EricHough

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  1. Quote:
    Originally Posted by Sailboat View Post
    Well, Tankers get Shield Charge before 30. How about a Shield/Fire Tanker? You'd be able to have SC and Fire Sword Circle and Combustion slotted up, right? And the sturdier Tanker values for standing in big crowds might help since you won't have the slots from 50 to beef up a Scrapper.
    While this sounds good I am not sure it will work out - FSC and Shield Charge come so late (28 and 26) that you won't be able to slot them up properly if you stop at L30 - you will have 4 spare slots (L27 and 29) to split between the two powers which is not enough to get decent slotting, so they will not only be at tanker values they will be under-enhanced. Plus, I suspect that even with the tanker numbers Shield defense is going to be a lot less hardy than willpower or regen at that level.
  2. Quote:
    Originally Posted by Oedipus_Tex View Post
    The Stealth IO isn't that rare, I didn't think. I've never had trouble getting it for a level 50. The Jumping one might be hard to come by, but Celerity +Stealth is pretty common, not that expensive, and you can slot it in Sprint.

    I can sort of see an argument for why Stealth isn't terrible for everyone. I'm in the camp that thinks that any *entire power* that's replaceable by an IO kind of sucks tho.
    Level 50 is the only place that stealth isn't rare - and if Dispari is like me and likes to start building up IO sets (and bonuses) before a character gets to 50 this is a big deal. Many of the 'rare' TF/SF/Trial recipes that used to be available (some fairly cheaply, some costing more) at various levels are now only 'easy' to find at level 50, if you can find them at any other level at all (redside being much worse at this than blueside)

    This is one of the things that has me both loving and hating merits - I love them because using merits earned through story rewards I can finally get some of the unique IO's that i was never willing to buy before (numina's, miracle and LoTG +rech) but I also used to be able to easily put together less used sets like Malaise's illusions or Glimpse of the Abyss sets (and fairly cheaply as well) for some decent, cheap IO bonuses in the mid 30's and I cannot do that anymore, sometimes no matter how much I am willing to spend because the IO's are not there.

    Ob on topic addition: My votes for most uselss powers have mostly been covered already, but I will add them in:

    Merc's Serum
    Thunderclap in all flavors*
    Dimension Shift
    Time bomb
    All snipe powers**

    * = except on a defender/corruptor who can stack it with other stun powers. Oddly enough if they would just change it from KB to KD it would be pretty darn good.

    ** = except possibly on dominators due to the high damage although even then they are so far to situational to be worth taking if you have any other power choice.
  3. EricHough

    New Mids' Update

    Stony, one problem I have noticed with both this update and the last one or two is that all your options are reset in some way. This is what caused UnicyclePeon's problem with pop-up's and it caused some confusion for both myself and my brother in doing some damage comparisons until we realized that for some reason the effects/maths setting for targets had been changed from our usual PvE to PvP settings. I also have always had to reset the level up mode from level up to dynamic the last 2-3 times I have installed updates and change a few other options.

    It looks to me like the update program is overriding any existing user options with whatever options where set when the update was built/compiled. I am not sure how easy/hard this would be to change but I know that older versions of the application did not do this and many of the options are not obvious for even an experienced user - it took me 5 minutes of messing around to figure out that the target settings had been changed to PvP and I suspect an inexperienced user would not be able to figure that out on their own. If you could fix this for the next update that would be awesome, if not you might want to at least make sure that whatever settings are forced on the user are fairly basic and/or standard (and PvP damage/effects are not the standard).
  4. Quote:
    Originally Posted by Marcian Tobay View Post
    But if you are grabbing Radio missions and chugging them as fast as possible without any regard to their stories...

    or if you are doing one arc after another for the XP and have no regard for the setting or scenery...

    or if you are rapidly pounding out Task Forces and skipping the clues because they bog you down...

    ... and all of this is brought on by the lust for XP brought on by Double Experience weekend? It seems to me that it's the exact same mentality as farming and that differences are irrelevant semantics.

    To clarify, I don't consider farming a bad thing, nor do I partake in it most of the time. Just food for thought that think farming is the anti-game.
    The term 'farming' has in the past been generally used to describe repeating some activity over and over again specificy for the benefit of drops not for experience or levelling. It came into use in the early days of MMO's when only specific mobs dropped rare and valuable loot and those mobs tended to only spawn in one place and be on a regular timer - so you would camp the mob and farm it for the drop. While the term has widened to include repeating more general content for drops it is not really accurate to use it when you are focusing on XP and levelling rather than drops. Especially when it comes to paper/scanner missions - yes, you are repeating similar content over and over but in order to be truly farming it really should be the exact same content. e.g: farming the demon map, farming a possessed scientists map, or farming some other easily farmed map by repeating the same mission over and over again without actually completing it.

    So, while you can certainly refer to repetitively running paper/scanner missions for XP as 'farming XP' it would be more accurate to call it power leveling rather than farming. Especially for those of us who chose to PL through non-repetitive content. For example, I leveled an earth/fire dom from 13-22, my fire/shield scrapper from 31-35 and my bane spider huntsman from 46-48 over the weekend but the only scanner missions I did the entire weekend where just the minimim necessary on the dom to get the villainside contacts - instead I ran several TF's and a number of story arcs both blue and redside. So while I definitely power leveled I certainly did not farm.

    Mind you, both our arguments are mostly semantics but when trying to communicate information accurately semantics are fairly important.
  5. On my plant/storm I slotted mine to cap recharge, get a little damage boost and slot a couple of procs - he's level 36 and his current slotting is:

    L34 det dam/rech
    L34 Positrons blast dam/rech
    L34 enfeebled operations acc/rech
    L30 common recharge IO
    Positron's blast chance for energy damage
    Explosive strike chance for smashing damage

    Obviously this is not an end game/L50 slotting but I get almost 50% damage boost, some accuracy just in case and 95% recharge.
  6. EricHough

    Dual Pistols QQ

    Quote:
    Originally Posted by Lazarus View Post
    Ask the all-pistols ITF teams in beta. Rommie and the Romans didn't stand a chance against that assault.
    Except that this doesn't really prove anything - full teams of about any powerset/at combo's do pretty good in the game.

    Note I am not saying anything either way about DP - but pointing out that a full team of X can steamroll any content doesn't say anything about the quality of X.
  7. Count me in - I will probably bring Midnight Carnage, my bane spider huntsman although if we need it I can run my SS/WP brute, Obsidian Bruiser instead.

    EDIT: Wow - you folks like to start early, thats a 9:45 am start time for me since I am on the west coast.
  8. EricHough

    Power House Duo

    Quote:
    Originally Posted by EricHough View Post
    If you are looking for pure damage output and carnage redside I would suggest dual fire/rad or fire/dark corruptors. My brother and I played a pair of fire/rad corruptors way back when and they tend to steamroll over everything. With the new difficulty settings it would be even easier - turn off bosses, crank up the number of players to 3 or 4 once you get a decent amount of AE damage and go to town.

    The key here is to pick up rain of fire and either fireball or firebreath (or both) as early as possible. Then with rad get RI, EF and AM so you stack buffs/debuffs. With dark you can stack fearsome stares, darkest night and alternate tar patch. Rad will be safer early on as stacked RI's will pretty much floor to hit but dark will be better at holding things in the rain as tar patch is pretty awesome.
    Some further thought on this issue: Redside, pretty much any duo is going to be fairly effective, barring single target focused stalkers (and even then you could be fairly effective with a little coordination). So if you have some concept that appeals to you and don't want to maximize anything, just be effective and fun, go for it.

    If you want combo's that are synergistic and tend to maximize damage, I would suggest one of the following 3 choices:

    1. Fire/(Dark or Rad) corruptors as I previously suggested
    2. (Electric or fire)/Shield brutes
    3. Fire/(Fire or Psi) dominators

    I made the case for corruptors in my previous post. If you want to go brutes, Shield brutes are going to synergize together very well, allowing you to stack phalanx fighting and give you a reason to take grant cover. Those two powers will give each of up to 15% extra def if you fully slot grant cover and will push you a lot closer to the def softcap without spending a ton of cash. Going electric/shield will let give you 2 sets of lightning rod/shield charge to alternate between groups. If you want more regular, if not as powerfull AE and better single target damage go with fire/shield brutes, relying on fire sword circle + shield charge for AE damage.

    For dominators I would suggest fire primary and either fiery assault or psi assault. With two fire/* dom's you will be able to alternate flashfire, allowing you to have it up every spawn and you can double stack hot feet for a ton of damage. Fiery assault and psi assault have the best AE out of all the dominator secondaries, with psi having the edge in AE once you get psychic shockwave and fire giving you better single target damage.
  9. EricHough

    Power House Duo

    If you are looking for pure damage output and carnage redside I would suggest dual fire/rad or fire/dark corruptors. My brother and I played a pair of fire/rad corruptors way back when and they tend to steamroll over everything. With the new difficulty settings it would be even easier - turn off bosses, crank up the number of players to 3 or 4 once you get a decent amount of AE damage and go to town.

    The key here is to pick up rain of fire and either fireball or firebreath (or both) as early as possible. Then with rad get RI, EF and AM so you stack buffs/debuffs. With dark you can stack fearsome stares, darkest night and alternate tar patch. Rad will be safer early on as stacked RI's will pretty much floor to hit but dark will be better at holding things in the rain as tar patch is pretty awesome.
  10. EricHough

    Poison: A Primer

    One question about Noxious Gas - what is the duration? None of the usual resources list a duration, just a recharge. I checked mids, RedTomax and the in game numbers at the MM creation screen (which show nothing about the power beyond the base stats - end cost, recharge, activation). Does the power last until the pet is dismissed/dies or does it have a fixed duration? With a 5 minute recharge it needs to have a decently long duration to be worth much and without it the set strikes me as kind of blah.
  11. EricHough

    Pets and Doors.

    I saw this pretty regularily after the change to pet zoning went in to the game. I found that if your pets are already summoned when you enter a mission the first elevator/door you go through will cause them to run off randomly - almost like they got stuck outside the walls or something like that. If you summon your pets inside the mission I don't see this happening. Now, I haven't played my MM's recently (like, not for a month or two) so I don't know if the issue is still prevalent but it was pretty regular right after the zoning update.

    The only time I didn't see it was on some arachnos lab maps - if the pets go through a different elevator door than you they sometimes skip the bug. It seemed to me at times that it had something to do with space inside the entrance door - if you where all squeezed in to the same tight area the code that 'pushes' pets out of the way got messed up and pushed them outside the wall. I don't know why that would only happen to pre-summoned pets so at the moment this is just a WAG as to the cause.

    So far the only reliable method I have found for getting them back is to dismiss them and re-summon. I have tried group TP but that didn't help. Just waiting until they decide they are to far away and 'port' back to you might do the job but I am not sure how long that will take and never had the patience to wait around for long, especially on mayhem missions when I go in a door and have just generated a longbow ambush.
  12. Quote:
    Originally Posted by Meowzer View Post
    I would just like to personally add that the whole Poison secondary is as close to overpowered as you can get in this game. For me it lives up to and exceeds the hype. Infact /poison is the hands down winner of all secondaries for the MM. especially with thugs you should be nuking AV's / Heroes out of the park with hardly any scratches to your henchmen. But if you still feel you don't like the poison set, why not try traps or pain, both of those are also good for thugs (traps being better IMO)
    I don't get this - poison is an ok secondary that gets some nice single target debuffs early on but based on numbers and my experience in playing and then eventually giving up on a necro/poison it doesn't even begin to match things like dark or storm, at least until you get noxious gas. Now, it isn't obvious if NG is up all the time or not - neither mids nor redtomax specify if there is a duration on the power. If it stays on the pet until you dismiss it or the pet dies then I agree, by L38 this set will rock.

    Even then, that still leaves 38 levels where your only AE defense is the slow in neurotoxic breath and if noxious gas isn't up all the time then it's not even nearly overpowered. Compared to the stacking AE to hit debuffs and control in dark, or slows, debuffs and KB in storm I just haven't been able to convince myself to play a poison MM.

    Seriously - how hard/easy is the trip to 38 compared to dark, storm or traps, all 3 of which strike me as just as 'powerfull' as poison and much better balanced over the entire life of the character.
  13. Quote:
    Originally Posted by The_Coming_Storm View Post
    It is and it is unfixable ATM as per PM with Castle yesterday. Just slot Recharges in it.

    Feeding your pets reds will increase dmg.
    Quote:
    Originally Posted by Microcosm View Post
    So is it just the damage that is not being enhanced or are none of the stats changing with enhancement?
    Based on storm's comment, it sounds like detonator is pulling it's enhancement stats for the actual attack itself from the pet you chose to detonate. I suspect this is because the power works by granting the pet an attack and since that attack is being made by the 'pet' and not you, it doesn't pay any attention to the acc/dam slotted in the power.

    However, this means that the detonator attack should benefit from enhancements slotted in the pet AND from any buffs on the pet as well, including the acc/dam bonus from supremacy, which it wouldn't benefit from normally.

    The best way to verify this would be if you had an unslotted pet summons power - summon the pet, detonate it then note the damage/acc. Then slot up the pet and do the same.
  14. To the OP: it looks to me like you are making the mistake I made when I first tried playing dominators: playing them like they are a controller with an attack secondary. The trick to dominators is playing them like a blaster/blapper with a control primary. This means that the primary focus of a dominator is damage, even though their primary powerset is control. I think it was Castle who noted in the dom revamp that dominators basically have 2 primaries.

    What this means is early on most of your slots need to go in attacks to boost damage, with just enough going to control powers to keep them up often enough so that you can keep the spawns from killing you before you kill them. In the case of mind control because you start off with such good, long duration controls this means you don't need to slot the primary up very much. The exception to this is levitate which is not a control so much as it is a ranged blast that does smashing damage with knockup as a secondary effect. Whether or not you take levitate depends on your secondary - as others have mentioned having levitate to deal with psi resistant enemies (who tend to be VERY psi resistant - robots are 50% psi resistant) is very nice.

    It wasn't obvious from your original post if you are already fairly high level and are looking for IO set slotting advice or if you are working your way up. I think you have gotten a lot of decent high level IO slotting advice so far, so I will add some leveling advice. First, you get excellent single target control from mind by taking mesmerize, dominate and confuse. You don't even need to add slots to these as they are perma out of the box (or better in the case of mesmerize and confuse) and have better than base accuracy, although dominate benefits from a little extra recharge and all of them can benefit from end reduction.

    Then take mass hypnosis when you can squeeze it in for AE control - it doesn't need much more than 2-3 slots total until you decide to put an IO set in it. You won't really get another good AE control until terrify, which doubles as AE damage as well although it is very inefficient at that. AT higher levels (32+) you want to get both total domination and mass confusion and slot them up for as much accuracy, recharge and hold/confuse duration as you can so you can alternate between the two of them as often as possible.

    As for psi assault, I would certainly skip TK thrust and take levitate instead - while lev does less damage it is ranged and has a faster cast time so you don't have to let things close with you and whack you before bouncing them. Mind probe is a perfectly decent melee attack and you can take it if you find yourself in melee a lot but you can build a fairly good ranged attack chain from psi dart, levitate and mental blast, adding in subdue if you want to later on, so it can also be skipped if that is your preference. On the other hand, when slotting for +recharge it's a nice place to stick a set of crushing impact.
  15. I think the lowest I have seen is a L8 DO. You get it by doing a safeguard/mayhem mission at L5 and getting the burgle the jewelry shop/stop the burglary side mission. If you successfully complete the main objective (burgle the shop for a villain, free all the hostages for a hero) you will get a random DO at your level +3. The hero side version is sometimes bugged though - I have done the side mission hero side several times and failed to get the drop but villain side it always work if you get into the safe and get both the glowies.

    Now, the DO drop itself is random and more often than not is pretty useless, although it will be one that matches your origin. The side missions you get tend to be randomly selected and most folks don't do bank/safeguard that early, so it is not commonly known.

    I also believe that L12+ enemies have a chance of dropping DO's, since this is the earliest level you can slot them. If they do drop them the DO will be the level of the enemy, so you can get other DO's that are lower then L15 but it is even more random and the DO will match the enemy type, not your origin. I don't know exactly when enemies start dropping DO's but I know I have seen them on mobs that where lower than L15.
  16. Quote:
    Originally Posted by Katfood View Post
    The channel is "Justice Sat Mat"
    Thanks :-)
  17. While I am probably to late for this saturday I would like to link up in the future - what is the name of the matinee global channel? I haven't been able to find it on a search.
  18. The one thing I would recommend is to take soul extraction so you can slot all 4 of the pet aura IO's - an extra 20% resistance and 10% def on top of the zombie's native resistance and shadow fall is going to go a long way to pushing up your survivability. Necromancy is one of those lucky MM sets that has a power that accepts the recharge intensive pet sets (soul extraction) so take advantage of it.

    Specifically you want to get slot the following IOs:

    Sovereign Right: Resistance Bonus
    Edict of the Master: Defense bonus
    Call to Arms: Defense bonus aura
    Expedient Reinforcement: Resist bonus aura

    The first two can be slotted in any of your pet summons powers and in soul extraction, the second two can only be slotted in soul extraction.
  19. On my necro/pain MM I found provoke to be VERY usefull in keeping aggro off my pets and on myself when in bodyguard mode. Pain, as it is primarily a reactive set, has less ability than many other sets to allow the pets to absorb an alpha strike so making sure I took the initial alpha and kept aggro for most, if not all, of a fight was very usefull.

    With it's shields, thermal is not going to be quite as reactive as pain but if you find your pets taking more damage than you like early in a fight provoke can go a long ways to relieving that and cutting down on the amount of healing you have to do.
  20. EricHough

    Go to Redside.

    Quote:
    Originally Posted by Kelenar View Post
    Personally, my merit income/time from arcs is way, way, way higher redside than blue. The difference is that most of redside's non-zone arcs aren't horrible strings of kill-alls in ten different zones handed out by people who want me to Rescue Lawyers from Devouring Earth and Talk to Crey's Folly Security Chief before they'll give me anything of value. Arc rewards only matter if you can tolerate them long enough to get there!
    Are you grinding the same arcs over and over again in oro? My comparison comes from simple levelling and doing the available story arcs. Yes, they are a bit annoying blueside but you get SOO much more for them. I don't even do ALL the arcs blueside and I still pick up a litle over 100 merits by level 20 and another 100-150 or so by L30. Redside you can't even come close to that, although the lower levels have the best earning potential.

    Now, I have finally broken down and started grinding some arc's redside in oro and you are correct that I can stand repeating the redside arcs a little better, but only a little better. However the fact is that the someone who follows a fairly standard, new guyish levelling scheme redside is going to earn a lot less merits than the equivalent new guy levelling up blueside. Which cuts down on random rolls (especially in midlevel) and cuts down on rare midlevel recipes, which was the original point of my post. Someone who is grinding merit's is likely to be doing it on a L50 and making random rolls at that level,which will produce only recipes at the highest level of the type, which is frequently level 50.
  21. EricHough

    Go to Redside.

    Quote:
    Originally Posted by Scythus View Post
    From what I've seen in this thread so far is that you're the only person who has presented anecdotal experience. I'm still waiting to see these overpriced circuit boards of yours.
    Actually, it isn't the circuit boards or other common salvage - the prices on those fluctuate so much that all it really takes is some patience to avoid paying to much. The real problem is the mid-range IO recipes. It's not just the price its the lack of recipes for sale. Just like humility, I tend to like to IO my characters out in the mid levels. I generally start putting together sets at L30 and every couple of levels I will try to put together another decent set. Somethings I can get easily and cheaply, if not as cheaply as blueside (crushing impact, thunderstrike) other things are difficult, expesive or even impossible. Try putting together a full set of glimpse of the abyss or malaises illusions - you can do it at L50, but in the mid 30's it is extremely expensive and sometimes impossible. While the same sets are hard to get blueside they are never as expensive or take as long to get.

    This is complicated by the low merit earning ability on redside. Folk can claim that you earn merits just as fast redside as blueside but that assumes you are willing to grind merits in flashback or run tons of ITF's or LGTF's. Just playing through story arcs as you level at a normal pace (soloing at Level +0, x1 players) I can earn enough merits blueside to buy a miracle or numina's unique by L30 and by level 40 have enough to get a second one. Redside it takes until nearly 40 just to get one and the merit earing ability of a character plummets after that (unless you go run ITF's all the time).

    If you want numbers on this check with folks on the market forum - most of the experts there will probably back up humlities claim. I don't have the time or energy to gather data to prove a point that I already know from the experience of playing mutliple characters on both sides and trying to IO them out. My redside characters have FAR more cash available but can do far less with it than my blueside characters.
  22. EricHough

    How is Sonic/MM

    I have one currently at 25. I only have two of the cones taken and slotted up so far (howl and psychic scream) so I could fit in all 3 single target attacks (I solo so much I needed the extra single target punch). My only problem currently is that the cones activate SOO slowly and I haven't been able to slot any KB protection yet so any groups that have a good chance to do KB will knock me on my *** after the first cone, letting everything close up and wail on me. Freakshow are the worst currently - all their ranged attacks do KB.

    Once I can squeeze a -KB io in my build (in combat jumping at L26) things should even out. The basic premise looks sound - get in cone range, open up with howl, psychic scream then shockwave (once I fit it in). Once you have drain psyche well slotted you can open with sirens song, move in for DP (which should not wake them) then back out and unload cones - lather, rinse, repeat. At high levels you can probably add psychic shockwave to that - if you are good at hopping out of mobs you can sleep, DP, shockwave then bounce out for the cones. Slotting up DP for heal will increase survivability so even if you take a little extra fire this way you should still be good.
  23. EricHough

    Good combos?

    Quote:
    Originally Posted by MinMin View Post
    You're forgetting Earth Assault. That's the new ST king right there. It sacrifices range to pull it off, but no set has better ST melee than Earth and it's the only assault set with a Hold for some nice stacking tricks with your primary.

    I haven't seen any damage comparison that factors in Build Up where Energy Assault comes off looking good. Certainly my subjective experience with the two sets has Elec out in front by a considerable margin. Any comparison would probably be factoring in Total Focus as well and (again subjectively) the animation time on that makes it a real problem for a Dominator playstyle.

    In short, 3 single-target damage contenders:

    (3) Lowest damage, lots of extra control, Power Boost

    (2) Build up, therefore better damage

    (1) Highest damage, lots of extra control, Power Boost, mostly melee

    All good points although my experience with both energy and electric has them fairly even and earth has the problem that it is all smashing damage. My memory of someone running numbers was back in the beta for the issue that updated dominators so I doubt I could find the post again but I recall it being someone whose numbers I usually respected.

    I still think you are being a bit harsh by claiming it 'sucks'. I think at this point in time none of the secondaries actively sucks, some are just better than others and frequently only by small degrees. I like energy because it has a smoother levelling curve - I don't have to wait until 38 for a solid ranged attack chain, I can put a decent one together by level 10. Even with earth you are not going to have a full melee attack chain until L31 when seismic smash is fully slotted out.

    Also, Seismic smash looks to be the only reason that that earth would beat out energy for single target DPA anyways - bone smasher has a better DPA than stone mallet (114 dam/1.5s activation vs 95 dam/1.6s activation) and is likely to be nearly as good as heavy mallet and power push has an insane DPA with its 1 second activation time.
  24. I think energy assault is a great choice for all ranged. Its about the only set that can build up a decent ranged attack chain by level 10 (power bolt, power push and power blast) and you add in power burst at 38 to finish that off. You do sacrifice AE though, which is probably why Min doesn't like it as the only AE is PBAE so you have to close to melee range.

    Fire is a nice set but you are going to be leaning on fire breath a lot until you hit L38 and get blaze. This isn't exactly a bad thing as fire breath does decent damage even for a single target but your end efficiency is going to suck.

    So, if you are enjoying energy assault stick with it, ultimately that is the only reason to play a set anyways - if you don't enjoy playing something it won't matter if it's more effective.
  25. EricHough

    Good combos?

    Quote:
    Originally Posted by MinMin View Post
    For secondary I recommend Fiery Assault, Psionic Assault and (if you don't mind ST) Earth or Elec Assault. Icy Assault is heavy on the endurance, Thorny Assault has a redraw effect many don't like and Energy Assault still sucks (just not as bad as before).
    I am curious why you think energy assault still sucks? I find it to be the best single target damage secondary for dominator's combined with a lot of extra control. I agree that the tier 1 is still questionable, mostly because it's damage is primarily smashing, but power push is an insanely good attack (full tier 2 damage, 100% KB, 1.4 accuracy and an insanely fast cast time) and the other attacks are all good damage with decent activation times. This is one of the few secondaries that allows you to put together a full ranged attack chain by L10 (power bolt + power push + power blast).

    Electric Assault is the only real contender for single target king and while you can put together a tighter attack chain early on due to the faster recharging melee attacks this same factor hurts you later on when you are reasonably slotted for recharge. (plus mixing melee and ranged degrades the effectiveness somewhat as you have to dash in and out of combat). While electric does have build up I remember someone's analysis of the numbers showing that the two sets where approximately equal once you factored in build up. Neither is great on AE so the only real difference there is whether you prefer a cone or a PBAE as whirling hands and static discharge do the same damage. Thunderstike doesn't count as AE because the actual AE damage is TINY, unlike brute thunderstrike.