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Posted

Hey all. So I have been playing this build the last few days and I love it so far. I love the theme of it, and I have been farming S&L AEs at +0 without any issues. So I'm looking to see how far I can push this build and figured since I suck at making builds to begin with, it must be able to get much better. I searched the forums and I was not able to find a similar build proposal anywhere. Any help I could get to improve would be greatly appreciated. Here's the build from Pine's planner, this is the setup I am currently running with:

 

Villain Plan by Mids' Villain Designer 1.962
http://www.cohplanner.com/

Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Earth Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Primal Forces Mastery

Villain Profile:
------------
Level 1:    Tesla Cage    
 (A) Accuracy IO


Level 1:    Stone Spears    
 (A) Empty


Level 2:    Chain Fences    
 (A) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
 (3) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
 (3) Superior Ascendency of the Dominator - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
 (5) Superior Ascendency of the Dominator - Recharge/Chance for +Damage
 (5) Superior Ascendency of the Dominator - Endurance/Recharge
 (7) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance


Level 4:    Stone Mallet    
 (A) Focused Smite - Accuracy/Damage
 (7) Focused Smite - Accuracy/Damage/Recharge
 (9) Focused Smite - Damage/Recharge
 (9) Focused Smite - Damage/Endurance
 (11) Empty


Level 6:    Tremor    
 (A) Obliteration - Chance for Smashing Damage
 (11) Obliteration - Accuracy/Damage/Endurance/Recharge
 (13) Obliteration - Damage
 (13) Obliteration - Accuracy/Recharge
 (15) Obliteration - Damage/Recharge
 (15) Obliteration - Accuracy/Damage/Recharge


Level 8:    Conductive Aura    
 (A) Performance Shifter - EndMod/Accuracy/Recharge
 (17) Performance Shifter - EndMod
 (17) Performance Shifter - Chance for +End


Level 10:    Super Jump    
 (A) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 12:    Static Field    
 (A) Recharge Reduction IO
 (19) Accuracy IO


Level 14:    Hasten    
 (A) Recharge Reduction IO
 (19) Recharge Reduction IO


Level 16:    Combat Jumping    
 (A) Red Fortune - Defense/Endurance
 (21) Red Fortune - Defense/Endurance/Recharge
 (21) Karma - Knockback Protection


Level 18:    Spring Attack    
 (A) Multi-Strike - Damage/Endurance/Recharge
 (23) Multi-Strike - Accuracy/Damage/Endurance
 (23) Multi-Strike - Accuracy/Damage
 (25) Multi-Strike - Damage/Recharge
 (25) Multi-Strike - Damage/Endurance
 (27) Empty


Level 20:    Paralyzing Blast    
 (A) Superior Dominating Grasp - RechargeTime/Fiery Orb
 (27) Superior Dominating Grasp - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance/RechargeTime
 (29) Superior Dominating Grasp - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized
 (29) Superior Dominating Grasp - Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/RechargeTime
 (31) Superior Dominating Grasp - Endurance/RechargeTime
 (31) Superior Dominating Grasp - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance


Level 22:    Heavy Mallet    
 (A) Force Feedback - Recharge/Knockback
 (31) Force Feedback - Accuracy/Knockback
 (33) Force Feedback - Damage/Endurance/Knockback
 (33) Force Feedback - Damage/Knockback
 (33) Force Feedback - Chance for +Recharge


Level 24:    Boxing    
 (A) Empty


Level 26:    Tough    
 (A) Reactive Armor - Resistance/Endurance/Recharge
 (34) Reactive Armor - Resistance/Endurance
 (34) Gladiator's Armor - TP Protection +3% Def (All)
 (34) Steadfast Protection - Resistance/+Def 3%


Level 28:    Weave    
 (A) Kismet - Defense/Recharge
 (36) Kismet - Defense/Endurance/Recharge
 (36) Kismet - Defense/Endurance
 (36) Luck of the Gambler - Recharge Speed


Level 30:    Synaptic Overload    
 (A) Malaise's Illusions - Accuracy/Recharge
 (37) Malaise's Illusions - Endurance/Confused
 (39) Malaise's Illusions - Accuracy/Endurance
 (39) Malaise's Illusions - Confused/Range
 (39) Malaise's Illusions - Accuracy/Confused/Recharge
 (40) Malaise's Illusions - Chance of Damage(Psionic)


Level 32:    Gremlins    
 (A) Sovereign Right - Damage/Endurance
 (40) Sovereign Right - Accuracy/Damage/Endurance
 (40) Sovereign Right - Accuracy/Damage
 (42) Sovereign Right - Resistance Bonus


Level 35:    Seismic Smash    
 (A) Mako's Bite - Chance of Damage(Lethal)
 (42) Mako's Bite - Accuracy/Damage/Endurance/Recharge
 (42) Mako's Bite - Accuracy/Damage
 (43) Mako's Bite - Damage/Endurance
 (43) Mako's Bite - Damage/Recharge
 (43) Mako's Bite - Accuracy/Endurance/Recharge


Level 38:    Mud Pots    
 (A) Scirocco's Dervish - Accuracy/Recharge
 (45) Scirocco's Dervish - Damage/Recharge
 (45) Scirocco's Dervish - Damage/Endurance
 (45) Scirocco's Dervish - Accuracy/Damage
 (46) Scirocco's Dervish - Accuracy/Damage/Endurance


Level 41:    Fissure    
 (A) Ragnarok - Damage
 (46) Ragnarok - Damage/Recharge
 (46) Ragnarok - Accuracy/Damage/Recharge
 (48) Ragnarok - Accuracy/Recharge
 (48) Ragnarok - Damage/Endurance
 (48) Ragnarok - Chance for Knockdown


Level 44:    Conserve Power    
 (A) Recharge Reduction IO


Level 47:    Temp Invulnerability    
 (A) Unbreakable Guard - RechargeTime/Resistance
 (50) Unbreakable Guard - Endurance/RechargeTime
 (50) Unbreakable Guard - Resistance/Endurance
 (50) Unbreakable Guard - Resistance


Level 49:    Power Boost    
 (A) Recharge Reduction IO


Level 1:    Brawl    
 (A) Empty


Level 1:    Domination    
Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


Level 1:    Sprint    
 (A) Empty


Level 2:    Rest    
 (A) Empty


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Empty


Level 2:    Health    
 (A) Empty


Level 2:    Hurdle    
 (A) Empty


Level 2:    Stamina    
 (A) Efficacy Adaptor - EndMod
 (37) Efficacy Adaptor - EndMod/Endurance
 (37) Efficacy Adaptor - EndMod/Accuracy


------------

Posted (edited)

Here's my current Elec/Earth Dom. He is a blast to play but I will say by far my most hungry for purples build. The power truly is not realized on this build until you have full purples slotted up and at least some basic incarnate power. Once you have purples this build achieves perma dom at 25/30 while exemplared.  Very late blooming for me. I never see anyone in game play this combo and very few posts about it. Now that I've mostly completed my build I've wanted to post it. Some observations I had leveling that took my down a different path than you:

 

Tesla cage is such an amazing and important skill. The damage (when procced to the gills as below) is comparable to a fully slotted Stone Mallet, except has far more utility and IS a skill you want in your standard rotation against hard targets.

 

Immobilize I found to be pointless and I abandoned it entirely.

 

Stone Mallet is just less important than Tesla Cage and after I slotted TC I ran out of slots. The single target chain goes Tesla Cage, Heavy Mallet, Seismic Smash, Repeat.

 

Jolting chain I have slotted up for extra AoE. I just realized I could possibly drop it, slide some skills around, and pick up fissure instead, full respec may be coming up in my future, but the occasional build up is nice and an AoE knockdown that is always available is very fun.

 

Conductive Aura is a great place for the healing procs that this build has very little room for. Helps for some wild situations. Additional End Mod doesn't really do a whole lot, so 1 is sufficient.

 

In super jump i see you put knockback prot. I do not think we need that with perma-dom. I'm much more concerned about getting my recharge times reduced and that would quickly make gaps in my chain.

 

In the AoE paralyze i see you put the other Dom ATO. I did not find a use for that since it does not have -recharge duration. I would recommend replacing it. But we do agree the fire pet proc belongs there.

 

I have never taken spring attack but I certainly understand the desire for more AoE. My build is kind of a lock em all down and knock down one at a time sort of build. I could not STAND tremor's molasses slow activation. Now that it's been buffed it could be worth it but the damage/activation still isn't great in my opinion. If you want a more AoE focused build then by all means go that route, I'm sure it will be effective. After playing a PBAoE blapper I knew I couldn't make this dominator compare so I went a more single target route.

 

I would recommend dropping malaises damage proc from your confuse. The best part about Elec confuse is the lack of aggro generation. If you put a damage proc in there, that aspect is gone. Coercive persuasion is one of the best purple sets for a Dom in terms of set bonuses. Rechage time, big damage, and big defense.

 

Mud Pots, oh man. I went back and forth on that one for awhile. You will see mine is heavily frankenslotted with procs. This was a game changer and is worth the effort. The random knockdowns and fire damage are easily noticeable. The -res a little less so but this is a build that has very few places for -res and to get some passively is great!

 

Fissure, I really want to like fissure. But the epic mastery attacks are generally slightly better for a damage aspect. If the controls were more reliable I would definitely find a way for it to be in my build but currently with the low radius, low range I do not have it in my build. That said I am 85% in melee with this char.

 

I can't speak to the epic pool you took, but the reasons I took Mu were simple. Mu offers the best of everything I am looking for:

-The best res shield(S/L/E); I do not have capped defense or res, but both are rather high, I wanted layered defenses. I can tank out quite a few hits should any controls slip.

-The best AoE attack of the epic pools; I highly value attack duration and this one is great, as well as being energy damage and a high damage/activation time

-The pet. With the dom's insane perma haste recharge, we can make the epic pets permanent! The Mu pet is the only boss monster pet offered to Doms and actually is pretty great once perma.

-Bonus! a panic button where you cap your resistances (or nearly) and can go toe to toe with an AV while creeping up your hold mag/duration until it's smooth sailing.

-Bonusx2 - Mu offers more sapping! The build is actually relatively effective at sapping with my alpha incarnate choice and it is not even tier 4 yet. Even in an 8 man team I can sap mobs while they still have plenty of health making it an actual relevant control. I think the 3 skills doing the heavy lifting here against big groups are Ball of Lightning, jolting chain, and the aura.

 

You'll see a big lack of force feedback recharge proc. I had it slotted for awhile, but i don't like the random swinginess of depending on it for an attack chain and often the best benefit of it was the big long duration type things. I built so I don't have to worry about that (just remembering to hit haste). I hated dropping Dominate between missions and having to start from scratch.

 

Lastly, power boost. I wanted to like it, but it was more activation time in between me and smashing so I took it off, but it is certainly good.

 

Villain Plan by Mids' Villain Designer 1.962
http://www.cohplanner.com/

MoneyDom: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Earth Assault
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery

Villain Profile:
------------
Level 1:    Tesla Cage    
 (A) Unbreakable Constraint - Chance for Smashing Damage
 (3) Apocalypse - Damage/Endurance
 (3) Unbreakable Constraint - Hold
 (5) Apocalypse - Damage
 (9) Apocalypse - Chance of Damage(Negative)
 (40) Gladiator's Javelin - Chance of Damage(Toxic)


Level 1:    Stone Spears    
 (A) Empty


Level 2:    Stone Mallet    
 (A) Empty


Level 4:    Super Jump    
 (A) Winter's Gift - Slow Resistance (20%)


Level 6:    Jolting Chain    
 (A) Decimation - Accuracy/Damage
 (7) Decimation - Chance of Build Up
 (7) Decimation - Damage/Endurance
 (9) Decimation - Accuracy/Endurance/Recharge
 (11) Gladiator's Javelin - Chance of Damage(Toxic)
 (42) Decimation - Accuracy/Damage/Recharge


Level 8:    Conductive Aura    
 (A) Preventive Medicine - Chance for +Absorb
 (11) Performance Shifter - EndMod/Accuracy
 (43) Panacea - +Hit Points/Endurance


Level 10:    Combat Jumping    
 (A) Luck of the Gambler - Recharge Speed
 (13) Kismet - Accuracy +6%


Level 12:    Static Field    
 (A) Fortunata Hypnosis - Sleep/Recharge
 (13) Fortunata Hypnosis - Accuracy/Sleep/Recharge
 (17) Fortunata Hypnosis - Accuracy/Recharge
 (17) Fortunata Hypnosis - Sleep/Endurance
 (46) Fortunata Hypnosis - Chance for Placate


Level 14:    Maneuvers    
 (A) Luck of the Gambler - Recharge Speed
 (15) Reactive Defenses - Scaling Resist Damage
 (15) Shield Wall - +Res (Teleportation), +5% Res (All)


Level 16:    Assault    
 (A) Endurance Reduction IO


Level 18:    Paralyzing Blast    
 (A) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
 (19) Superior Ascendency of the Dominator - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
 (19) Superior Ascendency of the Dominator - Endurance/Recharge
 (37) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance
 (37) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
 (40) Superior Dominating Grasp - RechargeTime/Fiery Orb


Level 20:    Heavy Mallet    
 (A) Crushing Impact - Accuracy/Damage
 (21) Crushing Impact - Damage/Endurance
 (21) Crushing Impact - Accuracy/Damage/Recharge
 (23) Crushing Impact - Damage/Endurance/Recharge
 (23) Crushing Impact - Accuracy/Damage/Endurance
 (34) Touch of Death - Chance of Damage(Negative)


Level 22:    Boxing    
 (A) Empty


Level 24:    Tough    
 (A) Gladiator's Armor - TP Protection +3% Def (All)
 (25) Steadfast Protection - Resistance/+Def 3%
 (25) Gladiator's Armor - Resistance


Level 26:    Synaptic Overload    
 (A) Coercive Persuasion  - Contagious Confusion
 (27) Coercive Persuasion  - Confused/Recharge
 (27) Coercive Persuasion  - Accuracy/Confused/Recharge
 (29) Coercive Persuasion  - Accuracy/Recharge
 (29) Coercive Persuasion  - Confused/Endurance
 (43) Coercive Persuasion  - Confused


Level 28:    Seismic Smash    
 (A) Hecatomb - Damage
 (31) Hecatomb - Damage/Endurance
 (31) Hecatomb - Chance of Damage(Negative)
 (31) Hecatomb - Accuracy/Damage/Recharge
 (34) Hecatomb - Damage/Recharge
 (34) Superior Ascendency of the Dominator - Recharge/Chance for +Damage


Level 30:    Weave    
 (A) Luck of the Gambler - Recharge Speed
 (42) Luck of the Gambler - Defense/Endurance


Level 32:    Gremlins    
 (A) Call to Arms - Endurance/Damage/Recharge
 (33) Call to Arms - Accuracy/Damage/Recharge
 (33) Call to Arms - Damage/Endurance
 (33) Call to Arms - Defense Bonus Aura for Pets
 (43) Soulbound Allegiance - Chance for Build Up
 (50) Sovereign Right - Resistance Bonus


Level 35:    Mud Pots    
 (A) Superior Avalanche - Damage/Endurance
 (36) Superior Avalanche - Recharge/Chance for Knockdown
 (36) Armageddon - Damage/Endurance
 (36) Armageddon - Chance for Fire Damage
 (37) Superior Avalanche - Accuracy/Damage
 (40) Fury of the Gladiator - Chance for Res Debuff


Level 38:    Charged Armor    
 (A) Unbreakable Guard - Resistance
 (39) Unbreakable Guard - Resistance/Endurance
 (39) Unbreakable Guard - RechargeTime/Resistance
 (39) Unbreakable Guard - +Max HP


Level 41:    Hasten    
 (A) Recharge Reduction IO
 (42) Recharge Reduction IO


Level 44:    Ball Lightning    
 (A) Annihilation - Chance for Res Debuff
 (45) Ragnarok - Damage
 (45) Ragnarok - Damage/Recharge
 (45) Ragnarok - Accuracy/Damage/Recharge
 (46) Ragnarok - Damage/Endurance
 (46) Ragnarok - Chance for Knockdown


Level 47:    Summon Guardian    
 (A) Expedient Reinforcement - Accuracy/Recharge
 (48) Expedient Reinforcement - Resist Bonus Aura for Pets
 (48) Expedient Reinforcement - Endurance/Damage/Recharge
 (48) Expedient Reinforcement - Damage/Endurance
 (50) Expedient Reinforcement - Accuracy/Damage/Recharge
 (50) Expedient Reinforcement - Accuracy/Damage


Level 49:    Surge of Power    
 (A) Unbreakable Guard - RechargeTime/Resistance


Level 1:    Brawl    
 (A) Empty


Level 1:    Domination    
Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


Level 1:    Sprint    
 (A) Run Speed IO


Level 2:    Rest    
 (A) Empty


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Run Speed IO


Level 2:    Health    
 (A) Numina's Convalesence - +Regeneration/+Recovery


Level 2:    Hurdle    
 (A) Jumping IO


Level 2:    Stamina    
 (A) Performance Shifter - Chance for +End
 (5) Performance Shifter - EndMod


Level 50:    Agility Core Paragon    
Level 50:    Ion Radial Final Judgement    
Level 50:    Gravitic Radial Flawless Interface    
Level 50:    Longbow Core Superior Ally    
Level 50:    Ageless Core Epiphany    
Level 50:    Assault Core Embodiment    
------------

 

 

Edited by Nixilus
Posted

Hey Nixilus, thanks for the reply and all the detailed suggestions. I don't get a lot of time to play/go through the forums but I just wanted to come in and let you know I saw your response and appreciate all the info. I will go through t in more detailed fashion this weekend and give you better answers to your information.

Posted

Fissure is great for Force Feedback... it's a good damage power, but it procs FF pretty much every time if used on a medium-sized spawn.

 

Jolting Chain, fully slotted with damage Procs, does about 200 damage to the first target hit, and 100 to the subsequent targets. While 100 damage doesn't look like good damage for an AoE power, it's actually solid for something with an 8 second recharge. Add in the -End and random -Recovery, which help keep mobs drained, and the guaranteed knockdown, and I love it as a 6-slotted power. But its base damage is low enough, that I would put in like 4 damage procs into it first, and then Accuracy, before I slotted up the damage.

 

Electric Fences is the place for the Dominator ATO, in my experience. One ATO, and one Accuracy/Endurance (or two if you can spare a 3rd slot), and it does solid work: helps with keeping mobs drained, puts out Orbs pretty regularly. Not almost guaranteed like the AoE Stuns and Holds, but at a good rate, and if you're fighting a large spawn you could have several Orbs out. You get way more Orbs out with this than by putting it in an AoE Hold, and Electric is a set that can generally handle the End drain of spamming an AoE Immob.

 

Do the Panacea and Preventive Medicine IOs have a chance to proc per target when used in Conductive Aura, or are they just automatic powers that check every 10 seconds like they are in Health?

Posted

I'm not able to open the build in Mids, so my comments are based just on what I can see.

 

 

- It looks like you took Mu Mastery, but left off one of the best powers: Power Sink. Power Sink on an Electric Dominator is a way to floor enemy endurance instantly. You can then keep it them there with Conductive Aura and your other Electric powers. With Power Sink you also likely won't need to worry about endurance/recovery ever. 

 

- I don't personally find Jolting Chain worth keeping. The animation time is too slow for the damage dealt. It deals damage equivalent to Electric Fences but takes almost twice as long to animate. I've been semi-publicly pushing the developers to change Jolting Chain's animation to the Electric Fences one. If that happened, it would make the power far more attractive. I just can't justify it for its current effect. You have tons of knockdown in /Earth Assault anyway.

 

- I doubt you need the full Fortunata Hypnosis slotting in Static Field. Just one accuracy is usually sufficient in this power. For whatever reason, it comes preloaded with extremely long duration and fast recharge. Altho you can technically have more than one Static Field patch up at a time, in practice this is rarely critical.

 

- I'd taken Hasten much earlier. Sometime prior to level 20 if you can.

 

- Spring Attack is not a power I find very useful. It's not really needed for Electric Control either, since it's a set that can sneak up on enemies easily with a ranged Confusion.

 

- I'd drop Assault from the Leadership pool. It's not benefitting you much.

 

 

 

 

 

 

 

Posted (edited)
On 8/20/2019 at 8:42 AM, Coyote said:

Do the Panacea and Preventive Medicine IOs have a chance to proc per target when used in Conductive Aura, or are they just automatic powers that check every 10 seconds like they are in Health?

Not sure, haven't noticed a larger uptick, probably can just slot them in the standard health. That was dumb of me lol.

 

On 8/20/2019 at 8:42 AM, Coyote said:

Electric Fences is the place for the Dominator ATO, in my experience. One ATO, and one Accuracy/Endurance (or two if you can spare a 3rd slot), and it does solid work: helps with keeping mobs drained, puts out Orbs pretty regularly. Not almost guaranteed like the AoE Stuns and Holds, but at a good rate, and if you're fighting a large spawn you could have several Orbs out. You get way more Orbs out with this than by putting it in an AoE Hold, and Electric is a set that can generally handle the End drain of spamming an AoE Immob.

Interesting. Typically I find I either want mobs shut down or they got mowed through quickly enough. I might swap some skills around and try it out. See new build below. I just noticed it also has a -fly, this skill just became a big recommend because /earth has a MAJOR issue dealing with flying enemies.

 

On 8/20/2019 at 6:34 PM, oedipus_tex said:

- It looks like you took Mu Mastery, but left off one of the best powers: Power Sink. Power Sink on an Electric Dominator is a way to floor enemy endurance instantly. You can then keep it them there with Conductive Aura and your other Electric powers. With Power Sink you also likely won't need to worry about endurance/recovery ever. 

Huh I did not really consider it since I haven't had too bad of endurance problems. The main issue for me is, I want all the final skills of both my pools so I can only possibly take 4 skills from the patron pool. Should I drop the resist panic button for this? I'll try it out.

 

On 8/20/2019 at 6:34 PM, oedipus_tex said:

Jolting Chain

I'll post a new build that eliminates it. Figured out how to rotate slots around to drop it entirely and support a 6 slotted fissure instead without sacrificing anything.

 

On 8/20/2019 at 6:34 PM, oedipus_tex said:

full Fortunata Hypnosis slotting in Static Field

It pained me greatly to purchase those, but I do want them! For 1 reason, the 5th 10% recharge reduction set bonus. This placement allows me to franken-slot the single target hold and mud pots. Without, I would have to drop the franken-slotting on one of those. Otherwise yes I completely agree, it's performance is not enhanced at all beyond a single slot really.

 

On 8/20/2019 at 6:34 PM, oedipus_tex said:

Hasten much earlier

Yes, the build I posted I forgot I did not follow exactly in that order. I take hasten at level 10 I think.

 

On 8/20/2019 at 6:34 PM, oedipus_tex said:

Assault from the Leadership pool

I took it because there wasn't a single other useful power I wanted. The simple alternative is power boost.

Edited by Nixilus
Posted
1 minute ago, Nixilus said:

Huh I did not really consider it since I haven't had too bad of endurance problems. The main issue for me is, I want all the final skills of both my pools so I can only possibly take 4 skills from the patron pool. Should I drop the resist panic button for this? I'll try it out.

 

I would drop the panic button power for this, yes. The panic button isn't actually very good on a Dominator. You could just eat 2 oranges. 

 

Power Sink on the other hand is a massive endurance drain that is auto hit. It's true the radius could be bigger, but even with a 10ft radius its very useful. Especially good combined with Electric Control for ensuring whatever you got close enough to melee with has zero chance to fight back. With this power + the rest of Electric (particularly paired with an Alpha slot that adds Endurance Mod) flooring the endurance of Elite Bosses is easily achievable.

Posted

Here is the new build:

 

Note: /Earth no longer has to be on the ground to attack, didn't see that in the patch notes! Great news. I am liking power sink. Thanks for the suggestion.

 

Villain Plan by Mids' Villain Designer 1.962
http://www.cohplanner.com/

MoneyDom: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Earth Assault
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
------------
Level 1:    Tesla Cage    
 (A) Unbreakable Constraint - Chance for Smashing Damage
 (3) Apocalypse - Damage/Endurance
 (3) Unbreakable Constraint - Hold
 (5) Apocalypse - Damage
 (9) Apocalypse - Chance of Damage(Negative)
 (17) Gladiator's Javelin - Chance of Damage(Toxic)


Level 1:    Stone Spears    
 (A) Empty


Level 2:    Chain Fences    
 (A) Superior Dominating Grasp - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance


Level 4:    Combat Jumping    
 (A) Luck of the Gambler - Recharge Speed
 (9) Kismet - Accuracy +6%


Level 6:    Maneuvers    
 (A) Luck of the Gambler - Recharge Speed
 (7) Reactive Defenses - Scaling Resist Damage
 (7) Shield Wall - +Res (Teleportation), +5% Res (All)


Level 8:    Conductive Aura    
 (A) Performance Shifter - EndMod/Accuracy


Level 10:    Hasten    
 (A) Recharge Reduction IO
 (13) Recharge Reduction IO


Level 12:    Static Field    
 (A) Fortunata Hypnosis - Sleep/Recharge
 (13) Fortunata Hypnosis - Accuracy/Sleep/Recharge
 (15) Fortunata Hypnosis - Accuracy/Recharge
 (15) Fortunata Hypnosis - Sleep/Endurance
 (17) Fortunata Hypnosis - Chance for Placate


Level 14:    Boxing    
 (A) Empty


Level 16:    Tough    
 (A) Gladiator's Armor - TP Protection +3% Def (All)
 (25) Steadfast Protection - Resistance/+Def 3%
 (25) Gladiator's Armor - Resistance


Level 18:    Paralyzing Blast    
 (A) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
 (19) Superior Ascendency of the Dominator - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
 (19) Superior Ascendency of the Dominator - Endurance/Recharge
 (37) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance
 (40) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
 (40) Superior Dominating Grasp - RechargeTime/Fiery Orb


Level 20:    Heavy Mallet    
 (A) Crushing Impact - Accuracy/Damage
 (21) Crushing Impact - Damage/Endurance
 (21) Crushing Impact - Accuracy/Damage/Endurance
 (23) Crushing Impact - Damage/Endurance/Recharge
 (23) Crushing Impact - Accuracy/Damage/Recharge
 (43) Touch of Death - Chance of Damage(Negative)


Level 22:    Weave    
 (A) Luck of the Gambler - Recharge Speed
 (42) Luck of the Gambler - Defense/Endurance


Level 24:    Assault    
 (A) Endurance Reduction IO


Level 26:    Synaptic Overload    
 (A) Coercive Persuasion  - Contagious Confusion
 (27) Coercive Persuasion  - Confused/Recharge
 (27) Coercive Persuasion  - Accuracy/Confused/Recharge
 (29) Coercive Persuasion  - Accuracy/Recharge
 (29) Coercive Persuasion  - Confused/Endurance
 (43) Coercive Persuasion  - Confused


Level 28:    Seismic Smash    
 (A) Hecatomb - Damage
 (31) Hecatomb - Damage/Endurance
 (31) Hecatomb - Chance of Damage(Negative)
 (31) Hecatomb - Accuracy/Damage/Recharge
 (34) Hecatomb - Damage/Recharge
 (34) Superior Ascendency of the Dominator - Recharge/Chance for +Damage


Level 30:    Tactics    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 32:    Gremlins    
 (A) Call to Arms - Endurance/Damage/Recharge
 (33) Call to Arms - Accuracy/Damage/Recharge
 (33) Call to Arms - Damage/Endurance
 (33) Call to Arms - Defense Bonus Aura for Pets
 (34) Soulbound Allegiance - Chance for Build Up
 (37) Sovereign Right - Resistance Bonus


Level 35:    Mud Pots    
 (A) Superior Avalanche - Damage/Endurance
 (36) Superior Avalanche - Recharge/Chance for Knockdown
 (36) Armageddon - Damage/Endurance
 (36) Armageddon - Chance for Fire Damage
 (37) Superior Avalanche - Accuracy/Damage/Endurance
 (40) Fury of the Gladiator - Chance for Res Debuff


Level 38:    Charged Armor    
 (A) Unbreakable Guard - Resistance
 (39) Unbreakable Guard - Resistance/Endurance
 (39) Unbreakable Guard - RechargeTime/Resistance
 (39) Unbreakable Guard - +Max HP


Level 41:    Fissure    
 (A) Positron's Blast - Damage/Recharge
 (42) Positron's Blast - Damage/Endurance
 (42) Positron's Blast - Accuracy/Damage/Endurance
 (43) Positron's Blast - Damage/Range
 (46) Positron's Blast - Chance of Damage(Energy)
 (50) Annihilation - Chance for Res Debuff


Level 44:    Ball Lightning    
 (A) Annihilation - Chance for Res Debuff
 (45) Ragnarok - Damage
 (45) Ragnarok - Damage/Recharge
 (45) Ragnarok - Accuracy/Damage/Recharge
 (46) Ragnarok - Damage/Endurance
 (46) Ragnarok - Chance for Knockdown


Level 47:    Summon Guardian    
 (A) Expedient Reinforcement - Accuracy/Recharge
 (48) Expedient Reinforcement - Resist Bonus Aura for Pets
 (48) Expedient Reinforcement - Endurance/Damage/Recharge
 (48) Expedient Reinforcement - Damage/Endurance
 (50) Expedient Reinforcement - Accuracy/Damage/Recharge
 (50) Expedient Reinforcement - Accuracy/Damage


Level 49:    Power Sink    
 (A) Endurance Modification IO


Level 1:    Brawl    
 (A) Empty


Level 1:    Domination    
Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


Level 1:    Sprint    
 (A) Run Speed IO


Level 2:    Rest    
 (A) Empty


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Run Speed IO


Level 2:    Health    
 (A) Numina's Convalesence - +Regeneration/+Recovery
 (11) Preventive Medicine - Chance for +Absorb
 (11) Panacea - +Hit Points/Endurance


Level 2:    Hurdle    
 (A) Jumping IO


Level 2:    Stamina    
 (A) Performance Shifter - Chance for +End
 (5) Performance Shifter - EndMod


Level 50:    Agility Core Paragon    
Level 50:    Ion Radial Final Judgement    
Level 50:    Gravitic Radial Flawless Interface    
Level 50:    Longbow Core Superior Ally    
Level 50:    Ageless Core Epiphany    
Level 50:    Assault Core Embodiment    
------------

 

 

  • 2 weeks later
Posted
9 hours ago, Jawbreaker said:

But...Jolting Chain is so much fun

 

And it's really good damage, I think. Due to the way it's coded, the procs have different chances to proc on the primary target and on the secondary, so when slotted with like 3-4 procs (including a Purple), it does about 200 single-target, and 100 AoE damage. 100 AoE damage isn't bad on an 8 second recharge power that also has great control effects, and 200 single-target damage with guaranteed knockdown isn't bad for a single target attack. The End cost isn't bad, and it helps an Electric Controller drain mobs. I'm very happy to have it on my Electric/Earth, and it's not like you're going to have such a full AoE attack chain without it, that you won't find time to use it and knock down everyone around you. Or around the target, but usually you'll be using it at point-blank range.

 

And... Jolting Chain is so much fun, too 😉

  • Like 4

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