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Elec/Psi Build Critique


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Nothing revolutionary I'm afraid. I was just hoping to get an extra set of eyes on this Elec/Psi/Mace Dom! 


I managed to eek out S/L/E/R Soft Caps and Perma Hasten/Dom without incarnate support so I'm fairly happy with that. I'm just new to slotting Doms, but they have quickly became one of my favorite classes with how powerful the control feels!

I leaned heavier into defenses and recharge over resistances. I'm not terribly thrilled about single slotting Tesla Cage, but I'm hoping between PermaDom and Psi's single target damage, I won't miss the proc nuke I generally go for. I do realize that running into Psi resist will definitely hurt my damage though.


I've had trouble finding a common consensus on both Psychic Scream and Paralyzing Blast, so I opted for Scream since on paper the AoE hold seems skippable on Electric Control. I figured an AoE Blast would fit better since I could slot Bombardment for the Ranged Defense putting me nicely at soft cap.


There is probably something very obvious that I haven't considered, so any advice/criticism is greatly appreciated!



| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |

Fourth Kind - Dominator (Electric Control).mxd

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Not a bad start. Here's some targetted feedback:


  • Drain Psyche. You want Accuracy in this. I usually frankenslot for Acc/Rech/Heal and ignore End Mod (the power gives enough of that already). 
  • Chain Fences. IMO the optimal slotting these days is the Power Transfer set which will add Damage and End Mod. This power has a huge radius and is very effective as a endurance sap attack.
  • Jolting Chain. If you take this, I'd proc it out. 
  • Psychic Scream. IMO not worth taking on this build. 
  • Static Field. If you slot this, I'd move the Ascendancy set here. It will reliably proc the +Damage proc with each dropped Static Field. Open each fight with that move.
  • Psionic Lance. Put a damage proc in slot 6. More than pays for itself.
  • Scorpion APP. IMO this APP adds less to Elec/Psi than other possible choices. I personally lean very heavily toward the Mu APP, although the Psi APP is also attractive. Mu in particular can let you floor endurance with Power Sink and severely cut the damage coming your way from enemies within 10ft. Psi is a good choice if you need the LoTG slots although the DoT in Psi Tornado interferes with the Sleep in Static Field.
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I forgot about those new endurance sets! Thank you for reminding me of those.


I was torn between Scream and Paralyzing Blast. I'll see what I can do with some slot changes.


Scorpion APP is definitely a comfort choice for me, I enjoy the set and forget nature of the set especially when I'm mostly just pugging it with a team. Power Sink in Mu Specifically was definitely appealing, but I am torn between the added functionality and the coziness of 3 more soft caps.


I'll have to play around with Psi and Mu and see if I can get numbers I like. I always find it difficult to gauge how much mitigation control power sets give.

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The beauty of the Mu APP here is Power Sink restores your blue bar and is autohit, so you can easily just one slot it. Between Power Sink, the end restore in Domination, and Drain Psyche you can underslot Stamina/Health and move those slots to procs. Also, that build can easily pick Destiny Barrier, which at its lowest ebb provides +5 Defense +5 Resist. Therefor the number you have to shoot for for softcapped Defense is only 40, not 45, and you get much better Slash Lethal and Energy resistance. You can also take Surge of Power if you want for cycling Capped to All Resist if you want. 


(Personally I undershoot Defense by even more than that, aiming for Defense in the 27.5s. 27.5 +5 from Destiny= 32.5. 32.5 +12.5 from one purple Defense inspiration = 45, capped Defense. Since you can eat inspirations for extra Defense but not eat them to add proc damage or endurance draining I prefer that route so I get a stronger overall package.)


The Mu APP is already great for any melee Dominator who wants to get better control of the blue bar, for Electric Dominators the synergy is just that much extra. Altho I do think there's an argument for other APPs, particularly Soul, Psi, and Ice, under various circumstances.

Edited by oedipus_tex
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Two good pieces of advice not to be missed:

12 hours ago, oedipus_tex said:

The beauty of the Mu APP here is Power Sink restores your blue bar and is autohit, so you can easily just one slot it. Between Power Sink, the end restore in Domination, and Drain Psyche you can underslot Stamina/Health and move those slots to procs.


(Personally I undershoot Defense by even more than that, aiming for Defense in the 27.5s. 27.5 +5 from Destiny= 32.5. 32.5 +12.5 from one purple Defense inspiration = 45, capped Defense. Since you can eat inspirations for extra Defense but not eat them to add proc damage or endurance draining I prefer that route so I get a stronger overall package.)

I'm all about not overslotting Recharge and Regeneration on a level 50 build. Almost all level 50 builds should not have the Endurance issues characters often face when leveling.


I don't play solo at +4x8, but I find that when I join a PUG that does, I find that inspirations, teamwork and strategy generally overcomes lack of defensive softcaps.

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I posted my Elec/Psi/Mu build for comparison. This version is built around Fold Space for hoovering in minions and lieutenants to serve as batteries for Power Sink/Drain Psyche. Defenses in the 27s to stack with purple inspirations and Destiny Barrier, which bring the soft cap to Smash/Lethal/Ranged/Melee to the cap, with En/Neg very close. Smash/lethal resist is capped a good bit of the time with the rotation of Barrier, and En resists aren't bad for a Dominator.


The main difficult thing is dealing with psionic enemies and robots. Energy damage is low despite the primary because Electric has low DPA in its hold (I dont even try to slot it for damage). The Chain Fences are mediocre damage but also hit a huge area and drain endurance so worth casting.


I skipped Jolting Chain which is still potentially controversial. I've slotted into and out of this power at various times. Never really found it amazing even with procs. The single target punches hit so hard that I find it better strategy to do a rotation of AoE mixed with that rather than a pure AoE chain. Minions and lts go down fast, its bosses I need to worry about, so I focus on them for the punches between zaps of Ball Lightning and Psychic Shockwave, with the occasional Chain Fences thrown in especially early in the fight to freeze enemies in place and sap their endurance. 




This Hero build was built using Mids Reborn

Click this DataLink to open the build!

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 -- EffAdp-EndMod(A), EffAdp-EndMod/Acc(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 Target -- BlsoftheZ-ResKB(A)
Level 16: Combat Teleport -- 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), TchoftheN-Acc/Heal(50)
Level 22: Fold Space -- Acc-I(A), RechRdx-I(23)
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 -- CaltoArm-Acc/Dmg(A), CaltoArm-Acc/Rchg(33), CaltoArm-EndRdx/Dmg/Rchg(34), CaltoArm-Acc/Dmg/Rchg(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: Domination 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 49: 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 4: Ninja Run 
Level 50: Musculature Radial Paragon 
Set Bonus Totals:

  • 18% DamageBuff(Smashing)
  • 18% DamageBuff(Lethal)
  • 18% DamageBuff(Fire)
  • 18% DamageBuff(Cold)
  • 18% DamageBuff(Energy)
  • 18% DamageBuff(Negative)
  • 18% DamageBuff(Toxic)
  • 18% 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)
  • 1.35% 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)
  • 186.9 HP (18.38%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 33.75%
  • MezResist(Held) 33.75%
  • MezResist(Immobilized) 33.75%
  • MezResist(Sleep) 33.75%
  • MezResist(Stunned) 33.75%
  • MezResist(Terrorized) 33.75%
  • MezResist(Teleport) 100% (20% chance)
  • 18.5% (0.31 End/sec) Recovery
  • 34% (1.44 HP/sec) Regeneration
  • 35% ResEffect(SpeedFlying)
  • 35% ResEffect(RechargeTime)
  • 35% ResEffect(SpeedRunning)
  • 10.25% Resistance(Smashing)
  • 21.5% Resistance(Fire)
  • 21.5% Resistance(Cold)
  • 12.5% Resistance(Energy)
  • 12.5% Resistance(Negative)
  • 8% Resistance(Toxic)
  • 8% Resistance(Psionic)
  • 10.25% Resistance(Lethal)







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By the way, a bit of weirdness with Synaptic Overload I recently uncovered is it will not chain to enemies who are Confused. So, slotting Synaptic Overload with the Contagious Confusion proc can actually result in the power not chaining to those enemies. I haven't watched too closely to see if this is impacting my performance and may rebuild based on that.

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