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Build Challenge: Best Attempt at Gravity/Electric


oedipus_tex

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In a recent thread in the general forum, Gravity/Electric Dominator was listed by a number of posters as one of the lowest performing character combos in the game. I tend to agree with that sentiment. While I think you could "make it work," my experience with both sets is that other sets do most of what they have better, safer, or in more fun ways. 

 

However, sometimes the community surprises us with interesting insights. So can we do it? Can we make Gravity/Electric rise above merely "playable" and actually thrive? I started us out with a build below. Full confession, I am not completely happy with the build, I'd like to use it as a starting place.

 

 

Initial logic:

 

  • Sleet is so useful that almost any Dominator can justify his or her role on the team by taking it. So, if we're making the best of what we've got available, I think it's a top choice for a build seeking to justify itself.  
  • We're probably looking at some kind of Lift > Melee attack > snipe when available single target chain. Gravity Distortion buffs Lift's damage but more importantly controls bosses, which we're probably going to need to do anyway.
  • We get Build Up, which means ample opportunities for Gaussian's Chance for Build Up abuse. In Build Up mode our damage actually is pretty respectable. Downside, we don't have a nuke or any good AoEs to really take advantage of that extra damage, so actual results will be significantly less applicable than it would be if we were a Blaster.
  • Gravity Control is incredibly vulnerable on Dominators. You get Wormhole to protect you. That's it. No armor outside of the APPs, no sustain, no sleep, no confuse, no debuffs, and approximately 0% chance the saps in your Electric attacks will do anything to affect the enemy's ability to counterpunch you. Propel has knockdown that I don't think is effective enough versus Propel's cast time. So this is going to be a delicate affair.

 

 

Picking Attacks:

The DPA values for this combo are very very weird. Here it is with procs. Note that does throw off some of the comparisons, but you can see start values in blue:

 

image.png.cda914eb1b29cbe6e72feecbb7a67bdd.png

 

 

The attack takes:

So, before procs, Lift with the Impact mechanic has better DPA than any attack we have other than the Snipe. Even outside of Impact it's got 100% chance for Knock and DPA similar to a melee attack. This is probably the best thing Gravity is going to give us and is a must take.

 

To actually hit that hard with Lift, we need to set it up with Gravity Distortion first, so my assumption is we want to proc that attack out with damage procs. The power doesn't animate as fast as Char or Dominate, but 1.83 sec is at least manageable. It's also a control, and we're likely going to need to cast it anyway to approach bosses safely once Wormhole wears off.

 

The snipe is identical to every other Dominator snipe. It's a must take. The only downside is we aren't playing one of those other Dominators. 🙂

 

Charged Brawl and Havoc Punch both hit about as hard as each other. The proc potential varies but in the end Charged Brawl wins for me for it 0.83 animation time. With the purple damage proc Charged Brawl is our biggest DPA in the set and has a recharge of 1.95, so that's what we're gonna be here... a faceslapper. 

 

Voltaic Sentinel is free extra damage. Not much free extra damage, mind you. But free is free, there's no reason to skip it. 

 

Thunderstrike is a very strange power. It initially looks like a heavy hitter, but 2.5 animation time cuts heavily into its damage. It takes AoE sets but only about half of the damage applies to the AoE portion. Presumably procs fire within the AoE area at full strength, and that rescues the power from obscurity. Still, I'm unsure how useful this really is in practice. I took it on the assumption that using it after Wormhole is effective against tightly bunched enemies.

 

Static Discharge, the cone power, exists. That's the best I can say for it. I took it because its our only other AoE option. At least Wormhole will keep enemies in its relatively small radius? Downside, other Electric sets have really interesting AoE attacks that define them, and Electric Assault has this.

 

 

 

The attack skips:

Lightning Bolt, with 1.67 anim time, isn't even worth casting. I'm not actually sure I'd take it in any Electric Assault build.

 

Propel isn't either. The best I can say for it is it is better than Lighting Bolt. It has some mild control potential with the AoE knock but not enough to justify taking it IMO. I did mention upthread Gravity's vulnerability and our need for more control, I just don't think spending a bunch of slots here is really going to help us. If this was a true AoE power and not a single target attack that knocks in a radius it would be a lot easier to justify.

 

Charged Bolts is forced on us and not worth slotting. Probably wouldn't even put it on the hotbar. This isn't that unusual for a Dominator though.

 

 

The weird/other stuff:

I took Dimension Shift. If I'm being honest I do not like this power in PVE. I've never encountered a situation where it has turned the tide of a battle. If it had a longer duration I could see it, but 20 seconds? Casting this will root you and impart run suppression, where otherwise you could have usually just run away. I took this just because I had slots available. Could be replaced with a travel power.

 

Stealth - took this because the combat bonus is actually pretty decent even in combat, and the ability to avoid detection is probably useful to a Wormholer. Plus this build is so vulnerable that skipping some fights entirely is probably advisable.

 

Slash/lethal defense: Probably need to be capped. I left them a bit shy of capped out of laziness. That isn't hard to fix, it may mean sacrificing some proc damage though, which I'm loathe to do. I'd be a little less concerned about capping it if I was convinced controls would cover the gap, I'm not in this case however.

 

Endurance usage: No way is it sustainable to launch Sleet every 26 seconds without a blue bar crash. This build assumes support from incarnate powers. Probably Ageless Destiny.

 

 

Overall grade: Without actually spending hours playing it, I'd give the current build a C. Playable. But I also do not have enough cash that I would actually spend it on something like this. I am not a complete min/maxer--I enjoy and actually prefer an unusual or surprising solid B tier. But everything I see so far makes me want to spend the money on a different combo. In particular, its hard not to look at this and think rerolling as Gravity Controller and taking a solid secondary with decent damage would be a better and more fun investment.

 

 

Can you build it better? Am I totally off base and there is a secret to making this work? Other thoughts?

 

 

This Villain build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Bad Situation: Level 50 Magic Dominator
Primary Power Set: Gravity Control
Secondary Power Set: Electricity Assault
Power Pool: Speed
Power Pool: Concealment
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Lift -- Apc-Dam%(A), Apc-Dmg/EndRdx(9), Apc-Acc/Rchg(9), Apc-Acc/Dmg/Rchg(11), Apc-Dmg/Rchg(11)
Level 1: Charged Bolts -- Empty(A)
Level 2: Gravity Distortion -- GldJvl-Dam%(A), GhsWdwEmb-Dam%(3), GldNet-Dam%(3), NrnSht-Dam%(5), UnbCns-Dam%(5), SprAscoft-Rchg/+Dmg%(7)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 6: Charged Brawl -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Acc/Dmg/Rchg(13), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Dmg/EndRdx(15)
Level 8: Crushing Field -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(43), Artl-Acc/Dam/Rech(46), Artl-Dam/Rech(48), Artl-Dam/End(50), Artl-Acc/Dam(50)
Level 10: Havoc Punch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(17), KntCmb-Dmg/Rchg(17), KntCmb-Dmg/EndRdx/Rchg(21), Hct-Dam%(50)
Level 12: Stealth -- LucoftheG-Def/Rchg+(A)
Level 14: Boxing -- Empty(A)
Level 16: Build Up -- GssSynFr--Build%(A)
Level 18: Gravity Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-Rchg/Hold(19), BslGaz-EndRdx/Rchg/Hold(21)
Level 20: Zapp -- GldJvl-Dam%(A), StnoftheM-Dam%(37), StnoftheM-Dmg/EndRdx/Rchg(40), StnoftheM-Dmg/ActRdx/Rchg(42), StnoftheM-Acc/ActRdx/Rng(43), StnoftheM-Dmg/EndRdx(43)
Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25)
Level 26: Wormhole -- SuddAcc--KB/+KD(A), AbsAmz-ToHitDeb%(27), AbsAmz-EndRdx/Stun(27), AbsAmz-Acc/Rchg(29), AbsAmz-Acc/Stun/Rchg(29), AbsAmz-Stun/Rchg(31)
Level 28: Static Discharge -- Artl-Acc/Rech/Rng(A), Artl-End/Rech/Rng(34), Artl-Acc/Dam/Rech(36), Artl-Dam/Rech(36), Artl-Dam/End(37), Artl-Acc/Dam(37)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 32: Singularity -- SuddAcc--KB/+KD(A), ExpRnf-Acc/Rchg(33), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(34)
Level 35: Sleet -- AchHee-ResDeb%(A), RechRdx-I(36)
Level 38: Voltaic Sentinel -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(40)
Level 41: Hoarfrost -- NmnCnv-Heal/Rchg(A), DctWnd-Heal/Rchg(42), Prv-Heal/Rchg(42)
Level 44: Ice Storm -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(45), Artl-Acc/Dam(45), Artl-Dam/End(45), Artl-Dam/Rech(46), Artl-Acc/Dam/Rech(46)
Level 47: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48)
Level 49: Hibernate -- RechRdx-I(A)
Level 1: Domination 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(31), Mrc-Rcvry+(34)
Level 1: Stamina -- PwrTrns-+Heal(A), PrfShf-End%(23), PwrTrns-EndMod(31)
Level 49: Quick Form 
------------

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image.png

Edited by oedipus_tex
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16 hours ago, oedipus_tex said:

Can you build it better? Am I totally off base and there is a secret to making this work? Other thoughts?

 

 

To start, I'd like to actually hit things 😛

 

Spoiler

This Villain build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Bad Situation: Level 50 Magic Dominator
Primary Power Set: Gravity Control
Secondary Power Set: Electricity Assault
Power Pool: Speed
Power Pool: Concealment
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Lift -- Apc-Dam%(A), Apc-Dmg/EndRdx(9), Apc-Acc/Rchg(9), Apc-Acc/Dmg/Rchg(11), Apc-Dmg/Rchg(11), FrcFdb-Rechg%(23)
Level 1: Charged Bolts -- Empty(A)
Level 2: Gravity Distortion -- GldJvl-Dam%(A), GhsWdwEmb-Dam%(3), GldNet-Dam%(3), NrnSht-Dam%(5), UnbCns-Dam%(5), SprAscoft-Rchg/+Dmg%(7)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 6: Charged Brawl -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Acc/Dmg/Rchg(13), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Dmg/EndRdx(15)
Level 8: Crushing Field -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(43), Artl-Acc/Dam/Rech(46), Artl-Dam/Rech(48), Artl-Dam/End(50), Artl-Acc/Dam(50)
Level 10: Havoc Punch -- Hct-Dmg(A), Hct-Dmg/Rchg(17), Hct-Acc/Dmg/Rchg(17), Hct-Dmg/EndRdx(21), Hct-Dam%(50)
Level 12: Stealth -- LucoftheG-Def/Rchg+(A)
Level 14: Boxing -- Empty(A)
Level 16: Build Up -- GssSynFr--Build%(A)
Level 18: Gravity Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-Acc/EndRdx/Rchg/Hold(19), BslGaz-EndRdx/Rchg/Hold(21)
Level 20: Zapp -- GldJvl-Dam%(A), StnoftheM-Dam%(37), StnoftheM-Dmg/EndRdx/Rchg(40), StnoftheM-Dmg/ActRdx/Rchg(42), StnoftheM-Acc/Dmg(43), StnoftheM-Dmg/EndRdx(43)
Level 22: Tough -- StdPrt-ResDam/Def+(A)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(25), LucoftheG-Def(25), LucoftheG-Def/EndRdx(37)
Level 26: Wormhole -- SuddAcc--KB/+KD(A), AbsAmz-ToHitDeb%(27), AbsAmz-EndRdx/Stun(27), AbsAmz-Acc/Rchg(29), AbsAmz-Acc/Stun/Rchg(29), AbsAmz-Stun/Rchg(31)
Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(34), ShlWal-Def/EndRdx(36), ShlWal-Def(36)
Level 30: Tactics -- GssSynFr--ToHit/EndRdx(A)
Level 32: Singularity -- SuddAcc--KB/+KD(A), ExpRnf-Acc/Rchg(33), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(34)
Level 35: Sleet -- AchHee-ResDeb%(A), RechRdx-I(36)
Level 38: Voltaic Sentinel -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(40)
Level 41: Thunder Strike -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-%Dam(45), Obl-Acc/Dmg/Rchg(45)
Level 44: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 47: Frozen Armor -- Rct-Def(A), Rct-Def/EndRdx(47), Rct-EndRdx/Rchg(47), Rct-Def/Rchg(48), Rct-Def/EndRdx/Rchg(48), Rct-ResDam%(49)
Level 49: Infiltration -- LucoftheG-Def/Rchg+(A)
Level 1: Domination 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(31), Mrc-Rcvry+(34)
Level 1: Stamina -- PwrTrns-+Heal(A), PrfShf-End%(23), PwrTrns-EndMod(31)
Level 49: Quick Form 
------------

 

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So I tried an actual version of this on the test server. I did it on a x8+4 Council run to see how it felt compared to some of my other Dominators. I have to admit it went a lot smoother than expected.

 

You can see the hesitancy in my clicking in the video due to unfamiliarity with best practices. What surprised me is how little dying I did. I cleared the mission mostly safely.  

 

On the less encouraging side, Singularity died a few times during the run, which means versus a more difficult enemy group he'd be less reliable. 

 

One big surprise for me is how much more damage this character seemed to do compared to my Gravity/Storm troller. I recently ran him through a similar Council mission and things just didn't seem to die. That could be an optimization issue.

 

Having to remember to reactivate Voltaic Sentinel is annoying as hell by the way. I long for the updated version other sets now have.

 

Note I did try this at first without Ageless Destiny and it was completely unworkable. Not that endurance issues are uncommon to Dominators though.

 

Overall I'd give this a B-. Better than the C I thought I was going to end up giving it.

 

 

 

Sorry for the long dull parts of the video, didn't have time to trim it.

 

 

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4 hours ago, oedipus_tex said:

On the less encouraging side, Singularity died a few times during the run, which means versus a more difficult enemy group he'd be less reliable. 

Singy gets a lot of benefit from the Expedient Reinforcement +resist enhancement, as it takes its resistance from 50% to 60% against S/L/F/C/E/N. You could also try not slotting the KB>KD on Singy.

Uunderdog - Rad/Rad Scrapper | Uundertaker - Rad/Dark Corruptor | Uun - MA/Inv Scrapper | Uunison - Grav/Storm Controller | Uuncola - Ice/Temp Blaster | Uundergrowth - Plant/Martial Dominator | Uunstable - SR/Staff Tank

Uunreal - Fire/Time Corruptor | Uunrest - Dark/TA Blaster | Uunseen - Ill/Poison Controller | Uuncool - Cold/Beam Defender | Uunderground - Earth/Earth Dominator | Uunknown - Mind/Psi Dominator | Uunplugged - Stone/Elec Brute

Uunfair - Archery/TA Corruptor | Uunsung - DP/Ninja Blaster | Uunflammable - Fire/Nature Controller | Uunflappable - WM/WP Brute | Uundead - Dark/Dark Tank | Uunfit - Water/Martial Blaster  | Uunwrapped - Dark/Dark Dominator

Uunchill - Ice/Kinetics Corruptor | Uunpleasant - En/En Stalker | Uunbrella - Rad/Rad Sentinel | Uunsafari - Beasts/Traps MM | Uungnome - Nature/Seismic Defender | Uunsavory - Poson/Sonic Defender

Uunicycle - BS/Shield Scrapper | Uuntouchable - Ill/Time Controller | Uunferno - Fire/Fire Tank | Uunthinkable - Psi/SR Scrapper | Uuncivil - Thugs/Elec MM | Uunnatural - Ice/Savage Dominator | Uunshockable - Elec/Bio Sentinel

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  • 9 months later
On 3/3/2022 at 8:52 PM, oedipus_tex said:

In a recent thread in the general forum, Gravity/Electric Dominator was listed by a number of posters as one of the lowest performing character combos in the game. I tend to agree with that sentiment. While I think you could "make it work," my experience with both sets is that other sets do most of what they have better, safer, or in more fun ways. 

 

However, sometimes the community surprises us with interesting insights. So can we do it? Can we make Gravity/Electric rise above merely "playable" and actually thrive? I started us out with a build below. Full confession, I am not completely happy with the build, I'd like to use it as a starting place.

 

 

Initial logic:

 

  • Sleet is so useful that almost any Dominator can justify his or her role on the team by taking it. So, if we're making the best of what we've got available, I think it's a top choice for a build seeking to justify itself.  
  • We're probably looking at some kind of Lift > Melee attack > snipe when available single target chain. Gravity Distortion buffs Lift's damage but more importantly controls bosses, which we're probably going to need to do anyway.
  • We get Build Up, which means ample opportunities for Gaussian's Chance for Build Up abuse. In Build Up mode our damage actually is pretty respectable. Downside, we don't have a nuke or any good AoEs to really take advantage of that extra damage, so actual results will be significantly less applicable than it would be if we were a Blaster.
  • Gravity Control is incredibly vulnerable on Dominators. You get Wormhole to protect you. That's it. No armor outside of the APPs, no sustain, no sleep, no confuse, no debuffs, and approximately 0% chance the saps in your Electric attacks will do anything to affect the enemy's ability to counterpunch you. Propel has knockdown that I don't think is effective enough versus Propel's cast time. So this is going to be a delicate affair.

 

 

Picking Attacks:

The DPA values for this combo are very very weird. Here it is with procs. Note that does throw off some of the comparisons, but you can see start values in blue:

 

image.png.cda914eb1b29cbe6e72feecbb7a67bdd.png

 

 

The attack takes:

So, before procs, Lift with the Impact mechanic has better DPA than any attack we have other than the Snipe. Even outside of Impact it's got 100% chance for Knock and DPA similar to a melee attack. This is probably the best thing Gravity is going to give us and is a must take.

 

To actually hit that hard with Lift, we need to set it up with Gravity Distortion first, so my assumption is we want to proc that attack out with damage procs. The power doesn't animate as fast as Char or Dominate, but 1.83 sec is at least manageable. It's also a control, and we're likely going to need to cast it anyway to approach bosses safely once Wormhole wears off.

 

The snipe is identical to every other Dominator snipe. It's a must take. The only downside is we aren't playing one of those other Dominators. 🙂

 

Charged Brawl and Havoc Punch both hit about as hard as each other. The proc potential varies but in the end Charged Brawl wins for me for it 0.83 animation time. With the purple damage proc Charged Brawl is our biggest DPA in the set and has a recharge of 1.95, so that's what we're gonna be here... a faceslapper. 

 

Voltaic Sentinel is free extra damage. Not much free extra damage, mind you. But free is free, there's no reason to skip it. 

 

Thunderstrike is a very strange power. It initially looks like a heavy hitter, but 2.5 animation time cuts heavily into its damage. It takes AoE sets but only about half of the damage applies to the AoE portion. Presumably procs fire within the AoE area at full strength, and that rescues the power from obscurity. Still, I'm unsure how useful this really is in practice. I took it on the assumption that using it after Wormhole is effective against tightly bunched enemies.

 

Static Discharge, the cone power, exists. That's the best I can say for it. I took it because its our only other AoE option. At least Wormhole will keep enemies in its relatively small radius? Downside, other Electric sets have really interesting AoE attacks that define them, and Electric Assault has this.

 

 

 

The attack skips:

Lightning Bolt, with 1.67 anim time, isn't even worth casting. I'm not actually sure I'd take it in any Electric Assault build.

 

Propel isn't either. The best I can say for it is it is better than Lighting Bolt. It has some mild control potential with the AoE knock but not enough to justify taking it IMO. I did mention upthread Gravity's vulnerability and our need for more control, I just don't think spending a bunch of slots here is really going to help us. If this was a true AoE power and not a single target attack that knocks in a radius it would be a lot easier to justify.

 

Charged Bolts is forced on us and not worth slotting. Probably wouldn't even put it on the hotbar. This isn't that unusual for a Dominator though.

 

 

The weird/other stuff:

I took Dimension Shift. If I'm being honest I do not like this power in PVE. I've never encountered a situation where it has turned the tide of a battle. If it had a longer duration I could see it, but 20 seconds? Casting this will root you and impart run suppression, where otherwise you could have usually just run away. I took this just because I had slots available. Could be replaced with a travel power.

 

Stealth - took this because the combat bonus is actually pretty decent even in combat, and the ability to avoid detection is probably useful to a Wormholer. Plus this build is so vulnerable that skipping some fights entirely is probably advisable.

 

Slash/lethal defense: Probably need to be capped. I left them a bit shy of capped out of laziness. That isn't hard to fix, it may mean sacrificing some proc damage though, which I'm loathe to do. I'd be a little less concerned about capping it if I was convinced controls would cover the gap, I'm not in this case however.

 

Endurance usage: No way is it sustainable to launch Sleet every 26 seconds without a blue bar crash. This build assumes support from incarnate powers. Probably Ageless Destiny.

 

 

Overall grade: Without actually spending hours playing it, I'd give the current build a C. Playable. But I also do not have enough cash that I would actually spend it on something like this. I am not a complete min/maxer--I enjoy and actually prefer an unusual or surprising solid B tier. But everything I see so far makes me want to spend the money on a different combo. In particular, its hard not to look at this and think rerolling as Gravity Controller and taking a solid secondary with decent damage would be a better and more fun investment.

 

 

Can you build it better? Am I totally off base and there is a secret to making this work? Other thoughts?

 

 

This Villain build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Bad Situation: Level 50 Magic Dominator
Primary Power Set: Gravity Control
Secondary Power Set: Electricity Assault
Power Pool: Speed
Power Pool: Concealment
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Lift -- Apc-Dam%(A), Apc-Dmg/EndRdx(9), Apc-Acc/Rchg(9), Apc-Acc/Dmg/Rchg(11), Apc-Dmg/Rchg(11)
Level 1: Charged Bolts -- Empty(A)
Level 2: Gravity Distortion -- GldJvl-Dam%(A), GhsWdwEmb-Dam%(3), GldNet-Dam%(3), NrnSht-Dam%(5), UnbCns-Dam%(5), SprAscoft-Rchg/+Dmg%(7)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 6: Charged Brawl -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Acc/Dmg/Rchg(13), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Dmg/EndRdx(15)
Level 8: Crushing Field -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(43), Artl-Acc/Dam/Rech(46), Artl-Dam/Rech(48), Artl-Dam/End(50), Artl-Acc/Dam(50)
Level 10: Havoc Punch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(17), KntCmb-Dmg/Rchg(17), KntCmb-Dmg/EndRdx/Rchg(21), Hct-Dam%(50)
Level 12: Stealth -- LucoftheG-Def/Rchg+(A)
Level 14: Boxing -- Empty(A)
Level 16: Build Up -- GssSynFr--Build%(A)
Level 18: Gravity Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-Rchg/Hold(19), BslGaz-EndRdx/Rchg/Hold(21)
Level 20: Zapp -- GldJvl-Dam%(A), StnoftheM-Dam%(37), StnoftheM-Dmg/EndRdx/Rchg(40), StnoftheM-Dmg/ActRdx/Rchg(42), StnoftheM-Acc/ActRdx/Rng(43), StnoftheM-Dmg/EndRdx(43)
Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25)
Level 26: Wormhole -- SuddAcc--KB/+KD(A), AbsAmz-ToHitDeb%(27), AbsAmz-EndRdx/Stun(27), AbsAmz-Acc/Rchg(29), AbsAmz-Acc/Stun/Rchg(29), AbsAmz-Stun/Rchg(31)
Level 28: Static Discharge -- Artl-Acc/Rech/Rng(A), Artl-End/Rech/Rng(34), Artl-Acc/Dam/Rech(36), Artl-Dam/Rech(36), Artl-Dam/End(37), Artl-Acc/Dam(37)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 32: Singularity -- SuddAcc--KB/+KD(A), ExpRnf-Acc/Rchg(33), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(34)
Level 35: Sleet -- AchHee-ResDeb%(A), RechRdx-I(36)
Level 38: Voltaic Sentinel -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(40)
Level 41: Hoarfrost -- NmnCnv-Heal/Rchg(A), DctWnd-Heal/Rchg(42), Prv-Heal/Rchg(42)
Level 44: Ice Storm -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(45), Artl-Acc/Dam(45), Artl-Dam/End(45), Artl-Dam/Rech(46), Artl-Acc/Dam/Rech(46)
Level 47: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48)
Level 49: Hibernate -- RechRdx-I(A)
Level 1: Domination 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(31), Mrc-Rcvry+(34)
Level 1: Stamina -- PwrTrns-+Heal(A), PrfShf-End%(23), PwrTrns-EndMod(31)
Level 49: Quick Form 
------------

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image.png

Hello, thanks for posting this.

 

I'm playing a new Grav/Elec because it's kinda thematic for one of my characters, but if it's going to be shit, l can shift into another secondary. 

 

Have any of the recent patches changed the build/your opinion of it at all?

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