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Fold Space is a Game Changer


oedipus_tex

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So I was fooling around with my Elec/Psi Dom and decided to try something different. I played around a little and conjured up a way to fit Combat Teleport, Teleport Other, and Fold Space. I had tested Fold Space on the test server and not thought much of it but also didn't play it on a completed Dominator build. Turns out I'd overlooked how good it actually is.

 

The synergy for Elec/Psy is obvious. Drain Psyche is a point blank debuff that requires grouped up enemies. Although Electric Control itself doesn't have any similar powers, Mu Mastery has Power Sink which crashes endurance of anything within 10ft. The combo is pretty hilarious in actual gameplay. 

 

There's also obvious synergy with a few other powersets: Dark Control because of it's PBAoE Stun. Ice and Fire Control because of a PBAoE aura and Hold power. 

 

But it turns out to have more uses than that. You see, if you use it while hovering, the enemies will appear beside you and fall to the ground. You can then nail the tightly packed group with any of your various AoEs. 

 

Relevant to Mind Control characters: the Teleport doesn't seem to awaken Sleeping enemies, even if they fall from a height (they don't take damage from this it seems).

 

The downside is of course you are trading away one of your pool sets for the Teleport pool. You also need 3 powers to sacrifice. But on some builds its definitely worth checking out.

Edited by oedipus_tex
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Given that Fold Space steals one of Gravity's best schticks, Wormhole, I can imagine how useful it would be. Definitely see it on an Elec. Set up your Sleep field around yourself and just TP everyone into it. Drop all their End to nothing. Seems good for most Dominators, really. With a lot of secondary damage coming from melee attacks, getting opponents into melee quickly is a boon.

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I find it difficult to fit in on a Dominator, since they want so many pool powers for +Defense to slot LotGs, and they also want the Defense.

Now, Controllers... those can really use it. Traps secondary loves it, several Control set can use it, it should be great with Storm... if I didn't need Recharge so badly on my Ill/Storm I'd seriously consider respeccing into it. My Ice/Dark will almost certainly take it, so I can set up Ice Slick and Tar Patch pre-combat without aggroing the group.

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It definitely took some work to fit Fold Space into the build, and sacrifices had to be made on the Defense side of the equation. In the end it was worth it because of how strong Drain Psyche and Power Sink are. DP in particular benefits because even though Fold Space doesn't TP bosses, the ability to gather up a bunch of minions to use as a health/recovery battery greatly increases survivability.

 

Here is the Elec/Psy build I am running for any interested. Fold Space and Combat TP aren't in Mids yet so I took similar powers. Fold Space gets x2 Rech x1 Accuracy.

 

Defenses are in the 32 (Ranged) to 28/27(S/L/Melee) Range. This build is played with Destiny Barrier to close that gap, which it can get away with thanks to the Recovery in Drain Psyche and End Restoration in Power Sink.

 

image.thumb.png.f0d731230070d7d32264f67d49d9a117.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: Teleportation
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu 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 -- Apc-Dam%(A), Apc-Dmg/EndRdx(5), Apc-Acc/Rchg(7), Apc-Acc/Dmg/Rchg(7), Apc-Dmg/Rchg(9)
Level 2: Chain Fences -- PwrTrns-EndMod(A), PwrTrns-Dam/EndMod(9), PwrTrns-Dam/Acc/Rech/End(11), PwrTrns-Dam/Rech(11), PwrTrns-+Heal(13), PwrTrns-Dam/Acc/End(13)
Level 4: Mind Probe -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg/Rchg(15), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Dmg/EndRdx(17), SprBlsCol-Acc/Dmg(17)
Level 6: Telekinetic Thrust -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(21), OvrFrc-Dam/KB(21)
Level 8: Conductive Aura -- PreOptmz-EndMod/End(A), PreOptmz-Acc/Rech(33)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 12: Static Field -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(25), SprAscoft-Rchg/+Dmg%(25), SprAscoft-EndRdx/Rchg(27), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(27), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(29)
Level 14: Teleport -- BlsoftheZ-ResKB(A)
Level 16: Recall Friend -- WntGif-ResSlow(A)
Level 18: Paralyzing Blast -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(29), BslGaz-Rchg/Hold(31), BslGaz-EndRdx/Rchg/Hold(31)
Level 20: Drain Psyche -- TchoftheN-Heal/HP/Regen/Rchg(A), EffAdp-Acc/Rchg(31), DctWnd-Heal/Rchg(33)
Level 22: Teleport Foe -- Empty(A), Empty(23), Empty(50)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(50), Rct-ResDam%(50)
Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(34), CrcPrs-Acc/Conf/Rchg(34), CrcPrs-Acc/Rchg(36), CrcPrs-Conf/EndRdx(36), CrcPrs-Conf%(36)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(37), UnbGrd-ResDam/EndRdx(37), UnbGrd-EndRdx/Rchg(37), GldArm-3defTpProc(39)
Level 32: Gremlins -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(34), ExpRnf-+Res(Pets)(48)
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 -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(43)
Level 41: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(43), UnbGrd-EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(45), StdPrt-ResDam/Def+(45)
Level 44: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(46), Rgn-Acc/Rchg(46), Rgn-Acc/Dmg/Rchg(46), Rgn-Dmg/Rchg(48), Bmbdmt-+FireDmg(48)
Level 47: Power Sink -- EffAdp-EndMod/Rchg(A)
Level 49: Weave -- 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)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 1: Quick Form 
Level 50: Musculature Radial Paragon 
------------
------------
Set Bonus Totals:

  • 21% DamageBuff(Smashing)
  • 21% DamageBuff(Lethal)
  • 21% DamageBuff(Fire)
  • 21% DamageBuff(Cold)
  • 21% DamageBuff(Energy)
  • 21% DamageBuff(Negative)
  • 21% DamageBuff(Toxic)
  • 21% DamageBuff(Psionic)
  • 19.75% Defense(Smashing)
  • 19.75% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 17.25% Defense(Energy)
  • 17.25% Defense(Negative)
  • 6% Defense(Psionic)
  • 20.38% Defense(Melee)
  • 21% Defense(Ranged)
  • 6% Defense(AoE)
  • 3.15% Max End
  • 4% Enhancement(Held)
  • 4% Enhancement(Stunned)
  • 4.4% Enhancement(Terrorized)
  • 5% Enhancement(Max EnduranceDiscount)
  • 8% Enhancement(Confused)
  • 8% Enhancement(Sleep)
  • 96.25% Enhancement(RechargeTime)
  • 8% Enhancement(Immobilized)
  • 48% Enhancement(Accuracy)
  • 141.2 HP (13.88%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 36.25%
  • MezResist(Held) 36.25%
  • MezResist(Immobilized) 36.25%
  • MezResist(Sleep) 36.25%
  • MezResist(Stunned) 36.25%
  • MezResist(Terrorized) 36.25%
  • MezResist(Teleport) 100% (20% chance)
  • 16% (0.27 End/sec) Recovery
  • 34% (1.44 HP/sec) Regeneration
  • 35% ResEffect(SpeedFlying)
  • 35% ResEffect(RechargeTime)
  • 35% ResEffect(SpeedRunning)
  • 20.25% Resistance(Smashing)
  • 31.5% Resistance(Fire)
  • 31.5% Resistance(Cold)
  • 24% Resistance(Energy)
  • 24% Resistance(Negative)
  • 18% Resistance(Toxic)
  • 18% Resistance(Psionic)
  • 20.25% Resistance(Lethal)
| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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|-------------------------------------------------------------------|

 

 

Edited by oedipus_tex
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  • 3 weeks later

I figured I was going to try to make a dom one day, and this is build I'm going to try.

I like to get into a more tactical approach instead of just steam rolling mobs.

That being said how does this work in a fast moving team?

Do you just TP mobs to the current group and keep it going? Instead of trying to set up on the groups, which isn't practical if everything is moving quick.

https://www.twitch.tv/boomie373

The Revenants twitch channel, come watch us face plant, talk smack, and attempt to be world class villains.

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On 12/3/2020 at 4:44 AM, oedipus_tex said:

Here is the Elec/Psy build I am running for any interested.

Oof, I'm surprised you didn't take Jolting Chain. It is one of my favorite Elec powers. You can proc it up with all sorts of funny stuff. And spamming it with Chain Fences is a good poor man's aoe hold.

3 hours ago, The_Warpact said:

Do you just TP mobs to the current group and keep it going?

Yeah, probably don't do that. On a fast moving team, you just put Fold Space in mothballs and keep up. There may be a rare opportunity here and there to use it, but don't expect to throw it much. Definitely warn your teammates both ahead of time and when you throw it. Most fast moving players look ahead and are ready to jump as soon as the current mob is cleared, so you could easily end up Folding the next group back to your current spot while most of the team is halfway to the next spot. It can get confusing. I do speak from experience. I have been on teams where players were all excited to try out their shiny new power and kept pulling mobs backwards to where we used to be. 

 

The other thing is that you cannot easily stack mobs with FS. If you are standing in the middle of a group and you pop off FS to stack the next mob on your location, well, it targets closest first, so that is probably not going to work. Fold Space can be useful for a Tanker to get stragglers into melee range quickly, but I do not recommend "helping" the tank by doing so because he is already planning his management and that can mess up his strategy.

 

I also recommend not using it to stack mobs on slow teams. If they are slow, that probably means they are low on DPS and survivability. If you were to somehow stack another group on the current one, it could easily overwhelm them.

 

Fold Space is cool, but it is no Wormhole.

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4 minutes ago, VV said:

Oof, I'm surprised you didn't take Jolting Chain. It is one of my favorite Elec powers. You can proc it up with all sorts of funny stuff. And spamming it with Chain Fences is a good poor man's aoe hold.

Yeah, probably don't do that. On a fast moving team, you just put Fold Space in mothballs and keep up. There may be a rare opportunity here and there to use it, but don't expect to throw it much. Definitely warn your teammates both ahead of time and when you throw it. Most fast moving players look ahead and are ready to jump as soon as the current mob is cleared, so you could easily end up Folding the next group back to your current spot while most of the team is halfway to the next spot. It can get confusing. I do speak from experience. I have been on teams where players were all excited to try out their shiny new power and kept pulling mobs backwards to where we used to be. 

 

The other thing is that you cannot easily stack mobs with FS. If you are standing in the middle of a group and you pop off FS to stack the next mob on your location, well, it targets closest first, so that is probably not going to work. Fold Space can be useful for a Tanker to get stragglers into melee range quickly, but I do not recommend "helping" the tank by doing so because he is already planning his management and that can mess up his strategy.

 

I also recommend not using it to stack mobs on slow teams. If they are slow, that probably means they are low on DPS and survivability. If you were to somehow stack another group on the current one, it could easily overwhelm them.

 

Fold Space is cool, but it is no Wormhole.

Thanks for the advice!

https://www.twitch.tv/boomie373

The Revenants twitch channel, come watch us face plant, talk smack, and attempt to be world class villains.

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4 hours ago, VV said:

Oof, I'm surprised you didn't take Jolting Chain. It is one of my favorite Elec powers. You can proc it up with all sorts of funny stuff. And spamming it with Chain Fences is a good poor man's aoe hold.

 

I'm not a fan of Jolting Chain. I have not found the animation time to be worth the effect or the damage, even with procs. It also doesn't drain endurance except from the first target hit.

 

After a lot of wavering back and forth, I put Gremlins back in the build. They cast Jolting Chain every 6 seconds and that's more efficient to me than dedicating time to the power myself.

Edited by oedipus_tex
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