. I want to build a “star” type of character, with magical powers reminiscent of the energies of space.

 

Primarily, the character’s powers center on the idea of shooting plasma and ionized, charged energies, ultimately channeling the vacuum energy of space itself in order to become highly dense (represented by temp invulnerability for example).

 

Thing is, I don’t really know where to start when kitting out an elec/energy dom, because I’m not experienced with the AT at all. I didn’t find much info when searching the forum either.

 

Are there any veterans who can give some recommendations - things to consider when planning out my build? Any recommended builds from those who have played this combo? Any pitfalls to avoid?

 

I’d really love any advice 😊 

Liberty and Virtue server refugee. Everlasting resident.

 

Main/Planned Characters:

  • Astellus - Kinetic/Energy/Mu Scrapper (Magic)
  • Blue Bowshock - Radiation/Energy/Flame Blaster (Science)
  • Safehouse - Energy/Willpower/Mu Scrapper (Mutation)
  • Neonstar - Luminous/Luminous Peacebringer (Natural)
  • Faerwald - Gravity/Energy/Psionic Dominator (Science)
  • Fomalhaut - Rad/Rad Sentinel (Science)
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5 hours ago, Dauntless said:

By default, I always aim for perma-dom.  I have a build or two where I did something else but those are the exceptions to the rule.

How do you achieve permadom? Currently I have it set to auto, but what can you do to make it happen? I assume taking hasten. One of the challenges to this I see is that the domination bar has to fill... are there IOs that achieve this, or is domination something that just naturally builds faster at higher levels?

Liberty and Virtue server refugee. Everlasting resident.

 

Main/Planned Characters:

  • Astellus - Kinetic/Energy/Mu Scrapper (Magic)
  • Blue Bowshock - Radiation/Energy/Flame Blaster (Science)
  • Safehouse - Energy/Willpower/Mu Scrapper (Mutation)
  • Neonstar - Luminous/Luminous Peacebringer (Natural)
  • Faerwald - Gravity/Energy/Psionic Dominator (Science)
  • Fomalhaut - Rad/Rad Sentinel (Science)
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perma-dom is a character whose Domination power recharges in less than 90 seconds, so that once you build up the bar and activate it, you can keep activating it whenever it recharges since the bar remains full for 90 seconds.

Many IO sets give global Recharge bonuses, and so do the Luck of the Gambler +Recharge IOs, and so does running Hasten. Note that you may have to use fileswap binds in order to automatically activate both Hasten and Domination, or keep an eye on them and manually click them.

Something else that helps is the Force Feedback +Recharge proc, but that only helps while you're fighting, so if you depend on it, it's hard to take a break during a mission.

 

All of these require slots, so building a character with enough global Recharge for perma-Dom is a higher-level consideration. Generally perma-Doms in the 30s are only perma because they're level 50 with a lot of attuned sets and purple sets, so they keep the set bonuses as they exemplar down. It's possible but really hard to build a Dominator who is a perma-Dom while leveling in the 30s, though I've done it for combat-based Dominators using the Force Feedback proc.

 

After enough Recharge for perma-Dom, your next build target is to get +Ranged Defense, because having powers recharge faster doesn't help against ambushes shooting you dead before you react, at higher difficulty levels. Ranged Defense helps you survive the unexpected ambushes and adds. Melee Defense is not nearly as useful since you will usually have time to mez opponents before they reach you. Smash/Lethal defense builds are also okay, since a good amount of ranged damage contains a Smash or Lethal component.

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First advice, if you are open to it, is to skip Primal Mastery in favor of the Mu Mastery Villain APP. Mu Mastery gives you Power Sink (empty enemy blue bars and refill your own), an AoE that does -Endurance and -Recovery, and a pet with its own lighting attacks that puts further pressure on enemy endurance bars,

 

You are an Electric Control character, so your safest option in any fight where you are brave enough to get close is to Power Sink the center of action to make sure any enemies Synaptic Overload missed don't make problems. Once that's done, your aura and the rest of your attacks will keep them drained.

 

Proc Jolting Chain out with damage procs. Use it combined with cages (also procced), Whirling Hands and Ball Lightning as AoE. Punch stuff with Total Focus to get the double damage bonus in play.

 

I highly recommend taking an Alpha slot with Endurance Modification to further increase the efficacy of your endurance drain. Combined with Power Up from your Assault set, the effects are sickening. 

 

One thing Energy Assault lacks is a heal. You'd be well served to grab Aid Self somewhere in the build to patch up.

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I found with my elec/elec dom that having 75% S/L and 48% ranged def coupled with conductive aura and panacea +Hit points/endurance also entropic chaos +chance for heal keeps you alive really well.

so i didn't need to take aid self which i often do on doms.

Elec/eng won't have the same -end as elec/elec because elec assault does most of the -end but power sink really will help.

I think jolting chains is skippable.I skipped it and i don't miss it.

My combo is Fences(superior dominating grasp with firey orb is good),static field, single target hold a guy and beat on him while the rest get end drained by conductive aura.

Synaptic overload for the big mobs.

 

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5 hours ago, Chelsea Rorec said:

I think jolting chains is skippable.I skipped it and i don't miss it.

 

 

 

Have you tried it with damage procs? You should be able to fit the following procs in it:

  • Apocalypse chance for Neg damage
  • Explosive Strike chance for Smash damage
  • Gladiator's Javelin chance for Toxic damage
  • Force Feedback chance for +100% Recharge
  • Entropic Chaos chance for self heal (optional)
  • Decimation chance for Build Up (optional)

 

Because of Jolting Chain's unique activation mechanism, procs have a high chance to activate in this power. It's more critical to proc it out on Controllers, but my Dominators enjoy it as well.

 

If you can get some of these procs prior to level 50, it can significantly help with the level up process. 

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Hah, I am currently leveling nearly this exact same build/concept. Based it on my Force blaster in CO named Vortex. For her, I am going with the Cold Epic Mastery mainly for Hoarfrost and Hibernate, just as contingency powers, in case I get too crazy (which I often do). Mu is also a solid choice.

 

I'll post my build below, but just be aware that it is probably different than most people would advise. I went mainly ranged for concept, which meant skipping the awesome melee attacks. But, I also need to worry less about my melee and AOE def. I also procced for some fun effects, and less for straight up damage. I may change that in the future, but for now that's the plan.

 

Perma-Dom can be achieved with about 80% total global recharge. That's not too hard to get to without Hasten, but you have to build for it. If you use Hasten, it is even easier to achieve. I like to get both perma-hasten and perma-dom, which means you need about 70% global recharge, and to double-slot hasten with 50+5 recharges.

 

I just hit the mid-30s with mine and she is already rocking. I'm actually gonna start another thread to talk about the awesomeness of ElecTrol. I can see that by 50, with a full complement of purples and such, she is going to be a MONSTER. Anyway, here's the build.

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Vortex: Level 50 Natural Dominator
Primary Power Set: Electric Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Concealment
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Tesla Cage -- SprEnt-Rchg/AbsorbProc(A), GldNet-Dam%(7), GhsWdwEmb-Dam%(11), GldJvl-Acc/Dmg(42)
Level 1: Power Bolt -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(3), Dvs-Hold%(3), Dcm-Build%(5), EntChs-Heal%(5)
Level 2: Chain Fences -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(23), Rgn-Acc/Rchg(25), Rgn-Acc/Dmg/Rchg(25), Rgn-Dmg/Rchg(27), SprDmnGrs-Rchg/Fiery Orb(31)
Level 4: Power Push -- FrcFdb-Dmg/KB(A), FrcFdb-Acc/KB(7), FrcFdb-Rchg/KB(9), Dvs-Dmg/Rchg(15), FrcFdb-Dmg/EndRdx/KB(17), FrcFdb-Rechg%(17)
Level 6: Jolting Chain -- FrcFdb-Rechg%(A), SprWntBit-Rchg/SlowProc(21), Dvs-Hold%(19), EntChs-Heal%(21), Apc-Dmg(13)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Stealth -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(11), Rct-ResDam%(13)
Level 12: Static Field -- IndCom--Rchg%(A), PcnoftheT--Rchg%(23), CaloftheS-Heal%(27), SprAscoft-Rchg/+Dmg%(29), ImpSwf-Dam%(31)
Level 14: Fly -- EndRdx-I(A)
Level 16: Power Up -- RechRdx-I(A), RechRdx-I(19)
Level 18: Paralyzing Blast -- UnbCns-Dam%(A), UnbCns-EndRdx/Hold(31), UnbCns-Acc/Rchg(34), UnbCns-Acc/Hold/Rchg(34), UnbCns-Hold/Rchg(40)
Level 20: Conductive Aura -- EffAdp-EndMod/EndRdx(A), EffAdp-EndMod/Acc(42), EffAdp-EndMod(43), EnrMnp-Stun%(46), Prv-Heal(46)
Level 22: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43), WntGif-RunSpd/Jump/Fly/Rng(43)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45)
Level 26: Tactics -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(29), GssSynFr--ToHit(37)
Level 28: Assault -- EndRdx-I(A)
Level 30: Afterburner -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42)
Level 32: Gremlins -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg(33), SlbAll-Build%(34)
Level 35: Sniper Blast -- Empty(A), Empty(36), Empty(36), Empty(36), Empty(37), Empty(37)
Level 38: Power Burst -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40), Empty(40)
Level 41: Hibernate -- RechRdx-I(A)
Level 44: Hoarfrost -- Prv-Heal/Rchg(A), Pnc-Heal/Rchg(45), NmnCnv-Heal/Rchg(46)
Level 47: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), GldArm-3defTpProc(48), ImpArm-ResPsi(48)
Level 49: Ice Storm -- OvrFrc-End/Rech(A), OvrFrc-Dam/KB(50), OvrFrc-Dmg/End/Rech(50), OvrFrc-Acc/Dmg/End/Rech(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 -- UnbLea-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Prv-Absorb%(A), RgnTss-Regen+(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45)
Level 1: Quick Form 
------------

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On 1/25/2020 at 6:25 PM, oedipus_tex said:

 

Have you tried it with damage procs? You should be able to fit the following procs in it:

  • Apocalypse chance for Neg damage
  • Explosive Strike chance for Smash damage
  • Gladiator's Javelin chance for Toxic damage
  • Force Feedback chance for +100% Recharge
  • Entropic Chaos chance for self heal (optional)
  • Decimation chance for Build Up (optional)

 

Because of Jolting Chain's unique activation mechanism, procs have a high chance to activate in this power. It's more critical to proc it out on Controllers, but my Dominators enjoy it as well.

 

If you can get some of these procs prior to level 50, it can significantly help with the level up process. 

Absolutely.

I tried it on test and it just required to many slots also given that my build was mainly scrapper-ish and melee it didn't really fit in and was cut.

Doms are always tight on slots and my damage was coming from elec melee anyway.

If i had 6 slots spare and a power pick i might of used it.

Plus if you use static field and then jolting chains you end up waking everything up and just take agro as /elec is limited in control.

Edited by Chelsea Rorec
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7 hours ago, Chelsea Rorec said:

Plus if you use static field and then jolting chains you end up waking everything up and just take agro as /elec is limited in control.

I do Static Field + Chain Fences + Jolting Chain, then run in with Conductive Aura and start wailing away. They might wake up, but will most likely go right back to sleep. Even if they do wake up, they probably won't have enough end to do much. I rarely have any issue with too many waking up and attacking. Meantime, you lay waste with your assault attacks. If anybody is a particular problem, they get a Tesla Cage to the face and that fixes that right quick.  Jolting Chains is also pretty spammable. Spamming it keeps them flopping pretty hard.

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