Local_Man

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  1. Quote:
    Originally Posted by Vimes_NA View Post
    I'm thinking about it from the mindset that my main disappointments with the set come about when allies use -kb and rain powers; the rest of the time electric stands very well on its own. With /storm I could at least take advantage of the things that bug me to patch up some of the weaknesses of electric rather than focusing on its strengths.
    Admittedly, one of the strengths of */Storm is that it has so many good powers that you can contribute without even worrying about your primary. The control and debuffs of Freezing Rain, the positioning and debuffs of Hurricane, the slow and -Recharge from Snow Storm, the damage from Lightning Storm and Tornado.

    Quote:
    I don't see hurricane+conductive as much of a problem if you don't run hurricane constantly. Sleep->immob->round them up with hurricane->turn off hurricane and finish draining them while the -to hit lingers for 10s to protect you if they wake up. Once your mobs are drained of endurance, you don't need the -to hit anymore. And if the fights don't last long enough to completely drain them then you might as well just leave hurricane on.
    I never liked tornado against groups because it changes targets too frequently, so I tend to use it more against single targets (you have -kb in the st immob). If my teammates are spamming -kb and making jolting chains (and the kd in freezing rain) useless at least it gives me an excuse to spam tornado.
    On my Grav/Storm, I don't use Tornado much on teams, but use it a lot solo. The chaos isn't a problem when your focus is ranged single target damage. But even on teams, there are times when Tornado, as an autohit damage power, is wonderful to take down hard-to-hit foes (like Paragon Protectors who hit MOG). So I agree with you there. I also agree with you that Hurricane should be saved for situational use.

    Quote:
    It's true that thunderclap doesn't stack with anything and it's not that great on its own, but it's also kind of unnecessary here. I'd just skip it.
    I skipped Thunderclap on my Ice/Storm, Ill/Storm and Mind/Storm, none of which had another stun to stack with it. But I like Thunderclap on my Earth/Storm and Grav/Storm. It should be really, really good for a Dark/Storm which has a PB AoE stun in the primary. (I rolled one up, but haven't played it yet. I got a great name: Dark Stormy Knight, which is a reference to the classic Bulwer-Litton line, "It was a dark and stormy night.")

    Quote:
    Freezing rain+static field is the main conflict, but the main problem I'm having with the set is that teammates often make static field useless anyway. Still, it is my main reason to hesitate on making the character.
    I agree -- When the best power from each set conflict, it's a problem.

    Quote:
    I'm curious though: what was your thinking behind mind/storm? It seems like such an odd combination.
    It was a character I made a long time ago before I realized how little synergy there is between the sets. But it does have one nice aspect similar to Grav/Storm . . . since most of the damage is single target, Hurricane provides protection while doing single target damage. And the added damage from Lightning Storm is really nice in those late levels when the damage form Mind Control is leveling out. Still, Mind/Storm is not my favorite combo.
  2. Quote:
    Originally Posted by Vimes_NA View Post
    Good points, for canceling out alphas I do find it to be about the best set I've played (the chain powers are great for getting groups that are oddly distributed).
    Hmm... maybe I'll try rolling up as an electric/storm and see if I like it more that way. It has the same synergy as grav/storm (no -kb in the aoe immob is a plus for freezing rain and lightning storm), plus elec should help a little with storm's massive energy consumption. My biggest concern though is that freezing rain doesn't play nice with static field.
    I've played a LOT of storm (Ice/Storm, Earth/Storm, Ill/Storm, Grav/Storm, Mind/Storm all at 50). Storm is a great secondary, adding some badly needed Damage from two pets in late levels. While the advantage of Chain Fences + Freezing Rain is tempting, Static Field is quite a bit better as AoE control. Gravity really neeed the Crushing Field+Freezing Rain combo for control because it lacked any other, better form of AoE control.

    Then you look at the rest of the set . . . Conductive Aura and Hurricane conflict. Tornado is less effective with no -knockback. And the biggy -- Freezing Rain will disrupt the sleep in Static Field, making Static Field almost useless. Electric doesn't have another stun to stack with Thunderclap.

    Grav/Storm really worked because Gravity's strength is ranged single target damage and positioning. So Hurricane was wonderful, keeping foes away and debuffed while using the Gravity primary to clobber single targets. That same strategy really doesn't apply to Electric. The stun in Wormhole could stack with Thunderclap. And Gravity isn't bothered all that much by knockback since the damage is mostly single target and ranged.

    It may be that Electric/Storm will be a good character, but I would expect some synergy problems.
  3. Quote:
    Originally Posted by Laevateinn View Post
    The best solution I have found is

    Mass Hyp > aoe attack > Total Dom > aoe attack

    This lets you get off both Terrify and your APP AoE. Typical permahasten builds will have 55s-65s recharge on total dom. It's a glacially slow kill rate compared to top-tier builds, but at least it's something.

    Add a DoT interface and PPM procs in both your AoEs and Total Dom for best results.
    If you are going to use Total Domination to set Containment, you might as well do:

    Total Dom > Terrify > APP AoE Attack > some single target attacks until Terrify recharges > Mass Hypnosis > Terrify.

    As Oedipus Tex mentioned, Power Boost may let you get in a second Terrify before the AoE hold runs out. This is one of several reasons that the Primal APP is a good choice for a Mind Controller.
  4. As for a response to the Original Poster: I would love to see the endurance cost of Superior Invisibility reduced, but it is not nearly as bad as you describe.

    First, comparing SI to Steamy Mist, Arctic Mist or Shadowfall isn't really a proper comparison. Those powers provide half-stealth instead of full stealth. They work great from a short distance away, but you can't /e dance right in the face of most foes the way you can with SI or GI. To reach the stealth cap with those powers, you need more stealth, like Super Speed or a Stealth IO in a travel power or Sprint. When you combine the endurance cost of both Steamy Mist and Super Speed, the endurance cost is nearly that of SI -- SI is 1.04 per second, Steamy Mist+Super Speed is 0.975 per second.

    You really shouldn't fight with SI running until you have higher levels of Recovery. The defense is cut in half and the endurance cost doesn't merit the small benefit you get. SI works great to give you a chance to Deceive a foe or two, and then throw out PA or an AoE control. Then drop out of SI to do your attacks. If your secondary has some kind of endurance or Recovery buff (like Rad's AM or Cold's Heat Loss), it makes running SI easier. But with some proper management, the endurance situation can be managed without having to slot 2 EndRdx in each attack. Just turn it off once you have used your first attack or control that disrupts the invisibility.
  5. Quote:
    Originally Posted by Father Xmas View Post
    Same here.

    T, maybe you're playing it wrong. It's a controller, they don't do a lot of damage, it takes a while to defeat. That's the AT. Controllers are agonizingly slow if you've been playing with scrappers, brutes and blasters.

    As for the powerset, don't shortchange Deceive, it's the key power for Illusion, make your enemy your pet. You only really have to damage powers and they are slow to recharge. On top of that some of Spectral Wounds damage is temporary (~40%) and if you don't finish off the target in 10 seconds

    PA is good for drawing aggro but isn't that useful in defeating mobs due to the illusionary damage they do, similar effect to Spectral Wounds.

    Spectral Terror is a good way to lock down a group and Phantasm is obviously your primary controller pet that can do a heck of a lot more damage than you but has a tendency to attack when standing next to you.

    Flash isn't all that useful IMO. An AoE sleep mez with very low starting accuracy (you need a +3 SO in Acc just to get it up to the base for SW and Blind).
    Father X-mas -- you may be the guru on hardware, but I disagree with you on several of your points on Illusion.

    An Illusion controller is one of the better damage controllers . . . assuming you know how to take advantage of the mechanics. That Illusory damage you mention allows Illusion to do lots of damage, as long as you can do it quickly before the heal-back. This is why I worked out the strategy of killing Minions FIRST, then Lieutenants and then Bosses.

    The usual practice for many characters, especially melee fighters, is to take on the Boss first since he is the most dangerous to you and will do the most damage to you. But Illusion can distract the Boss with PA or Deceive. That's the key, and why PA are the REAL key power for Illusion. PA pull the attention of foes while you pick them off one by one. If you cast PA into a group, random chance (and a little positioning) determines if the PA will attack Minions, Lieutenants or Bosses. When you use your attacks on Minions first, you can usually wipe them out in one or two attack chains (depending upon your level and your build). If one of the PA were going after that Minion, then you wipe him out faster AND get to keep that Illusory damage from PA and your Spectral Wounds before the heal-back.

    As you wipe out the Minions and then the Lieutenants with your Blind-SW-vet attacks, or later Blind-SW-APP Blast-SW attack chain, the PA will then concentrate on the Bosses, keeping the bosses distracted. Then you can use your attack chain on the bosses. PA's damage combined with yours can really add up, especially since the Illusory damage done in the last few seconds won't heal back if the foe is defeated.

    Ultimately, PA do a substantial amount of damage (shown by Herostats). And you can increase that damage by using the strategy I described because then you keep more of the Illusory damage.

    Deceive, while one of the better powers, is not the KEY power in Illusion. Phantom Army is. While Deceive can be skipped in a build (you would be missing out on a great control power), anyone who skips Phantom Army has a gimped build. That would be like skipping Seeds of Confusion on a Plant controller or Static Field on an Electric Controller.

    Flash can be a decent control power and is more useful that you suggest. 2 Accuracy (SOs or better) is enough while leveling up (standard slotting is 2 Acc, 2 Hold, 2 Rech). After Flash can be fully slotted with at least SOs, Flash makes a good control filler for when PA are recharging. Run in while invisible, hit Flash, and then attack -- and add Spectral Terror only if you can't wipe them out before Flash expires. Then in upper levels, Flash lets you set AoE Containment for an AoE damage power from your APP set. It is skippable, but can be very useful.
  6. Quote:
    Originally Posted by Vimes_NA View Post
    My first love in this game has always been the control sets, and I really love electric control on paper, but in the field I'm finding it to be disappointing for reasons you mentioned. It's low on damage for controllers, lowers damage on dominators thanks to the long animation times, most of your control options don't work well large teams, and your main controls/mitigation don't benefit from domination (end drain, knockdown, and psudopets from static field and synaptic overload). In short, it's really not a very team friendly set.
    To some degree, it depends on the team. If you don't have much AoE DoT or -Knockback, then Electric Control works great for teams. It teams well with Illusion and Mind controllers. Static Field and Jolting Chain are quite good at stopping the Alpha Strike, and then Static Field and the endurance drain can provide continual control. If you have enough time to let the chain effect happen, Synaptic Overload is even better at stopping the Alpha Strike. The +Recovery for any teammate who is in Static Field is wonderful for melee teammates, especially ones who are single-target focused (Energy Melee, Martial Arts, etc.).

    As for Dominators, even though Electric Control gets limited benefit from Domination, it still can provide powerful continual control with Static Field and Endurance Drain with Chain Fences to keep foes in the zone. This gives you lots of time to take down foes one-by-one, and the recovery buff really helps. I found that many of the Dominator Assault sets are a bit endurance heavy, so the fact that Conductive Aura uses no endurance is a little benefit, too.
  7. My Elec/Shield and Broadsword/Shield scrappers do fine in incarnate content solo. I may have to pop a skittle every now and then, but that's not a problem. Broadsword has the advantage of Parry to build up melee defense easily past the Incarnate softcap. Electric just kills stuff with the double-whammy.
  8. NECROPOST!

    Y'all realize that Icemanstryketh was responding to a thread that was over 2.5 years old?
  9. Quote:
    Originally Posted by Hatred666 View Post
    The reason I didn't think a buff/debuff AT could do it was lack of defense without IO bonuses. I didn't think the effects of buff/debuff sets were strong enough on their own to solo drop an AV while also keeping the player alive long enough to drop the AV without the bonuses IO's offer.
    Illusion/Rads were soloing AVs long before IOs. Without Perma-PA, it takes a little bit of skill . . . knowing where to position yourself while PA are out, and when to run away for a few seconds. Phanty's Decoy helps a lot, too. I did it a few times on my Ill/Rad/Fire.

    Of course, the reason is that PA pull all the AV damage, and then the Decoy would pull the damage when PA were recharging. I would stay at range to attack, and hopefully use the landscape to duck when PA were recharging. This was also in the days when Phantasm was a little smarter than he is now . . . he stayed out of melee. Phanty would cast his decoy, then shoot from range. He was really good at re-casting his decoy on a regular basis.
  10. Local_Man

    Just came back

    On Judgment, I find it hard to take anything other than Ion. That chaining lightning attack can go around corners and handle large groups who aren't gathered into nice tight groups. For example, during the Statesman's TF, Ion will wipe out a bunch of the Vines in the Vines room.

    On Destiny, I have taken Clarion on a few controllers and it is probably the best choice for a Fire/Kin, especially if you went with the Stone APP like most Fire/Kins.
  11. Quote:
    Originally Posted by Vimes_NA View Post
    With fade+shadow fall+manuvers you could get them to about 25% defense, 35% if you're using power boost on fade, at which point I'd take the defense over the resists. The -to hit also stacks with it, although I consider it unreliable thanks to being resisted heavily at times.
    I don't think those uniques are worth slotting (aside from set bonuses) on a controller though because we're not dependent on our pets like masterminds. You also don't have the controls to save them from their own stupidity, and sometimes you'll need to dismiss them to keep them from causing problems. The best defense for pets is your primary/secondary set. The next best thing is recharge.
    I wouldn't count on Shadowfall, even though it has a 40 ft radius, as the Gremlins run around a lot. When attacking a single foe, you should be able to stay close enough to add that defense, but the Gremlins will often run around outside of the Shadowfall area when they are running free.

    My opinion is that it is best to slot for Damage and Recharge. Those Gremlins will get wiped out on a regular basis. Being able to re-cast them more quickly is probably better than trying to add some resistance or defense.

    But there are lots of different opinions.
  12. In Gremlins, I felt that slotting for Damage was the first priority. Electric control has very low damage and relied upon the Gremlins for most of its damage. (Of course, if you mostly team, then the damage is less important.)

    Don't forget that since there are two Gremlins, they spawn at -1 to your level. That makes them a little bit more fragile. More Recharge is always a good thing to re-spawn them quickly.

    One principle when deciding on Resistance or Defense: the more you have, the bigger difference is made by adding more. Gremlins have 40% Energy Resistance, 30% S/L Resistance, and no defense. Adding 10% defense doesn't do much. Not worth the slots in my opinion. (Admittedly, you do add some Defense with Fade, but not enough in my opinion.) Adding more resistance may be worthwhile. With both procs, you add 20% more Resistance. You might want to consider slotting with 4 Expediant Reinforcement, the other Resist proc and some additional damage and Recharge.
  13. Local_Man

    Guide to Guides

    Zombie, you might want to change your link pointing to the Controller Guides. I offered to update the Controller Guides thread, and Zwillinger asked me to start a new thread rather than change the old one. Your link still points to the old one that hasn't been updated since 2009.

    The new one is at:
    http://boards.cityofheroes.com/showthread.php?t=287212
  14. Quote:
    Originally Posted by AcidEtch View Post
    Don't suppose you'd be willing to post this build? It seems like an interesting combo.
    For a Fire/Storm, you had better plan on one of the most endurance-hungry builds in the game. Get low level Miracle and Numina's procs to slot as soon as possible.
  15. Quote:
    Originally Posted by Carnifax_NA View Post
    My main beef with Jolting is that the animation is a teeny, tiny bit too long for my liking, but I played Elec as a Domi so there's lots of things fighting for that animation time. I love the rippling "popcorn" effect it does and its Proccability.

    I don't skip it, but it goes a bit unloved on my Elec/NRG for that reason. Plus the Gremlins get it too so it becomes overkill slightly (its the one power I always feel people don't give credit to the Gremlins for having, it's nice soft control for a pet to have, unless you're fighting -2s)
    As Muon suggested, there's a huge difference between playing a control set as a Dominator, where the control is just to keep foes occupied until you can take them down, and a Controller, where you often have to rely upon your control set for control AND damage while your secondary buffs and debuffs. Storm and Trick Arrow are the only secondaries with significant, non-situational damage. Rad has Fallout, which is very situational. FF has Repulsion Bomb, which is pretty lame. Emp, Therm, Kin, Dark and Sonic don't have any damage from the secondary, although they have buffs and/or debuffs that will improve damage from your primary.

    I wrote this summary of Electric Control for Controllers mostly because there were no controller guides on Electric. Several powers useful to a Controller is far less useful to a Dominator, like the single target Immob. I can see where you would feel Jolting Chain is less useful on a Dominator.
  16. It is a pretty good lesson on how an attorney needs to be careful about waiving the attorney-client privilege. I bet there were some underlying issues too, that the attorney-client privilege is there to protect the client, not the attorney.

    It also puts an interesting new light on the parties. It appears that the Simon and Schuster heirs had (or still have) an attorney more interested in lining his own pockets than representing his clients' best interests. This attorney messed up what would have been a good settlement.

    In spite of stuff like this, most attorneys are good, honest folk. But when there is enough money on the line, the questionable ones show up.
  17. She's an amazingly beautiful woman, even today, and has a decent voice . . . but let's kindly say that this was not her ideal style of music. But we used to see stuff like this all the time on variety shows in the 70's.

    I loved seeing her in "Sky High." That was great casting in a cute little film. There are a lot of good roles she could play in Broadway shows. I could see her in "Mame."
  18. First, I suggest that you post the build in addition to the Data Chunk. Some people look at the forums when they don't have Mids available. And some of us want to see the build before deciding whether we want to take the time to respond.

    You decided to focus on Smash/Lethal and Ranged Defense with pretty good Recharge, but not Perma-PA. Now, I'm a bit of a purist on Illusion . . . if you have Perma-PA, the PA should be drawing the aggro and you don't really need much defense. I don't have either Leadership or Fighting on my Ill/Cold, but I have perma-PA. But not everyone agrees with me, so I acknowledge it is a matter of choice. There are a few trade-offs that you might want to consider.

    One thing that concerns me is your endurance. Yes, you have Heat Loss, but it is not always up. When Heat Loss is down, then you may have some endurance issues.

    Also, you don't have full invisibility, which I think is very useful on an Ill/Cold -- you need it to lead your pets into battle without drawing aggro yourself. You have Arctic Mist, so all you need is either a stealth IO or Super Speed -- you could easily put a Stealth IO (either jump or run) in Sprint. I like Super Speed, but that's a matter of choice.

    My main suggestion is to change the 6 slots in Tough. You don't really need the melee defense. You could use one or two more slots in Blind for Damage and more accuracy. Consider an Acc/Dam Hami-O and a common Damage IO. You could move the Steadfast +3 Defense to Tough, and have a couple of Impervium Armor for the Recovery buff. You could add a Recharge to Benumb, a key power. You might have a slot or two to add to Stamina or Health. Or you could add some wonderful damage procs to Sleet. (My Ill/Cold has 4 procs in Sleet. It is wonderful.)

    You don't have a self Heal. You might want to consider fitting in Hibernate. I would choose Hibernate over Hover personally. Hibernate has saved my tail many times.
  19. You might want to consider slotting Haunt the same way I like to slot Phantom Army: 4 Expediant Reinforcement, the Dam/Rech and Chance for Build Up from Soulbound. I leave out the Dam/End and the Resist proc from Expediant Reinforcement. Admittedly, the resist proc will do some good in Haunt while it is worthless to PA. But the nice thing about this slotting is that you get capped Damage and Rech, decent accuracy and the Chance for Build Up in a multi-pet power to increase its chances of getting that build up.

    I currently have 4 damage procs in Living Shadows, the WotC, Posi Blast, Trap of the Hunter and Cloud Senses. I'm impressed with the amount of damage it does.
  20. You guys would probably get more responses if you posted your builds in the Controller forum.

    That last build has the link broken, so I can't pull it up. I recommend posting the Data Chunk along with the build for this situation.
  21. Local_Man

    New Build

    Quote:
    Originally Posted by Lucky666 View Post
    If both a ill/rad and ill/dark have perma pa they are earily similar potential.

    Ok the ill/dark will be able to stack two tar pacthes for -60 res and have howling twilight up 30 out of 45 seconds for -500% regen. The ill/rad will have only -22.5% res from enervating field but have -500% regen from lingering radiation but also have another -500% regen from em pulse if they so choose. They both get similar amounts of -damage rad has -20 damage(more if you count fallout but I don't) dark gets -30% damage. Dark defiantly wins in minus to-hit it's pretty much it thing. The heals both could be argued to be better but I could say dark wins cause it comes with a regen and to-hit debuff if only smallish.

    Personally having had both a perma ill/rad and ill/dark I prefer the ill/dark. I also love the dark pet fluffy and ever since I saw and fought a Master Illusionist I have wanted to make an ill/dark so maybe I'm biased some.

    There are a few downsides to Dark Secondary: No Defense Debuff. The heal requires a foe to siphon off of. It lacks the 30% Recharge buff, so you have to find that extra 30% from sets -- usually from 3 purple sets. The Recovery buff requires you to siphon off of a group of foes. The -Resistance is a patch on a long recharge, while Rad's is a foe-anchored toggle that recharges quickly. Even if you are able to "stack" Tar Patch, that's not going to help you except against really hard foes who stand still -- and Illusion does not have an Immob.

    Yes, there are a lot of good things about Dark, too. You get some Defense from Fade and Shadowfall. The heal is large. Fluffy is nice. HT is a group rez with other goodies.

    Overalll, I think Rad matches up with Illusion best, but folks should play what they enjoy the most.
  22. Local_Man

    New Build

    Quote:
    Originally Posted by vernichterhelge View Post
    when got the first APP Power takable at lvl 35?
    Two or three issues ago. However, so many powersets have the best powers at 35 and 38, that you don't see it all that often.

    You can see it in Mids.
  23. Local_Man

    New Build

    Illusion/Radiation is always a good choice . . . and I strongly recommend that you take a look at my Ill/Rad guide, linked in my sig. That guide will give you a lot of basics about controllers, a detailed explanation of the powers, strategy suggestions, recommended leveling-up builds and your final Perma-PA build.

    What makes Ill/Rad so good is that it is fairly easy to play a decent Ill/Rad, and yet it can take some skill to play it really well. Rad provides BOTH a Recharge buff and debuffs, which will make PA better and easier to get to perma. Rad has everything you need to make Illusion better and solo AVs -- Resistance and Defense Debuffs, Slow, -Recharge and -Regen, two PB AoE holds, a self-heal and self-buff. Time is the only other secondary with both a Recharge buff and debuffs, but those come very late in Time while they come early in Rad. Because the Rad debuffs are AoE toggles, they have very short recharges and are always available. One other nice benefit . . . the level 35 power (Fallout) is skippable, letting you take your APP power earlier.

    Dark is a very good secondary, with strong To Hit and Resistance debuffs. It does NOT have a Recharge buff, so it will be more expensive to get to the Perma-PA level. It also lacks a Defense Debuff (which helps PA hit more often). Tar Patch is a great power with -Resistance . . . but the recharge is a bit long. Like Rad, the level 35 power is skippable. The extra pet, Dark Servant, is very good for more ToHit Debuff, control and healing. However, if you get a Perma-PA build, the aim is to let the PA draw the aggro so the ToHit Debuff isn't as important.

    So far, I like the Dark primary. It has lowish damage but better than Ice, Elec or Earth. The cone AoE Immob is pretty easy to get used to. Fearsome Stare is a great control power even if it does not set Containment because you have other ways to set Containment. Instead of PA, you get the two Haunt pets which can be buffed but aren't invulnerable. Dark Control has a nice mix of control powers, with Immob, Fear, Stun and Hold. The final pet is OK . . . but annoyingly noisy.

    If you haven't played a Controller before, my Ill/Rad guide is a great place to start.
  24. Quote:
    Originally Posted by Muon_Neutrino View Post
    On the topic of secondaries, one bit of synergy is the mez protection offered by sonic and FF. If you're trying to make heavy use of conductive aura for sapping, having a way to prevent it from getting turned off by mez is very nice. While hopefully you're mezzing things so that they can't mez you back, we all know that even the best laid plans frequently fail to survive contact with the enemy.

    I personally grabbed sonic for my elec/ controller, as there's a nice bit of synergy going the other way there in that sonic really could use the extra endurance that elec/ gives you. I don't think that sonic is necessarily the most effective possible secondary for elec/, as it's just not nearly as strong overall compared to powerhouses like rad or time. However, elec/ might well be the best *primary* for sonic, just because of the end recovery tools, so if you've been wanting to play sonic elec/ might be a good choice.
    I put up with getting mezzed until I got Indomidible Will at 41. Fortunately, between Static Field and Synaptic Overload, it didn't happen all that often.

    I must admit that I never considered Sonic because the two times I have tried the Sonic Secondary, I just couldn't stick with it. But I like your description of how Elec may be the best primary for Sonic even though Sonic isn't the best secondary for Electric . . . I say the same thing about Trick Arrow with Illusion.

    Quote:
    Also, minor addendum to the 'tips' section. When running in to drain targets with conductive aura, as you note chain fences is nice to both drain some extra end and prevent running. Using it wakes up the enemies for a moment, though, and even though they'll get put back to sleep they might still get a chance to get some shots off. I find that tossing jolting chain right before chain fences can help mitigate this, as depending on the timing of the sleep pulses they'll sometimes be put back to sleep before they finish getting up.

    edit: also also, jolting chain is probably the only power in the game where the tempest end drain proc might actually be useful, since it's a multi-target power that takes ST sets in a powerset which focuses on endurance drain. Jolting chain doesn't need very much slotting, so it's not too hard to fit in procs.
    Nice point on the use of Jolting Chain -- too many people on the forums have said that Jolting Chain is skippable, but I really like it. You are correct that it is the perfect thing to use to prevent attacks while waiting for the next Sleep pulse from Static Field.

    As for the Tempest proc . . . frankly, I completely forgot that proc exists. I never found any use for it. It never occurred to me that Jolting Chain is just about the only place where that proc might be useful (other than maybe an Elec Blaster or */Elec Defender). I will try it out in Jolting Chain, as it sounds great. Thanks for the great tip!
  25. Quote:
    Originally Posted by _eeek_ View Post
    Excellent guide as usual, Local Man! Your descriptions of powers and what they do/don't do is explained so well, that it's possible to know whether I'll want or use a power, even if it "disagrees" with your play-style preference. You just explain things THAT well!

    In response to your invitation to share, I chose /Time to pair with EC when that set first came out, because I thought Conductive Aura might mitigate the endurance issues people mentioned with /Time. Which it did! I had no endurance problems at all, none, even pre-SO levels.

    It's an incredibly safe combination to play, and just as incredibly painful to solo. OMG, it does almost NO damage! I don't expect most controllers to do much in the way of damage until the epics (at which point I fully expect them to be beasts, but maybe that's just me), but this was so bad it was depressing. I ended up shelving the thing 32 when Gremlins utterly failed to provide any kind of reasonable damage. So, it sat for months.

    I recently duo-teamed with a friend playing a lower level, very, very squishy character who had trouble staying alive, even on teams. The friend not only stayed alive through all the missions we played, but actually raved (RAVED!) about what a great support set that combination was. I hadn't known it was that effective defensively, since it's hard to judge how much damage a team ISN'T taking. Just duo with a 22 fire blaster, and that perception changes.

    Have not gotten up to the epics yet, but will keep you posted on whether "beastly" occurs or not. Thanks again for the wonderful guide!
    I went with Elec/Rad because of the combination of Static Field+Conductive Aura+Choking Cloud. The stacking types of control are pretty awesome. Choking Cloud's problem has been that it takes a while for the hold to work, so you need something to start the control cycle. Then foes will sometimes drop out of the hold. Electric Control handles it well, because Static Field handles the initial control, and then the endurance drain keeps foes controlled when waiting for another hold pulse to hit.

    Plus you get all the other goodies from Rad: Defense and Resistance debuffs, a great combo buff from AM, a self heal and that great panic button hold from EM Pulse.

    I went with the Psi APP pool for Indomidible Will. That mez protection is needed to keep Choking Cloud from being turned off. Psi Blast and Psi Tornado helps a little with the damage, and Mind Over Body for some Damage Resistance.