Jim_Profit

Apprentice
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  1. Seriously, if you're sacrificing any damage, recharge, or acc for endmod, you're killing them more slowly, even if they have no end. As far as getting mezzed or knocked down cutting your dps, well, if you don't have complete mez protection you're not really in any shape to be talking about how fast things die anyways.

    There is a very remote possibility that end drain is making a boss fight safer, but it is a certainty that slotting attacks for it is making the fight take longer.

    If you could drain a boss to 0 at the start of a fight, that would be something, kind of like other sets' mag 4 hold/stun attacks do. That's real damage mitigation. Draining their end halfway through the fight, without a -recovery effect, ain't doing much at all.

    EDIT: and how does fury come into play at all? You're saying that without their end, their defenses aren't up (which in almost all cases isn't true, mob defensive powers are usually auto), so you get more fury? News flash, fury has nothing to do with whether or not attacks hit or how much damage they do. Only whether you activated the attack, and who it was activated on.
  2. [ QUOTE ]
    Bosses go down quicker, I've noticed, because after a point they have no end to swing.

    [/ QUOTE ]

    What does a boss having no end have to do with the speed at which you kill it? Few if any mobs appear to have defensive powers which require endurance.
  3. Honestly, all signs point to no. Underperforms heavily single-target, and it's aoe isn't all that great either, contingent upon how much they lower Lightning Rod's recharge.
  4. [ QUOTE ]


    And remember they changed the way End drain works for I7 (PvE at least)...It now takes a straight percentage no matter what the mob's base end. So if it ake 15% from a minion it will take 15% from a boss. I've been finding most bosses and even some Lts are out of end long before i kill them.

    [/ QUOTE ]

    That's only because Elec/'s single target dmg is so poor, lol.
  5. Which would make it exactly like Thunderstrike. Not bad, although they would most likely adjust the damage way down.
  6. Lightning reflexes and lightning field are the main reasons to take the set, well having power sink so you can afford to run lf and attack more due to lr, at any rate.
  7. Yes, those are advantages, as are the resists it gives. But, I'd trade that all away in a second to get free power slot.

    Right now IMO there are only 3 possible /Elec builds that won't suck a fat one:

    1) non-DM/, take AS and fly. You can get the powers you need to attack and defend, just.

    2) non-DM/, no travel power, use swift+sprint+lightning reflexes. End up with an extra power slot, probably used for hasten, or maybe some other utility thing, which is nice, but good luck doing missions on Primeva in the early 30s.

    3) DM/, siphon life for the heal and the win, not to mention acc debuffing. Unfortunately, lack of aoes makes lightning reflexes a little less of a factor. Would have outstanding st dps, though. Over time, anyway.
  8. Right, but you still have to take grounded, same as acro. Sure, now you can take any travel power you want, but it still took just as many powers to get to it. It's a loss. if the immob/kb had been in one of the 3 main shields or even Lightning Reflexes, then the set would be cooking.
  9. The holes are toxic, healing, and the fact that you still need an extra power to get immob/kb. Notice the sets that also need to take a power for immob/kb (fire and dark) get a heal.
  10. This is great news, as it gives complete freedom of travel power. However, it doesn't literally change the power requirements of the set, unless you were already committed to having grounded anyway. I certainly had no intention of doing so. Still leaves you requiring the same power slot acro would have taken up, although it's not a toggle, which is great for end, and always on, which means you can still use superjump at the same time if you like. So, a definite improvement, but didn't literally put it on par with other sets, in terms of achieving res + heal + status. Still takes 3 powers outside of your standard shields.

    It's a good bone to throw, but it's still just a bone. I'd still rather they dropped either the resist numbers and/or some of the exotic resists for either A) kb and immob in one of the 3 shields (kb being the important one, cj doesn't literally cost a power slot) or B) a self heal. Would that homogenize the set? In some ways, yeah.

    IMo the set is very very close to being on par with the other sets, the added damage and overall utility from lightning reflexes is what does it. Still, unless you're DM/, it takes more power slots for /Elec to get the same mitigation that other sets get (granted, if you spend those power slots, you are better than most). I guess the bottom line is, /Elec can actually be the toughest set outside of granite, but just like granite you have to give up offense to do it, in this case it's not a straight damage reduction, but losing what would most likely be an attack power for you entire career. I guess in the 40s it would be okay, since the PPPs kind of blow.
  11. You're right, I was wrong. It had been a while since I'd read the confuse/xp numbers, and your faq cleared it up. Elec/ just got a little better in my eyes, although without knowing numbers on CI or LR, I can't pass final judgment.
  12. I agree that confuse (particularly aoes) are great for xp/time, but it's because of the control. Confused mobs are literally making you lose xp, but having the mobs controlled means you can spend less or no time defending yourself with other controls or defensive powers, spend less endurance on said powers, etc, so it literally improves your dps and dpe, and it does get you to mish bonuses faster.

    However, a straight-up attack that deals xpless damage is a bad idea. You're just shooting yourself in the foot here, spending endurance and animation time for less xp than you would normally get for defeating mobs. I bet that Chain Induction's animation, end cost, and recharge time are balanced against the total damage it can do with the chains (as opposed to just the single target, xp-generating component), except you're not getting xp for that damage. That makes zero sense.

    Put it this way: if chain induction's effect did enough hp that you would have been fighting one level lower, and you don't get xp for that damage, you might as well have fought something one level lower, for the same xp but less risk. The exception again being mish bonuses.
  13. Did first respec awhile back, did 2nd last night. Took respec as reward for both, haven't used either. I am level 35. Went to Leery tonight, he has mishes available, haven't done any yet.