RE: Statesmans Comments on Electric Blasters
All I have to say is that I like my Elec blaster, but gave it up because I didn't feel that the secondary effect was that helpful as everything died too quick for the drain to do anything, and overall it felt like the damage was less than any of the other blaster types.
Purely Graphical it may be, but it still keeps them from doing poo for a good 3-5 seconds So, let's make that purely graphical side-effect of all elec powers. It makes sense.
I haven't read every page in this thread yet, so I apologize if some points were made before. I am a bit perplexed about these concerns over Elec's secondary effect. Am I missing something, or do any of the other blaster primaries have really earth shattering secondary effects?
My main is Ice/Dev. Let's see. My single target nukes, and Frost Breath (cone AOE), will slow a target by about 50% for, oh, about 2 seconds. Ice Storm does a bit more, but at a high end cost and with fairly modest damage. I do get one very good single target hold (freeze ray), and another that plain sucks because of a long activation time. Otherwise, it's straight damage, and very good damage I might add.
But that's the point really, isn't it? Are any of you claiming that Elec damages significantly less than the others? I team with an Elec/Elec frequently with my scrapper, and it certainly doesn't appear that way to me.
What about the other secondary effects? I think fire has a relatively minor ACC debuff. Elec gets knockback, which admittedly is quite handy while soloing, but sucks when grouping with melee types. AR, I can't recall what that even gets.
Now I understand that Statesman has made some inconsistent remarks about Elec and AV's, but let's be practical here. SHOULD you really be able to drain AV's?! A blaster's function with an AV is to bring the AV's health bar down to zero as quickly as possible. What do you think my slowing effect does to AV? You guessed it: nada. And the Freeze Ray: maybe on the 4th shot I get a 3 second hold, and occasionally on subsequent shots. Am I bitter about this? Heck no. If I want to incapacitate an AV, I'll bring along a controller. Achieving any effect against the most powerful mobs in the game should only be doable by those AT's who specialize in doing it. It seems to me that making an AV into a pussycat would require a controller, or several elec blasters. Sounds fair. These complaints are analogous to controller saying, "gee, I can keep that AV held about 50% of the time, but it takes me like an HOUR to kill it!" Who are elec blasters that they should get that kind of damage mitigation that other blasters do not have? Blasters have damage. That's your primary function.
It seems to me that the End drain provides a modest amount of damage mitigation in everyday use, just as does slowing and small ACC debuffs. What's the issue?
I know conventional wisdom is that Elec blasters are gimp, but I just don't see it, because I think their damage is on par with the rest, and the damage is what really matters for blasters.
- felicity
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What about the other secondary effects? I think fire has a relatively minor ACC debuff.
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Fire's secondary is a fire DoT. It's simply additional damage, and many moons ago a dev declared that Fire is in fact the highest-damaging blaster type.
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Elec gets knockback, which admittedly is quite handy while soloing, but sucks when grouping with melee types.
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Energy gets knockback, which I suspect you meant there. Agreed that it annoys the melee guys.
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AR, I can't recall what that even gets.
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It sort of varies with the specific attack, but to generalize it's safe to say that AR offers defense debuffs.
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I haven't read every page in this thread yet, so I apologize if some points were made before. I am a bit perplexed about these concerns over Elec's secondary effect. Am I missing something, or do any of the other blaster primaries have really earth shattering secondary effects?
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The key thig that most of the posters (and I agree, to a lesser extent) are commenting on is that elec's end drain is only effective if it drops a foe below the activation cost of a given power. With villans' low end cost powers and quick regeneration, and the weak drain from most of elec's primary attacks, the secondary effect does not in -any- way apply, unless you are using one of the heavy draining attacks (specificly, Short Circuit).
For effective usage of end drain, you have to use a 6 slotted PBAoE power, with all green SOs, and usually have a backup power. In this, elec is unique. Doing it part way just doesn't cut it.
ON the other hand, no other side effect can stop 2-3 rounds worth of attacks on an entire group, or prevent them from using thier heavy damage/best attacks (though most of the end costs of thse are absurdly low, which nullifies the point). for a short while. Ice comes close with 2 holds, but elec has a hold in addition to the end draining potential.
The gripping hand is that end drain is not a viable lockdown method, though. Short of Power Boost/full slot Short Circuit you cannot stop a reprisal attack without some sort of controll or provoking, and at the level that you can use this to drain foes effectively anyone who provokes or controlls will do it better than you. Now that SO end drainers are available at 22, though, this might change a ltitle, for the short term. Even if you drain a foe, its' remarkably hard to get them to stay there, and they tend to run like scared little girls when they're locked out of end for more than a few seconds.
Then there's the Damage Per Second arguement. The simple fact is elec, over the extreme short term (~10 seconds), single target, counting from first attack, Elec outdamages any other primary line by a significant fraction, because of Voltaic Sentiel's (minor) concurrent damage.
However, over the slightly longer term electric looses horribly beacuse it only has 3 primary attacks, and even with permahasten there's a noticable downtime when waiting for them to cycle, unlike the other primary lines which have 4 (ice, for example, has 3 single targets and an AoE, fire 2 AoEs and 2 single targets). Voltaic sentiel, which does concurrent damage fairly unreiably and not very high damage. It's simply not effective enough to replace a 4th attack, even factoring in the non-holdablity (Autoturret blows this power away, in every fashion except for the mobility, and even that's questioanble).
Elec is hard to work with. In terms of damage, it's pure energy type (which not that many things resists, which is good- but those that do reist it heavily, which is bad), and about on par with Energy - quite good single target, so-so at AoE. The End drain is respectable at levels 4-15 or so and then again at 27-50, if tricky to use. Though I think elec could use some tweaks, it's not that far off course...
With regards to your comment/question about how useful End drain should be against AVs...elec is more or less a 'bosskiller' primary, and without even energy's KB vs minion abilities or Ice's Slow, easily overwhelmed by moderate to large spawns. Given that, i don't think it's unreasonable taht in certain specific situations given approprate support an elec blaster or two can tone down the level of viciousness of an AV's attacks.
Statesman's statement about this not withstanding, most seem to agree this is not even remotely the current case.
As of right now, elec is less useful than any other primary line vs AVs, discounting resitantces. All the other effects have a chance or even a certainty of in some minor away affecting the battle, but elec's has zero chance.
So you can see how a Dev stating we are 'outstanding' vs AVs (slight misquote, I know, but taken in context it seems a logical extension), raised some ire. Heck, an Ice Blaster can Hold an AV for a while, is it unreasonable to ask to be able to temporarily drain them (like a flicker stamina, similar to the flicker hold immunity)?
Ps- Still seekiing elec blasters to help with the AVs drain logged fights. I've got 2 AV missions (antimatter and nemisis Rex), and I need probably 2-3 more elec blasters to join, in adidtion to a fire or ice tank and some more kinetics might help. We are going to attempt to drain an AV with an inordinate amounto f end drain capibility, jsut to see if it's even possible, let alone viable.
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States, I hate to be rude, but if you seriously think that an electric blaster's drain can be helpful againest an AV, you obviously have never played one.
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Let's not put words in my mouth here...a SINGLE electric blaster DOES drain endurance from an AV. BUT definitely not enough to make an impact. All secondary effects against AV's are resisted...it takes several electric blasters to make an appreciable dent in an AV (just like it takes many heroes to bring one down).
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"AV (just like it takes many heroes to bring one down)"
Statesman, this is not exactly true. Ever tried a high level Regen Scrapper versus an AV? I can solo 25-50% of your ArchVillains. Originally I thought this was a poor design (and I was overpowered) but in reality (comic books) many heroes were able to solo ArchVillains.
Statesman, I am approaching my second level 50 character. I know I play this game more than you as I seem to remember your character was somewhere around level 30. I can tell you from experience that the Electric Blaster's secondary effects stink. The endurance drain will be great PvP but it stink otherwise. For my Scrapper you cannot kill him unless you zap his endurance. Within seconds of when his Endurance is gone he dies.
Endurance drain will have a better place in PvP but I guarentee that not all Electric Blasters will like PvP.
Remember there will be an overal increase in mobs' health. Maybe (just maybe) fights will be longer and the drain will be more noticeable. The problem right now is that this effect is not because fights are just too short
I don't know if this has been posted or not... but has it ever been suggested that Ball Lightning be more of an end drainer than a damage dealer? Maybe increase its -end by 100% but decrease the overall damage by 50% (since it doesn't do all THAT much in comparason to other AoE's anyway).
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Purely Graphical it may be, but it still keeps them from doing poo for a good 3-5 seconds So, let's make that purely graphical side-effect of all elec powers. It makes sense.
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I don't think that's true. They will shake, but if their attack recycles during the middle of that they will stop shaking immediately to launch it. It's not any kind of a hold, it's just something that the animation does while waiting for attacks to cycle....
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Shadowhunter = drained
Nemesis Rex = drained
Bobcat = drained
Dr Vahz = drained
Psychic Clockwork King = drained
Theres 5-6 others that ive seen drained, and kept drained, that i cant think of the name of.
Electric blasters are fine, why dont you try leveling past 16 before trying to sound like youve got a clue. Any electric blaster that doesnt drain, needs to delete and reroll an energy blaster.
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Yeah, right. I love my elec blaster. Endurance drain is the best - especially powersink. Short circuit helps. But to drain a AV??? Get real. You can suck them down, but the amount they have is incredible. On top of that you have to wait for recharge, and on top of that you have the AV hammering you?
Drain is spanking sweet, but you are being ridiculous.
Hi, im an Energy/device blaster, just curious as to how the drain from a malta sapper compares to that of an Electric blaster. I ask this because i know that when its more than one sapper if they arent dispatched quickly youre in for a long and possibly frustrating battle. If the drain from electric blasters compares favorably to that then grouped they should be quite effective, if not, then endurance regen and low attack cost may lessen the impact of the drain.
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Then there's the Damage Per Second arguement. The simple fact is elec, over the extreme short term (~10 seconds), single target, counting from first attack, Elec outdamages any other primary line by a significant fraction, because of Voltaic Sentiel's (minor) concurrent damage.
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What? Voltaic Sentinel would be able to contribute 2 shots within a 10 second time span. Here are the numbers assuming no misses:
Cast VS: 3 sec activation (3)
VS attacks (2 sec Activation) (5)
VS recharges (3 seconds) (8)
VS attacks (2 sec activation) (10)
There is 10 secs. VS contributed 2.22 Brawl Index damage per shot for a total of 4.44. Choosing electrics attacks in the most efficient order possible you would have:
Charged Bolts (2 sec activation) (5)
Ball Lightning (1 sec activation) (6)
Lightning Bolt (2 sec activation) (8)
Charged Bolts (2 sec activation) (10)
That would add 2.78 + 2.83 + 4.56 + 2.78 = 12.95. The total damage factor over 10 secs is now 12.95 + 4.44 = 17.39. You may wonder why I did not include zapp. As soon as you cast VS you will aggro the enemies on yourself making a sniper shot impossible without interruption in most cases.
Let's compare with Ice Primary as an example:
Ice Blast (1 sec activation) (1)
Ice Bolt (1 sec activation): (2)
Frost Breath (3 sec activation) (5)
Ice Bolt (1 sec activation) (6)
Bitter Ice Blast (1 sec activation) (7)
[2 secs of free time while recharging]
Ice Blast (1 sec activation) (10)
The nice thing about this is that Ice Bolt can be fired again at 10 but would not activate until 11 so it is outside the damage for this 10 seconds. Total damage = 4.56 + 2.78 + 3.89 + 2.78 + 6.34 + 4.56 = 24.91 (an extra 70% over 17.39)
You don't even want to see the numbers for Fire. So how does electric do more damage in 10 seconds than other blasters? Electric cannot hang with other blasters in DPS, even with the extra damage/aggro draw of voltaic sentinel. I also dare you to throw your voltaic sentinel in the middle of a groups of hard enemies (like say in the respec TF) and see how much aggro it draws on you as it randomly picks targets.
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However, over the slightly longer term electric looses horribly beacuse it only has 3 primary attacks, and even with permahasten there's a noticable downtime when waiting for them to cycle, unlike the other primary lines which have 4 (ice, for example, has 3 single targets and an AoE, fire 2 AoEs and 2 single targets).
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I do agree that Voltaic Sentinel is garbage and all it is good for is drawing extra aggro onto a blaster. However, Fire has 3 single target attacks, 2 AOEs and a sinper attack. You are right that Ice only has 3 single targets and no snipe but it more than makes up for that with it's holds and extremely fast activation times. Energy gets 3 single target hits and a snipe and AR gets 3 AOEs, 2 single target, and a sniper attack. AR is probably the second weakest single target blaster after electric but it's AOE attacks more than make up for that.
Bottomline here is that Electric is getting the screw job in all areas. Do NOT be deceived by power descriptions or primary power set descriptions. Believe the numbers only.
-AZ
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I don't know if this has been posted or not... but has it ever been suggested that Ball Lightning be more of an end drainer than a damage dealer? Maybe increase its -end by 100% but decrease the overall damage by 50% (since it doesn't do all THAT much in comparason to other AoE's anyway).
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Yeah, right. Make my only reusable AoE ranged attack even worse. Or do you expect Electric blasters to wait 8 minutes for Thunderous Blast to recycle after each fight?
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States, I hate to be rude, but if you seriously think that an electric blaster's drain can be helpful againest an AV, you obviously have never played one.
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Shadowhunter = drained
Nemesis Rex = drained
Bobcat = drained
Dr Vahz = drained
Psychic Clockwork King = drained
Theres 5-6 others that ive seen drained, and kept drained, that i cant think of the name of.
Electric blasters are fine, why dont you try leveling past 16 before trying to sound like youve got a clue. Any electric blaster that doesnt drain, needs to delete and reroll an energy blaster.
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Hmmm.. my level 36 electric/electric blaster says you are full of it. I just asked him.
As for one shotting even LTs at my level. Only with Thunderous blast and only with Aim and buildup. I CAN do it. Just only ever 2.8 minutes.
The secondary effects of electricity are subpar at best. Compared with knockdown, extra damage and slow. It is the worst secondary effect a blaster can have. Period. In PvP we might rock. Might. Since no one has PvPed in this game, no one can be sure what might rock.
As for slotting for Endurance reduction against an AV. I can either do 3x my normal damage (6-slotted for damage) Or I can slot fro Endurance drain. Which MIGHT work agaisnt the archvillan.
The fact of the matter is this. Electric secondary isn't a well thought out power. It needs to be changed. Or made more effective.
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PvP? USELESS
Hahahahahaha, seriously!
Ok, I have a team of 3 people... Blaster, Defender/Controller. If that def/con is a kinetics or an emp, end will not be an issue. I don't care if you're able to run up and short circuit them successfully each time it recharges, end will regen far far faster than our powers will drain.
Oh, don't take into account regen scrappers who took stamina too and anyone in general who has stamina.
Yeah, we're gonna be [censored] in pvp.
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You don't even want to see the numbers for Fire. So how does electric do more damage in 10 seconds than other blasters? Electric cannot hang with other blasters in DPS, even with the extra damage/aggro draw of voltaic sentinel. I also dare you to throw your voltaic sentinel in the middle of a groups of hard enemies (like say in the respec TF) and see how much aggro it draws on you as it randomly picks targets.
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Wow....you did some serious math in your post. I'm not able to challenge those numbers, so I'll take your word for it. However, we were talking about Voltiac Sentinel's usuabiliy and I guess I should remind anyone who doesn't know this (why would you be in this thread if you didn't?) that sparky is now mobile. There is no reason to EVER plant him anywhere other than right beside you.
That being said, let's run through an attack on a single target (because we're talking about the opening 10sec attack). I guess to be fair, let's remove Short Circuit out of the picture (because it's usually only used once per fight....unless things get ugly). I hit Hasten, Buildup & Aim, summon Sparky, then open with Ball Lightining. BOOM.....now the HPs keep rolling off then the Lighting Bolt and then the Charged Bolts hit. Now I cage (which does do damage as well). With Hasten on, by the time the animation is over, I'm ready to cycle again, so let's hit the BL, LB & CB one more time. By the time this has cycled again, Sparky has connected twice, and he's getting ready to shoot again. This should be near the 10 sec mark from the opening strike (not counting Buff-up times).
So my target took 8 hits from attacks and 1 cage. The 1st three hits included BuildUp and Aim damage as well. That's a LOT of damage. If VS is slotted correctly, he should be smacking foes for around the same amount as the bolts. That's two extra shots.
I've never got another blaster type up high enough to do a fair comparison, but the parallel damage of Sparky would HAVE to help. Some argure that you can't control what he hits. I have never understood this. No, you don't designate a target, but when I fight groups, I go into the battle assuming I'm going to have to deal damage to everything.....even if I don't. If I'm soloing, then how is ANY shot coming from VS wasted? You still have to take all their health for the win. Just because he's chipping away at your next target early, that's no reason to say there's something wrong. I drop Sparky out before every tough fight. He's saved my butt many times.
Don't rule out that Short Circuit stops (supposedly) end regen. So, if you can get them to zero, (AND keep them from running away) then you can KEEP them at zero. They cannot regen from powers such as Stamina and such. (Unless they choose to let these powers and inspirations override the ability of SC to stop regen)
WV
That's not debt, those are my "fury bonus points"--Stahlkopf
MOST amazing Brute engineer goes to: Ultrawatt. His SS/Fire farm build is SMASH!
Congrats to Black Assassin! Won 100,000,000 INF for building most survivable NRG/NRG Blaster
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You don't even want to see the numbers for Fire. So how does electric do more damage in 10 seconds than other blasters? Electric cannot hang with other blasters in DPS, even with the extra damage/aggro draw of voltaic sentinel. I also dare you to throw your voltaic sentinel in the middle of a groups of hard enemies (like say in the respec TF) and see how much aggro it draws on you as it randomly picks targets.
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Yikes (didn't quote all that because people can just scroll up). While I would say that VS would get -3- shots off, because you can pay end and initial activation cost before the fight begins, and even counting from when zapp actually does damage (as stated above), Ice...yeah. I thought those activation times would be quick enough, but I did not sit down and work out the math. However, even adding in 1 more attack in that original 3 seconds, and another attack from VS, well....Ice still edges it out. Fire's not going ot kil it by that much more because Ice is working with those amazing activation times.
VS isn't worth noting in pure DPS unless you -already- have it out, and hence why I said 'from the first shot' in my post.
OH, and please don't think that I would ever drop sparky in a situation where I'm not majorly backed up, by healers and provokers and all. That said, elec rocks the respec trial in a way that is fun to see. Freakshow are -highly- weak to elec, and even sparky can deal out respectable damage when we're talking about mobs who have weak resistances.
[quoteI do agree that Voltaic Sentinel is garbage and all it is good for is drawing extra aggro onto a blaster. However, Fire has 3 single target attacks, 2 AOEs and a sinper attack. You are right that Ice only has 3 single targets and no snipe but it more than makes up for that with it's holds and extremely fast activation times. Energy gets 3 single target hits and a snipe and AR gets 3 AOEs, 2 single target, and a sniper attack. AR is probably the second weakest single target blaster after electric but it's AOE attacks more than make up for that.
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I honestly forgot about the 3rd single target attack from Fire. Ice has amazing activation times, and can cycle thier attacks quickly enough that they can keep up a decent attack chain (with a natural space or two for buildup/aim). Fire, AR, Energy- these all have enough attacks that they will never have downtime if your'e going for pure DPS.
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Bottomline here is that Electric is getting the screw job in all areas. Do NOT be deceived by power descriptions or primary power set descriptions. Believe the numbers only.
-AZ
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Elec has..issues. WIth a full drain possiblity on a group quite regularly possible (yes, I don't think you can -keep them effectively at zero), you can at least slightly lower some of the return fire DPS. NOt as well as Ice, but still..some stuff.
I will not argue that elec is the redheaded step child of the blaster set. It is still a blaster, with good damage and some utility (that Hold is at least not horrible, if a little slow). And, hell, I like playing it.
Plus, I do regularly go toe-to-toe with 2 or 3 bosses and just not even worry about it. While that's pretty limited functionality, it's kinda fun to call out 'I got these guys' to my team, and proceed to take them down.
Don't hold your breath for changes, though. I don't think the devs are happy with -any- blasters' current ability, so upping it is probably not high on thier priority list.
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Don't rule out that Short Circuit stops (supposedly) end regen. So, if you can get them to zero, (AND keep them from running away) then you can KEEP them at zero. They cannot regen from powers such as Stamina and such. (Unless they choose to let these powers and inspirations override the ability of SC to stop regen)
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Best way to thinkj about short circuit is like a toglge power that takes away exactly normal end regen, at the same time. They most certainly do keep regenerating from other powers, but since it disables the regular end regain..well..
TO clarify- Stamina recovers end at about 75 % of normal end rate, when 6 slotted. So end recovery rate is 175%...or, after, SC, 75%. This has a noticable impact- with only 75% recovery and full drain, a large number of attacks can not be used. That does not mean total lockdown but a bit of a dent.
FOr, of course, 3 seconds on even cons. Which is one hell of a sticking point. Not very good, because it's the only power that even can do this, it scales upward horribly....
End drain as a secondary doesn't live up to the rest of the power sets only because you have to take a power devoted to draining end to make it useful. An energy blaster, for example, does not need to take power push to make his knockback effective on his other powers. I think that is the problem we all have. Now, the ability to drain end with the powers that do actually do it, do it great when properly slotted. Heck, I can drain even con bosses with no slots in SC and PS provided I use them both.
IMHO, keep the end draining powers like SC, PS, and TB there and change the secondary of the other powers to a disorient, or whatnot. That way, we as elec blasters can still retain our end draining abilites but replace the main attack powers with something more usefull. Doubt that will ever happen.
Oh and lets not bring up other powers such as VS, this thread is about end drain specifically towards AV's. It is not about the specifics of wether VS is usefull or not. We can start yet another thread about that and have us a little dicussion.
Not to hijack, but the data about the proposed AV end draining on Test is right here.
For those not interested in following the link, we'll be meeting at portal courtyard in PI at around 9pm EST, and it looks like we might have 2 or even 3 teams. Could really use an Ice or a Fire tanker (to mitigate aggro and drain end with thier abilities as well).
Anyone is welcome, we'll see what turns up. Please slot for end drain, and bring any AV missions you can. Results will be posted in that thread.
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Not to hijack, but the data about the proposed AV end draining on Test is right here.
For those not interested in following the link, we'll be meeting at portal courtyard in PI at around 9pm EST, and it looks like we might have 2 or even 3 teams. Could really use an Ice or a Fire tanker (to mitigate aggro and drain end with thier abilities as well).
Anyone is welcome, we'll see what turns up. Please slot for end drain, and bring any AV missions you can. Results will be posted in that thread.
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Again, I reiterate, get a video of it. I want to see this stuff first hand. Maybe get Captain_Reno to do it, provided you can get him away from his Golden Dragonfly long enough.
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Again, I reiterate, get a video of it. I want to see this stuff first hand. Maybe get Captain_Reno to do it, provided you can get him away from his Golden Dragonfly long enough.
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Agreed.
I asked in that thread for any who could join to please make a video, and any who can host it would be good.
SO please do come along if you can make a video, taht'd be really really nice.
Nah, my video card BLOWS.
I tried to make a video once and my FPS dropped to what seemed like 0.0008 FPS.
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Nah, my video card BLOWS.
I tried to make a video once and my FPS dropped to what seemed like 0.0008 FPS.
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My computer simply crashed last time I tried. ANd I can't even really look at the cohdemo type files.
So while I'd love to help, my Raedeon doesn't like CoH too much as is.
So any who can and will change it up, please show up ready to record.
my two cents
i love my elec\elec blaster
i play the hell outta him
i don't have SC or PS (i tried them with respec and dropped them after)
i have gotten into the mindset for almost all fight of being straight damage, the end drain simply doesn't factor in while fighting save for one situation i can think about....soloing bosses
example
when i was lvl 37s working on my PP badge fighting a 38 spines PP
i would fight as follows:
-aim (3 recharges)
-buildup(3 recharges)
-zapp (4 dmg one acc)
-thunderous blast (4 dmg 2 recharges)- note that when only hitting one mob for some reason i didn't lose all my end, only about 60% of it
-lighting blast (4 dmg 1 acc)
-charged bolt (4 dmg 1acc)-at this point the mob is ooe
-thunder strike (1 dmg 1 acc)
-zapp (see above)
100% successful
something i noted
TB drains almost all of the end of a mob from minion to boss
when using TB on bosses followed by other attacks the mobs not only were w/o end but i could keep them there if i could maintain a steady barrage of attacks
i don't use HP or CB in melee but i do use TS, 360 degree knockback with massive dmg is great, i have nothing slotted for end reduction, i've found that if i put end reduction into something i lose damage or accuracy or recharge (i am not a hasten bot either) and i need these things to put mobs down
all in all end reduction is great on paper....but i haven't found it all that practical except in a fraction of the situations i encounter
end reduction is not what we do, what we elec blasters do it create body counts....
until something changes end reduction will only be an option to those who really focus on it
any energy blaster can knockdown
any fire blaster burns things
any ice blaster slows things down
any assault rifle blaster can knockdown or stun
we can simply tear things up...and if they miss an attack due to some end reduction by-product
so much the better
fix it?
maybe
but how?
i expected something pathological, but i did not expect the depth, the violence, or the intolerable beauty of the disease...