NDA lifted: lets talk Electric Control!


Acemace

 

Posted

I thought I'd begin the discussion by posting a summery of the set. All numbers are taken as level 50.

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1) Electric Fence: Single target immobalize, Moderate damage (DoT). Knockback protection.
  • 30.59 Energy damage over 9.20s.
  • 1.20 Accuracy.
  • 4s Recharge time.
  • 7.8 Endurance cost.
  • 1.67 Activation time.
  • 80 ft. range.
  • Mag 4 Immobilize. 27.94s Duration.
  • Knockback Protection & Anti-Fly for 15s
  • -2.8% Endurance for 6.2s (I count 3 ticks so thats -8.4%)
  • 20% Chance of -100% recovery for 2s.
  • 30% Chance of +2.8 endurance on caster.
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2) Tesla Cage - Single target hold, Moderate damage.
  • 30.59 Energy damage.
  • 1.20 Accuracy.
  • 8s Recharge time.
  • 8.53 Endurance cost.
  • 2.17 Activation time.
  • 80 ft. range.
  • Mag 3 Hold. 22.35s Duration.
  • -7.0% Endurance.
  • 30% Chance for -100% recovery for 4s.
  • 30% Chance for +3.43 endurance on caster.
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3) Chain Fences - Area effect immobilize, Minor damage.
  • 9.18 Energy damage.
  • 0.90 Accuracy.
  • 8s Recharge time.
  • 15.60 Endurance cost.
  • 1.17 Activation time.
  • 80 ft. range. 30 ft Radius. 16 Targets max.
  • Mag 3 Immobilize. 27.94 Duration.
  • Anti-Fly for 15s.
  • -10% Endurance.
  • 40% Chance for -100% recovery for 6s.
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4) Jolting Chain - Chaining knockdown power, Minor damage.
  • 9.18 initial energy damage. 11.12 energy damage per successful jump.
  • 1.00 Initial Accuracy.
  • 8s Recharge time.
  • 10.40 Endurance cost.
  • 80 ft. Range. 10-15ft range for jumping.(No ingame number so based from my own experience.) 15 Targets max.
  • 2.07 Activation time.
  • 0.66 Knockdown on any enemy hit by the power.
  • -10% Endurance on initial target only.
  • 50% Chance for -100% recovery for 8s on initial target only.
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5) Conductive Aura - PBAoE Toggle. -Endurance on enemies. +Recovery & +Regen on self per nearby enemy.
  • No Damage.
  • 1.00 Accuracy.
  • 15s Recharge time.
  • No endurance cost.
  • 20 ft. radius. 8 Targets max.
  • 2.03 Activation time.
  • -10% Endurance every 2s.
  • +5% Regen per nearby enemy. +40% with 8 enemies in range.
  • +3.13 Recovery per nearby enemy. +25.04% with 8 enemies in range.
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6) Static Field - Location AoE. Pulses a sleep every 4 seconds. Also slows speed and recharge.
  • No Damage.
  • 1.00 Accuracy.
  • 40s Recharge time.
  • 15.60 Endurance cost.
  • 60 ft. range.
  • 2.03 Activation time.
  • Mag 3 Sleep. 25.50s Duration. 4s Pulse.
  • -40% Slow to all speeds for 25.50s.
  • -30% Recharge for 25.50s.
  • 50% Chance for -3% endurance.
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7) Paralytic Blast - Aoe Hold. -Recovery.
  • No Damage.
  • 0.80 Accuracy.
  • 4 Minute recharge.
  • 15.60 Endurance cost.
  • 80 ft. range. 30ft radius. 16 Targets max.
  • 1.67 Activation time.
  • Mag 3 Hold. 14.9s Duration.
  • -7% Endurance.
  • -100% Recovery rate for 8s.
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8) Synaptic Overload - Chain confuse power.
  • No Damage.
  • 1.00 Accuracy.
  • 1 Minute recharge.
  • 8.53 Endurance cost.
  • 80ft range. 10-15ft range for jumping.(No ingame number so based from my own experience.)
  • 2.37 Activation time.
  • Does not cause aggro.
  • Mag 3 Confuse. 22.35 Duration on any enemy hit by the power.
  • -10 Endurance on initial target.
  • -100% Recovery for 8s on initial target.
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9) Gremlins - Summons 2 large elementals of lightning at -1 casters level. They have 3 powers: 1) A pulsing PBAoE aura that deals minor damage. 2) Jolting Chains. 3) Electric Brawl.
  • 4 Minute recharge time.
  • 26 Endurance cost.
  • 2.03 Activation time.
  • Electric Brawl:
  • 27.81 Smashing damage, 22.24 energy damage. (50.05 damage total)
  • 1.20 Accuracy.
  • 4s Recharge time.
  • -7 Endurance.
  • 30% Chance for -100% Recovery for 4s.
  • Jolting Chain:
  • 13.35 Initial energy damage, 11.12 energy damage per successful jump
  • 1.00 Accuracy.
  • 6s Recharge time.
  • 40 ft. range.
  • -10% Endurance on initial target only.
  • 30% chance for -100% recovery for 4s.
  • Aura:
  • 6.67 Energy damage.
  • 1.00 Accuracy.
  • 7 ft Radius. 3 Targets max.


 

Posted

Looks nice. Even the sleep seems pretty useful.


 

Posted

I should probably wait for a more favorable preview before I post but here goes nothing.

My main gripe is that the set plays fairly slow on a controller (at low levels especially). I really wish they kept the damage component to the Conductive Aura. The stun was clearly overpowered; I don't see why they dropped the damage aspect (I speculate that it was out of fear of turning into another Fire Control Clone). This set really needs help at low levels. Since we are stuck with the powers as-is I am hoping that the devs reconsider moving some powers around to help bolster the set for earlier play.

Due to the chaining nature of some of the sets powers the set feels light on control. The pseudo AoE controls take some time to take hold and have a chance to not take any effect at all if you miss the first attack in the chain. The end drain is decent but takes some time to take full effect; this only helps offset some of the set's glaring weaknesses.

The pulsing AoE Sleep seems to be the crutch of the set. I believe its sleep nature will be a big problem on larger teams dishing out AoEs, further exposing the sets deficiencies. The Gremlins are no joy either; owners beware they will get you killed.

Elec/Kins may not be too disappointed but I think Elec/Storms wont be too happy with the lack of -KB. Secondaries sets that bring control to the table will probably be the best pairing for Elec/; bolstering the sets lack of reliable control.

Overall I think the set needs some serious work but who am I to judge? I give the set a 4 out of 10.

Now with IOs in the mix I suspect this set will be a BEAST!


 

Posted

Just a warning:

Electric/Storm, whilst it may be thematic, is not a good pairing at all.


 

Posted

So, with an aura instead of a click pbaoe end drain, will this be viable as elect/elect dom to work as a sapper?


 

Posted

Dominators generally do not make good sappers. Usually by the time you get them to the point where they won't attack because they have no endurance, they are dead/held forever.

If you're talking about PvP, No.


 

Posted

So, here's the deal. The set was pretty nice back when Conductive Aura used to be a stun aura (with the recovery debuff, etc.), but that power underwent several changes until it reached its current state - namely, it lost the damage component so it wouldn't break Static Field's sleep. As it stands, the set's only reliable AoE control is locked up in a sleep (largely worthless on teams) and a hold, which is your standard long-recharge short-duration hold. Jolting Chain and Synaptic Overload are decent powers, but they hinge on landing on their initial target and having extra targets in range to chain to. The problem with these "jump" powers is that once the chain misses, the power's done. You might hit the first target and the jump will miss the second, which means all the rest of the NPCs in the group will be unaffected. There's also the 5% (or more depending on acc slotting, defense, level differences, etc.) chance that your first hit won't even land, which means none of the potential targets are affected. The Gremlins are nice, and the single-target hold and immob are useful as well (they're basically your standard controls, really), but as a whole the set very badly lacks quick and reliable AoE control, which means it will be very squishy unless you're pairing it with a secondary that's got lots of mitigation (i.e. Storm). Most of my testing was on an Elec/Rad and Elec/Kin, both of which handled decently, but the lack of reliable crowd control meant that Conductive Aura was getting shut off way more than, say, Hot Feet or Arctic Air.

In short, the set looks nice, sounds godawful, and lacks reliable AoE control.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Lack of KB prevention has its upsides and downsides combined with Storm. You can't freely throw around Tornado and Thunderstorm without worrying about KB, but it does mean they're stuck in Freezing Rain flopping like fish.

Also, did everyone miss the significance of the +recovery from the aura combined with endurance-heavy secondaries like, say, Storm? Though that'd depend on just how much the aura itself cost to run.

Not to mention that Thunderstorm has some endurance drain in it.

That said, Radiation Emission would most likely make a better pairing. Choking Cloud and Conductive Aura mesh better than Hurricane and Conductive Aura (unless you corner them, then it doesn't matter as much). And Radiation Emission could use the endurance help as well (even with its own +recovery buff).

I've been thinking about an Elec/Kinetics controller (or defender or corrupter). I have a Kinetics character that I've been having trouble finding a good pairing powerset for (concept wise). Electric (either the blast set or the control set) probably goes better with the whole 'using dark powers to drain enemies' just because of endurance drain, even if electricity wasn't part of the concept in the first place. And the aura is just as melee oriented as Kinetics. Hmm.

You know, they could improve the aura a little while still making it unique just by adding a small sleep effect to it. Though not sure that'd be a large improvement.

Will have to see how the set actually plays.

Also: the gremlins have a melee attack (like the imps) and their own version of Jolting Chain, as well as that damage aura. The controller's version recharges at 8s (can be brought down) while the gremlins' recharges at 6s (can't be altered). So it looks like spamming KDs might actually be a core control mechanism, even if in a weird way compared to Ice Slick and Earthquake.


 

Posted

where does it say that NDA is lifted ???


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

I fell in love with Ele/Rad. Chocking cloud plus conductive aura is quite fun. Opening with the area sleep was very nice solo. The chaining confuse is a nice twist. I'm not 100% sold on Jolting Chain as a control power yet.

Electric overall- Not the most controlling set, not the most damaging set, but I enjoy it.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
where does it say that NDA is lifted ???
Link


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by Alef_infinity View Post
Lack of KB prevention has its upsides and downsides combined with Storm. You can't freely throw around Tornado and Thunderstorm without worrying about KB, but it does mean they're stuck in Freezing Rain flopping like fish.
It also makes Static Field - the main form of control - useless.

Quote:
Also, did everyone miss the significance of the +recovery from the aura combined with endurance-heavy secondaries like, say, Storm? Though that'd depend on just how much the aura itself cost to run.
Conductive Aura is free. The +Recovery and +Regeneration are minuscule at low levels but it becomes useful with SOs.

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Not to mention that Thunderstorm has some endurance drain in it.
Electric Control does more than enough endurance drain to satisfy sapping needs. This isn't mediocre like Electric Blast - minions, lieutenants, bosses and even elite bosses will be completely drained after a short period of time.

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That said, Radiation Emission would most likely make a better pairing. Choking Cloud and Conductive Aura mesh better than Hurricane and Conductive Aura (unless you corner them, then it doesn't matter as much). And Radiation Emission could use the endurance help as well (even with its own +recovery buff).
I haven't personally tried Radiation Emission but it looks decent enough - probably one of the better pairings.

Quote:
I've been thinking about an Elec/Kinetics controller (or defender or corrupter). I have a Kinetics character that I've been having trouble finding a good pairing powerset for (concept wise). Electric (either the blast set or the control set) probably goes better with the whole 'using dark powers to drain enemies' just because of endurance drain, even if electricity wasn't part of the concept in the first place. And the aura is just as melee oriented as Kinetics. Hmm.
The problem with Electric Control is that it is probably as damage light as Ice and Earth Control. It gets an extra minor damage power in Jolting Chains but it's only like the AoE Immobilises. I did play one of these through Praetoria and I managed to solo everything at a reasonable speed - including Elite Bosses.

[quote]You know, they could improve the aura a little while still making it unique just by adding a small sleep effect to it. Though not sure that'd be a large improvement.[quote]

I personally want a small stunning part to be reinstated even if it meant that the power was no longer free to run.

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Will have to see how the set actually plays.
It's fun - I can say that much.

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Also: the gremlins have a melee attack (like the imps) and their own version of Jolting Chain, as well as that damage aura. The controller's version recharges at 8s (can be brought down) while the gremlins' recharges at 6s (can't be altered). So it looks like spamming KDs might actually be a core control mechanism, even if in a weird way compared to Ice Slick and Earthquake.
I personally haven't tried the Gremlins much I've heard they're frail and tend to aggro everything with their chains and melee attacks... Whilst waking things up from Static Field with their damage auras.


 

Posted

I like the endurance drain this set can provide; to me, it met my expectations in that area. However, it's general control is pretty weak, weaker than the secondary effect justifies. The chaining powers are a huge let down. As the only solid AoE control outside of the standard hold, Synaptic Overload suffers greatly from a 5% failure rate. The Gremlins behave like the Imps with less damage.

Overall, I'd place the set ahead of gravity, but behind everything else. I'll play it, for certain. I may even learn to enjoy it, but my first impressions in the past month has been quite poor.


 

Posted

My first impressions are actually quite favorable on a Dominator. Combined with /Stone, there's a very nice variety and feel for a melee-centric character.

As for Controllers, I feel it would pair well with /Cold, /Rad, or /TA. Definitely a fun set, even if it's a little control/damage light.

I will say though, Static Field is THE best I've ever seen a sleep power. The reapplication of the sleep, as well as the small end buff to all players within the field is rather nice.



 

Posted

Quote:
Originally Posted by Alef_infinity View Post
I've been thinking about an Elec/Kinetics controller (or defender or corrupter). I have a Kinetics character that I've been having trouble finding a good pairing powerset for (concept wise).
I ran an Electric/Kinetics controller from 41-42. It worked quite well as a sapper: Static Field puts everything to sleep, you come in with Conductive Aura, the Gremlins attack and wake mobs up, the Static Field puts them right back to sleep. Within a few seconds all the mobs have no end. Hit bosses with Transference and they're totally drained.

The mobs do occasionally regain enough end to launch minor attacks, but they have a hard time doing high-damage attacks that require more end.

Static Field has a lot of advantages: it stays there and resleeps mobs that wake up. The mobs don't stagger around at warp speed like they do with area stuns.

I didn't get to level 47 so I didn't have access to the high-damage controller epic powers, so it's hard to compare to my level 50 controllers.

People are always criticizing Static Field as being useless, but I used it with Gremlins and Chain Fences constantly waking mobs up. Static Field just put them right back to sleep over and over. That's a huge game changer, making the power useful in nearly all circumstances.


 

Posted

Quote:
Originally Posted by Rodion View Post
The mobs don't stagger around at warp speed like they do with area stuns.
Errr, about that... the "warp speed" phenomenon only happens when you stun a mob that's aggroed and is moving from point A to point B. If you fire off the stun before the mob's aggroed, they'll just sort of wander in place.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

I suggest anyone that wants to be a sapper look into taking the Mu Mastery (yes, controllers that go redside will have access to dom PPP's). Power Sink is going to give some good AoE endurance drain when slotted and you've built up some recharge. The Mu Guardian is also going to drop some nice endurance drain along with some -recovery. I suspect that the single target end drain from Transference may be only a small part of the equation in the long run.


 

Posted

Updated with numbers.


 

Posted

So from what I've been reading about the set, it seems to be the Mastermind of the controller primaries?
Fun to play, but no real reason to put it on teams over other more effective sets. And here I was hoping the set would be epic.


- Im Not Talking Fast, You're Just Listening Slow.
- To Each His Own

 

Posted

Quote:
Originally Posted by Rodion View Post
I ran an Electric/Kinetics controller from 41-42. It worked quite well as a sapper: Static Field puts everything to sleep, you come in with Conductive Aura, the Gremlins attack and wake mobs up, the Static Field puts them right back to sleep. Within a few seconds all the mobs have no end. Hit bosses with Transference and they're totally drained.

The mobs do occasionally regain enough end to launch minor attacks, but they have a hard time doing high-damage attacks that require more end.

Static Field has a lot of advantages: it stays there and resleeps mobs that wake up. The mobs don't stagger around at warp speed like they do with area stuns.

I didn't get to level 47 so I didn't have access to the high-damage controller epic powers, so it's hard to compare to my level 50 controllers.

People are always criticizing Static Field as being useless, but I used it with Gremlins and Chain Fences constantly waking mobs up. Static Field just put them right back to sleep over and over. That's a huge game changer, making the power useful in nearly all circumstances.
Thank you for reporting your experience. I'm looking forward to rerolling as Electric Control/Kinetics, then. At the very least it sounds like a better experience than Kinetics/Dark Blast. I don't even care if it's not as optimal as some combos, it sounds quite 'good enough', and that's perfectly fine for a concept character. Besides, I can think of interesting ways electricity meshes with her concept now (using the natural electricity in people's bodies against them, much like she already subverts their energies to make herself and her team stronger).

Plus a slept enemy doesn't complain when you use Kin powers on them.


 

Posted

Quote:
Originally Posted by MentalMaden View Post
I fell in love with Ele/Rad. Chocking cloud plus conductive aura is quite fun. Opening with the area sleep was very nice solo. The chaining confuse is a nice twist. I'm not 100% sold on Jolting Chain as a control power yet.

Electric overall- Not the most controlling set, not the most damaging set, but I enjoy it.
This would be the post I agree most with. It's not really a good team controller since in the time it takes to completely sap a spawn the team will have killed said spawn and it's lacking in team effective controls in most other areas until high level when you get synaptic overload.

For Solo play as a controller it can be quite safe since you can sleep the spawn, move in and drain all the endurance out of the spawn, and then begin killing the spawn. The lack of damage of course will make soloing problematic.

I would say that the very best combination for Elec would be as a soloing Elec/Psi dominator where the lack of damage in the primary can be easily off set by the secondary.


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Posted

Quote:
Originally Posted by SimonSayz View Post
Dominators generally do not make good sappers. Usually by the time you get them to the point where they won't attack because they have no endurance, they are dead/held forever.
that wasn't my testing experience at all


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Posted

Couple of Questions on things.

1 How much does domination effect some of these?

2 Conductive Aura is the health and stamina equivalent at the 8 target limit are these effects auto hit or require hit check? Also does Conductive Aura detoggle if mezzed?

3. Do gremlins use thier jolting chain alot? And if they do, thiers combined with your jolting chain how effective is the jumping knockdown provided by the 3 together compared to earthquake or ice slick?

4. How long does Static field last? How wide is the Area of effect(comparsion to other location controls)?

5 How effective is synaptic overload being as it single target chain with 60 second recharge for something that can possibly only effect one target and has a higher chance of missing multiple targets compared to a pure AE effect like seeds that has same recharge.


 

Posted

Quote:
Originally Posted by Rowdy View Post
So from what I've been reading about the set, it seems to be the Mastermind of the controller primaries?
Fun to play, but no real reason to put it on teams over other more effective sets. And here I was hoping the set would be epic.
I believe you are confusing Masterminds for things like melee characters.

Quote:
Originally Posted by raptis View Post
Couple of Questions on things.

1 How much does domination effect some of these?

2 Conductive Aura is the health and stamina equivalent at the 8 target limit are these effects auto hit or require hit check? Also does Conductive Aura detoggle if mezzed?

3. Do gremlins use thier jolting chain alot? And if they do, thiers combined with your jolting chain how effective is the jumping knockdown provided by the 3 together compared to earthquake or ice slick?

4. How long does Static field last? How wide is the Area of effect(comparsion to other location controls)?

5 How effective is synaptic overload being as it single target chain with 60 second recharge for something that can possibly only effect one target and has a higher chance of missing multiple targets compared to a pure AE effect like seeds that has same recharge.
1. Domination has its standard effects, AFAIK (anything else is a bug).

2. Not positive about the accuracy (the version before the change required a hit check, not sure if the current one does), but it does detoggle when mezzed which means you'll be retoggling a lot since the set lacks real mitigation.

3. There was a bit of code magic done to keep all the knockdown flying around from stacking on the same target and turning into knockback, so you shouldn't have to worry about your Gremlins tossing stuff around. It's kind of funny to watch whole mobs flopping around though - it's not quite Earthquake/Ice Slick levels, but it's useful as soft control.

4. I believe Static Field follows the same rules as other AoE holds with respect to duration, recharge, and radius.

5. Synaptic Overload would be a really nice power, were it not for the fact that the chain is slow to jump and if the chain misses, it's all over. It was certainly useful running at -1x6 when I was testing my Elec/Kin (where I had enough recharge thanks to Siphon Speed to have it up every mob), but it's not entirely reliable so it falls short compared to other AoE confuse powers.


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"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

I think one of the major problems for the set is that no dev has really spoken out at what the overall philosophy of the set is. Obviously by analysing the powers you can tell it is going to play differently to its sister sets, but will it still be as effective? It lacks the long recharge AoE controls that other sets possess and instead has a lot more quick recharging powers that do soft control. Though the chaining powers are not as reliable as normal AoE's and if you miss the initial hit then the whole power just fizzles, plus it can take a while for the power to fully chain, especially Synaptic Overload.

I think with more extensive playtime and testing, we will start to see new stratergies and tricks emerge from the playerbase, especially as the set is pretty unique. What we can say with certainty though is the set is low damage. It will sit near to Ice and Earth and might be pretty rough solo at the early levels, especially with the long activation time of Tesla Cage.

Personally I have found the set to be pretty difficult to get to grips with and with not much to really show from it. I will admit though, this may be as much to do with my ability to adjust to a new play style as it is to do with the sets performance as a whole.

So at the moment I think we have a pretty open verdict on the sets capabilities. The optimist in me says that there is a lot of unrealised potential just waiting for a creative player to tap into. The pessimist in me says people will try play it like a conventional control set and not be pleased with the results, especially early on. I guess only time will tell.