Should I take Short Circuit and Lightning Field?


Doctor_Kumquat

 

Posted

The title really sums it up, Im an elec/elec blaster and Im curious if you guys think the powers are worth taking.


 

Posted

If you're goal is end drain as a method of control, then short circuit is a must.

I like LF as a damage aura because of the radius. It will also tick a bit of end off the targets it hits.


I predict future happiness for Americans if they can prevent the government from wasting the labors of the people under the pretense of taking care of them.
Thomas Jefferson

 

Posted

I find Lightning Field to be a complete waste of a power, but as the other poster mentioned if you plan on draining endurance then Short Circuit is a power you should take.


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

Quote:
Originally Posted by Novella View Post
I find Lightning Field to be a complete waste of a power, but as the other poster mentioned if you plan on draining endurance then Short Circuit is a power you should take.

It delivers a LOT of damage over time. More damage than any other single target, and for less endurance. If you look at the ticks as individual attacks, then yes, it looks underwhelming. But if you take a period of time such as say, 1 minute, and count up the damage and endurance cost, then it's got big numbers. Add in multiple targets and it gets pretty crazy.


I predict future happiness for Americans if they can prevent the government from wasting the labors of the people under the pretense of taking care of them.
Thomas Jefferson

 

Posted

Pretty much everyone bashes on Lightning Field; I've almost never heard it really recommended it in the past 5 years. The general complaint is that it's a damage aura on a squishy blaster instead of an armored meleer, without any of the control aspects something like Hotfeet would provide. Many blasters would consider it crazy to stand in the front lines with a dozen angry villains ready to rip you apart for extended periods, even if they were willing to joust in for a split second to lay down a Bone Smasher or something.

However, let us assume that our blaster is fearless, and thrives in melee range to beat people upside the head with Havoc Punch and the rest of /elec's beefy attacks as often as possible. They have been buffed to the gills by their fellow Forcefielder, their tank has never ever lost a shred of aggro in his life, or they are confident in their ability to sap their enemies' endurance to nothingness, or they just like being different. Whatever the reason, the tactical hazards of sitting in melee for all/most of the battle are accepted. Lightning field has an impressive radius for a damage aura (20ft) so it'll hit pretty much the entire enemy group unless they're spread across a large courtyard. It has effectively the same damage-per-endurance as any other single target attack with one target in range, and much better DPE assuming a large crowd. The damage looks puny, but slotted up it's dealing a hair above 9 damage per second. Assuming we are on an efficient, higher level team battling sensible foes (not +5s to half of the team or an all-boss AE farm or something equivalently silly), the average battle will probably last 10-15 seconds. In real terms, using Lightning Field to its fullest is effectively doing an extra AoE attack's worth of damage during the battle, for about half the endurance. It'd really be more like full endurance though, unless you're compulsive about toggle management.

Additionally, it will sap enemies of one endurance per second, unslotted. This is generally of less utility, since Short Circuit or Powersink alone are insufficient to fully drain a spawn. You'll need to use both (or SC twice) to finish the job, and Short Circuit has a 10 second recovery freeze which can ensure that once they drop to 0 they will stay at 0. If you wanted to rely on it as an artificial form of -recovery rather than recast SC as needed, remember that a single tick of endurance is often enough for them to get a basic hit off. The difference between full endurance and almost 0 is less dramatic than the difference between almost 0 and 0. For the extra drain ticks from Lightning Field to become meaningful, the opponents must either be significantly higher level so they resist a large portion of the initial drains.

Anyway, since it's long since become apparent that I'm tired and rambling: Lightning Field exposes you to much greater risk in battle in exchange for an extra AoE attack worth of damage that does not take up activation time. If you are going to embrace the Blapper mentality wholeheartedly and practically put the tank on follow, it's probably worth it. If you are going to stay a reasonable distance out of the center of the battle and occasionally run up to punch something, skip it.


Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.

 

Posted

Lightning Field makes you look cool as hell.


 

Posted

Short Circuit is a pretty good PBAoE. If that style of power fits your tactics, it's worth having just for damage, in my opinion. Also, even if you aren't built for endurance drain, it's such an effective beast that if you team with anyone who is built for end drain, you can help them out considerably.

I think Lightning Field has value for an endurance drainer. I have an AoE end drain build: Short Circuit and Ball Lightning are slotted entirely for acc/end drain/recharge. Lightning Field is slotted for acc/end drain/end reduction. The only damage slots I have are in the punches, which I use between waves of SC/BL. I notice a difference in endurance remaining after the first wave if LF is not running.

If you're intending to mostly play from range, maybe skip Lightning Field unless you want it for concept or appearance. Also may not be that useful if you're planning to go melee but stay single-target. I don't think Elec/Elec is particularly well suited to either of those approaches, though. Without the standard short-range high-damage ranged attack in the primary, I tend to prefer to use Elec/Elec as AoE and melee damage, whether you go for the end drain or not, and therefore would grab and slot up both of those powers.


Virtue
Angel Witch II - Chord of Souls - Storm Witch II - Princess of the Dawn - Standing Horse - Witch of Xymox
Silent Scream - Shadow Witch II - Liquid Serenade - Nebulous Dawn - Ghost Witch II -Xiberia

 

Posted

My take on the OP's question.

Short Circuit is definitely worth it. Since it can be slotted for damage
and/or drain, it's effective either way.

I definitely take it, use it, and enjoy its benefits on my E3.

Lightning Field is a bit odd and optional based on playstyle (imho).

It IS cool to look at. I've used it most in Atlas Park (for the looks it gets)

Because it's an aura, you can also hit those AI wingnuts that still occasionally
get stuck in the geometry.

Somebody mentioned dmg over a 1 minute duration - I have mixed thoughts
on this.

First, unless your aggro management skills are poor, or you're fighting an AV,
everything you're fighting will be long dead in a minute, or you will be.

If you're a Blapper/Sapper build, it can put out enough damage to be helpful
(at a significant endurance cost), but I'd still bet it won't take that long
to beatdown the baddies.

If you're a ranged shooter, LF's value will be substantially reduced, and I'd wager
that there are probably better choices.

In the end, I kept it on my E3 (even post respec) but I only took it at L49 for the
show value. I use it very rarely, but at that level it didn't prevent me getting
the powers I do use frequently, like Short Circuit, which I took as soon as it
was available.

Basically, it all comes down to playstyle - LF can be a good power if it fits
how you like to play your blaster. I think SC is a good power for more styles
of play though.


Regards,
4


I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.

 

Posted

Quote:
Somebody mentioned dmg over a 1 minute duration - I have mixed thoughts
on this.
I meant an abstract minute of dealing damage, not a real minute of play.


I predict future happiness for Americans if they can prevent the government from wasting the labors of the people under the pretense of taking care of them.
Thomas Jefferson

 

Posted

Quote:
Originally Posted by Snakebit View Post
I meant an abstract minute of dealing damage, not a real minute of play.
Just to add and perhaps clarify, in each individual fight Lightning Field will not be doing a ton of damage, but over the course of several fights in a mission it will do appreciable damage.

In each individual fight it will usually do meaningful damage. Meaningful does not necessarily mean a large amount; what it means is that the small amounts it does do will finish off enemies, therefore saving you from needing regular attacks (or take off the first 15% of an enemies health, and save you a regular attack that way).

Damage auras, especially ones with a 20 foot radius, have a tendency to really eliminate those enemies that would otherwise be standing with slivers of health. Taking out the slivers is both an offensive boon, as well as a defensive aid.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

With Frankenslotting Short Circuit is great. You can get good acc, dam, endmod, and rech all at once.

This is what I came up with for mine, but perhaps someon^]cwFulmens has a better idea.

Damage
Damage
Performance Shifter EndMod
Performance Shifter EndMod/Accuracy/Recharge
Performance Shifter Accuracy/Recharge
Performance Shifter EndMod/Recharge

With level 40 enhancements, that's roughly +40% Acc, +75% Dam, +80% EndMod, and +65% Recharge, nearly 8-slots worth of enhancement value.


 

Posted

Quote:
Originally Posted by Space_Goat View Post
With Frankenslotting Short Circuit is great. You can get good acc, dam, endmod, and rech all at once.

This is what I came up with for mine, but perhaps someon^]cwFulmens has a better idea.

Damage
Damage
Performance Shifter EndMod
Performance Shifter EndMod/Accuracy/Recharge
Performance Shifter Accuracy/Recharge
Performance Shifter EndMod/Recharge

With level 40 enhancements, that's roughly +40% Acc, +75% Dam, +80% EndMod, and +65% Recharge, nearly 8-slots worth of enhancement value.

You will be wanting a faster recharge however, going as close to 7 seconds as you can to keep the end drain fully on enemies such as bosses without a hickup of endurance for them to earn.

Its easier for me to just post the build, but my SC has 47% accuracy,53% damage, 95%ish recharge, and 88% end mod. With a bonus 26.5% end redux, which does help as even IOd with power sink i've seen my blaster get low at times through attacking so much and saving power sink for when i really need to sap a mob fast.

This keeps the power with decent damage 78% of its total non-buffed output, and keeps it in high value to use as an end draining ability, with the key on its maxed recharge. And granting great bonuses as well with my slotting, 20% regeneration, 1.13% max hp, and 1.5% recovery.

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Elec Elec Elec: Level 50 Mutation Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1:  Charged Bolts  --  Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(48)
Level 1:  Electric Fence  --  Acc-I(A)
Level 2:  Lightning Bolt  --  Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(48)
Level 4:  Ball Lightning  --  Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(40), RechRdx-I(43)
Level 6:  Short Circuit  --  Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(13), Sciroc-Dmg/EndRdx(34), Sciroc-Dmg/Rchg(37)
Level 8:  Combat Jumping  --  DefBuff-I(A)
Level 10:  Havoc Punch  --  C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(46), Efficacy-EndMod/Acc/Rchg(48)
Level 12:  Hurdle  --  Jump-I(A)
Level 14:  Super Jump  --  Jump-I(A)
Level 16:  Build Up  --  RechRdx-I(A), RechRdx-I(17)
Level 18:  Tesla Cage  --  NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(19), NrncSD-Hold/Rng(19), NrncSD-Acc/Hold/Rchg(31), G'Wdw-Acc/Rchg(45), G'Wdw-Acc/Hold/Rchg(46)
Level 20:  Health  --  Numna-Regen/Rcvry+(A), Numna-Heal(21), Heal-I(21), Heal-I(50)
Level 22:  Stamina  --  Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc(23), Efficacy-EndMod/Acc/Rchg(37)
Level 24:  Hasten  --  RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26:  Voltaic Sentinel  --  S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(27), BriL'shp-Acc/Dmg/EndRdx(27), BriL'shp-Dmg/EndRdx(34)
Level 28:  Thunder Strike  --  Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(46), M'Strk-Acc/Dmg/EndRdx(50)
Level 30:  Aim  --  RechRdx-I(A), RechRdx-I(31)
Level 32:  Thunderous Blast  --  Det'tn-Dmg/Rchg(A), Det'tn-Acc/Dmg/EndRdx(33), Det'tn-Dmg/EndRdx/Rng(33), AirB'st-Dmg/Rchg(33), Posi-Dmg/Rchg(34), Efficacy-EndMod/Rchg(50)
Level 35:  Power Sink  --  Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/EndRdx(36), RechRdx-I(37)
Level 38:  Shocking Grasp  --  C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40), Hold-I(45)
Level 41:  Static Discharge  --  Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), RechRdx-I(43)
Level 44:  Charged Armor  --  Aegis-Psi/Status(A)
Level 47:  Surge of Power  --  RechRdx-I(A)
Level 49:  Acrobatics  --  EndRdx-I(A)
------------
Level 1:  Brawl  --  Empty(A)
Level 1:  Sprint  --  Empty(A)
Level 2:  Rest  --  Empty(A)
Level 1:  Defiance  
------------
Set Bonus Totals:
  • 1.56% Defense(Fire)

  • 1.56% Defense(Cold)

  • 5% Defense(Energy)

  • 5% Defense(Negative)

  • 2.5% Defense(Ranged)

  • 3.13% Defense(AoE)

  • 22.5% Enhancement(RechargeTime)

  • 62% Enhancement(Accuracy)

  • 85.8 HP (7.12%) HitPoints

  • MezResist(Immobilize) 6.6%

  • MezResist(Sleep) 1.65%

  • 13.5% (0.23 End/sec) Recovery

  • 106% (5.33 HP/sec) Regeneration

  • 3.15% Resistance(Fire)

  • 3.15% Resistance(Cold)

  • 1.88% Resistance(Energy)

  • 3.13% Resistance(Negative)

  • 2.1% Resistance(Psionic)

  • 5% RunSpeed





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And as per lightning field, skip it. There are too many instances, even in my very melee centric blaster, where you'll be jumping in and out of melee, and not getting good use for it, and its not going to be doing much of anything for draining purposes, and with short circuit/power sink you won't need it at all. It looks cool and that's about it. It doesn't matter how blappified your build is, no blaster is, or at least should be in melee 100% of the time


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Snakebit View Post
I meant an abstract minute of dealing damage, not a real minute of play.
np. I realize that actually.

Still, for all intents and purposes, it's a bit of a meaningless measure because
the vast majority of actual encounters won't last that long.

So, you're basically looking at some seconds worth of "add-on" damage if your
playstyle is a blapper/melee approach (which is fine, but hardly "oh wow" numbers),
and nothing at all if you have a traditional ranged blaster style. I agree that it can
add up over a large number of mobs, so it's definitely helpful, if not particularly
impressive (imho).

That, of course, brings me back to concluding it's a very situational/playstyle
power choice.


Regards,
4


I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.

 

Posted

Quote:
Originally Posted by Snakebit View Post
It delivers a LOT of damage over time. More damage than any other single target, and for less endurance. If you look at the ticks as individual attacks, then yes, it looks underwhelming. But if you take a period of time such as say, 1 minute, and count up the damage and endurance cost, then it's got big numbers. Add in multiple targets and it gets pretty crazy.
That could be said about a lot of damage auras. I personally find it useless because while you are waiting to add up the damage one minute, I have already killed every enemy in the area and moved on to the next group. If you are standing in the middle of a large group then the damage is good, but even then there are other factors that work against taking that power. If you solo only then fine it might be justified, but even then I wouldn't take it, and if you team then there is no reason to take it.

As someone else mentioned it really comes down to personal playstyle/taste, and I find it completely optional and avoid it everytime. The low damage and the endurance cost per sec are not worth me recommending someone take the power.


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

I love Short Circuit. It's seriously one of my favorite powers. But I found that Lightning Field is too big of an attention draw due to it being a toggle. Maybe it's just my preference, but a big initial blast works better for me than an aura.


 

Posted

Quote:
Originally Posted by Novella View Post
If you solo only then fine it might be justified, but even then I wouldn't take it, and if you team then there is no reason to take it.

As someone else mentioned it really comes down to personal playstyle/taste, and I find it completely optional and avoid it everytime. The low damage and the endurance cost per sec are not worth me recommending someone take the power.
Large damage auras are actually much better on teams normally, due to the larger number of spawns and the larger number of slivers they eat away.

Obviously, if you stay at range a fair amount of time, then they are not good, but they are very good on teams if you melee mostly.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
Large damage auras are actually much better on teams normally, due to the larger number of spawns and the larger number of slivers they eat away.

Obviously, if you stay at range a fair amount of time, then they are not good, but they are very good on teams if you melee mostly.
I understand they are good on teams because of the large mobs, but even then I still wouldn't take it because on the teams I make damage auras don't really do much good since enemies drop like flies.

I guess if a person is on a team that doesn't kill fast then it would be worth it.


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

I'm sort of anti-lightning-field... I haven't made it work for me, but I'm willing to believe that someone, somewhere, might have a style that is both efficient and effective using it. It is, as mentioned near the beginning of the thread, a TREMENDOUS tool for gaining aggro. 20' radius is larger than most of your teammates' aggro-grab tools, and since it ticks every two seconds you're constantly REMINDING people that they're mad at you.

For Short Circuit, my belief is that it's better to get 90-95% Rech and 95% End Drain and lose a little damage, if needed. I like Space Goat's slotting better than anything I could come up with, but here's my suggestion:

EndMod/Acc/Rech and EndMod/Rech from both Efficacy Adaptor and Performance Shifter, EndMod/Acc (or EndMod/End- there's already a high acc on Short Circuit) and Dam/Rech. That's 95%+ on EndMod and Recharge, 23%-ish Dam, 23%-ish End Reduction and 36% Acc with roughly level 35 IO's.


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Posted

Quote:
a TREMENDOUS tool for gaining aggro
Just the sort of thing a squishy blaster needs - more aggro
I'm pretty ambivalent on LF (as my prior posts indicate).

Quote:
For Short Circuit, my belief is that it's better to get 90-95% Rech and 95%
End Drain and lose a little damage, if needed.
I am a big fan of Short Circuit, and on my E3 blaster it's definitely slotted
out for max drain (I'd have to look to see what's actually in it). It is just
too handy with Power Sink to worry about the damage component in that
case.

He has lots of powers to "arrest" mobs, but that combo is so good for damage
mitigation that I wouldn't dream of slotting it differently in the later levels.

Not so on my Rad/Elec Defender however.

I'm planning to slot SC for damage rather than drain there. With the debuffs/holds
he has, mitigation is already solved, but the "arresting" part is the challenge
he has...


Regards,
4


I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.

 

Posted

Quote:
Originally Posted by Novella View Post
I understand they are good on teams because of the large mobs, but even then I still wouldn't take it because on the teams I make damage auras don't really do much good since enemies drop like flies.

I guess if a person is on a team that doesn't kill fast then it would be worth it.
Yeah, my comments weren't made with fast steamrolling teams in mind. Might not be worth it for those. I can only handle about ten minutes of steamrolling before I lose interest, so I tend not to build for it.


Virtue
Angel Witch II - Chord of Souls - Storm Witch II - Princess of the Dawn - Standing Horse - Witch of Xymox
Silent Scream - Shadow Witch II - Liquid Serenade - Nebulous Dawn - Ghost Witch II -Xiberia

 

Posted

If you pvp, Lightning Field is great for popping stalker invis.
I wouldn't bother with it for regular PvE though, not worth the drain, and not worth sacrificing a more valuable power for.

For a blaster, I think Acrobatics is overrated, as you can always get off lower level attacks while held/stunned/etc.
An enemy can dramatically activate Domination and stack all the holds they want, they won't ever be safe while near you.


 

Posted

Quote:
Originally Posted by Novella View Post
I understand they are good on teams because of the large mobs, but even then I still wouldn't take it because on the teams I make damage auras don't really do much good since enemies drop like flies.

I guess if a person is on a team that doesn't kill fast then it would be worth it.
I want to make it clear that I have zero issue with someone not liking Lightning Field. I also want to make it clear that Lightning Field is not very good if you do not spend most of your time in melee range.

However, Lightning Field IS good on fast killing teams and is a great contributor to making a team kill fast.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by Kawless View Post
If you pvp, Lightning Field is great for popping stalker invis.
Even with diminishing returns, AoE defense for a stalker, especially a PvP built stalker, is ridiculously high. It's very unlikely lightning field by itself with pop a stalker out of hide.


 

Posted

Quote:
Originally Posted by xoxman View Post
Should I take Short Circuit and Lightning Field?
That's an entertaining combo. There's nothing more hilarious than a bunch of enemies standing around in a damage field with no endurance to attack you. Although some enemies will just run around instead of stick around.


The Bacon Compels You.

 

Posted

Quote:
If you pvp, Lightning Field is great for popping stalker invis
@Kawless

It's not as good a chance as you might think. I'm not sure of the DR numbers
but in PvE (in Hide) my Stalker's AoE defense is over 60% (at L32). If PvP
cuts that in half, it's still pretty effective for a short period.

At most, there are only 2 ticks on an aura before I get an AS attack off, and
most times it comes as quite a surprise against folks who thought they were safe
while using LF (or the spines aura - Quills?).

To be sure, it's better than not having anything, but I'd not put too much faith
in it.

@StratoNexus

Just to clarify, I'm not an LF hater by any means, I just simply think it is a much
more situational power choice than Short Circuit (a slam dunk keeper). It has
its value, but it comes at a cost (in playstyle and END slots) that may be too
expensive for some folks.


Regards,
4

PS> @Fulmen's. My E3 Short Circuit is 5-slotted (3 Perf Shifters, 2 Efficacy
Adaptors - all L28). That gives it ~87% drain, 55% Acc & Rchg, which I find
"good enough" for 5 slots, especially with Hasten, Kismet Acc% and other set bonuses
the build has (and it still gives me the ~3% max health bonus and 5% movement
speed in Bloody Bay while saving a slot for other powers).


I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.