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Posted

Looking for a build for an electric Dom. Not sure how well its holds are. Previously used a Grav/Elec Dom and didn't like the feel of how it played.

 

Looking for something that will be beneficial in a team setting and flirt with the idea of being in melee range. 

Posted

Grav has an issue because its all " hard " controls. There are no soft controls in Grav that balance it out ( and no Dimension Shift doesnt count ). So you are limited in your AoE mob control and Wormhole can be challenging to use.. And using an AoE immobilize the wrong way get you a lot of aggro and killed. 

 

Electric however is different. It has the standard AoE Hold. AoE immobilize and Single target Hold.  But it also has Synaptic Overload which is an AoE confuse as well as Static Field which is a powerful AoE Sleep. And the AoE Sleep IMO is the gem of the set. Its a patch that will work to keep putting the mob to sleep even after attacking them. Combine that with other things like draining their end. and Jolting Chain which will jump and knock foes down.. You can get a good mix of hard and soft control.

 

Elec Assault had Short Circuit it would be my favorite sapper type build.. 

Posted

Elec Control is different from a lot of other CC powersets as it doesn't have a low cooldown AoE CC that instantly mezzes the whole pack. Static Field doesn't reliably sleep bosses even with Domination, and Synaptic Overload takes time to fully confuse a pack. Tesla Coil is the strongest AoE CC you have, but without an extremely high recharge build it won't be up every pack solo, let alone on teams.

 

The positives are firstly sapping, which is a strong tool but takes several seconds to shut down the pack. The other strong point is gremlins, which are much stronger now after the buffs which increased their base level and gave them another attack. And Conductive Aura gives you a bit of sustain as well.

 

So the way to leverage Elec Control is to either build it a bit tanky with something like /Psi (for Drain Psyche) or /Savage (for Blood Craze) so you can survive while your sapping/confuse sets in, or to go really heavy on the recharge so you can open with Tesla Coil more often, which is something you can do with /Elec as it has a lot of Force Feedback +Rech proc opportunities. Here is an Elec/Elec/Mu build that goes heavy on recharge, enough to have Domination on auto while AFK (so even with hasten off it's perma)

Dominator (Electric Control - Electricity Assault).mbd

Posted
4 hours ago, Auroxis said:

Elec Control is different from a lot of other CC powersets as it doesn't have a low cooldown AoE CC that instantly mezzes the whole pack. Static Field doesn't reliably sleep bosses even with Domination, and Synaptic Overload takes time to fully confuse a pack. Tesla Coil is the strongest AoE CC you have, but without an extremely high recharge build it won't be up every pack solo, let alone on teams.

 

The positives are firstly sapping, which is a strong tool but takes several seconds to shut down the pack. The other strong point is gremlins, which are much stronger now after the buffs which increased their base level and gave them another attack. And Conductive Aura gives you a bit of sustain as well.

 

So the way to leverage Elec Control is to either build it a bit tanky with something like /Psi (for Drain Psyche) or /Savage (for Blood Craze) so you can survive while your sapping/confuse sets in, or to go really heavy on the recharge so you can open with Tesla Coil more often, which is something you can do with /Elec as it has a lot of Force Feedback +Rech proc opportunities. Here is an Elec/Elec/Mu build that goes heavy on recharge, enough to have Domination on auto while AFK (so even with hasten off it's perma)

Dominator (Electric Control - Electricity Assault).mbd 43.41 kB · 1 download

Hi Auroxis

 

Have you actually played this build or is it a 'Theory' build?

Posted (edited)
1 minute ago, bellona100 said:

Hi Auroxis

 

Have you actually played this build or is it a 'Theory' build?

I have tested this build on the beta server against +4x8 missions and rikti pylons

Edited by Auroxis
Posted
2 minutes ago, Auroxis said:

I have tested this build on the beta server against +4x8 missions and rikti pylons

Thanks for replying.

 

I'm new to slotting Force Feedback: Chance for +Rech.  I know the damage procs trigger very little when slotted in an AoE attack.  How often would you say the FFs activate?

 

Also, in the power Jolting Chain, you have quite a bit of +Rech enhanced into the power.  Would this affect the rate that FF triggers?

Posted (edited)
1 hour ago, bellona100 said:

Thanks for replying.

 

I'm new to slotting Force Feedback: Chance for +Rech.  I know the damage procs trigger very little when slotted in an AoE attack.  How often would you say the FFs activate?

 

Also, in the power Jolting Chain, you have quite a bit of +Rech enhanced into the power.  Would this affect the rate that FF triggers?

So Thunder Strike on dominator is special as it's a single target attack that has a separate AoE attack component executed at the end. The single target proc rates are actually quite high on it.

 

As for Jolting Chain, it being a fast recharging chain power makes it have minimal proc rates already. However, since it checks against a lot of targets very often, the force feedback proc is effective on it.

Edited by Auroxis
  • Thanks 1
Posted
8 hours ago, Auroxis said:

Elec Control is different from a lot of other CC powersets as it doesn't have a low cooldown AoE CC that instantly mezzes the whole pack. Static Field doesn't reliably sleep bosses even with Domination, and Synaptic Overload takes time to fully confuse a pack. Tesla Coil is the strongest AoE CC you have, but without an extremely high recharge build it won't be up every pack solo, let alone on teams.

 

The positives are firstly sapping, which is a strong tool but takes several seconds to shut down the pack. The other strong point is gremlins, which are much stronger now after the buffs which increased their base level and gave them another attack. And Conductive Aura gives you a bit of sustain as well.

 

So the way to leverage Elec Control is to either build it a bit tanky with something like /Psi (for Drain Psyche) or /Savage (for Blood Craze) so you can survive while your sapping/confuse sets in, or to go really heavy on the recharge so you can open with Tesla Coil more often, which is something you can do with /Elec as it has a lot of Force Feedback +Rech proc opportunities. Here is an Elec/Elec/Mu build that goes heavy on recharge, enough to have Domination on auto while AFK (so even with hasten off it's perma)

Dominator (Electric Control - Electricity Assault).mbd 43.41 kB · 2 downloads

Just as an FYI, as of the most recent patch, the AoE hold should be affected by the new adaptive recharge effects, meaning it can be used and up just about every pack. 

 

Electric Control also received some updates as of this last patch as well regarding the confuse and jolting chain.

Global: @Valnara1; Discord Handle: @Valnara#0620

I primarily play on Everlasting, but you may occasionally find me on Indom. 🙂

Notable Characters: Apocolyptica - Demons/Storm MM; Lurking Monster - Human-Form WS; Environmentabot - Bots/Nature MM; Miss Fade - Ill/Traps Controller; Sister Apocalypse - Beast/Dark MM; Dr. Elaina Wrath - Plant/Rad Controller (Join the House of Wrath, and spread the word of science!); Ruff Ruff Boom - AR/Devices Blaster

Posted
4 hours ago, TygerDarkstorm said:

Just as an FYI, as of the most recent patch, the AoE hold should be affected by the new adaptive recharge effects, meaning it can be used and up just about every pack. 

 

Electric Control also received some updates as of this last patch as well regarding the confuse and jolting chain.

Elec did not receive an adaptive hold. It instead got an instant+lingering patch hold in Tesla Coil which also deals decent damage.

 

The confuse changes were mostly to the magnitude in domination, which is great but it's still a chain so not quite as good as an instant one despite the speed buff.

 

Jolting Chain buff is what made me include it and slot it with the FFB proc.

 

Thanks for the FYI but I was one of the main testers for the elec control changes in closed beta.

Posted
56 minutes ago, Auroxis said:

Elec did not receive an adaptive hold. It instead got an instant+lingering patch hold in Tesla Coil which also deals decent damage.

 

The confuse changes were mostly to the magnitude in domination, which is great but it's still a chain so not quite as good as an instant one despite the speed buff.

 

Jolting Chain buff is what made me include it and slot it with the FFB proc.

 

Thanks for the FYI but I was one of the main testers for the elec control changes in closed beta.

Sorry; not sure why I thought Elec's hold got the adaptive changes too.

Global: @Valnara1; Discord Handle: @Valnara#0620

I primarily play on Everlasting, but you may occasionally find me on Indom. 🙂

Notable Characters: Apocolyptica - Demons/Storm MM; Lurking Monster - Human-Form WS; Environmentabot - Bots/Nature MM; Miss Fade - Ill/Traps Controller; Sister Apocalypse - Beast/Dark MM; Dr. Elaina Wrath - Plant/Rad Controller (Join the House of Wrath, and spread the word of science!); Ruff Ruff Boom - AR/Devices Blaster

Posted
8 hours ago, TygerDarkstorm said:

Electric Control also received some updates as of this last patch as well regarding the confuse and jolting chain.

 

4 hours ago, Auroxis said:

The confuse changes were mostly to the magnitude in domination, which is great but it's still a chain so not quite as good as an instant one despite the speed buff.

 

Screenshot_20250904_165800_Chrome.thumb.jpg.dc2b5de70cdd85d5acefb7a5c4dd4060.jpg

 

It's on the confuse chain instead of the aoe hold.

Posted
27 minutes ago, twozerofoxtrot said:

 

 

Screenshot_20250904_165800_Chrome.thumb.jpg.dc2b5de70cdd85d5acefb7a5c4dd4060.jpg

 

It's on the confuse chain instead of the aoe hold.

Yes, but the confuse was already at a low enough recharge to be up every pack so giving it adaptive didn't really matter much.

  • Thumbs Left 1
Posted (edited)
54 minutes ago, Auroxis said:

Yes, but the confuse was already at a low enough recharge to be up every pack so giving it adaptive didn't really matter much.

 

other than shagging its proc potential? Or was that questionable anyway due to chain?

Edited by Black_Assassin

@Black Assassin - Torchbearer

Posted (edited)
36 minutes ago, Black_Assassin said:

 

other than shagging its proc potential? Or was that questionable anyway due to chain?

It was previously not a true chain (it spawned a pseudopet that spawned other pseudopets), so it couldn't proc well regardless. Its first buff iteration wasn't an adaptive recharge, so it could proc ok (I think i tested it at around 50% proc rate because the chain proc formula is really punishing) but still could only hold confuse procs, and then when it was given adaptive recharge it went back to not proccing well.

Edited by Auroxis
  • Sad 1
Posted
3 hours ago, Auroxis said:

It was previously not a true chain (it spawned a pseudopet that spawned other pseudopets), so it couldn't proc well regardless. Its first buff iteration wasn't an adaptive recharge, so it could proc ok (I think i tested it at around 50% proc rate because the chain proc formula is really punishing) but still could only hold confuse procs, and then when it was given adaptive recharge it went back to not proccing well.

The previous mechanic took a really long time for the confuse to jump. You would cast it and then have to wait 10-15s for it to make the 3 or 4 jumps to spread through the spawn. The jumps were also very unreliable. If it missed the initial target or failed after 1 jump, the power was wasted and you would have to wait 60s for it to recharge. With the new mechanic it jumps very quickly (and more reliably) and spreads through the spawn in 3-4s. If it misses the initial target, adaptive recharge now has the power back up in 6s.

  • Thumbs Up 2
Posted

Here's my electric/psi build.  It's easily the safest dominator I've ever played and can safely and effectively solo +4x8 content.  The build has a large amount of aoe control and combined with the incredible amount of sapping that it does it's very effective at keeping yourself and your team safe.  After opening with static field or synpatic overload you will spend your life in melee range. I found it to be very effective at all levels (largely due to static field being available early and being an extremely powerful cc tool).  Downside is that it's very expensive (happy to send you funds if you like playing it but are a bit short of cash).

 

Juan Travoltage - Hero Dominator
Build plan made with Mids' Reborn v3.7.4 rev. 2
──────────────────────────────

  • Primary powerset: Electric Control
  • Secondary powerset: Psionic Assault
  • Pool powerset (#1): Speed
  • Pool powerset (#2): Fighting
  • Pool powerset (#3): Leaping
  • Pool powerset (#4): Leadership
  • Epic powerset: Mu Mastery

──────────────────────────────

Powers taken:

Level 1: Tesla Cage

  • A: Unbreakable Constraint: Hold
  • 3: Unbreakable Constraint: Hold/Recharge
  • 3: Unbreakable Constraint: Hold/Recharge/Accuracy
  • 5: Unbreakable Constraint: Recharge/Accuracy
  • 5: Unbreakable Constraint: Hold/Endurance

Level 1: Mind Probe

  • A: Hecatomb: Damage
  • 11: Hecatomb: Damage/Recharge
  • 13: Hecatomb: Damage/Recharge/Accuracy
  • 13: Hecatomb: Recharge/Accuracy
  • 15: Hecatomb: Damage/Endurance

Level 2: Chain Fences

  • A: Bombardment: Chance for Fire Damage
  • 7: Bombardment: Damage
  • 7: Positron's Blast: Chance of Damage(Energy)
  • 9: Javelin Volley: Chance of Damage(Lethal)
  • 9: Trap of the Hunter: Chance of Damage(Lethal)
  • 11: Annihilation: Chance for Res Debuff

Level 4: Hasten

  • A: Invention: Recharge Reduction
  • 15: Invention: Recharge Reduction

Level 6: Jolting Chain

  • A: Apocalypse: Chance of Damage(Negative)
  • 17: Tempest: Chance of End Drain
  • 17: Gladiator's Javelin: Chance of Damage(Toxic)
  • 19: Force Feedback: Chance for +Recharge
  • 19: Explosive Strike: Chance for Smashing Damage
  • 21: D-Sync Drain

Level 8: Conductive Aura

  • A: Synapse's Shock: EndMod
  • 21: Synapse's Shock: Damage/Rechage
  • 23: Synapse's Shock: EndMod/Recharge
  • 23: Synapse's Shock: Damage/Recharge/Accuracy
  • 25: Synapse's Shock: Damage/Accuracy/Endurance

Level 10: Kick

  • (Empty)

Level 12: Static Field

  • A: Fortunata Hypnosis: Sleep
  • 25: Fortunata Hypnosis: Sleep/Recharge
  • 27: Fortunata Hypnosis: Sleep/Recharge/Accuracy
  • 27: Fortunata Hypnosis: Recharge/Accuracy
  • 29: Fortunata Hypnosis: Sleep/Endurance
  • 29: Call of the Sandman: Chance of Heal Self

Level 14: Tough

  • A: Gladiator's Armor: TP Protection +3% Def (All)
  • 42: Steadfast Protection: Resistance/+Def 3%

Level 16: Weave

  • A: Kismet: Accuracy +6%
  • 42: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 42: Karma: Knockback Protection

Level 18: Paralyzing Blast

  • A: Basilisk's Gaze: Accuracy/Hold
  • 33: Basilisk's Gaze: Accuracy/Recharge
  • 34: Basilisk's Gaze: Recharge/Hold
  • 34: Basilisk's Gaze: Endurance/Recharge/Hold

Level 20: Drain Psyche

  • A: Preventive Medicine: Chance for +Absorb
  • 34: Preventive Medicine: Heal
  • 36: Preventive Medicine: Heal/Endurance
  • 36: Preventive Medicine: Endurance/RechargeTime
  • 36: Preventive Medicine: Heal/RechargeTime

Level 22: Synaptic Overload

  • A: Superior Ascendency of the Dominator: Accuracy/Control Duration/Endurance/Recharge
  • 48: Superior Ascendency of the Dominator: Accuracy/Control Duration
  • 50: Superior Ascendency of the Dominator: Control Duration/Recharge
  • 50: Superior Ascendency of the Dominator: Endurance/Recharge
  • 50: Superior Ascendency of the Dominator: Accuracy/Control Duration/Endurance

Level 24: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 43: Winter's Gift: Slow Resistance (20%)

Level 26: Gremlins

  • A: Soulbound Allegiance: Chance for Build Up
  • 31: Sovereign Right: Resistance Bonus
  • 31: Sovereign Right: Accuracy/Damage
  • 31: Edict of the Master: Defense Bonus
  • 33: Expedient Reinforcement: Resist Bonus Aura for Pets
  • 33: Call to Arms: Defense Bonus Aura for Pets

Level 28: Psionic Lance

  • A: Apocalypse: Damage
  • 37: Apocalypse: Damage/Recharge
  • 37: Apocalypse: Damage/Recharge/Accuracy
  • 37: Apocalypse: Recharge/Accuracy
  • 39: Apocalypse: Damage/Endurance

Level 30: Psychic Shockwave

  • A: Eradication: Chance for Energy Damage
  • 39: Obliteration: Chance for Smashing Damage
  • 39: Armageddon: Chance for Fire Damage
  • 40: Scirocco's Dervish: Chance of Damage(Lethal)
  • 40: Superior Dominating Grasp: RechargeTime/Fiery Orb
  • 40: Superior Ascendency of the Dominator: Recharge/Chance for +Damage

Level 32: Maneuvers

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 35: Power Sink

  • A: Synapse's Shock: EndMod
  • 45: Synapse's Shock: Damage/Rechage
  • 45: Synapse's Shock: EndMod/Recharge
  • 46: Synapse's Shock: Damage/Recharge/Accuracy
  • 46: Synapse's Shock: Damage/Accuracy/Endurance

Level 38: Charged Armor

  • A: Unbreakable Guard: +Max HP
  • 43: Unbreakable Guard: Resistance
  • 43: Unbreakable Guard: Resistance/Endurance
  • 45: Unbreakable Guard: RechargeTime/Resistance

Level 41: Surge of Power

  • A: Invention: Recharge Reduction
  • 46: Invention: Recharge Reduction

Level 44: Tactics

  • A: Gaussian's Synchronized Fire-Control: Chance for Build Up

Level 47: Assault

  • A: Invention: Endurance Reduction

Level 49: Vengeance

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed


──────────────────────────────

Inherents:

Level 1: Brawl

  • (Empty)

Level 1: Domination


Level 1: Sprint

  • (Empty)

Level 2: Rest

  • (Empty)

Level 1: Swift

  • (Empty)

Level 1: Health

  • A: Panacea: +Hit Points/Endurance
  • 48: Numina's Convalesence: +Regeneration/+Recovery
  • 48: Miracle: +Recovery

Level 1: Hurdle

  • (Empty)

Level 1: Stamina

  • (Empty)

Level 49: Quick Form


 

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