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Posts
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Joined
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Think I'm going to go with Dark. It'll also net me an additional 5% def from Shadowfall. I was contemplating going defender with a rad/dp build to take advantage of the better debuffs, but I think it could suck with DP's already lowish damage. ...DP defenders feel free to correct me
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Been trying to decide on a new character the past few days... if I want to take on immense spawns as well as try my hand at an AV/GM or three, which would be the better combo?
I realize dark would be safer, but I'm mostly asking what combo has the most potential post IO's? -
Well yeah, within seconds of me starting up the game, I can hear my fan kicking it up a notch signifying that it's reaching 60+ Centigrade.
And that's on the character select screen. -
If I change the ammo type to, say, fire, am I correct in assuming that since the attack loses its -def component that any achilles' will no longer proc?
I assume this is the case because these same procs will only function on an MM's mercs when they use the corresponding -res attack(s). -
Simple question really - Mids lists it as a radius of 5, is this right? Seems smallish
edit: got it, 25 -
I actually tried those previously; my cursor becomes invisible ;(
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Exactly which fans are noisy? GPU or CPU, and which is 38-45?
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No, no, I *do* have a cursor, but it's a pain in the rear end to find it in the middle of 1000 powers going off sometimes. Most problematic are location based powers such as Lightning Rod, Sleet, teleport, etc, that need me to click on a target location. Obviously, taking the time to find your tiny little cursor on a large monitor can lead to excessive pain inflicted by the various mobs around you...
This has been an issue ever since I upgraded to a 24" monitor and I've given up hope of the devs providing anything within the game. Is there a third-party app to increase pointer size and/or change its color? -
And when you get ambushed immediately after using your sleep elsewhere for its debuff, what do you do then? Synaptic Overload takes too long to run its course and Paralyzing Blast might be down. Whereas something like ice might have ice slick to back you up, you're left wishing you had another AoE control on electric. This is not theory, this is what has been happening to me.
Edit: response to previous posts, DogTags - though could be a response to your post as well; what if your SF had been down? -
Quote:It takes time to sap. It's nice to do once you have the spawn(s) already under control. I'm talking about quick reactionary control that can make the difference between a wipe and a win. Electric falls short here - it mainly only has its AoE sleep. On a GOOD team, electric control WILL feel inferior. On a slow, cautious team, sure it WILL feel powerful.Team with another Elec/. Seriously. At level 14 a friend and I (both elec/rad) were able to pull all 9 Metronome Clockwork bosses and not take a single point of damage. They basically sat there, sapped and slept, until we whittled them away with containment and vet rewards. I think Elec has excellent control, especially if you take the time to inform your team of what you're going to do and why you're going to do it, and then what it'll mean for pulling. Communication is as effective as any playstyle.
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Electric has too much soft control and not enough hard control IMO.
On teams, all you basically have ready at your disposal for every spawn is Synaptic Overload (and if it misses that first target, you're up a creek) and it takes time to work - hardly conducive to a fast-moving team. Static Field is nice but mostly for it's -speed/recharge. That sleep is going to get broken repeatedly and when it does you can bet your life that any mobs not being actively attacked are all going to be gunning for you due to its aoe debuff.
Mostly, I'm annoyed at how little QUICK REACTIONARY AoE control Electric has. Even Ice has more: Ice Slick + AoE hold + AoE sleep -VS- AoE Sleep + AoE Hold. I don't count Synaptic Overload into this because of it taking so darn long to work; it's more of a power to be used several seconds before the fight starts.
I'm not trying to be flame-bait; it's just that after 42 levels on my electric control dom and reaching the point where builds start to shine, the character is stagnating. More often than not I find myself wondering what the heck do now since the set simply does not have the tools to keep up with teams.
Hardly the top control set, far from it. -
What are your temperatures....
The new graphics can really tax video cards; mine runs 65-68 degrees celcius and that's after having increased the fan speed. It's not unreasonable that people will see 80 C temperatures on their gpu's.
If your case has bad air flow and/or if your cpu has bad cooling, this extra heat can build up and cause a system shutdown just as you described.
So, again, what are your cpu/gpu temperatures? You can google speedfan if you're unsure on how to attain these readings.
Failing excessive temperatures, a bad power supply can indeed cause this as well. -
Quote:It's what I'm planning on doing. I won't lie though, I think I might miss it in very particular situations; especially in tandem with sleet on something like, say, Mako. As for other situations, elec/ doesn't have any SUPER end-sapping ability - I'm pretty sure they're all -10. That's not to say it isn't great, because it is, but there's no big hitter like, say Short Circuit. So the use of Power Boost for sapping is marginalized, imo.Or is that a bad idea, skipping Power Boost on Elec/Earth?
Lewis
Still a good power, tough call regardless. -
Static Field isn't affected by domination either. Personally, I don't view this as balanced... two of the three AoE control powers in an already very soft control set are not affected by domination?!?
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I'd been suspecting this and so I got around to testing it...
Domination will not affect the jumping portions of Synapse Overload, only the initial targets. This is a MAJOR issue for elec/ doms, IMO.
I hope this gets fixed. -
I'm glad to know it's not only me
Thanks for the reply.
FYI, running latest 10.8 drivers. -
Is this exclusive to ATI drivers or is it a "feature" of the Ultra engine? I got these bright'ish outlines along the borders of trees and some mobs while on a team in a Croatoa instance to destroy the three henges. This is the first time I've seen such artifacts.
Here's a picture as to what I'm talking about (you can also pick out traces of it on the two Tu'Anthans): http://img832.imageshack.us/img832/9...0901132046.jpg -
Speaking of cooling off, what are your temperatures, both GPU and CPU while playing?
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Quote:I started that other mud pots thread so I'll chime in my $0.02. It primarily depends on your playstyle.Is Mud Pots essential or skippable? Because my build skips it.
If you are the type of person who loves reveling in the chaos you create while standing in the dead center of 10+ mobs, then mud pots is for you. It will out-dps any other attack in such situations (over time).
If, however, you tend to hang back and let the other people in your group handle the damage, then Mud Pots is likely a waste.
In regard to it waking up your slept mobs - so will the rest of your team?!?! The basis of electric control is to stack soft controls on top of one another - sleep, confuse, knockdown, and (in the case of /earth) stun. If something wakes up and manages to escape the other soft controls to take a pot shot at you, I personally consider it a fair tradeoff for the 20+ fire dmg ticks you pump out around you. -
With Elec/, you should not have endurance problems regardless of whether or not you run Mud Pots. Doubly so if you're a perma-dom. And damage auras are all about "free" damage, not having to give up burst damage for such damage. It should be noted that I'm a very aggressive player and tend to be in melee range regardless.
I'm going to try a respec with both, dropping Power Boost to do so. I've never really felt a real need to use Power Boost on a perma-dom elec/ so far - it's mostly been a novelty power.
Here's my build if anyone is curious:
95% recharge
20% melee/range def
257% regen
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Earth Assault
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Tesla Cage -- UbrkCons-Dam%(A), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Hold/Rchg(3), UbrkCons-EndRdx/Hold(5), UbrkCons-Acc/Rchg(5)
Level 1: Stone Spears -- HO:Nucle(A)
Level 2: Chain Fences -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(9), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(11), GravAnch-Immob/Rchg(13)
Level 4: Tremor -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(9), Oblit-Dmg(13), Oblit-Acc/Rchg(15)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46)
Level 10: Conductive Aura -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(45)
Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/EndRdx(15), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(29), FtnHyp-Sleep/Rchg(37)
Level 14: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(17), Numna-Heal(19)
Level 16: Jolting Chain -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(43), Apoc-Acc/Dmg/Rchg(43), Apoc-Dmg/Rchg(45), Apoc-Acc/Rchg(50)
Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(21)
Level 20: Heavy Mallet -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Dmg/EndRdx(29)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(25), HO:Cyto(25)
Level 26: Synaptic Overload -- CoPers-Conf/EndRdx(A), CoPers-Acc/Conf/Rchg(34), CoPers-Conf/Rchg(36), CoPers-Conf%(36), CoPers-Acc/Rchg(37), CoPers-Conf(42)
Level 28: Seismic Smash -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dam%(31), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dmg/EndRdx(34), T'Death-Acc/Dmg(36)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(43)
Level 32: Gremlins -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(34)
Level 35: Mud Pots -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(40), Armgdn-Dmg/EndRdx(40)
Level 38: Fissure -- HO:Perox(A), HO:Perox(39), Amaze-Acc/Stun/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(40)
Level 41: Sleet -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(42), RechRdx-I(42)
Level 44: Hoarfrost -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(45), GA-3defTpProc(46), S'fstPrt-ResDam/Def+(46)
Level 47: Ice Storm -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/Rng(48), Posi-Dmg/Rchg(50)
Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 1: Ninja Run -
Mud Pots is really nice with electric control... confuse the mob, watch them bunch up, sleep patch, fences, wade into the middle of the now-clumped enemies and watch the damage ticks roll by. Throw out fissures for good measure.
It's just a tough call for meThe main thing in Jolting Chain's favor is it's fast recharge - perfect for enemies surprising you while other powers are down.
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Yes it does, momentarily anyway. The greatest danger in this is when intially walking into a crowd that hasn't been fissure'd yet.