Static Field


Adelie

 

Posted

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Originally Posted by MentalMidget View Post
Static Field is subpar sorry to disagree with people, but my nature is to be the counterpoint guy. In solo/duo play it has merit, but once group play comes with all of it's AOE goodness, even Gremmies with their damage aura makes it inept.

Compared to ST, and EQ...based sole on the fact it's a pulse effect is fair enough. Yet both ST/EQ those offer further mitigation by debuffing to-hit , and also -def in the case of EQ.
So sub-par to Spectral Terror, which is good, and Earthquake which is arguably the best AoE hold available to controllers? Your comparisons are far off base. Yes, it's mechanical function is similar to Earthquake and its result is similar to Spectral Terror. However, I think you need to look at it in the context of a.) Sleeps and b.) controls that become available at level 12.

As AoE sleeps go, it's the bees' knees. Certainly better than Spore Burst, Salt Crystals, or Flash Freeze. The only Sleep that comes near it is Mass Hypnosis for its aggro free nature.

As the level 12 control, perhaps it doesn't provide the hard control of Flash Fire or Stalagmites, but it's certainly on par with Ice Slick, and easily beats out Telekinesis, Spirit Tree, and Dimension Shift. It has strategic value for cutting off ambushes out of LoS and provides an ally buff along side an enemy debuff.

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True it sets up containment, but most APP(if you are waiting this long for the power to have actual damage boosting implimentation) powers have DoTs associated with them with a couple exceptions, which would render the sleep ineffectual and again the gremmies at this time would also damage surrounding enemies.

SF has a slowing component which if they fall back to sleep in the next pulse seems wasted effect (of course no numbers on the effect either, and don't think it's enhanceable). The +end component for allies may be the best effect, but without access to any numbers may prove to be a non-factor...
Here you argue that SF isn't very useful because the enemy won't remain asleep, but with the next paragraph argue that the -recharge (25%, I believe was the value reported in beta) isn't useful because things go back to sleep. To me, the power is obviously layered to provide mitigation even in adverse situations. Maybe that's a glass half full/glass half empty thing.

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This power isn't all that great....of course this is IMHO. I'm sure there are those of you that disagree.

I'm playing Elec/Rad in case you were wondering....
I'm playing Elec/rad as well. I find it indispensable solo, and highly useful on teams. To me, Electric feels like a generally weak set, but this power is certainly one of the things that props it up a bit.


 

Posted

I don't like how folks say Electric is generally weak. If you include sapping it is easily one of the best control sets (unless you are a puritan and only count "Hard" controls).

Sapped enemies rarely get to attack and during those few times when thier end tick gives them enough to act it is never enough for more than a brawl equivalent attack.

For example my last group we fought council and the sapped bosses were only able to occasionally do thier basic melee attack, never that damned grenade. Often they would get the end and try to move that step needed to get me in range, then Conductive would tick and they wouldn't get to attack.


 

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Originally Posted by ketch View Post
As the level 12 control, perhaps it doesn't provide the hard control of Flash Fire or Stalagmites, but it's certainly on par with Ice Slick, and easily beats out Telekinesis, Spirit Tree, and Dimension Shift. It has strategic value for cutting off ambushes out of LoS and provides an ally buff along side an enemy debuff.
Also worth noting is that its recharge is ludicrously fast at 40s base. It's an AoE control that's up every fight on dual-origin enhancements. That makes it ridiculously good control for the early levels, while in the later levels it's a solid supplementary trick.


 

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Originally Posted by ketch View Post
So sub-par to Spectral Terror, which is good, and Earthquake which is arguably the best AoE hold available to controllers? Your comparisons are far off base. Yes, it's mechanical function is similar to Earthquake and its result is similar to Spectral Terror. However, I think you need to look at it in the context of a.) Sleeps and b.) controls that become available at level 12.

As AoE sleeps go, it's the bees' knees. Certainly better than Spore Burst, Salt Crystals, or Flash Freeze. The only Sleep that comes near it is Mass Hypnosis for its aggro free nature.

As the level 12 control, perhaps it doesn't provide the hard control of Flash Fire or Stalagmites, but it's certainly on par with Ice Slick, and easily beats out Telekinesis, Spirit Tree, and Dimension Shift. It has strategic value for cutting off ambushes out of LoS and provides an ally buff along side an enemy debuff.
They weren't my comparisons, but they were well enough to use for point to point as powers that work similar in the fact they have a pulsing effect. Yet anyway....EQ isn't a hold.


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Here you argue that SF isn't very useful because the enemy won't remain asleep, but with the next paragraph argue that the -recharge (25%, I believe was the value reported in beta) isn't useful because things go back to sleep. To me, the power is obviously layered to provide mitigation even in adverse situations. Maybe that's a glass half full/glass half empty thing.
I guess I was going with apples and oranges of having an secondary effect that was neutered by the powers main effect. While I understood how it worked, just didn't seem reasonable for both from same power.


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I'm playing Elec/rad as well. I find it indispensable solo, and highly useful on teams. To me, Electric feels like a generally weak set, but this power is certainly one of the things that props it up a bit.
Well it has some work ahead of it....I'm sure they'll make it more viable....or it'll become one of the least played controller sets very soon.



Freedom Bound!!!

 

Posted

Quote:
Originally Posted by MentalMidget View Post
Static Field is subpar sorry to disagree with people, but my nature is to be the counterpoint guy. In solo/duo play it has merit, but once group play comes with all of it's AOE goodness, even Gremmies with their damage aura makes it inept.

Compared to ST, and EQ...based sole on the fact it's a pulse effect is fair enough. Yet both ST/EQ those offer further mitigation by debuffing to-hit , and also -def in the case of EQ.

True it sets up containment, but most APP(if you are waiting this long for the power to have actual damage boosting implimentation) powers have DoTs associated with them with a couple exceptions, which would render the sleep ineffectual and again the gremmies at this time would also damage surrounding enemies.

SF has a slowing component which if they fall back to sleep in the next pulse seems wasted effect (of course no numbers on the effect either, and don't think it's enhanceable). The +end component for allies may be the best effect, but without access to any numbers may prove to be a non-factor...

This power isn't all that great....of course this is IMHO. I'm sure there are those of you that disagree.

I'm playing Elec/Rad in case you were wondering....
I have been playing my Elec/Kin exclusively in large team environments, and I can safely say that your opinions are not even remotely my experience.

The sleep effect allows teams to safely engage any mob without fear of an alpha strike, which is especially important for Elec, since has little in the way of hard control. This allows the team to break up a mob into more easily destroyed chunks. Even with AoE's flying around, you will have mobs still being put to sleep, and preventing damage.

The +End aspect of the power is significant. When my teammates learned of the +End, and stood in the patch, their end bars did not even budge. Keep in mind this is around lvl 18-19 or so, so all teammates were Pre-Stamina.

It also functions as an excellent way to negate *Oh $^#%* moments by being able to stop an enemy mob dead in their tracks.

So far, Static Field has proven to be a jack-of-all trades power that has proven it's worth to be one of the best powers in the set.


 

Posted

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Originally Posted by MentalMidget View Post
They weren't my comparisons, but they were well enough to use for point to point as powers that work similar in the fact they have a pulsing effect. Yet anyway....EQ isn't a hold.
A bit of a mental fumble there, but it goes to show that there are numerous powers that pulse in similar manner. Heck, Ice Patch is nothing more than a pulsing patch of knockdown, and it offers no additional debuffs. If we make a comparison of all the pulse patches, Static Field comes out in a comfortable position.

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I guess I was going with apples and oranges of having an secondary effect that was neutered by the powers main effect. While I understood how it worked, just didn't seem reasonable for both from same power.
You could look at Earthquake in similar light. What good does tohit do when they enemies are flopping? In both cases, it's a failsafe.

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Well it has some work ahead of it....I'm sure they'll make it more viable....or it'll become one of the least played controller sets very soon.
I personally don't care for the set, but I've aired my greivances enough and some of those have actually be shown to be wrong. Still, if they made the confusion in Synaptic Overload spread fasting and propagated the -recovery in Jolting Chains before the first target I wouldn't complain.


 

Posted

Until now, sleep powers have been generally garbage (I've only taken them on my Plant Dom, just because it's ranged ToAE instead of PBAoE so I can sleep one mob while I'm working on the adjacent one), but were I to ever roll an Elec Control character I'd take Static Field simply as an endurance management tool.


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Posted

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Originally Posted by macskull View Post
Until now, sleep powers have been generally garbage (I've only taken them on my Plant Dom, just because it's ranged ToAE instead of PBAoE so I can sleep one mob while I'm working on the adjacent one), but were I to ever roll an Elec Control character I'd take Static Field simply as an endurance management tool.
Sleeps aren't garbage, they're situational. They are excellent for players who solo, especially sleeps that don't cause aggro. You can use them to get past mobs and stealth missions.

Sleeps are great in situations where enemies have toggles that you want to turn off quickly but can't tell which enemy has the toggle on (for example, when there is some Ice Thorn or BP shaman that has a Snow Storm on one of your team members, but you don't know which of the six of them it is).

They're great for controllers who want to set up containment for an AoE damage power, even when you're on a team: you're going to wake them up immediately with your AoE, but by sleeping them first you'll get more damage.

Sleeps work through certain Force Fields that provide mez protection for holds and stuns.

They're also good for stopping aggro on you. If someone else on your team wakes them, it's okay: they'll lose interest in you and attack someone who isn't so boring. If your team is smart they'll let certain sleeping dogs lie until they've dealt with more pressing problems.

Finally, sleeps are always good when you get surprised by an ambush or you accidentally aggro a nearby spawn. Sleeps are as good as holds if you don't attack, and they last a lot longer, so they don't need a lot of slotting to be quite useful.


 

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Originally Posted by StratoNexus View Post
That makes sense. It seems more potent than Spectral Terror so far, but perhaps that is because it comes earlier and is being used on lower level enemies. I am very excited to see how it works out post 30.
Spectral Terror has a -15% to-hit debuff that is very useful: it's a lot like giving everyone on your team a purple inspiration. If you've ever run an AE mission that has an illusionist you'll find out that the to-hit debuff is perhaps the more important aspect of ST.


 

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Originally Posted by Rodion View Post
Sleeps aren't garbage, they're situational. They are excellent for players who solo, especially sleeps that don't cause aggro.
Shush. You know that soloers don't matter and that any power that's good for them (especially ones that aren't good in groups, such as Time Bomb or Detention Field, though obviously that doesn't apply here) automatically sucks.


 

Posted

Good point. Except time bomb is still garbage when you could just place a 2nd or 3rd trip mine and pull to them solo and not waste a power pick and slots, but I digress.

I love static field even at DO levels. Even is a large team tossing aoes around, most mobs will spend most of the time sleeping and not attacking back.


@SBeaudway on Pinnacle, TaskForce Titans Supergroup.

 

Posted

So far my experiences playing and running with other people are very positive.

On very fast moving teams, control is barely useful anyway, I use my secondary and single target powers a lot. I'll occasionally break up an alpha with Static Field if the enemy are grouped well to begin with. The AoE controls are nice to stop ambushers or adds (and Static Field can just outright prevent adds when I use it on a spawn that is close to our current fight preemptively).

Outside of those very fast lawnmowers, I find you can leverage the end drain in the set extremely well. I figured out why the enemy usually wakes up and then goes right back to sleep without doing anything, they often have zero end on a wake-up pulse. When you drain their end, they often get a shot in as they get a recovery tick. Combined with Static Field, they often recover end while sleeping, but then lose it again before they wake up. Keeping them in the Field is very important here, I use slows to do it, but based on watching others, it really shines with Chain Fences (which also aids in the sapping).


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What the hell? Let's buff defenders.
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Posted

I finally got my Elec/Rad up past SO levels, and played him on a small team and a large team.

On the small team, Static Field was great. Especially since the new Kinetic Melee is very single-target focused, Static was able to control groups while the melee guys took individuals down.

On the large team, Static Field (as a control) was far less effective since (a) we were pretty much an undisciplined hoard just plowing ahead, and (b) the Fire Blaster liked to pick that group that I had just slept with Static Field to use Rain of Fire on. Fortunately, Static Field recharges much faster than Rain of Ire, er, Fire. Still, Static was great for heading off ambushes and as a nice team Endurance Recovery tool. I was still throwing it around as much as I could.


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Posted

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Originally Posted by Local_Man View Post
I finally got my Elec/Rad up past SO levels, and played him on a small team and a large team.

On the small team, Static Field was great. Especially since the new Kinetic Melee is very single-target focused, Static was able to control groups while the melee guys took individuals down.

On the large team, Static Field (as a control) was far less effective since (a) we were pretty much an undisciplined hoard just plowing ahead, and (b) the Fire Blaster liked to pick that group that I had just slept with Static Field to use Rain of Fire on. Fortunately, Static Field recharges much faster than Rain of Ire, er, Fire. Still, Static was great for heading off ambushes and as a nice team Endurance Recovery tool. I was still throwing it around as much as I could.
The Fire Blaster was right to do so, especially if you were also Fencing them nicely for him and no-one was dying.

At least Static Field has the option of being a nice Recovery tool for the meleers as well. A lot of AOE control becomes very marginal indeed on a decent steamrolling team.


 

Posted

You should try slotting it with the purple sleep set including the chance for placate proc. Works wondered I've found, not really noticed the placated mobs as I've usally used synaptic overload (with contagious confusion which is in itself hilarious) attempt to cancel out all alpha while jumping in for the kill.

Regardless of how well Static Field controls in teams, I always plant one down on the current mob were facing for the end recovery aspec (It works on yourself also). The -slow just tops it off.

Only downside I've found is some bosses eb/av's are still aggroed and run off the field before they are slept.


 

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Originally Posted by Candlestick View Post
I have been playing my Elec/Kin exclusively in large team environments, and I can safely say that your opinions are not even remotely my experience.

The sleep effect allows teams to safely engage any mob without fear of an alpha strike, which is especially important for Elec, since has little in the way of hard control. This allows the team to break up a mob into more easily destroyed chunks. Even with AoE's flying around, you will have mobs still being put to sleep, and preventing damage.

The +End aspect of the power is significant. When my teammates learned of the +End, and stood in the patch, their end bars did not even budge. Keep in mind this is around lvl 18-19 or so, so all teammates were Pre-Stamina.

It also functions as an excellent way to negate *Oh $^#%* moments by being able to stop an enemy mob dead in their tracks.

So far, Static Field has proven to be a jack-of-all trades power that has proven it's worth to be one of the best powers in the set.
I have a earth/rad I leveled first. Now I have this Electric/Empathy and I find it pretty darn solid also.

Static is my most favorite thing due to the the fact it ticks sleep so if it breaks it can re-sleep..even for a second it does interrupt the enemy at the very least. Also I have used it in only large teams.

I also like to set up my team if we don't have a tanker or brute. It is one of my best alpha removers I have used... Did a Arc against the Protean and a large team and just made those mobs useless...

I also love the fact I never run out of end and it seems my team seems to recharge very well with large clusters. The bigger the cluster the more effective us Electrics are.

I dont know about you I normally start my chain with Sleep, knockdown spark thing, then Chain fences. This way after i break sleep I keep them juggled till sleep ticks again.

The biggest and rare problem I have had.... is when I aoe sleep....some fool uses a AOE dot followed up by constant AOE's .. not giving me a chance to do my chain. Causing me to get alpha'd.

I really really hate the fools that break an aoe sleep by always opening with AOE.... Mezz focus fire boss...then aoe fools! argh!

ok ok..enough ranting not the point...

On topic... Love Static.... just got this new controller to 32. Loving it with Empathy combo. I think I am going to make a DOM version now....


 

Posted

Static Field is one of the best powers in the set, and in the game as far as I'm concerned...

This is me as a solo level 13 Elec/Rad controller, fighting (and beating) EIGHTEEN even level minions at once. (Screw you Seer 0001! I hate you and your ambushes!)



I tried to back off the EB after the first ambush triggered, but my stupid NPC helper blasted her down below 50% and I got 2 waves of ambushes at once.... grrr.....

Static and Jolting Chains kept them all slept or on their butts while Conductive Aura and Chain Fences kept them drained dry. SF also kept me full on end for the entire fight, and it was a LOOOOOOOng fight whittling them down with Tesla Cage let me tell you. (At this point I didn't have any of the Radiation debuffs, so it was strictly Electric and 3 purples that saved my bacon.)

Just this one power makes the set for me.


@Oathbound & @Oathbound Too

 

Posted

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Originally Posted by Oathbound View Post
Static Field is one of the best powers in the set, and in the game as far as I'm concerned...

This is me as a solo level 13 Elec/Rad controller, fighting (and beating) EIGHTEEN even level minions at once. (Screw you Seer 0001! I hate you and your ambushes!)

(Imagesnip)

I tried to back off the EB after the first ambush triggered, but my stupid NPC helper blasted her down below 50% and I got 2 waves of ambushes at once.... grrr.....

Static and Jolting Chains kept them all slept or on their butts while Conductive Aura and Chain Fences kept them drained dry. SF also kept me full on end for the entire fight, and it was a LOOOOOOOng fight whittling them down with Tesla Cage let me tell you. (At this point I didn't have any of the Radiation debuffs, so it was strictly Electric and 3 purples that saved my bacon.)

Just this one power makes the set for me.
I'll just copypasta what I had in the other thread...

On a more serious note, a friend and I (both Elec/Rad controllers) decided to do the Stop Metronome mission from Alec Parson (Praetoria). Somehow we flubbed up the spawns, and were baffled as to why we were only seeing two minions every few minutes.

Then we saw the room with 9 Clockwork bosses. We took a deep breath, laid down Radiation Infection on the one closest to the middle, hid behind a wall and dumped Static Field. All 9 bosses ran to us and passed out. We then laid down Enervating Field, locked them in place with Chain Fences, and began laughing with joy as all of their endurance drained to nothing and they all just stood there gawking at us. It took us a good 20 minutes, but we burned them down one by one until we'd killed all 9 bosses.

We were level 14 at the time. ELEC RAD ALL THE WAAAAAAY


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Posted

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Originally Posted by Oathbound View Post
This is me as a solo level 13 Elec/Rad controller, fighting (and beating) EIGHTEEN even level minions at once. (Screw you Seer 0001! I hate you and your ambushes!)
Congrats, but... A level 13 completely sapping 18 mobs, solo, doesn't sound like a nerf-bat invitation to anyone? Really?


 

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Originally Posted by mcdrip View Post
Congrats, but... A level 13 completely sapping 18 mobs, solo, doesn't sound like a nerf-bat invitation to anyone? Really?
It takes a bit to fully sap them. Considering Electrics low control abilities, I don't consider it OP in the least.

And I agree with previous posters, Open with static, then follow with Chains and Fences. After a couple applications of Fences and Conductive Aura, they are sapped.


 

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Originally Posted by Nalrok_AthZim View Post
It's not a fast solo, dude. Elec takes forever to kill things regardless of how many people you have locked down.
I agree... I have tried to solo my cape mish and my aura mish on Villains. Painfully slow. if you don't have veteran attack powers like "Sands of Mu".. Plan on killing by boredom.

It's worse for me though. Elec/Empathy is not killing machine at all. Totally team dependent build.

I would prefer to stick myself with a stun gun for fun over killing solo.


 

Posted

Quote:
Originally Posted by mcdrip View Post
Congrats, but... A level 13 completely sapping 18 mobs, solo, doesn't sound like a nerf-bat invitation to anyone? Really?
I would agree honestly, IF we had reliable -recovery to completely lock them down. Since we don't (outside of the AoE hold) they still recover endurance, and still get attacks in.

This doesn't sound like a big deal, but if the mobs are able to get a hold or a well placed Knockback on you, it can completely ruin your setup. (If you look closely at my screenshot, you can see that I'm actually in the air, mid knockback from the Seer on the far right I was just able to recover from it fast enough to not die.

Getting held or knocked out of Conductive Aura's range allows mobs to recover end normally, and that can spell complete failure. Sapping is All or Nothing.

I died several times fighting Seer 0001, all because if she landed a knockback on me and pushed me out of sapping range, it was all over.


EDIT: And yes, it took a very, very long time, figure a normal controller's AoE disorient is 16target cap, if say a Fire/Kin were to get lucky and hit most of their targets THEY would be just as safe, and could melt them all in FAR less time.


@Oathbound & @Oathbound Too

 

Posted

Yeah this is the problem with Electric Control. It controls really really good. But that is about all it can do. Your damage is supposed to come with Gremlins but that is way up there in lvls. It is painfully long to kill stuff. Not that risky but man I haven't had a toon that had it this hard to kill before. My rad/rad corr made for only teaming kills faster with no attack chain, though she also dies easier cause she can't stop them from killing her.