Ice Controllers Without Arctic Air


brophog02

 

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Both effects are only a small fraction as effective on the enemy as they are on the player.
I would like to hear your reasoning. I'm not being ugly, I'm just curious, because "small fraction" makes it sound to me like -Recharge has a marginal effect on NPCs, when what I've seen from Masterminds seems different.


 

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Originally Posted by Melancton View Post
This is very true. I was jazzed over the notion that my Electric Blaster could drain enemy Endurance, but running in and triggering Short Circuit drained them a bit, but if they have ANY End left, the baddies use it to dance on your head at close quarters. The End Drain Strategy NEVER worked for me until I could lead off with a properly slotted Power Sink, but I earned a lot of Frequent Flyer Miles going to the Hospital until I figured it out.

-Recharge helps a great deal, even in small quantities. End Drain and
-Recovery are pretty well worthless unless you can drain the baddies to Zero Endurance.
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Originally Posted by Local_Man View Post
For me, it was Power Build Up+Short Circuit or Thunderous Blast did the trick. But is was a long wait until level 41 before I could endurance drain an entire group. While my Kin/Elec is still an Endurance Drainer, I gave up on that strategy on my Dark/Elec and dropped Short Circuit.
I never could get the baddies to zero endurance when I did that with Build Up+Short Circuit. They always had just a smidge left, and it was typically rather traumatic on my squishy self.

I have noted before that very often a hero has the Build they levelled up with, and the Build they respec into around lvl 50. Playstyles can radically differ Pre- and Post- certain powers. Build Up+Power Sink+Short Circuit floors them, but before Power Sink it just did not work.

If I am going to toss Thunderous Blast, then I save Power Sink (and a Blue) for use on getting Instant Endurance Recharge on any potential survivor(s). Electric Nuking in this manner is my favorite way to Nuke.

Are there any other heroes that can reliably use an End Drain strategy? You mentioned Kin/Elec... how does that work out?


"How do you know you are on the side of good?" a Paragon citizen asked him. "How can we even know what is 'good'?"

"The Most High has spoken, even with His own blood," Melancton replied. "Surely we know."

 

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Originally Posted by GrandSpleenPART2 View Post
I have a question about confusion..

I'm pretty sure I read sometime that players do not receive XP for damage done by confused mobs. Is this still true? If that's the case, isn't it almost counter-productive for a pre-50 ice troller to count on damage done by confused mobs?

I'm playing around with an ice controller recently, and my buddy's on a plant controller. Just for kicks, we're duoing most of the time. Pretty hard pre-pet. Currently level 25. I didn't take AA because I figured that if we just let all the mobs defeat each other, we'll never get any XP. Is my reasoning wrong?
There's several things there.

1. What you may've read is the description that was and I think still is on certain confuse powers, that you don't get any XP for mobs defeated by confused foes. That has always been completely wrong. If you do 1% or 99% of the damage to a given mob, and a confused mob does the remaining HP to that mob, you still get XP from it. (Though not precisely as though you'd killed it yourself.)

2. You may've also heard people say that using confusions can be "bad for XP." Before Issue #2, it was pretty easy to have the use of confusion powers reduce XP per time. But at that point, it was tweaked so that 75% of confused mob damage was taken out of the equation for splitting XP, and at this point, to really have confusions worsen your XP/time, you'd have to be doing things that would ruin your XP/time anyway.

3. You may've also heard people say that using confusions can cause you to "lose" XP. This has always been completely wrong. Irritating but true: the only thing that earns XP in the game is damage.

4. To answer your first explicit question: yes, but it's not quite the same thing. Using confusions in conjunction with damage can cause you to earn more XP per point of damage you do than you would without the confusions. I think it's reasonable to construe that as gaining XP due to damage done by confused mobs.

5. To answer your second explicit question: If you really just let all the confused mobs defeat each other, you won't get any XP. You'd find it very hard to do that, however: why waste good native endurance recovery and recharge time on powers in your tray if you can throw out some roots and chillblain or whatever?


Choosing a Controller V2 | Splattrollers | Plant/Rad | Fire/Storm | Mind/Emp & Mind/Rad
Weird Controller Powers | Conf & XP/Time | Controller Damage
Being a Healer | The word Necessary | Natural Concept Characters

 

Posted

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Originally Posted by Melancton View Post
I never could get the baddies to zero endurance when I did that with Build Up+Short Circuit. They always had just a smidge left, and it was typically rather traumatic on my squishy self.

I have noted before that very often a hero has the Build they levelled up with, and the Build they respec into around lvl 50. Playstyles can radically differ Pre- and Post- certain powers. Build Up+Power Sink+Short Circuit floors them, but before Power Sink it just did not work.

If I am going to toss Thunderous Blast, then I save Power Sink (and a Blue) for use on getting Instant Endurance Recharge on any potential survivor(s). Electric Nuking in this manner is my favorite way to Nuke.

Are there any other heroes that can reliably use an End Drain strategy? You mentioned Kin/Elec... how does that work out?
My Kinetics/Elec is specifically built around doing Endurance Drain. Lightning Ball and Short Circuit are slotted for EndMod and no damage. Thunderous Blast has some EndMod in it. Transference + Short Circuit will easily take a single foe out of the fight for a while. Power Build Up (not Build Up, but the one from the APP set that amplifies your other attribuites like holds and other control effects, and Endurance Drain) + Short Circuit will drain Minions and usually Lts . . . if not, then one shot of Lighting Ball will usually finish the job. But without Short Circuit's ability to prevent Recovery for a little while, Endurance Drain is mostly useless. Unfortunately, it means that I have to run into melee to use SC, resulting in frequent deaths.

One really fun aspect of the combo, though, is Fulcrum Shift, then PBU+Thunderous Blast, run in, pop a small blue, Transference followed by Short Circuit. Anything left standing has zero endurance, while I have a full blue bar (assuming nothing misses).


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Artic Air has benefits, but in a tight build I would not call it a "MUST HAVE."