electric not draining well
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Am I doing something wrong?
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Yes. You're not looking at the in-game numbers that are provided to you before you pick the powers that you're unhappy with.
Harsh much?
But end draining IS more viable in PVE than PVP. Your strongest drain powers are Transfusion and Transference in Kin and you can use Tesla cage to keep their recovery down while getting a few blasts in between (which are better off being slotted for damage). If you get a short circuit off, ten points!
Err, my attacks drain plenty in PvE.
Granted, the normal attacks draining is kinda pointless since SC + Sink or SC + EMP Arrow (from trickarrow) is enough to wipe out everything below an EB in an AoE fashion.
On minions Ball + hold (the epic or the normal one) + 2 ST attacks is enough to drain half or so with my current slotting. Of course by then the minions are almost dead or held and almost dead.
EDIT: Short Circuit is the only real viable drain you have no matter what anyways. It's the only thing preventing recovery for long enough to render anything truly useless. Otherwise they'll gain back enough end to launch an attack every time.
Drain is only really really useful against Freak bosses or in a situation where you have a very tough boss that the team can't take down quickly enough. Or in the case that you have at least 3 other team members that are some form of electric blast as well.
Endurance drain in PvP is severly restricted with most powers only performing at a fourth or a third of their PvE values. (Assuming I'm remembering correctly) So for example, SC has a base drain of 35%, in PVP its like 12.5. Attacks are even worse. Lightning bolt which does a base 10 in PvE only does 2.5 in PvP. Given this, it doesn't make much sense to slot your attacks in PvP for endurance drain apart from short circuit and maybe, maybe thunderous blast. Even then, don't expect big results.
If you haven't already, download mids planner as it will tell you the PvE and PvP values for endurance drain.
Synergy Lvl 50 Def FF/Electric/Psy - Protector
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I believe that as long as a baddie has any amount of endurance, they can use their attacks. So say you drain them down to 10 and they want to use a 20 end power, they can still use it. You have to have them completely drained with -recovery for the effect to be effective.
ChickenSmasher,
The main draining powers for a Kin/Elec are Short Circuit and Transference. And at 47 you can get Power Sink in the Electricity APP. The other powers don't usually drop an enemy to 0; their purpose is mainly to keep an enemy at 0 once the first two have got them there. So start a fight with Short Circuit, Transference on the main threat, and one enemy will be out of the fight. Put a lot of recharge in Short Circuit and use Siphon Speed; you should get off a second Short Circuit soon thereafter, and then just about everything should be at 0. That's the drill for solo draining. There's not much better you can do. It's not permanent lockdown, but it does shorten the time in which enemies can attack. In between uses of Short Circuit, your other blasts help keep the enemies near 0, but mostly serve to deal damage.
Good luck!
I team with the Repeat Offenders.
Short Circuit is the only power in Electric Blast you should even think about slotting with Endmod. And even then I'd still say damage it a bigger priority.
http://www.fimfiction.net/story/36641/My-Little-Exalt
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Short Circuit is the only power in Electric Blast you should even think about slotting with Endmod. And even then I'd still say damage it a bigger priority.
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Agreed, only SC should ever be slotted for Endurance Modification. For PvP with its low value, and Fulcrum Shift's lesser usefulness, damage should be a higher priority. Besides, the recovery debuff is bound to be more annoying. For PvE however, a Kin/Elec would be remiss to skip putting enough endmod in to reach 50% end drain.
Four years later I'm still honked off over Geko's comment when responding to Electric Blast's general weakness that (paraphrasing) "but endurance drain will be great in PvP!" Then I4 hits a short time later and we discover its a quarter the value it is in PvE and even harder to accomplish anything with it. Electric Blast still needs a good once over from Castle.
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Electric Blast still needs a good once over from Castle.
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It certainly does. Its never been the best blast set, and has received a couple of little kicks recently.
1) Voltaic Sentinel, often viewed as the poor substitute for a third heavy hitter like Blaze, no longer benefits from Recharge mods on its caster.
2) Blaster Power Boost in Energy Manipulation, one of the three other sets that make End Drain a viable levelling tactic (along with Defender Kinetics and Blaster Electrical Manipulation), has recently had its End Modification boost lowered so that power Boost + Short Circuit no longer drains a group of even cons, let alone the +1's and +2s commonly fought in most missions.
It has received a boost as well, in that Mission Architect mobs tend to use more realistic amounts of END just like players. But for non-MA PvE, Electrical Blast is hurting.
Austerity:
1) You can do very well with ONE other Elec-blast on the team, at least in PVE. Coordination can be tricky, though.
2) Tesla Cage, of all things, has good End Recovery prevention. You can alternate this with SC to neuter a boss. Someone told me about it, I was like "Well THAT's useless", then I tried it. It's not often useful, but keep it in mind.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
/elec's issue is it's given lesser damage because of it's control, but the control is only so good because it's in a blast set.
/Elec only has lesser damage in actual play. Until you try it, Volt Sentinel looks like a pretty good replacement for a third blast.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
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2) Blaster Power Boost in Energy Manipulation, one of the three other sets that make End Drain a viable levelling tactic (along with Defender Kinetics and Blaster Electrical Manipulation), has recently had its End Modification boost lowered so that power Boost + Short Circuit no longer drains a group of even cons, let alone the +1's and +2s commonly fought in most missions.
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Hm? I've heard nothing about this. Do you have a source?
The only things that have been documented as changing in Power Boost are the removal of the KB boost and the lowering of the MM version.
It's important to remember that the +Special scales with level, and that a Blaster at 28 will see a smaller benefit than one at 50. CoD also shows all aspects of PB to be functioning the same, so I think you might have gotten confused or misread a patch note somewhere.
Edit: Wait, you're probably talking about when they lowered them all by like 33% around the time they removed the KB. I forgot about that. *placates thread* I was thinking you were saying the EndDrain portion was lowered seperately.
It's still coordination.
I find myself able to drain key groups I'm not playing controller on (given that I have 3 ST holds and EMP arrow) meaning tough bosses that don't go down fast enough, which are pretty much only freak tanks, freaks who just got up (which revive at half endurance, so one SC does it) or carnies. Even Rikti go down too fast most times.
Even with 1 other electric blast you still wont be draining EBs, AVs or GMs effectively. It's the main reason end drain based control sets probably wont ever happen. All it takes is 1 second out of -recovery floor and they get an attack off.
Power Boost w/EndMod got nerfed? Aw, crap, there goes my main...
maybe if they changed all the -end to -recovery? or added a bit of -recovery in all the powers?
Jay Doherty: Yes, there was this one night that I was ready to go home but had to drop the browns off at the super bowl before I left for home. While on the throne it hit me. I stayed for a few more hours and that why we have the pain pads in the game.
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Power Boost w/EndMod got nerfed? Aw, crap, there goes my main...
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It got caught in the Issue 12 Power Boost nerf. Short Circuit + 3 x level 50 IOs + Power Boost now equals 97.2% end drain on an even level opponent (PVE only).
Electrical blast has a lot of issues.
Compared to Holds, End Drain specialises in disabling bosses, since it affects all tiers of enemies equally. But to counter that, the one power that really drains END properly is Short Circuit, a AoE drain used in melee range with a long animation.
So to really take advantage of END drain you need to be in melee range of one or more bosses.
It would be great if some meaningful drain was added to the single target blasts, so that a Blaster slotted for END drain would drian a boss before killing them just by using Zapp, LB and CB.
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Power Boost w/EndMod got nerfed? Aw, crap, there goes my main...
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It got caught in the Issue 12 Power Boost nerf. Short Circuit + 3 x level 50 IOs + Power Boost now equals 97.2% end drain on an even level opponent (PVE only).
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But it's not as if you can't immediately follow up with Ball Lightning and finish draining them.
I tend to use Ball Lightning->Short Circuit->Static Discharge so I should be good. I just didn't know they changed it.
Short Circuit is base 35%
Ball Lightning is base 7%
So if I enhance SC for END drain and use Power Boost, I'lll drain:
35 * (1 +.95 +.76) + 7 * (1 +.76) = 94.85 + 12.32 = 107.17% END.
Against a group of +1's, that gets dropped to 90% of the base value, or 96.4%
So the Elec/Energy Blaster combo is still pretty badly neutered, since at level 28 you'd hope to be fighting +1's at least.
If you slot Ball Lightning for END drain, you'll get to drain a group of +1's just, but you're really eating into your AoE damage that way. And you'll still fail to drain +2s.
Static Discharge (5% Drain) will push you over the line for +1s, but at level 41 thats not such a great result.
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maybe if they changed all the -end to -recovery? or added a bit of -recovery in all the powers?
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Small chance for very short duration -100% recovery. It's like the most annoying possible way to implement recovery debuffs. You can't enhance the chance, you can't enhance the duration, and enhancing the debuff amount is overkill.
I'd rather see elec attacks get a set amount of medium duration, smaller magnitude (but still stackable and enhanceable) -recovery, just like most other attack debuffs. None of that chance stuff, either.
So, for example, Charged Bolt might go from:
* Current CB: 30% chance of +2.6 endurance to self, -7% endurance to target, 20% chance of -100% recovery to target for 2 seconds
to:
* Less annoyingly random CB: +0.8 endurance to self, -7% endurance to target, -7% recovery to target for 6 seconds
Or even drop the rather silly self end gain to beef up the debuffs:
* Debuff heavy CB: -8% endurance to target, -8% recovery to target for 6 seconds
And don't forget to key it to the Ranged EndDrain modifier so defenders get the endmod bonus they're supposed to have:
* Proper Defender CB: -10% endurance to target, -10% recovery to target for 6 seconds
Powerful, no, but at least it gives us something to play with.
All my attacks are slotted 2 acc, 3 end mod.
I made a electric/kin defender (level 37) for pvp, I slotted all attacks with 3 end mods & it hardly drains any endurance.
I made this character because of the attack description the game had, I'm really disappointed.
Maybe they should change the description for the attacks to read: "Drains such a small amount of endurance you can barely tell the difference & the person your fighting laughs at your damage & laughable end drain."
I'm not talking about the kinetics part of my build, I know transferance works well.
Am I doing something wrong?
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