Electrical Control, a detailed suggestion
Electric and Sonic control are my two most wanted control sets. You got me hooked right here.
/signed, although I'd also add +Fire DoTs to some of the attacks (especially the Holds) because well, you know, Electricity is also know to cause fires in some cases.
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
Very nice, well-thought-out suggestion. I like it.
QR
It's a good idea and like most good ideas it will go un-noticed in this forum.
I would PM this to a redname or two and post a copy in Lady Jade's Power blah blah blah.
Actually in PvE End Drain is done in percentages. So if you drain 50 End from a non resistant Minion, you drain 100 End from a non-resistant Boss. EBs and higher just have decent End Drain resists to counter it.
Trust me on this, an Elec/Elec "Blaptroller" build Blaster needs to know.
I do like the set, though. I'm a big fan of End Drain, it'd be nice to have a set that truly specialized in making a monopoly on Blue.
Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"
I like this very much, but I think there's a problem with it...
**If I recall correctly**, Mobs cheat. If they have ANY endurance, they can use their attacks, regardless of if they actually have enough end for that attack.
Without a -recovery power, they'll still be able to launch an attack every time they recovery any amount of endurance. A Drain over Time wouldn't prevent this, as they would have already recovered the end (and likely fired off their attack) before the drain can steal it.
**Again this is if I recall correctly**
Since Blackout is strictly an end drain power, I would say add a guaranteed -100% Recovery for 15-20seconds or so, and some chances for -Rec to a few other powers.

The only thing I dislike is the confuse, as it's nothing like how any Electric set has been represented thusfar, and therefore a little out of left field. Plus, if the goal is to drain endurance, it's kind of at odds with that.
I also lament the lack of a Tree of Life-style summon that gives teammates back endurance.
Never surrender! Never give up!
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I will admit that the level 6 power gave me trouble.
Ultimately, I choose a Confuse because it was A) different and B) thematically appropriate. I hadn't thought of adding a Tree of Life-like power, though. It could be interesting, but I suspect it would end up exactly like ToL: A weak effect with a long recharge tied to an immobile object. It could have it's uses, but I think I like the ST Confuse a little better, just because of the novelty. Also: I didn't think about the end drain making the Confuse useless, but now that you've brought it up I doubt it would be any more at odds than Spectral Terror/Flash or Terrify/Total Dom.
Just out of curiosity, what kind of object could be the basis of a +recov power like that? A giant battery? A lightning bolt? A Pikachu?
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Just out of curiosity, what kind of object could be the basis of a +recov power like that? A giant battery? A lightning bolt? A Pikachu?
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Defibrilator paddles and a loud "CLEAR!!!!"
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Just out of curiosity, what kind of object could be the basis of a +recov power like that? A giant battery? A lightning bolt? A Pikachu?
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Moment of Glory animation, Lightning Bolt strikes the user like Lightning Rod, +End radiates out in like Transfusion, only centered on the user, not the enemy. Make it a refill, not a +recovery.
Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"
I like. That's not saying I'd use, but I like.
What shall claim a Sky Kings' Ransom?
PPD & Resistance Epic Archetypes
What about, instead of the +recovery battery, a PBAoE Drain Psyche style power except it affects the team and has much smaller +regen/recovery numbers?
This discussion is two months old. Let it go.
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The only thing I dislike is the confuse, as it's nothing like how any Electric set has been represented thusfar, and therefore a little out of left field. Plus, if the goal is to drain endurance, it's kind of at odds with that.
I also lament the lack of a Tree of Life-style summon that gives teammates back endurance.
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Forget a summon. Human conduit. PBAoE SUPERCHARGE effect that acts like Transference without needing a target. 120 second recharge.
Course, now we're starting to get into an Electric buff set... Good... always bugged me how fire and ice got more love than elec...
Electrical Control
Level 1: Electric Fence [Ranged, Moderate DoT(Energy), Foe Immobilize, Minor DroT]
Level 1: Shocking Bolt [Ranged, Moderate DMG(Energy), Foe Hold, Minor DroT]
Level 2: Electrifying Fences [Ranged AoE, Minor DoT(Energy), Foe Immobilize, Minor DroT]
Level 6: Neural Scramble [Ranged, Foe Confuse]
Level 8: Synaptic Overload [PBAoE, Foe Sleep, -End]
Level 12: Blackout [Ranged AoE, Minor DMG(Energy), Foe -End]
Level 18: Static Field [Toggle: PBAoE, Foe -End, -Stealth, Chance for Sleep]
Level 26: Shock [PBAoE Chain Hold, Minor -Rec, Minor -End]
Level 32: Thunder Gremlins [Summon 2 Gremlins: Melee High DMG(Energy)] (Prefers Melee)
<ul type="square">[*]Charged Bolts [Ranged, Moderate DMG(Energy), Foe -End][*]Charged Brawl [Melee, Moderate DMG(Smash/Energy), Target Sleep, -End][*]Havoc Punch [Melee, High DMG(Smash/Energy), Target Sleep, -End][*]Resistance [Auto: Self +Res(Energy, Smashing, Lethal,, Psi, End Drain), -Res(Negative)][/list]
Second in my series of Control set suggestions, here is Electrical Control. This set is intended to be a high damage, low hard control, moderate soft control set with a focus on Sapping. As fitting the theme, the set uses Energy damage with a side order of Endurance Drain. I'll outline the powers in more detail below, but I'm going to leave out the Sapping aspects of the powers for the very last bit of this post, since End Drain is a complex and potentially overpowering game mechanic.
Following the precedent set by the other elemental sets, I've started the set off with the Immob/Hold/AoE Immob trifecta. Fairly standard, they are essentially the same as the existing trifectas. I cribbed the names from existing powers, following the precedent begun with the other elemental sets. Secondary effects will be discussed in the End Drain section.
Level six throws in an additional single target control. Using her exceptional control over electricity, the controller can temporarily re-wire a targets brain causing him to fight his comrades. Neural Scramble is a Confuse, in the same vein as Deceive or Confuse.
The next three powers are where End Drain becomes a major part of the Electrical Controller's power. Synaptic Overload is a ranged area Sleep with some minor, but important End Drain. Blackout is pure End Drain, nothing else. It isn't enhanceable but it isn't resistible either, so the player can save some slots.
Static Field is an amalgamation of Arctic Air and Hotfeet. It has a decent damage component and a good chance to Sleep opponents, in addition to it's End Drain. Yes, I realize the damage will interrupt the sleep and that is the point. With an activation time of 5s, the power will roll it's hit check for damage and then apply the Sleep after a short delay. Five seconds later, the damage will wake everything (letting the mobs get a single attack in) and then roll to see which ones get put back to sleep. By using a Sleep rather than a Stun or Hold I can eliminate stacking, strictly control the duration, and get a neat randomizing effect. As a whole, Static Field doesn't really provide a lot of control. That's ok, since it gives some nice damage and a solid amount of End Drain.
Shock is a standard PBaoE hold, with the Chain Induction effect added on for flavour.
The pets I've chosen are the oft requested Cap Au Diable Gremlins, renamed to Thunder Gremlins and recoloured blue for Controllers (Doms keep the red version). They are squishy (with only minor resists, around 7.5%) but should deal out lots of damage in melee. Noting out of the ordinary here, except the power summons two of em.
End Drain for Control Sets
End Drain is the trickiest Debuff affect in Co*. As E^3 blasters will attest, it is worthless unless a mob is completely drained, after a full drain is achieved it then becomes one of the most powerful effects in the game. In order to keep a mob drained, it must be coupled with either -Recovery or a DroT (Drain over Time), or else recovery will begin restoring enough endurance for the critter to begin attacking. End Drain is a binary affect (either on or off with no middle ground). This is very similar to the Mezz system, and treating it as a mez is a much better method of looking at it. Since different mobs have different amounts of Endurance, it's even possible to treat End Drain by magnitudes.
But wait, I hear you say, isn't Endurance drained by a set percentage? Wouldn't that mean it affects all enemies equally?
Well, yes. Percentage drains would affect all critter classes equally. That's why my proposed set only uses Absolute drains (which some existing powers already use). By looking at the End pools different mobs possess:
<font class="small">Code:[/color]<hr /><pre>Minion: 100 End
Lieutenant: 140 End
Boss: 200 End</pre><hr />
I can set up a quasi-magnitude system and base Electrical Control's drains on those amounts. Here are the detailed numbers for the three major sapping powers in the set:
(Regular effects are separated from AT inherent effects)
<font class="small">Code:[/color]<hr /><pre>Synaptic Overload: (90s base recharge, 0.9 base Acc)
-30 End (enhanceable, resistible)
18.6s Sleep (Mag 3)
...
20% chance for 18.6s Sleep (Mag 1) (Controllers only)
37.2s Sleep (Mag 6) (If Domination)
Blackout: (60s base recharge, 1.2 base Acc)
-90pts (un-enhanceable, irresistible)
...
20% chance for -150 End (un-enhanceable, irresistible) (Controllers only)
-150 End (un-enhanceable, irresistible) (If Domination)
Static Field: (Ticks every 6s, Autohit)
-10 End (enhanceable, resistible)
20% chance for 6s Sleep (Mag 3), after 0.2s delay
Scale 0.5 damage (Requires Tohit check)
...
75% chance for Containment damage (Requires Tohit check) (Controllers only)
20% chance for -10 End (enhanceable, resistible) (Controllers only)
50% chance for 12s Sleep (Mag 6), after 0.2s delay (If Domination)
-20 End (enhanceable, resistible) (If Domination)</pre><hr />
As you can see none of those powers can sapp a spawn on their own. They must all be used together. The layer has the choice of opening with the ranged Blackout and suffering the alpha strike or they can run into melee and sleep the spawn with Synaptic Overload. Both options are hazardous, but the end result is worth it. After their opener, the player should use the other drain power to establish lockdown. Together, Synaptic Overload (if well slotted) and Blackout will drain 140 points of endurance or enough to sapp minions and lieutenants. If the player gets lucky, Blackout with get a critical control and sapp enough to drain Bosses. Static Field then prevents the enemy from regaining too much endurance, although the slow tick rate may allow an attack or two to slip through. On the plus side, once a spawn is sapped and Electrical Controller can keep it that way almost indefinitely.
One note on Dominators. I'm not certain what a Dom's AT modifier would be for end drain, but the values I've outlined can not be any lower or else the set won't be able to sapp within the required parameters. Domination could add in additional end drain
Recap:
-Can reliably sapp Minions and Lieutenants with slotting
-Blackout has a chance to sapp Bosses and Lieutenants in one go
-Can keep mobs drained indefinitely
-Will most likely eat an alpha opening with a Sapping power
-Requires 3 powers for reliable every spawn control. Most sets require one.
-Blackout requires only minimal slotting (1 Acc, 2 Rech should be enough)
-High AoE damage
Oh, and the -End Over Time on the Immobs and Hold is just for flavour. It shouldn't be enough to drain anything. Likewise for the -End in the Gremlin attacks.
To compliment the set, here is a quick suggestion for an electrically themed ancillary:
Lightning Mastery (Controller)
Level 41: Lightning Bolt
Level 41: Charged Armour
Level 44: Ball Lightning
Level 44: Thunder Strike
Level 47: Power Sink
I hope you've enjoyed reading my suggesting as much as I enjoyed creating it. As always discussion, questions, and comments are welcome. Also: look for my Water Control suggestion, coming soon!