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Elec/Elec build anyone?


Johnny Dynamo

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Hi! I dont know your inf budget but for an ideal build this one below is what i would aim for.

- 2 Gremlins + 1 Mu Guardian pet (Mu is perma and better than Voltaic Sentinel in my opinion)

- Permadom +perma hasten

- Rangend Defense softcapped

- Decent S/L resist 

- Power Sink to stack with -end secondary effects getting all npcs perma drained

Build is expensive but it worth to invest in if you intend to max out your dominator for endgame

 

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!

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

Villain Profile:
Level 1: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5)
Level 1: Charged Bolts -- Dcm-Build%(A)
Level 2: Charged Brawl -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(5), Mk'Bit-Dmg/Rchg(7), Mk'Bit-Acc/EndRdx/Rchg(7), Mk'Bit-Acc/Dmg/EndRdx/Rchg(9), Mk'Bit-Dam%(21)
Level 4: Lightning Bolt -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(9), Dcm-Dmg/Rchg(11), Dcm-Acc/EndRdx/Rchg(11), Dcm-Acc/Dmg/Rchg(13)
Level 6: Jolting Chain -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(25), Thn-Acc/Dmg/Rchg(43)
Level 8: Conductive Aura -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(13), PreOptmz-EndMod/Rech(15), PreOptmz-EndMod/Acc/End(21), PreOptmz-EndMod/Acc/Rech(27), PreOptmz-EndMod/End/Rech(29)
Level 10: Havoc Punch -- Hct-Dmg(A), Hct-Dmg/EndRdx(15), Hct-Dmg/Rchg(23), Hct-Acc/Dmg/Rchg(23), Hct-Acc/Rchg(25)
Level 12: Chain Fences -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SprAscoft-EndRdx/Rchg(27), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(37), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(42), SprAscoft-Rchg/+Dmg%(48)
Level 14: Super Jump -- Jump-I(A)
Level 16: Build Up -- HO:Membr(A), HO:Membr(17), GssSynFr--Build%(17)
Level 18: Paralyzing Blast -- UnbCns-Hold(A), UnbCns-Hold/Rchg(19), UnbCns-Acc/Hold/Rchg(31), UnbCns-Acc/Rchg(31), UnbCns-EndRdx/Hold(45)
Level 20: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx/Rchg(29), StnoftheM-Dmg/EndRdx(33), StnoftheM-Acc/ActRdx/Rng(33), StnoftheM-Dmg/ActRdx/Rchg(33)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 24: Boxing -- Empty(A)
Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(31), CrcPrs-Acc/Conf/Rchg(36), CrcPrs-Acc/Rchg(36), CrcPrs-Conf/EndRdx(36), CrcPrs-Conf%(37)
Level 28: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(37)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(39), ShlWal-ResDam/Re TP(46)
Level 32: Gremlins -- ExpRnf-Acc/Rchg(A), ExpRnf-+Res(Pets)(34), ExpRnf-Dmg/EndRdx(34), ExpRnf-Acc/Dmg(40), ExpRnf-Acc/Dmg/Rchg(40), ExpRnf-EndRdx/Dmg/Rchg(46)
Level 35: Thunder Strike -- Arm-Dmg(A), Arm-Dmg/EndRdx(40), Arm-Dmg/Rchg(42), Arm-Acc/Dmg/Rchg(42), Arm-Acc/Rchg(43)
Level 38: Power Sink -- PrfShf-EndMod/Acc/Rchg(A), EffAdp-EndMod/Acc/Rchg(43)
Level 41: Charged Armor -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(45), RctArm-EndRdx(46)
Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), Rct-ResDam%(48)
Level 47: Summon Guardian -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(50), CaltoArm-Acc/Dmg/Rchg(50), CaltoArm-+Def(Pets)(50)
Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Domination 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(39), EndMod-I(39)
Level 1: Quick Form 
Level 50: Agility Core Paragon 
------------

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Curious question- 

 

I know /elec is chosen because it, well, has end drain... but I always found it meager compared to what Elec does... so my question: wouldn't an end drain focused build be better off with a Power Boost secondary? 

 

If it's thematic, ignore this, but if it's for "all in -end drain," I feel like you'd be better off having a power boost than the 7-10% drain in the attacks in between 😛 

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@kiramoni agree PB would work great with -end. However having access to incarnates powers you have a great -end choices that would help to build a perfect zapper. 

My Elec/Elec is currently running with Agility (end mod Boost) Ion (also -end sec) Preemptive (-end proc) and Storm Elementals (-end sec).

So basically whatever i fight gets end drained in no time.

The 3 Assault sets available for doms with PB (Earth, Dark and Energy) don't have so much sinergy with Elec primary in my opinion. I see more sinergy pairing Elec with Psionic due Drain Psyche.

 

 

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Just now, serxiom said:

@kiramoni agree PB would work great with -end. However having access to incarnates powers you have a great -end choices that would help to build a perfect zapper. 

My Elec/Elec is currently running with Agility (end mod Boost) Ion (also -end sec) Preemptive (-end proc) and Storm Elementals (-end sec).

So basically whatever i fight gets end drained in no time.

The 3 Assault sets available for doms with PB (Earth, Dark and Energy) don't have so much sinergy with Elec primary in my opinion. I see more sinergy pairing Elec with Psionic due Drain Psyche.

 

 

Icy has it too - not that it synergizes anymore. 

 

Though I'd argue you really have to determine whether we mean synergize as in enhance or synergize as in works well with. I'd argue slowing the recharge so you can drain in between so they can't activate is pretty synergistic. Having them miss the 1 attack that goes through is pretty good too, as is knockdown to give more chances to drain the last tick.

 

I do agree that Psi goes well though with Electric. If I wanted to be a real drainer, I'd go Elec/Psi/Mu or Elec/Earth/Mu. I think Earth does just fine with Elec, due to conductive wanting you to be in melee so much while providing some more control in there with KD going. However, the power of End drain only comes at 100% drained, which is why I think PB is so worthwhile for it overall, since it gets them to zero faster -- and then the incarnates you mentioned help keep them there. 

 

Mind you, my Elec is /Thorns, so take me with a grain of salt, lol

 

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I think the best synergy for Electric Control is Psi Assault. My "main" is an Elec/Psi. It's good. Sturdy. Can farm decently, not as fast as Plant, but because Jolting Chain probably better than most other secondaries other than maybe Fire. I can roll through radio missions at x8+4 against some enemies, as long as they don't have -Recharge powers.

 

I was having issues with single target damage so I dropped the Mu pool for Primal. Energy Transfer combos well with Drain Psyche and mitigates the self damage that power does. 

 

 

Personally I have a low opinion of Electric Assault as a set. The best combo for it actually probably actually is Electric Control, so if you're determined to play Electric Assault, Electric Control would be my pick. But, there are stronger secondaries for Electric Control.

 

If you do decide to pick a secondary with a Power Boost effect, the best pairing is probably Dark Assault. The Power Boost-like power there boosts the -ToHit and self heal in that set on top of your endurance drain, so you get a 3-in-1 package. However unlike Psi it features a bunch of DoT powers that interrupt the sleep patch power.


FWIW I find the Electric Gremlin pets worthless on a Dom late game build. They are ok-ish prior to IOs but don't keep up. I had them in my build forever but finally dropped them. I found they didn't contribute enough damage for how much heat they brought down on my head at x8+4 solo. 

Edited by oedipus_tex
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3 hours ago, oedipus_tex said:


FWIW I find the Electric Gremlin pets worthless on a Dom late game build. They are ok-ish prior to IOs but don't keep up. I had them in my build forever but finally dropped them. I found they didn't contribute enough damage for how much heat they brought down on my head at x8+4 solo. 

 

Did you also find one dies a lot? I always turn around and only is ever left alive. They really are not great. 

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ERm.  Elec.  Elec.  Patron Elec.

 

Great, great control.  Damage is so-so.  But next to the 'long play' foreplay of control in abundance, who cares?  No damage queen here...

 

So?

 

1st of all.  Grab all the powers you can on the way to L50 including the Patron Elec set.

 

That way...you (!) can decide what Elec Powers you like and don't like.

 

The Sleep and Confuse are, to me, mandatory.  Keystones of the set.

 

The Elec Assault has a sound snipe and blaps to put the mob under the kosh when slept.  Great fun to play.  But not overwhelmingly damaging...but fun.  And that's why I like to play it.  Pulling legs of spider fun.

 

When at L50.  You'll have to make decisions on what powers to leave out if you want to include Hasten and other powers that can allow you to 'defence' cap your elec domi.

 

So you'll maybe be wanting:

 

Perma Domination.

Perma Hasten.

Defence soft capping.

 

This comes at a price.  (Which I'm still in denial about...)

 

When you've had journey to L50 fun you'll be in a better mind as to how to build your(!) elec domi to your custom satisfaction.

 

I have a sound elec/elec/elec patron Dominator which is softcapped, perma hasten and perma domination.  It's tuned to the way that 'I' wanted it built.

 

There are flavours of builds.

 

Such as?

 

Pet based.  You can have the Gremlins, The flying electricity sentinel orb, the floating Mu from the Patron and??????  The Incarnate Pets: storm clouds.

 

I make that?  6 pets.  Now.  Some of them (looking at you gremlins...) can be 'fragile' in +4 x8 content.  But if you have barrier?  You can offer Pets some az whomping protection from their fragile selves.  (The floating orb...to counter act the 'fragile' argument...can't be hurt or hit!!!)  And the Storm clouds?  Are fantastic mitigators in the fog of war.

 

6 pets.  By the time any mob gets to you?  There isn't much left of them.  If they're not already slept or confused before you havok punch them.

 

See?

 

Unlimited POW-URHHHHHHHHHHHHHHH!

 

You can also do a...hybrid build of less pets and utilising a form of perma unstoppable...which is very risky at intervals...but very exciting...

 

There's also a 'high defence' scorpion armour build which involves that Spider pet.

 

My favourite build is the one I've outlined: PETS.  MOAR PETS!!!!

 

Azrael.

Edited by Golden Azrael
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This is my most recently updated Elec/Psi/Primal build. You wouldn't want to duplicate this with an Elec/Elec because the Primal pool only really works well if you have a self heal (drain psyche) to offset the self damage. 

 

A more defensive version of this would be Elec/Psi/Psi. A more sapper version of it, which I used to roll with, would be Elec/Psi/Mu. All have their strengths. In the end I went with this for the better damage, since Psi APP doesnt offer much.

 

image.thumb.png.d6eb35908736516b7c23012dc5ace4b1.png

 

image.png.ebf000968488fae02bb3cf1ad121a15b.png

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-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: Primal Forces Mastery

Hero Profile:
Level 1: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(5)
Level 1: Psionic Dart -- Acc-I(A)
Level 2: Chain Fences -- PwrTrns-+Heal(A), PwrTrns-Dam/Acc/Rech/End(7), PwrTrns-Dam/Acc/End(7), PwrTrns-Dam/EndMod(9), PwrTrns-Dam/Rech(9), PwrTrns-EndMod(11)
Level 4: Mind Probe -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(13), KntCmb-Dmg/EndRdx/Rchg(13)
Level 6: Telekinetic Thrust -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(15), KntCmb-Dmg/Rchg(15), KntCmb-Dmg/EndRdx/Rchg(17)
Level 8: Conductive Aura -- EffAdp-EndMod/Acc(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 12: Static Field -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(19), SprAscoft-Rchg/+Dmg%(19), SprAscoft-EndRdx/Rchg(21), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(21), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(23)
Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(23), Rct-ResDam%(37), Rct-Def(46)
Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 18: Paralyzing Blast -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(25), BslGaz-Rchg/Hold(25), BslGaz-Acc/EndRdx/Rchg/Hold(27)
Level 20: Drain Psyche -- EffAdp-Acc/Rchg(A), TchoftheN-Heal/HP/Regen/Rchg(27), TchoftheN-Acc/Heal(29), DctWnd-Heal/Rchg(29)
Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(31), KntCmb-Dmg/Rchg(31), KntCmb-Dmg/EndRdx/Rchg(31)
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(33), CrcPrs-Acc/Rchg(34), CrcPrs-Conf/EndRdx(34), CrcPrs-Conf%(34)
Level 28: Subdue -- Apc-Dam%(A), Apc-Dmg/EndRdx(36), Apc-Acc/Rchg(36), Apc-Acc/Dmg/Rchg(36), Apc-Dmg/Rchg(37)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
Level 32: Tactics -- RctRtc-ToHit(A), RctRtc-Pcptn(37)
Level 35: Psionic Lance -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Acc/Dmg(39), StnoftheM-Dmg/EndRdx(40), StnoftheM-Dmg/ActRdx/Rchg(40), GldJvl-Dam%(40)
Level 38: Psychic Shockwave -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(42), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Dmg/EndRdx(43)
Level 41: Energy Transfer -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Rchg/HoldProc(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/EndRdx(45)
Level 44: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-Max HP%(45), UnbGrd-ResDam/EndRdx(46), UnbGrd-Rchg/ResDam(46)
Level 47: Explosive Blast -- Rgn-Dmg/EndRdx(A), Rgn-Dmg(48), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(50), SuddAcc--KB/+KD(50)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(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(5)
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: Musculature Radial Paragon 
------------
------------
Set Bonus Totals:

  • 15% DamageBuff(Smashing)
  • 15% DamageBuff(Lethal)
  • 15% DamageBuff(Fire)
  • 15% DamageBuff(Cold)
  • 15% DamageBuff(Energy)
  • 15% DamageBuff(Negative)
  • 15% DamageBuff(Toxic)
  • 15% DamageBuff(Psionic)
  • 28.19% Defense(Smashing)
  • 28.19% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 17.25% Defense(Energy)
  • 17.25% Defense(Negative)
  • 6% Defense(Psionic)
  • 23.19% Defense(Melee)
  • 21% Defense(Ranged)
  • 6% Defense(AoE)
  • 1.35% Max End
  • 2.5% Enhancement(Max EnduranceDiscount)
  • 4% Enhancement(Stunned)
  • 4% Enhancement(Held)
  • 4.4% Enhancement(Terrorized)
  • 8% Enhancement(Sleep)
  • 8% Enhancement(Immobilized)
  • 92.5% Enhancement(RechargeTime)
  • 8% Enhancement(Confused)
  • 39% Enhancement(Accuracy)
  • 190.8 HP (18.76%) HitPoints
  • MezResist(Confused) 43.75%
  • MezResist(Held) 43.75%
  • MezResist(Immobilized) 43.75%
  • MezResist(Sleep) 43.75%
  • MezResist(Stunned) 43.75%
  • MezResist(Terrorized) 43.75%
  • MezResist(Teleport) 100% (20% chance)
  • 20% PerceptionRadius
  • 20% (0.33 End/sec) Recovery
  • 44% (1.86 HP/sec) Regeneration
  • 30% ResEffect(SpeedFlying)
  • 30% ResEffect(RechargeTime)
  • 30% ResEffect(SpeedRunning)
  • 9.5% Resistance(Smashing)
  • 30.5% Resistance(Fire)
  • 30.5% Resistance(Cold)
  • 10.25% Resistance(Energy)
  • 10.25% Resistance(Negative)
  • 8% Resistance(Toxic)
  • 8% Resistance(Psionic)
  • 9.5% Resistance(Lethal)

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Already level 50, understand the powers, and have my preferences (saw the you (!) reference above). Curious to see what others have chosen specifically for an elec/elec Dominator, and of course see how enhancement slotting can work in those powers. I cannot access Mids is all. It's helpful to compare and contrast what I like with what others have selected/built. 🙂

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For me, the key thing to Elec/Elec Dominator is working with it's inherent 'sapping' nature.

 

As for what people pick.  Both control and assault sets kind of pick themselves.  The more control you select the more control you have.  The more melee powers you pick the more combat options you have.  With Mu Patron you can compound your advantage.

 

Do you want to be a Sapper, a Pet King, a sleeper or a confuser?  or a mix of all of them.  You can play at range or in the mobs (where the sapping keystone of Static Aura...will come into its own...)

 

It creates another layer of soft armour.  Out of energy..?  Mobs can't attack.

 

And that's where the 'Mu' Patron can help.  It has an extra Pet in there too.

 

Having more pets buys more time to drain mobs as they're occupied by pets instead of you.

 

Jolting Chain.  A good source of Proc experimentation.  Damage.  etc.

 

Elec/Elec/Elec is a bit like an Ice/Ice/Ice tanker.  It's damage wholesale.

 

There's no 'fire burn it in seconds' mob melting. 

 

But Domination is about the cruel saturation of control.  More foreplay.  Less bang.

 

Though there are 'heavy' hitters such has Havoc Punch, ThunderStrike (great for crunching mobs held in Elec Fences...), Snipe...and the Elec AoE stacks with the damage from Elec Fence melting their resolved by sapping their end...and slowly frying their health bar ready for the knock out punch.

 

Azrael.

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On 7/15/2020 at 2:39 PM, kiramon said:

 

Did you also find one dies a lot? I always turn around and only is ever left alive. They really are not great. 

I find this true on all my multi pet toons. I have a couple fire doms and trollers and it seems like everytime i turn around one of the three is dead and the other 2 seem just fine. Like one is playing meat shield. 

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On 7/21/2020 at 6:29 AM, Golden Azrael said:

It creates another layer of soft armour.  Out of energy..?  Mobs can't attack.

The thing is everyone tells me this even back before villains like talking about elec blasters as well. And i am always disappointed with the draining that i do when i actually play. In my experience if an enemy has like even 1 point of end left they can attack with just about anything, like their powers dont have a set cost, but just a on/off switch to if they have end or not. And being that in most cases it takes 2-3 attacking powers to drain and then have to maintain end, with just normal chances to hit and miss i kind of find the reliance on end drain to be disappointing. Or at minimum very time consuming. It seems like you have to dedicate a vast majority of your resources to end draining to keep up the effect as with most sets the amount of control you can send out is a much more reliable defense then end drain. And IMO elec is really kind of weak on control. Which then means if you take resources away from damage to do end drain you also have to take resources away to buff control because you are not killing as quckly. 

 

I dont know i keep trying to find a way to like electric and keep just losing interest because it just frankly feels to weak. I get it, end drain, but if it means i am having to kill +4 bosses feeling like a defender with no debuffing, whats the point. 

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The point.  Absolutes are difficult to find in life.  There will always be bit of something else in your something.

 

A little occasional end for the mob to do the occasional attack which won't hurt much?  They're basically on the canvas with their arms heavy to bother attacking anymore.  It doesn't necessarily mean they will never ever ever attack ever ever again.  But they're basically out the fight.

 

Is a personal preference of play style.

 

Damage throughput.  eg. Flame.  Dead.  Super quick.

 

Or Elegant play which is more thoughtful and intricate.  With more subtle qualities.

 

What's teh point of anything, eh?

 

It takes a few powers to dent the mobs capacity to hit you hard.  When their end hits the bottom?  They are reduced to the occasional attack.

 

And you have to factor in confuse or sleeps.  Or making them flop over like fishes out of water.

 

A defender with debuffing is it's own thing.  That can also be 'fun.'

 

But so can an elec/elec/Mu Dominator dominating the fight excruciatingly on the mob.

 

Short form vs long form.  Some players are in a rush.  Some players take their time.  Some like 8 man teams incinerating mobs before they drop dead to the floor others like duo combos where teh art of combat...is more balladic.  More chess than a-bombing.

 

It's a choice.  Squash the spider or pull the legs off the spider.  Damage throughput vs the ultimate control.

 

There's nothing 'weak' about sleeping, confusing, kndn, fencing, petting...and draining the life out the mobs.

 

It's wholesale damage vs instant coffee.

 

 

Azrael.

Edited by Golden Azrael
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I run this its only got ranged defence which might seem strange on a toon played in melee but i shuffle around so i dont get hit and most stuff is asleep/drained of end anyway. No pets, gremlins are worse than useless minor damage and most annoyingly they kb stuff and when your teaming you don't wanna annoy team-mates by immob'ing everything instantly then watching as the melee rush off to find a mob that they can get in damage aura range. Sleep is essential its your insta win button vs most stuff and the first thing i use as it lets you get close and start draining. Charged Brawl over Havoc Punch as it doesnt kb. Skipped pointless cone. Toon is so clicky anyway that dropping voltaic got annoying.

 

Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

ELEC ELEC MU: Level 50 Technology Dominator
Primary Power Set: Electric Control
Secondary Power Set: Electricity Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
------------
Level 1:    Tesla Cage            SprAscoft-Rchg/+Dmg%:50(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(5), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(5), SprAscoft-EndRdx/Rchg:50(7), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(7), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(9)
Level 1:    Charged Bolts            Dcm-Build%:40(A), Dcm-Acc/Dmg/Rchg:40(9), Dcm-Acc/EndRdx/Rchg:40(11), Dcm-Acc/Dmg:40(11), Dcm-Dmg/EndRdx:40(13)
Level 2:    Chain Fences            SprDmnGrs-Rchg/Fiery Orb:50(A), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(13), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(15), SprDmnGrs-EndRdx/Rchg:50(15), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(17), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(17)
Level 4:    Charged Brawl            Mk'Bit-Dam%:50(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(19), Mk'Bit-Acc/EndRdx/Rchg:50(19), Mk'Bit-Dmg/Rchg:50(21), Mk'Bit-Dmg/EndRdx:50(21), Mk'Bit-Acc/Dmg:50(23)
Level 6:    Jolting Chain            Dcm-Acc/Dmg:40(A), Dcm-Dmg/EndRdx:30(23), Dcm-Dmg/Rchg:40(25), Dcm-Acc/EndRdx/Rchg:40(25), Dcm-Acc/Dmg/Rchg:40(27), FrcFdb-Rechg%:50(27)
Level 8:    Conductive Aura            EffAdp-EndMod/Acc:50(A)
Level 10:    Lightning Bolt            Apc-Dam%:50(A), Apc-Dmg/EndRdx:50(29), Apc-Acc/Rchg:50(29), Apc-Acc/Dmg/Rchg:50(31), Apc-Dmg:50(31)
Level 12:    Static Field            FrtHyp-Plct%:50(A)
Level 14:    Super Speed            BlsoftheZ-Travel/EndRdx:50(A), BlsoftheZ-ResKB:50(31)
Level 16:    Build Up            GssSynFr--Build%:50(A), GssSynFr--ToHit/Rchg:50(33), GssSynFr--Rchg/EndRdx:50(33)
Level 18:    Hasten                RechRdx-I:50(A), RechRdx-I:50(33)
Level 20:    Zapp                StnoftheM-Dam%:50(A), StnoftheM-Dmg/EndRdx/Rchg:50(34), StnoftheM-Acc/Dmg:50(34), StnoftheM-Dmg/EndRdx:50(34), StnoftheM-Dmg/ActRdx/Rchg:50(36)
Level 22:    Combat Jumping            LucoftheG-Def/Rchg+:50(A), Ksm-ToHit+:30(36), ShlWal-ResDam/Re TP:50(36), Rct-ResDam%:50(37), Rct-Def/EndRdx:50(37)
Level 24:    Boxing                Empty(A)
Level 26:    Synaptic Overload        CrcPrs-Conf%:50(A), CrcPrs-Conf/EndRdx:50(37), CrcPrs-Conf:50(39), CrcPrs-Conf/Rchg:50(39), CrcPrs-Acc/Conf/Rchg:50(39), CrcPrs-Acc/Rchg:50(40)
Level 28:    Tough                StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(40), GldArm-End/Res:50(40), GldArm-Res/Rech/End:50(50)
Level 30:    Weave                RedFrt-Def/EndRdx:50(A), RedFrt-Def/Rchg:50(42), RedFrt-EndRdx/Rchg:50(42), RedFrt-Def/EndRdx/Rchg:50(42), RedFrt-Def:50(43), RedFrt-EndRdx:50(43)
Level 32:    Maneuvers            LucoftheG-Def/Rchg+:50(A), RedFrt-Def/EndRdx:50(43), RedFrt-Def:50(45)
Level 35:    Thunder Strike            HO:Nucle(A), FrcFdb-Rechg%:50(45), SuddAcc--KB/+KD:50(45), Erd-Dmg:30(46), Erd-Acc/Dmg/EndRdx/Rchg:30(46), Erd-Acc/Dmg/Rchg:30(46)
Level 38:    Charged Armor            HO:Ribo(A), HO:Ribo(48)
Level 41:    Power Sink            EffAdp-EndMod/Rchg:50(A)
Level 44:    Ball Lightning            Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(48), Rgn-Acc/Dmg/Rchg:50(48), Rgn-Acc/Rchg:50(50), Rgn-Dmg/EndRdx:50(50)
Level 47:    Tactics                HO:Cyto(A)
Level 49:    Vengeance            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                Run-I:50(A)
Level 2:    Health                Pnc-Heal/+End:50(A), Mrc-Rcvry+:40(3)
Level 2:    Hurdle                Jump-I:50(A)
Level 2:    Stamina                PrfShf-End%:50(A), PrfShf-EndMod:50(3)
Level 50:    Agility Core Paragon    
------------

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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47% ranged def 40% Nrg/neg Nrg 75% S/L resists 42% energy resist and perma dom.

One of my favourite toons.

 

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: Leaping
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-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(23), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(31), SprDmnGrs-EndRdx/Rchg(43)
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-Dam%(13), Mk'Bit-Acc/EndRdx/Rchg(46), Mk'Bit-Acc/Dmg/EndRdx/Rchg(48)
Level 12: Hasten -- RechRdx-I(A), 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%(25)
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: Combat Jumping -- LucoftheG-Def/Rchg+(A)
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), Ags-ResDam/EndRdx(43), Ags-ResDam/Rchg(46), Ags-ResDam/EndRdx/Rchg(48), Ags-ResDam(50)
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), PwrTrns-+Heal(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
------------

 

 

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