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Posts
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Quote:From when i last looked at it with no end mods it was 1.88 end returns per target hit by the 3.7ish end drain that has a 50% chance to hit per pulse. End mods are not worth it as it wouldn't be a big increase compared to gettign the sleep longer duration(to allow sleep to stack on bosses and higher targets for longer duration) and the recharge to use this before it fades(allowing you to stack fields).Seconded. I've found that laying down Static Field and telling my teammates to stand on it negates their need for Stamina. My friend that I duo with was always complaining about END problems until I realised what Static Field could do. Now no issues at all.
Does anybody have any numbers for Static Field? How much does it do for END drain, and more importantly how much it gives back? If I put an EndMod enhancement in to it, will it increase the endurance that I get back? I ask because I'm not sure if the enhancement would carry over to the pseudopet in that manner. -
Are you sure that information is for Jolting chain for the 5 second invunerable from jolting? Sounds more like that might apply to overload as jolting is alot faster then 2 seconds a jump and if it had the 5 second invunerable from jolting what would be the point of having 2 pets with this on a 6 second recharge along with your 8 second one. While i haven't fully tested jolting out completely like static field I could of swore it worked on knocking down all the same targets even after someone else had used it or my 2 gremlins. I can see a shorter timer on this though to keep from turning 2 low mag knockbacks into a higher one but not the 5 second timer.
Not sure about overload though as I tend to throw it on bosses and let it do its thing in groups that kill minion/lt's slower but have noticed this one does take a second or 2 to jump and can jump after a target gets closer to others from confuse effect and can see the 5 second rule to keep it from massively stacking a confuse up on two targets next to each other like a AV or so. -
It would be /macro dance "petsay_all <em dance>" to make a click button. Might be the same for bind just replace macro with bind and dance with the key i would think.
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Quote:1-2 acc, 2-3 end mod at target cap you get base health and stamina from this power do you ever slot health 3 slots, and 3 slotting it for end mod is something you would do for the drain but has side effect of also boosting the stamina aspect of it.I just got this thing and I was just wondering just how good the regen and recover from this thing is. I know first hand just how great it end drains them, and I know I only have the training enchants right now but with DO or SO enchants will I see a big I'm provement or am I just blind, lol. Also thanks in advance
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Quote:Dot effects would be bad as that would keep waking them up from sleep. The ae immobilize has no dot effect for this very reason.Agreed. Everything has low damage and only Electric Fence has a DoT effect to it (and as a T1 power, the DoT isn't that great). If the rest of the Holds and Immobilizes had a decent DoT to it (which would make sense when you look at the set visually) that would make up a lot to the sets low damage.
It's not a great fix, I know, but I doubt the Dev's would ramp up the damage on the set overall and adding decent DoT effects would help some. -
Quote:Electric control seems to sacrifice damage for the endurance drain/recovery of the set. Which i would say is more of a problem for controllers as they don't have a secondary of damage. Electric Assault has a high single target focus to it you should be putting the spawn to sleep then hold a target and burn it down with electric assault then rinse repeat. About the only thing i think would be nice is to add end drain mod to domination but it's not needed as the set does a good job already for that.And this is the only trouble of Elec Control. It has pathetic damage output. Yes Jolting Chain doesn't do anything persay bad, keeps them controled quite well and recharges fast. But it doesn't do almost any noticeable damage. This doesn't hurt controllers that much cause of overpower. But for Doms, and the fact that alot of the powers in Elec control don't benefit from Domination, you can lock them down quite well but your really dependant on your primary to kill them, my elec/elec dom is getting anyoned by that. Yeah I think that Jolting Chain and some of the other powers really need a damage boost nothing big just something more then chain fences grr.
They can't raise jolting damage because then it wouldn't jump as much because you would be killing the target it's not a attack power is a control power and follows the same concept of gale that some people this is a attack power and causes more problems with lowbie storms in teams with AE debuffs because they want to use it for the minor damage. If they do raise the damage in the set i would expect it to come in the immobilizes and the pets. -
Aura won't break the sleep of field as end mod drain doesn't break the sleep effect, and even when it does break they are reslept 2-3 seconds later as it's not a one shot sleep it keeps casting a 5 second sleep every 2-3 seconds. Chain fences is also not a dot like other AE immobilizes so that you can use it and not have it wake up field slept targets with dot ticks. Field is one of the major control powers of electric and has great utility for both group and solo.
A simple fight at 20s level for my elec/earth goes like this Static field to sleep all the mobs, kill with single target melee, maybe throw a jolting/chain fences or tremor/chain fences combo to drain all mobs along with conductive aura going all the time, keep static field up before i get 2 of them down all are drained and slept permantly as long as i keep static field and aura up, I don't even tend to use my hold either because of earths knockdown but /elec would use the hold. This is no different then my mind/elec that puts them all to sleep then hold and use elec's 4 single target chain to take them out one at a time except my elec is more end efficient and my mind has slightly less problem with bosses.
For Elec/Elec
What you would do is put all of them to sleep with static field, then jolting chain/chain fences to drain them while in melee or on going in do jolting chain plus static discharge while they are knockdown then take them out in melee with aura continueing to keep them drain and field continuing to keep them asleep while you kill them one at a time jumping out occasionally to do a jolting chain/static discharge combo for ae damage. If you get the minions low on life while handleing the boss then you can use thunderstike to finish them off while doing high damage to the boss as you dont' tend to want to use thunderstrike on healthy minions in the field as it will knock them out of it. You will mainly use chain fences to intially drain them or keep them from running away from sleep field when you ae. -
Just a quick one i through together without bonuses of how I would set up a elec/elec with what i have learned about elec control on my elec/earth and my mind/elec and using your ice mastery choices. Electric is pretty endurance friendly that by the time you might get low you will have domination up or hole up under static field with conductive aura with a few targets for a few seconds.
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: Electricity Assault
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Tesla Cage -- Acc-I(A), Acc-I(3), Hold-I(3), Hold-I(5), RechRdx-I(5), RechRdx-I(7)
Level 1: Charged Bolts -- Acc-I(A), Acc-I(7), Dmg-I(9), Dmg-I(9), Dmg-I(11)
Level 2: Charged Brawl -- Acc-I(A), Acc-I(11), Dmg-I(13), Dmg-I(13), Dmg-I(15)
Level 4: Lightning Bolt -- Acc-I(A), Acc-I(15), Dmg-I(17), Dmg-I(17), Dmg-I(19)
Level 6: Jolting Chain -- Acc-I(A), Acc-I(19)
Level 8: Conductive Aura -- Acc-I(A), Acc-I(21), EndMod-I(21), EndMod-I(23), EndMod-I(23)
Level 10: Havoc Punch -- Acc-I(A), Acc-I(25), Dmg-I(25), Dmg-I(27), Dmg-I(27)
Level 12: Static Field -- Acc-I(A), Acc-I(29), RechRdx-I(29), RechRdx-I(31), Sleep-I(31), Sleep-I(31)
Level 14: Chain Fences -- Acc-I(A), Acc-I(33), EndMod-I(33), EndMod-I(33)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(34), EndMod-I(34)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
Level 24: Build Up -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 26: Synaptic Overload -- Acc-I(A), Acc-I(37), RechRdx-I(37), RechRdx-I(37), Conf-I(39)
Level 28: Static Discharge -- Acc-I(A), Acc-I(39), Dmg-I(39), Dmg-I(40), Dmg-I(40)
Level 30: Super Speed -- Clrty-Stlth(A)
Level 32: Gremlins -- Acc-I(A), Acc-I(40), Dmg-I(42), Dmg-I(42), Dmg-I(42)
Level 35: Thunder Strike -- Acc-I(A), Acc-I(43), Dmg-I(43), Dmg-I(43), Dmg-I(45)
Level 38: Paralyzing Blast -- Acc-I(A), Acc-I(45), Hold-I(45), Hold-I(46), RechRdx-I(46)
Level 41: Sleet -- Empty(A), Empty(46), Empty(48)
Level 44: Frozen Armor -- DefBuff-I(A), DefBuff-I(48), DefBuff-I(48)
Level 47: Ice Storm -- Empty(A), Empty(50), Empty(50), Empty(50)
Level 49: Hibernate -- Empty(A) -
You have the single target immobilize 6 slotted and the single target hold 4 slotted. You don't have either of the single target melee electric attacks. No static field which is one of your main controls in electric. You seem to want to stay at ranged with only choosing 3 ranged attacks and one melee range, and have conductive aura which is melee range with no sleep or chain only the long recharge ae hold and slow confuse chain to allow you to get in there to end drain safely. You also seem to have a heavy investment in invis and phase shifts with 3 powers.
IMO build is lacking alot of the good powers from both sets. Soloing would be easy with a elec/elec after lvl 12 as /elec has lots of single target focus which is good for AE sleep that you can keep permantly up. Invis is easily taken care of with SS and stealth io's except for the gremlins. Not really sure what yours trying to make here. -
Static Fields sleep is only 5 seconds long at least at level 25 not the 25ish seconds it say in the desciption and gives half the amount it drains to people in the field. I imagine the slow and recharge also only apply to targets hit by the sleep for the same 5 second duration.
Jolting chain knockdown starts sooner then the 2 second cast and should jump about 2-3 targets before you can do something else from my observations. -
Conductive Aura will give you unslotted health and stamina recovery when you hit the 8 target cap making it nice for end recovery in big groups but static field is so much better for this then Aura. Main use is for the end drain as this is 10 end drain every 2 seconds powerboost and end mods increase that to make it your main drain power. This power dealing damage would be bad as it will keep slept mobs awakened as well as probly add a end cost to it for damage you won't notices 99.9% of the time. As far as compared to drain psyche just one target on that is more then what this aura will give at max targets.
Static Field will give you around 2 end per target hit with the drain from static field as long as you are in the field. Main use for this is the end return, pulsing sleep and recharge/slow debuff on hit targets, the drain is not realiable but adds up with your others as it is only 50% chance and only does around 5 end drain which means mobs tend to recover this back between the times it hits with it as it pulses about every 3-4 seconds. -
I posted what mine build is gonna look like toward the end on the electric control post for my elec/earth that is up to level 22. Its pretty easy to forget you have holds when field and aura drain them and earth makes them flop.
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Quote:Here's My planned dom thats 22 now after one day of playing them. Does have 4 purple sets but the single target hold doesn't have to be a purple. Main focus for me was getting perma dom for the status protection and long holds to combine with powerboost for the end drain and long holds, and the end mod in static field can be move to something else still tweaking build as i'm leveling to fit the style i will play later on.Way I figure, does it really need to do more? It's a small power investment and it ups the duration on your holds, or your AOE hold, the confuse, and the end drain... I dunno, I figure if it's doing all that, it's merely a shame it doesn't do more, not a reason to not do it.
But yeah. Anyone want to share builds, ideally in text, for the silly boy who can't access mids at the moment? I'm really thinking about this elec/ice/ice vs elec/fire/ice.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Infusion Hammer: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Earth Assault
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Tesla Cage -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(37), UbrkCons-Acc/Hold/Rchg(45), UbrkCons-Acc/Rchg(46), UbrkCons-EndRdx/Hold(46), Lock-%Hold(46)
Level 1: Stone Spears -- Acc-I(A)
Level 2: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 4: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(40), FrcFbk-Rechg%(43)
Level 6: Jolting Chain -- Acc-I(A), Acc-I(7), EndRdx-I(7)
Level 8: Conductive Aura -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(9), Efficacy-EndMod/Acc/Rchg(9), Efficacy-EndMod/Rchg(45), Acc-I(45)
Level 10: Chain Fences -- GravAnch-Immob(A), GravAnch-Immob/EndRdx(11), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(17), GravAnch-Hold%(50)
Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(15), FtnHyp-Sleep/EndRdx(15), EndMod-I(50)
Level 14: Swift -- Run-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(21)
Level 22: Heavy Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(25)
Level 24: Super Speed -- Clrty-Stlth(A)
Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(27), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(37), CoPers-Conf/EndRdx(37)
Level 28: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(31), Hold-I(31)
Level 30: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(40)
Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34)
Level 35: Power Boost -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40), FrcFbk-Rechg%(50)
Level 41: Charged Armor -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(42), ResDam-I(42), ResDam-I(42)
Level 44: Power Sink -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-EndMod/Rchg(48)
Level 47: Recall Friend -- EndRdx-I(A)
Level 49: Surge of Power -- RechRdx-I(A) -
Move hasten and SS farther down to later levels if at all. You can buy jet packs in grandville if you have grandville access. My traps mm didn't even get SJ till 41.
You should have poison trap by 22 latest this is one of the gem powers of traps it is a pulsing puke hold and -regen.
I didn't go with leadership pool but with aid other and self to heal pets and self from damage that gets through FFG, scorp shield and enforcer buffs which should be about the same for bots defense wise though they have more resist and 2 healing pets.
You might consider taking one of the single target attacks instead of triage beacon as that is not that great for healing pets because of thier low hp's and it's long recharge. If you go with rifle burst the knockback can give you some breathing room and also gives you a pulling tool other then vet attacks or origin power or using pets allowing you to use bodyguard mode for alpha's.
Also if you wasn't around the pet upgrades are Area buffs now and will upgrade all pets in range(have seen some new/returning players cast it on each one of thier pets when it is AE effect now)
You want acid morter, seekers, ffg, and poison trap from traps as those are the 4 major powers of the set. Trip mine can give you some self damage. Caltrops is a area denial or scatter and with range pets it keeps targets from closing to melee for a bunch of attacks. Use web nade on difficult targets it slows recharge so they can't use big powers as often. -
From what i have noticed playing last night to lvl 16 with my elec/earth imo.
Jolting chain will probly want 2 acc, 1-2 rch. Damage is low to keep you from killing target you tring to jump with, you want it to hit and it recharges pretty fast that if you do a hold and attack or fences its already back up, 2 recharges will get it useable every other attack approximately. Use it more as a way to break fields sleep and apply immobilize without retaliation or for the knockdown soft control in fast groups.
Conductive I would slot 2 acc and 2-3 end mod. You want this to hit and you want it to drain this is your hard control for electic control is end drained targets between this, fences and field you drain real quick and that is before end mods and as a side effect you will get stamina recovery if slotted with 3 end mods and 8 targets which possibly require you to hit with aura to get buff. This will get toggle off alot unless you got protection in your secondary or domination going so you might want a recharge or 2 if it's to long for you.
Field you want acc and rch first 2 of each, end mod or sleep works but the sleep seems to wear off extremely fast when field go away and end drain isn't as good as fences or aura in field as it is a 50% chance for only around 5 end drain and 2 end to people in field per target and end mod will effect both of those giving you a group end regenerating power and with lots of targets you get good end back from this if you are in the field which you should with conductive aura.
Fences you want 2 acc, 2-3 end mod, maybe a end reduction. This is used to keep them from running out of field and conductive while also sapping as much as aura does per tick. This is also not a dot so using jolting chain then this on sleep field mobs will put them on the ground and drain them possibly being put back to sleep before they can attack and not reawakening them.
Your sleeps and knockdowns soft controls are there for your electric controls hard control to kick in which is the end drain imo. -
I think they need to go through all the pet primaries and reevaluate all of them but here is my idea for Merc's.
Make the Medic a pain corruptor for healing like the arsonist is a fire corruptor for damage
Basic medic gets soothe and a 80 ft smg burst making it equal to the soldiers range.
Equip gives soothing aura and a 80 ft smg heavy burst equal to soldiers range.
Upgrade gives Enforced Morale, venom grenade instead of frag grenade, and possibly a weaker version of FFG.
Spec ops hide needs to grant stealth strike when hidden to thier basic attacks which they will use under hidden effect, remove rifle butt and brawl replace with beanbag, change flashbang to 90 recharge and tear gas to 2 minute recharge and web grenade to 15 seconds.
Serum changed to a mini mog for the pets maxing thier resistance, grant status protection and giving a small to medium damage boost for 15 seconds on a 4-6 minute recharge maybe even instantly recharge all thier powers which then can ignore the lowering cooldown timer on pets controls changes as it would provide a way to cut thier rechage of those powers in half through this ability.
Commando lower recharge of LRM rocket, add auto turret the floating kind or FFG to him
Overall serum would give them short term survivablity that other sets don't have, medic becomes a better healer overall and can debuff resistance instead of knockback which will help merc mainly lethal damage, spec ops will have good single target still with a spike at the start, and a ranged disorient instead of melee and slightly faster AE controls, and commando wouldn't change to much. -
Couple of Questions on things.
1 How much does domination effect some of these?
2 Conductive Aura is the health and stamina equivalent at the 8 target limit are these effects auto hit or require hit check? Also does Conductive Aura detoggle if mezzed?
3. Do gremlins use thier jolting chain alot? And if they do, thiers combined with your jolting chain how effective is the jumping knockdown provided by the 3 together compared to earthquake or ice slick?
4. How long does Static field last? How wide is the Area of effect(comparsion to other location controls)?
5 How effective is synaptic overload being as it single target chain with 60 second recharge for something that can possibly only effect one target and has a higher chance of missing multiple targets compared to a pure AE effect like seeds that has same recharge. -
One thing with the inherent is no bonus grouping with other khelds. Easy way is make Dwarf = tanker, nova = blaster, human = controller for bonuses when balance checks ever 10 seconds, or can create new ones for them.