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Posted (edited)

Can it be done?

 

I have Elec Control.  Elec Assault.  And the Mu Patron. 

 

 Yes.  I like and use all the powers. 🙂  I'm not one for hacking out half the powers from my primary and 2ndary to make a 'defence capped' build.

 

Objective.

 

I DID, on live, have a Perma Domi, Perma Hasten and around 35% defence.  I'd settle for something like that (I don't recall having Surge Power but I did have the Mu pet...and the L38 Voltaic pet.)  Can I get back to something like that with my build?

 

Basic Playing style: I play with Surge of Power and Domination tick tocked with a bit of down time between each one...   So when Surge drops (allows me to manno-on-manno with +2x8s...) I can hit the domi button and be fully end restored and a demi-god of control.

 

My Attack Chain: I start off the mob with Confuse, then drop the sleep, then chain fences and finally, Power Sink.  So end drain and -end recovery.  A couple of rounds of this...and...

I find them very easy to 'blap' their lights out with melee attacks *(Charged Brawl, Havoc Punch knocks them off camera and Thunderstrike sprays them flying)...yes...even with 'moderate' Dominator damage.  I find mobs with no end are far more brittle.  Takes a bit longer.  But a couple of rounds of elec control and their softened up for the Bua-shakka.

 

I am considering losing Leadership Assault and Tactics for Hover and the L38 pet.  I find the pets are good 'soft armour.'   (I do miss that little flying electric sentinel thing.  And hover I miss having in interior missions.)

 

My Build.

 

http://www.cohplanner.com/mids/download.php?uc=1572&c=720&a=1440&f=HEX&dc=78DA6594CB4F135114C6EFB48350CA1B0AE55DCAA3A54069018D0FE4614162A486C444974D532A4E3276483B4D64E9C285A28980893B65C9CA956FE3DF808F857B79F80A6A7CBBAAA7F31D3A4D3AC9E477E79BEF9C7BE6DC7B277C79AAECFECC9571215586D4682A1599D22E2989A8AE254BC2693DAA2B5AC22A84B087A309D7A9846B4653E78BE9D99DB345425A424F6AAA7F5A8DC7F4A412DB177CA66532958AA6553D6751F4A508255416D3AA3183B0CF6994E1A4AA2C5CD44B8DF1D9C5787CBE1C725655120B3578D292B17844BB1039AFA86AE3F4A212F39B1385D39437A5C7934B4E2AB29FEEEF5582AF8C1013F42941596C59F2B4266168DBA449D064E9966C689615E62A28AF316F833B1463E5186BBFC5D00E0C30FD60C920E80B803FA89E228E291A62CF30583AC23C08561C027F524C31C714BB506FD94A7615881B78AEB8036FD555709760E3185B0FBFF380355E662F58E7037FD13C76C458ECABD09C9CB7690FBDFB4D9E72788ACA47D187BAE360FD18731C744E809E49F03DA5AAE4FC957739EF3DB0651DFC43F9ABB9EE6A5EAF9649B0ED043304764D811F28B496636A37D18F8197CC57CCD760F00D68A7863A780F389A91C74D5A03D7D7D0075F1BD3C5FC4BF5354AF8FEC62788733D653E033B9E3375E60BF023D5D9CC7536BF83D6B9C5DC66EEF0B7ED8236AAA995EB6C754886F68F6A688726B58FA16F5D21F013C1CD73B80F43EB39C23CCA3C067A46C1CF846E9EA39BCFC3324DEF354E44C6EABD966DB02C7AAF339799BC376E90B70FF1D6BE20EAEE1F610E3387C09B043F7BFD0FB02F061F321F311FF37E291322805E5B02F53468A5F56B603AC11639EF2C67E8CA1E8A7D2573DA678E7D05CE4081122C50860B94910265B6409993737F1321198AAD2AF7AFC8EC95D25B89DF76A2DF5F4D4D923AD02BDF39ACF7977CBF17FE6FA66691F8AC7AD6F85FC3EB324B8722C873AEE78D9BEA688CD8CCDB3C7DC36D8ECF384CCF7F731D06FD

 


I'm short of the recharge time I need for Perma Domi.  I'm miles away from Perma Hasten.  And my current defence is 'piddly.'

 

This is an expensive build by the looks of it. 

 

It's my 1st attempt. 🙂

 

No perma anything or decent defence. 😕

 

Problem is.  Yes.  I use and like all the powers listed.  Though I'm considering losing leadership (assault and tactics) for my other pet at L38.  And I could get Hover to fit some defence and global recharge.

 

So, using my build, can we optimise for Perma Domi, Perma Hasten and Defence capped range?

 

This build isn't a total disaster, the regen, recovery and resist dam' numbers aren't too bad.  But 72.5% recharge is not...enough?

 

Feel free to post your build attempts.  Quite a few are saying it's quite 'easy' to have perma hasten, perma domi and be capped.  I'll believe that when I see it.  (Without half the build being craved out.)

 

Is there room to fit other sets and optimise my build to get Perma Domi?  Can perma hasten be achieved?  Can the defence numbers be squeezed higher?

 

Azrael.

 

 

Edited by Golden Azrael
Extra.
Posted

Ps.  I'm currently running with general IOs with that slotting.  My incarnates.  The only set pieces I've fitted are Numina Recovery and Performance Shifter Chance for End.

 

Azrael.

Posted

I have been toying with an Elec/Psi/Psi build, so I adapted that and fit it into your basic build.  Here it is:

 

Spoiler

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

Click this DataLink to open the build!

Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Electricity Assault
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Tesla Cage -- BslGaz-Acc/Hold:30(A), BslGaz-Rchg/Hold:30(5), BslGaz-EndRdx/Rchg/Hold:30(13), BslGaz-Acc/EndRdx/Rchg/Hold:30(13)
Level 1: Charged Bolts -- Dcm-Acc/Dmg:40(A), Dcm-Dmg/EndRdx:40(15), Dcm-Dmg/Rchg:40(15), Dcm-Acc/EndRdx/Rchg:40(17), Dcm-Acc/Dmg/Rchg:40(17)
Level 2: Charged Brawl -- CrsImp-Acc/Dmg:50(A), CrsImp-Dmg/EndRdx:50(21), CrsImp-Dmg/EndRdx/Rchg:50(23), CrsImp-Acc/Dmg/Rchg:50(23), CrsImp-Acc/Dmg/EndRdx:50(25)
Level 4: Fly -- WntGif-ResSlow:50(A)
Level 6: Jolting Chain -- PrfShf-EndMod/Acc:50(A), EffAdp-EndMod/EndRdx:50(7), ExpStr-Dam%:20(7), GldJvl-Dam%:50(9), Apc-Dam%:50(11), FrcFdb-Rechg%:50(11)
Level 8: Conductive Aura -- EffAdp-EndMod/Acc:50(A), PrfShf-EndMod/Acc:50(9)
Level 10: Havoc Punch -- Hct-Dam%:50(A), Hct-Dmg/Rchg:50(25), Hct-Acc/Dmg/Rchg:50(27), Hct-Acc/Rchg:50(27), Hct-Dmg/EndRdx:50(29)
Level 12: Static Field -- SprDmnGrs-Rchg/Fiery Orb:50(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(29), SprAscoft-EndRdx/Rchg:50(31), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(31), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(31), SprAscoft-Rchg/+Dmg%:50(33)
Level 14: Combat Jumping -- Ksm-ToHit+:30(A), LucoftheG-Def/Rchg+:50(37)
Level 16: Boxing -- Empty(A)
Level 18: Paralyzing Blast -- BslGaz-Acc/Hold:30(A), BslGaz-Acc/Rchg:30(19), BslGaz-Acc/EndRdx/Rchg/Hold:30(19), BslGaz-Rchg/Hold:30(21)
Level 20: Tough -- GldArm-3defTpProc:50(A), UnbGrd-ResDam/EndRdx:50(46), UnbGrd-ResDam:50(46), UnbGrd-ResDam/EndRdx/Rchg:50(46), UnbGrd-EndRdx/Rchg:50(48)
Level 22: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(37), Rct-EndRdx/Rchg:50(37), Rct-Def/Rchg:50(40), Rct-Def/EndRdx/Rchg:50(40), Rct-ResDam%:50(40)
Level 24: Stealth -- LucoftheG-Def/Rchg+:50(A), RedFrt-Def/EndRdx:50(43), RedFrt-EndRdx:50(43), RedFrt-EndRdx/Rchg:50(45), RedFrt-Def/EndRdx/Rchg:50(45), RedFrt-Def:50(45)
Level 26: Synaptic Overload -- CrcPrs-Conf:50(A), CrcPrs-Conf/Rchg:50(33), CrcPrs-Acc/Conf/Rchg:50(33), CrcPrs-Acc/Rchg:50(34), CrcPrs-Conf/EndRdx:50(34), CrcPrs-Conf%:50(34)
Level 28: Invisibility -- LucoftheG-Def/Rchg+:50(A)
Level 30: Build Up -- GssSynFr--Build%:50(A)
Level 32: Gremlins -- ExpRnf-Acc/Dmg:50(A), ExpRnf-Dmg/EndRdx:50(36), ExpRnf-Acc/Dmg/Rchg:50(36), ExpRnf-EndRdx/Dmg/Rchg:50(36)
Level 35: Charged Armor -- StdPrt-ResDam/Def+:30(A), UnbGrd-ResDam/EndRdx:50(48), UnbGrd-ResDam:50(48), UnbGrd-ResDam/EndRdx/Rchg:50(50), UnbGrd-Max HP%:50(50)
Level 38: Voltaic Sentinel -- ExpRnf-Acc/Dmg:50(A), ExpRnf-Dmg/EndRdx:50(39), ExpRnf-Acc/Dmg/Rchg:50(39), ExpRnf-EndRdx/Dmg/Rchg:50(39)
Level 41: Ball Lightning -- Rgn-Knock%:50(A), Rgn-Dmg/Rchg:50(42), Rgn-Acc/Dmg/Rchg:50(42), Rgn-Acc/Rchg:50(42), Rgn-Dmg/EndRdx:50(43)
Level 44: Power Sink -- EffAdp-EndMod/EndRdx:50(A), PrfShf-EndMod/Rchg:50(50)
Level 47: Hover -- ShlWal-ResDam/Re TP:50(A)
Level 49: Afterburner -- LucoftheG-Def/Rchg+:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Quick Form
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 -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(3), Mrc-Rcvry+:40(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod:50(A), PrfShf-End%:50(5)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------

 

Not completely optimized by any stretch of the imagination, but maybe it will give you some ideas.

Perma-dom (barely) without hasten.  (Jolting Chain should proc +recharge enough to give this more room.)

Okay-ish defenses, plus decent resists to the major categories.

Jolting Chain proc'd out to make it a decent, spammable damage attack (with lots of chained knockdowns for more control).

The accuracy on Jolting Chain and Paralyzing Blast are a bit low vs +4s (83%, 81%) for my taste.

Posted
8 minutes ago, Caulderone said:

I have been toying with an Elec/Psi/Psi build, so I adapted that and fit it into your basic build.  Here it is:

 

  Reveal hidden contents

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

Click this DataLink to open the build!

Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Electricity Assault
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Tesla Cage -- BslGaz-Acc/Hold:30(A), BslGaz-Rchg/Hold:30(5), BslGaz-EndRdx/Rchg/Hold:30(13), BslGaz-Acc/EndRdx/Rchg/Hold:30(13)
Level 1: Charged Bolts -- Dcm-Acc/Dmg:40(A), Dcm-Dmg/EndRdx:40(15), Dcm-Dmg/Rchg:40(15), Dcm-Acc/EndRdx/Rchg:40(17), Dcm-Acc/Dmg/Rchg:40(17)
Level 2: Charged Brawl -- CrsImp-Acc/Dmg:50(A), CrsImp-Dmg/EndRdx:50(21), CrsImp-Dmg/EndRdx/Rchg:50(23), CrsImp-Acc/Dmg/Rchg:50(23), CrsImp-Acc/Dmg/EndRdx:50(25)
Level 4: Fly -- WntGif-ResSlow:50(A)
Level 6: Jolting Chain -- PrfShf-EndMod/Acc:50(A), EffAdp-EndMod/EndRdx:50(7), ExpStr-Dam%:20(7), GldJvl-Dam%:50(9), Apc-Dam%:50(11), FrcFdb-Rechg%:50(11)
Level 8: Conductive Aura -- EffAdp-EndMod/Acc:50(A), PrfShf-EndMod/Acc:50(9)
Level 10: Havoc Punch -- Hct-Dam%:50(A), Hct-Dmg/Rchg:50(25), Hct-Acc/Dmg/Rchg:50(27), Hct-Acc/Rchg:50(27), Hct-Dmg/EndRdx:50(29)
Level 12: Static Field -- SprDmnGrs-Rchg/Fiery Orb:50(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(29), SprAscoft-EndRdx/Rchg:50(31), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(31), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(31), SprAscoft-Rchg/+Dmg%:50(33)
Level 14: Combat Jumping -- Ksm-ToHit+:30(A), LucoftheG-Def/Rchg+:50(37)
Level 16: Boxing -- Empty(A)
Level 18: Paralyzing Blast -- BslGaz-Acc/Hold:30(A), BslGaz-Acc/Rchg:30(19), BslGaz-Acc/EndRdx/Rchg/Hold:30(19), BslGaz-Rchg/Hold:30(21)
Level 20: Tough -- GldArm-3defTpProc:50(A), UnbGrd-ResDam/EndRdx:50(46), UnbGrd-ResDam:50(46), UnbGrd-ResDam/EndRdx/Rchg:50(46), UnbGrd-EndRdx/Rchg:50(48)
Level 22: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(37), Rct-EndRdx/Rchg:50(37), Rct-Def/Rchg:50(40), Rct-Def/EndRdx/Rchg:50(40), Rct-ResDam%:50(40)
Level 24: Stealth -- LucoftheG-Def/Rchg+:50(A), RedFrt-Def/EndRdx:50(43), RedFrt-EndRdx:50(43), RedFrt-EndRdx/Rchg:50(45), RedFrt-Def/EndRdx/Rchg:50(45), RedFrt-Def:50(45)
Level 26: Synaptic Overload -- CrcPrs-Conf:50(A), CrcPrs-Conf/Rchg:50(33), CrcPrs-Acc/Conf/Rchg:50(33), CrcPrs-Acc/Rchg:50(34), CrcPrs-Conf/EndRdx:50(34), CrcPrs-Conf%:50(34)
Level 28: Invisibility -- LucoftheG-Def/Rchg+:50(A)
Level 30: Build Up -- GssSynFr--Build%:50(A)
Level 32: Gremlins -- ExpRnf-Acc/Dmg:50(A), ExpRnf-Dmg/EndRdx:50(36), ExpRnf-Acc/Dmg/Rchg:50(36), ExpRnf-EndRdx/Dmg/Rchg:50(36)
Level 35: Charged Armor -- StdPrt-ResDam/Def+:30(A), UnbGrd-ResDam/EndRdx:50(48), UnbGrd-ResDam:50(48), UnbGrd-ResDam/EndRdx/Rchg:50(50), UnbGrd-Max HP%:50(50)
Level 38: Voltaic Sentinel -- ExpRnf-Acc/Dmg:50(A), ExpRnf-Dmg/EndRdx:50(39), ExpRnf-Acc/Dmg/Rchg:50(39), ExpRnf-EndRdx/Dmg/Rchg:50(39)
Level 41: Ball Lightning -- Rgn-Knock%:50(A), Rgn-Dmg/Rchg:50(42), Rgn-Acc/Dmg/Rchg:50(42), Rgn-Acc/Rchg:50(42), Rgn-Dmg/EndRdx:50(43)
Level 44: Power Sink -- EffAdp-EndMod/EndRdx:50(A), PrfShf-EndMod/Rchg:50(50)
Level 47: Hover -- ShlWal-ResDam/Re TP:50(A)
Level 49: Afterburner -- LucoftheG-Def/Rchg+:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Quick Form
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 -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(3), Mrc-Rcvry+:40(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod:50(A), PrfShf-End%:50(5)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------

 

Not completely optimized by any stretch of the imagination, but maybe it will give you some ideas.

Perma-dom (barely) without hasten.  (Jolting Chain should proc +recharge enough to give this more room.)

Okay-ish defenses, plus decent resists to the major categories.

Jolting Chain proc'd out to make it a decent, spammable damage attack (with lots of chained knockdowns for more control).

The accuracy on Jolting Chain and Paralyzing Blast are a bit low vs +4s (83%, 81%) for my taste.

I would go with this build. And switch the proc in afterburn to lotg recharge and that will give you perma dom.  End wise i mean its ok. I like it.

Posted (edited)

Caulderone, ty for adapting your build.  I'll have a good look at it. 🙂

 

Mbre2006.  I caught some of your interesting 'domi' contributions in the Gravity/Energy threads..?  (I tried to put some of those general pointers into my own build.  But I just fell a little short due to the, well, you might call them the 'constraints' of the build I enjoy.)  So  ty for adding weight to Caulderone's build.  I'm intrigued.

 

I tend to like the helping contributions from the CoH community.  They give me insight beyond my scope of vision.  It's nice to see a build 'Aha.  That's the idea of I'm after.' 🙂

 

I'll post an update after I've scrutinised Caulderone's built and made some progress in thought and deed. 

 

Azrael.

Edited by Golden Azrael
Posted (edited)

Here's my work in progress Elec/Psi/Mu. This character is pretty much my main.

 

I've got the build about 75% done in game. He can farm reasonably well but not amazingly. I can post a video later. Ping me to remind if I forget.

 

 

EDIT: Sorry, posted wrong build. This is better.

 

The build is meant to be run with Destiny: Barrier so that Ranged defense is always at least +5 (for a total of 45, capped).

 

 

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

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: Leaping
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Tesla Cage -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SprAscoft-EndRdx/Rchg(3), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5), SprAscoft-Rchg/+Dmg%(7)
Level 1: Psionic Dart -- Acc-I(A)
Level 2: Chain Fences -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(9), PstBls-Acc/Dmg(9), PstBls-Dmg/EndRdx(11), PstBls-Dmg/Rchg(11), TraoftheH-Dam%(13)
Level 4: Mind Probe -- Hct-Dam%(A), Hct-Dmg/EndRdx(13), Hct-Acc/Rchg(15), Hct-Acc/Dmg/Rchg(15), Hct-Dmg/Rchg(17), TchofDth-Dam%(17)
Level 6: Jolting Chain -- Apc-Dam%(A), ExpStr-Dam%(19), Dcm-Build%(19), FrcFdb-Rechg%(21), GldJvl-Dam%(21), Apc-Dmg(23)
Level 8: Conductive Aura -- EffAdp-EndMod/Acc(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 12: Static Field -- SprDmnGrs-Rchg/Fiery Orb(A)
Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), ShlWal-ResDam/Re TP(25), Rct-ResDam%(27)
Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(27), BlsoftheZ-ResKB(29)
Level 18: Paralyzing Blast -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(29), BslGaz-Rchg/Hold(31), BslGaz-Acc/EndRdx/Rchg/Hold(31)
Level 20: Drain Psyche -- TchoftheN-Heal/HP/Regen/Rchg(A), DctWnd-Heal/Rchg(31), TchoftheN-Acc/Heal(33)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(33)
Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(33), CrcPrs-Acc/Conf/Rchg(34), CrcPrs-Acc/Rchg(34), CrcPrs-Conf/EndRdx(34), CrcPrs-Conf%(36)
Level 28: Subdue -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(36), Thn-Dmg/Rchg(36), Thn-Acc/Dmg/Rchg(37), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(37)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
Level 32: Gremlins -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-Dmg/EndRdx(40), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(40)
Level 35: Power Sink -- EffAdp-EndMod/Rchg(A)
Level 38: Psychic Shockwave -- Arm-Dam%(A), Arm-Dmg/EndRdx(42), Arm-Acc/Rchg(42), Arm-Acc/Dmg/Rchg(42), Arm-Dmg/Rchg(43), ScrDrv-Dam%(50)
Level 41: Psionic Lance -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(43), StnoftheM-Acc/Dmg(43), StnoftheM-Dmg/EndRdx(45), StnoftheM-Dmg/ActRdx/Rchg(45)
Level 44: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(45), Rgn-Acc/Rchg(46), Rgn-Acc/Dmg/Rchg(46), Rgn-Dmg/Rchg(46), PstBls-Dam%(50)
Level 47: Summon Guardian -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(48), ExpRnf-Acc/Dmg(48)
Level 49: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(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), Empty(7)
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 -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 1: Quick Form 
Level 50: Agility Core Paragon 
------------
------------
Set Bonus Totals:

  • 17% DamageBuff(Smashing)
  • 17% DamageBuff(Lethal)
  • 17% DamageBuff(Fire)
  • 17% DamageBuff(Cold)
  • 17% DamageBuff(Energy)
  • 17% DamageBuff(Negative)
  • 17% DamageBuff(Toxic)
  • 17% DamageBuff(Psionic)
  • 6% Defense(Melee)
  • 6% Defense(Smashing)
  • 6% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 20.06% Defense(Energy)
  • 20.06% Defense(Negative)
  • 6% Defense(Psionic)
  • 26.63% Defense(Ranged)
  • 6% Defense(AoE)
  • 2.5% Enhancement(Max EnduranceDiscount)
  • 4% Enhancement(Stunned)
  • 106.3% Enhancement(RechargeTime)
  • 4% Enhancement(Held)
  • 4.4% Enhancement(Terrorized)
  • 8% Enhancement(Confused)
  • 8% Enhancement(Sleep)
  • 76% Enhancement(Accuracy)
  • 8% Enhancement(Immobilized)
  • 6% SpeedFlying
  • 95.38 HP (9.38%) HitPoints
  • 6% JumpHeight
  • 6% SpeedJumping
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 38.75%
  • MezResist(Held) 38.75%
  • MezResist(Immobilized) 38.75%
  • MezResist(Sleep) 38.75%
  • MezResist(Stunned) 38.75%
  • MezResist(Terrorized) 38.75%
  • MezResist(Teleport) 100% (20% chance)
  • 22.5% (0.38 End/sec) Recovery
  • 58% (2.46 HP/sec) Regeneration
  • 18% Resistance(Smashing)
  • 38.25% Resistance(Fire)
  • 38.25% Resistance(Cold)
  • 21% Resistance(Energy)
  • 21% Resistance(Negative)
  • 18% Resistance(Toxic)
  • 18% Resistance(Psionic)
  • 18% Resistance(Lethal)
  • 6% SpeedRunning
| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
|-------------------------------------------------------------------|
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|9|
|-------------------------------------------------------------------|

 

Edited by oedipus_tex
Posted

Ty, Oedipus for the reply.  Much appreciated. 🙂

 

I'll check your 'in progress' build out.  That it can kinda of farm is interesting and intriguiong to me as well.  (I've been trying to push the envelope on farmers and see what other things can farm.  eg.  Fire blasters...ice tankers etc.)  I never did 'farm' on live (well, not in the conventional sense.)  But I've been getting more into farming on Homecoming.  I've 'seen the light' in that regard.

 

A video of it in action?  Yes please.  I'll give you a gentle nudge in due course.  😉

 

Been trying to remember the build, powers wise, I had on live.  I know I had perma domi, perma hasten and some decent defence  (the build cost me 3.5 billion in influence...I remember that.  Ouch.)  I had Gremlin, Voltaic, Mu pets. And I'm pretty sure I had all the primary and 2ndary bar chain fence.  I did have hasten.  ofc.  The Mu epic as mentioned with pet and power sink.  Not sure I had the charged armour being honest.  And flight.  (But no hover, I recall.)  I recall going barrier and reactive and that's as much as I can remember on my incarnates.  Not sure what Alpha I picked.  Maybe it was musculature. 

 

Meanwhile, I'll check out your build!

 

Azrael.

Posted

Here's that video I promised.

 

The farm is kind of a hodge podge. I gave the enemies Energy attacks because its easier to cap to Range + Energy for Dominators than it is Slash/Lethal. The character isn't fully slotted (you can see my actual slotting at the end of the video).

 

I could probably be a better farmer if I was a /Fire or /Ice. But I like /Mu for general PVE so I ket it.

 

 

 

 

Posted

Ty for posting the video.  🙂

 

Interesting to see a 'non-standard' farmer.  A domi at that vs Energy mobs.  (As opposed to the standard fire farmers.)  Looks impressive to me and that you might be having a bit of fun with that one.  Elec fences and mu ball doing their thing.  And Barrier for some extra shielding.  *Looking at your Enhancement screen. 🙂

 

My builds have to hang in PVE.  So I understand where you're coming from in that regard.

 

I'll look forward to seeing your final build.

 

Azrael.

Posted

One thing thats interesting to note: multiple Static Fields stack and you can sleep Bosses. You can see that happen a few times in the video. While most Electric builds put minimal slots in Static Field, slotting it up isn't necessarily a bad idea.

Posted (edited)
10 hours ago, oedipus_tex said:

One thing thats interesting to note: multiple Static Fields stack and you can sleep Bosses. You can see that happen a few times in the video. While most Electric builds put minimal slots in Static Field, slotting it up isn't necessarily a bad idea.

That would be reason enough to push the recharge in my build.  Boss sleeping sounds with S.F sounds very K-ool.

 

I open with confuse then put the 'sleep' down.  The Static Fields is a signature power.  Worth 6 slotting.  🙂

 

I found myself trying to click the power buttons in your video.  Enjoyed watching the attack chain.  Chain Fences and making them fall over.  My favourites.  Confuse and slept before hand...they don't stand a chance.  Decent stats on recharge and damage.   I have -recovery in my current SO based general IO build.  So when I get in amongst them I floor them with Power Sink.  And spam Chain, Mu Ball.  Chain Fences, Confuse, Static Field are pivotal powers.  You need the chain fences to keep the mob from leaving so you can power sink and 'link' them to fall over.  They can all be fitted for -recovery.  And I have.  Two in Chain fences.  And end mods in the other powers as well.  I enjoyed watching your play style.  (WHAT was the 'SF' macro button for?)

 

That's another veteran idea.  Have a battery of stats to keep an eye on above next to the map window.  I'll be sure to do that.  I normally just have the defence ones.

 

I remember asking for help with my Elec domi on live.  I remember one of the posters saying you can't have it all, you have to make 'some' sacrifices to get to perma domi/hasten and def capping.

 

I'm wondering if I didn't have Charged Brawl.  I know I didn't have Chain Fence.  Not sure I had the charged armour either as I was focused on draining their end as I had an end problem.  Even after a 3.5 billion build.  But the domi bar would fill up with perma domi.  Not sure I had snipe either.  But given the changes, that would be hard to give up.

 

Azrael.

Edited by Golden Azrael
Posted
6 hours ago, Golden Azrael said:

(WHAT was the 'SF' macro button for?)

Likely a Static Field macro to locate it at the selected target instead of having to ground target it.

Posted
56 minutes ago, Azra said:

I'll have to look out for that.  That would be handy.

 

Azrael.

 

To get that macro, type /macro SF powexeclocation target "Static Field"

 

It makes life much easier. 

Posted

Here is my elec/elec/mu

Shes 50 and was so much fun to play.

75% S/L res 48% range def and 160% rech.

 

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!

Milly Amp 2: Level 50 Mutation Dominator
Primary Power Set: Electric Control
Secondary Power Set: Electricity Assault
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-Acc/Rchg(7), BslGaz-EndRdx/Rchg/Hold(7)
Level 1: Charged Bolts -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(15), Dcm-Dmg/Rchg(25), Dcm-Acc/EndRdx/Rchg(40), Dcm-Acc/Dmg/Rchg(42), EntChs-Heal%(42)
Level 2: Charged Brawl -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(5), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(9), Mk'Bit-Dam%(23)
Level 4: Chain Fences -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Rchg/Fiery Orb(9), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(31), SprDmnGrs-EndRdx/Rchg(43), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(50)
Level 6: Fly -- Flight-I(A)
Level 8: Conductive Aura -- NmnCnv-Regen/Rcvry+(A), PrfShf-EndMod/Acc(42)
Level 10: Havoc Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(11), Mk'Bit-Dmg/Rchg(11), Mk'Bit-Acc/EndRdx/Rchg(46), Mk'Bit-Acc/Dmg/EndRdx/Rchg(48), Mk'Bit-Dam%(48)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Hover -- LucoftheG-Def/Rchg+(A)
Level 16: Static Field -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(17), SprAscoft-EndRdx/Rchg(17), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(19), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(19), SprAscoft-Rchg/+Dmg%(43)
Level 18: Build Up -- GssSynFr--Build%(A)
Level 20: Paralyzing Blast -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(21), BslGaz-EndRdx/Rchg/Hold(21), BslGaz-Acc/EndRdx/Rchg/Hold(34)
Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(23), Rct-Def/EndRdx(25), ShlWal-ResDam/Re TP(46)
Level 24: Boxing -- Acc-I(A)
Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(27), CrcPrs-Acc/Conf/Rchg(27), CrcPrs-Acc/Rchg(29), CrcPrs-Conf/EndRdx(29), CrcPrs-Conf%(43)
Level 28: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(40)
Level 30: Weave -- Rct-Def(A), Rct-Def/EndRdx(31), LucoftheG-Def/Rchg+(31), LucoftheG-Def/EndRdx(37)
Level 32: Gremlins -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), ExpRnf-+Res(Pets)(34), ExpRnf-Dmg/EndRdx(34)
Level 35: Thunder Strike -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37)
Level 38: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(39), StnoftheM-Acc/ActRdx/Rng(39), StnoftheM-Dmg/ActRdx/Rchg(39), StnoftheM-Dmg/EndRdx/Rchg(40), EntChs-Heal%(50)
Level 41: Power Sink -- RechRdx-I(A), EndMod-I(50)
Level 44: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(45)
Level 47: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 49: Surge of Power -- UnbGrd-Max HP%(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)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(46), EndMod-I(48)
Level 50: Barrier Partial Core Invocation
Level 50: Agility Partial Core Revamp
Level 1: Quick Form
Level 50: Assault Partial Core Graft
Level 50: Preemptive Total Core Conversion
------------

 

 

 

 

 

 

Posted
18 hours ago, oedipus_tex said:

 

To get that macro, type /macro SF powexeclocation target "Static Field"

 

It makes life much easier. 

Cheers, Oedipus_Tex.  I'll be using that.  It's one of those quality of life additions. 😄

 

Azrael.

Posted (edited)
11 hours ago, Chelsea Rorec said:

Here is my elec/elec/mu

Shes 50 and was so much fun to play.

75% S/L res 48% range def and 160% rech.

 

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!

Milly Amp 2: Level 50 Mutation Dominator
Primary Power Set: Electric Control
Secondary Power Set: Electricity Assault
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-Acc/Rchg(7), BslGaz-EndRdx/Rchg/Hold(7)
Level 1: Charged Bolts -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(15), Dcm-Dmg/Rchg(25), Dcm-Acc/EndRdx/Rchg(40), Dcm-Acc/Dmg/Rchg(42), EntChs-Heal%(42)
Level 2: Charged Brawl -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(5), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(9), Mk'Bit-Dam%(23)
Level 4: Chain Fences -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Rchg/Fiery Orb(9), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(31), SprDmnGrs-EndRdx/Rchg(43), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(50)
Level 6: Fly -- Flight-I(A)
Level 8: Conductive Aura -- NmnCnv-Regen/Rcvry+(A), PrfShf-EndMod/Acc(42)
Level 10: Havoc Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(11), Mk'Bit-Dmg/Rchg(11), Mk'Bit-Acc/EndRdx/Rchg(46), Mk'Bit-Acc/Dmg/EndRdx/Rchg(48), Mk'Bit-Dam%(48)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Hover -- LucoftheG-Def/Rchg+(A)
Level 16: Static Field -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(17), SprAscoft-EndRdx/Rchg(17), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(19), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(19), SprAscoft-Rchg/+Dmg%(43)
Level 18: Build Up -- GssSynFr--Build%(A)
Level 20: Paralyzing Blast -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(21), BslGaz-EndRdx/Rchg/Hold(21), BslGaz-Acc/EndRdx/Rchg/Hold(34)
Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(23), Rct-Def/EndRdx(25), ShlWal-ResDam/Re TP(46)
Level 24: Boxing -- Acc-I(A)
Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(27), CrcPrs-Acc/Conf/Rchg(27), CrcPrs-Acc/Rchg(29), CrcPrs-Conf/EndRdx(29), CrcPrs-Conf%(43)
Level 28: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(40)
Level 30: Weave -- Rct-Def(A), Rct-Def/EndRdx(31), LucoftheG-Def/Rchg+(31), LucoftheG-Def/EndRdx(37)
Level 32: Gremlins -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), ExpRnf-+Res(Pets)(34), ExpRnf-Dmg/EndRdx(34)
Level 35: Thunder Strike -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37)
Level 38: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(39), StnoftheM-Acc/ActRdx/Rng(39), StnoftheM-Dmg/ActRdx/Rchg(39), StnoftheM-Dmg/EndRdx/Rchg(40), EntChs-Heal%(50)
Level 41: Power Sink -- RechRdx-I(A), EndMod-I(50)
Level 44: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(45)
Level 47: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 49: Surge of Power -- UnbGrd-Max HP%(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)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(46), EndMod-I(48)
Level 50: Barrier Partial Core Invocation
Level 50: Agility Partial Core Revamp
Level 1: Quick Form
Level 50: Assault Partial Core Graft
Level 50: Preemptive Total Core Conversion
------------

 

 

 

 

 

 

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.

Edited by Golden Azrael
Posted (edited)

You're right not to skip Jolting Chain. It used to be a skippable power under the old proc rules. In the new system, it does decent damage and is a good filler AoE attack. Fill it with every damage proc you can, plus the global +Recharge proc.

 

A lot of older builds did used to skip it though.

Edited by oedipus_tex
Posted

From the other grav en thread...I liked Oedipus' domi summary.

 

I rank priority like this in the current meta:

 

1) Enough recharge to become perma-dom

2) ~32 defense (either Ranged or S/L)

3) Procs

4) Soft capping (if possible)

 

Mill check out your updated build.  I just noticed your edit.

 

Azrael.

Posted (edited)

I have surge of power in my build but have honestly never used it or felt the need to.

If you have enough -end the mobs are hardly attacking anyway.

Even with EB's AV's my def/S/L is high enough to mitigate the damage.

I still don't miss jolting chains 😛

And achieving at least 40% ranged def is very easy.

My damage chain is basicly the 3 melee attacks.The rech is high enough that i can cycle through all 3 constantly and maybe throwing in a snipe or charged bolt as needed for the heal.

I like the smash 🙂

 

Edited by Chelsea Rorec
Posted

I had an Elec/Elec/Mu dom on live and it was fun and safe, but slow.  I revised it using some of the new toys we have available and switched from Mu to Mace.  Yes, it's a little less thematic, but as Chelsea said, I hardly ever used Surge of Power.  The revised version is softcapped to S/L and just shy on energy.  Things are either asleep, drained, confused, flopping like fish, or all of the above.  Zapp and Thunder Strike add some heavy damage and bonus damage from perma Tarantula and Voltaic Sentinel.

 

I went Agility Core for recharge, defense, and extra end-mod on all my attacks, Support Core to boost mezzes and defense, accuracy and damage for me and the pets, Clarion Radial for even more  mezz & defense, along with extra range, tohit, and end mod.  And Ion, of course, but I went radial for more thematic end drain, recovery debuff, and chance to hold.

 

 

 

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!

Mu of Flea: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Electricity Assault
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/Rchg(5)
Level 1: Charged Bolts -- Dcm-Acc/EndRdx/Rchg(A), Dcm-Acc/Dmg/Rchg(34), Dcm-Acc/Dmg(34), Dcm-Dmg/EndRdx(34), Dcm-Build%(36)
Level 2: Chain Fences -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Rchg/Fiery Orb(11), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SprDmnGrs-EndRdx/Rchg(21), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(21), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(43)
Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(5), Rct-ResDam%(7), Ksm-ToHit+(9)
Level 6: Jolting Chain -- Dcm-Acc/Dmg(A), Dcm-Acc/Dmg/Rchg(7), Dcm-Dmg/EndRdx(36), Dcm-Dmg/Rchg(36), Dcm-Acc/EndRdx/Rchg(37), FrcFdb-Rechg%(45)
Level 8: Conductive Aura -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(31), EffAdp-EndMod/Acc/Rchg(31), EffAdp-Acc/Rchg(33), EffAdp-EndMod/Acc(33), EffAdp-EndMod/EndRdx(33)
Level 10: Havoc Punch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/Rchg(25), SprBlsCol-Dmg/EndRdx/Acc/Rchg(25), SprBlsCol-Rchg/HoldProc(27)
Level 12: Static Field -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(13), SprAscoft-EndRdx/Rchg(13), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SprAscoft-Rchg/+Dmg%(17)
Level 14: Kick -- FrcFdb-Rechg%(A)
Level 16: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(17), UnbGrd-Max HP%(27), UnbGrd-ResDam(29), UnbGrd-ResDam/EndRdx(29), UnbGrd-ResDam/EndRdx/Rchg(31)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 20: Zapp -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(40), Apc-Acc/Rchg(40), Apc-Dmg/EndRdx(40), Apc-Dam%(42)
Level 22: Build Up -- GssSynFr--Build%(A)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46)
Level 26: Synaptic Overload -- CrcPrs-Conf%(A), CrcPrs-Acc/Conf/Rchg(37), CrcPrs-Acc/Rchg(39), CrcPrs-Conf/EndRdx(39), CrcPrs-Conf/Rchg(39)
Level 28: Static Discharge -- Rgn-Acc/Dmg/Rchg(A), Rgn-Acc/Rchg(43), Rgn-Dmg/EndRdx(43), Rgn-Dmg/Rchg(45), Rgn-Knock%(46)
Level 30: Super Speed -- BlsoftheZ-ResKB(A)
Level 32: Gremlins -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(37), ExpRnf-EndRdx/Dmg/Rchg(45), ExpRnf-Acc/Dmg/Rchg(50)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(42)
Level 38: Thunder Strike -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(48), Arm-Acc/Rchg(48), Arm-Dmg/EndRdx(48), Arm-Dam%(50)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46)
Level 44: Personal Force Field -- LucoftheG-Def/Rchg+(A)
Level 47: Voltaic Sentinel -- BldMnd-Acc/Dmg/EndRdx(A)
Level 49: Summon Tarantula -- SlbAll-Acc/Dmg/Rchg(A), SlbAll-Dmg/Rchg(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 -- 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+(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(9)
Level 50: Support Core Embodiment
Level 50: Degenerative Core Flawless Interface
Level 50: Ion Radial Final Judgement
Level 50: Agility Core Paragon
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Clarion Radial Epiphany
Level 1: Quick Form
------------

 

 

Posted
4 hours ago, Chelsea Rorec said:

I have surge of power in my build but have honestly never used it or felt the need to.

If you have enough -end the mobs are hardly attacking anyway.

Even with EB's AV's my def/S/L is high enough to mitigate the damage.

I still don't miss jolting chains 😛

And achieving at least 40% ranged def is very easy.

My damage chain is basicly the 3 melee attacks.The rech is high enough that i can cycle through all 3 constantly and maybe throwing in a snipe or charged bolt as needed for the heal.

I like the smash 🙂

 

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.

Posted
3 hours ago, Bionic_Flea said:

I had an Elec/Elec/Mu dom on live and it was fun and safe, but slow.  I revised it using some of the new toys we have available and switched from Mu to Mace.  Yes, it's a little less thematic, but as Chelsea said, I hardly ever used Surge of Power.  The revised version is softcapped to S/L and just shy on energy.  Things are either asleep, drained, confused, flopping like fish, or all of the above.  Zapp and Thunder Strike add some heavy damage and bonus damage from perma Tarantula and Voltaic Sentinel.

 

I went Agility Core for recharge, defense, and extra end-mod on all my attacks, Support Core to boost mezzes and defense, accuracy and damage for me and the pets, Clarion Radial for even more  mezz & defense, along with extra range, tohit, and end mod.  And Ion, of course, but I went radial for more thematic end drain, recovery debuff, and chance to hold.

 

 

 

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!

Mu of Flea: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Electricity Assault
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/Rchg(5)
Level 1: Charged Bolts -- Dcm-Acc/EndRdx/Rchg(A), Dcm-Acc/Dmg/Rchg(34), Dcm-Acc/Dmg(34), Dcm-Dmg/EndRdx(34), Dcm-Build%(36)
Level 2: Chain Fences -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Rchg/Fiery Orb(11), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SprDmnGrs-EndRdx/Rchg(21), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(21), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(43)
Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(5), Rct-ResDam%(7), Ksm-ToHit+(9)
Level 6: Jolting Chain -- Dcm-Acc/Dmg(A), Dcm-Acc/Dmg/Rchg(7), Dcm-Dmg/EndRdx(36), Dcm-Dmg/Rchg(36), Dcm-Acc/EndRdx/Rchg(37), FrcFdb-Rechg%(45)
Level 8: Conductive Aura -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(31), EffAdp-EndMod/Acc/Rchg(31), EffAdp-Acc/Rchg(33), EffAdp-EndMod/Acc(33), EffAdp-EndMod/EndRdx(33)
Level 10: Havoc Punch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/Rchg(25), SprBlsCol-Dmg/EndRdx/Acc/Rchg(25), SprBlsCol-Rchg/HoldProc(27)
Level 12: Static Field -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(13), SprAscoft-EndRdx/Rchg(13), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SprAscoft-Rchg/+Dmg%(17)
Level 14: Kick -- FrcFdb-Rechg%(A)
Level 16: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(17), UnbGrd-Max HP%(27), UnbGrd-ResDam(29), UnbGrd-ResDam/EndRdx(29), UnbGrd-ResDam/EndRdx/Rchg(31)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 20: Zapp -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(40), Apc-Acc/Rchg(40), Apc-Dmg/EndRdx(40), Apc-Dam%(42)
Level 22: Build Up -- GssSynFr--Build%(A)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46)
Level 26: Synaptic Overload -- CrcPrs-Conf%(A), CrcPrs-Acc/Conf/Rchg(37), CrcPrs-Acc/Rchg(39), CrcPrs-Conf/EndRdx(39), CrcPrs-Conf/Rchg(39)
Level 28: Static Discharge -- Rgn-Acc/Dmg/Rchg(A), Rgn-Acc/Rchg(43), Rgn-Dmg/EndRdx(43), Rgn-Dmg/Rchg(45), Rgn-Knock%(46)
Level 30: Super Speed -- BlsoftheZ-ResKB(A)
Level 32: Gremlins -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(37), ExpRnf-EndRdx/Dmg/Rchg(45), ExpRnf-Acc/Dmg/Rchg(50)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(42)
Level 38: Thunder Strike -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(48), Arm-Acc/Rchg(48), Arm-Dmg/EndRdx(48), Arm-Dam%(50)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46)
Level 44: Personal Force Field -- LucoftheG-Def/Rchg+(A)
Level 47: Voltaic Sentinel -- BldMnd-Acc/Dmg/EndRdx(A)
Level 49: Summon Tarantula -- SlbAll-Acc/Dmg/Rchg(A), SlbAll-Dmg/Rchg(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 -- 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+(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(9)
Level 50: Support Core Embodiment
Level 50: Degenerative Core Flawless Interface
Level 50: Ion Radial Final Judgement
Level 50: Agility Core Paragon
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Clarion Radial Epiphany
Level 1: Quick Form
------------

 

 

 

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.

Posted (edited)

Surge of Power is mostly a waste of time because Dominators soft cap Resists at 75%, so you're spending a slot for a big Orange inspiration and a forced endurance crash.

 

The real gem of the Mu Pool is Power Sink and to a lesser extent the pet. Endurance Drain bides by none of the rules of mezz, it's a straight autohit bar drain and the only defense enemies have to it is End Drain Resistance. AVs have this resistance but other than special mobs (Malta Sappers, one of the AVs in the LRSF) rarely does anything else. 

 

Power Sink of course appears in other power sets--in Electric Armor, Blaster Elec Manipulation, Defender/Corruptor APPs. But it's on Electric Dominators where it just becomes sick. (It's not as attractive to Controllers because the Mu APP lacks a single target blast that most Controller's grab in their APPs).

 

The short of it is other Control powers can miss, but Power Sink always hits, and if the enemy's blue bar is below threshold, they are out of the fight at that point and likely as long as you keep pressure on them.

 

This is anecdotal, but I'm fairly sure I remember my Elec/Psi Dom flooring the endurance on every big boss enemy in the Summer Blockbuster trial. I am unsure whether I was exemped below Power Sink for that. Bottoming out every Elite Boss in the ITF is definitely a repeatable feature though.

 

 

Edited by oedipus_tex
Posted

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.

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