Some Elec/ Questions


Chaos_Reaver

 

Posted

1. How does slotting Sleep Enhance in Static Field work? Does it increase the number of ticks or increase how long each tick makes the enemy sleep for? Does the patch itself stay out a fixed amount of time regardless of slotting?

2. Jolting Chain takes three types of IO sets: Ranged Damage, KB, and End Mod. The damage is non-existent and it's my understanding that KB enhance make the KD (which is good) into KB (which is bad). Has anyone tried slotting this for End Mod? It has a base drain of 10 End. It seems that with slotting (maybe an Efficacy Adaptor set), you could get some pretty good drainage out of this power in addition to the very helpful KD.

3. Am I missing something about Synaptic Overload? I know some people love confuse powers but I can't stand them. I know you don't lose a lot of XP for the confused mobs, but it's enough that I find it annoying. This is really my first experience with an AoE Confuse: are confuse powers supposed to be a situational powers or a "Throw it whenever it's up" powers?

Thanks!


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Posted

Quote:
Originally Posted by Chromium_Man View Post
1. How does slotting Sleep Enhance in Static Field work? Does it increase the number of ticks or increase how long each tick makes the enemy sleep for? Does the patch itself stay out a fixed amount of time regardless of slotting?

2. Jolting Chain takes three types of IO sets: Ranged Damage, KB, and End Mod. The damage is non-existent and it's my understanding that KB enhance make the KD (which is good) into KB (which is bad). Has anyone tried slotting this for End Mod? It has a base drain of 10 End. It seems that with slotting (maybe an Efficacy Adaptor set), you could get some pretty good drainage out of this power in addition to the very helpful KD.

3. Am I missing something about Synaptic Overload? I know some people love confuse powers but I can't stand them. I know you don't lose a lot of XP for the confused mobs, but it's enough that I find it annoying. This is really my first experience with an AoE Confuse: are confuse powers supposed to be a situational powers or a "Throw it whenever it's up" powers?

Thanks!
1) They increase the sleep duration per tick. The patch itself has a set duration.

2) Jolting Chain has damage, just very minor. Slotting for KB will change KD to KB if the magnitude becomes 1 or greater. Slotting for EndMod is a fantastic Idea. I think I'll do that plus Devastation: Chance for Hold.

3) Confusion is wonderful for 'defense'. Enemies spend time not attacking you. You'll lose Xp if you let them defeat each other; not so much if you take them down before they do too much damage to each other.
Synaptic Overload tends to be a more reliable means of mass-mezzing than Paralyzing Blast:

Paralyzing Blast

Acc .80

End Cost 15.60

Recharge 4 Minutes

Mez duration 10 sec

End Drain -7.00%

Synaptic Overload

Acc 1.00

End Cost 8.53

Recharge 1 Minute

Mez duration 15 sec

End Drain -10.00%


I'll probably skip Paralyzing Blast altogether. (I would have liked to make a proper chart, but I'm tired and the editor keeps killing my spacing)


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Posted

1) Don't use Entropic Chaos: Chance for self heal in Jolting Chains, it will actually heal the mobs. This is a bug in the proc I think. The same maybe true if you slot it with the chance for +end and chance for build up procs.

Although I haven't tested this. So stick with either a chance for hold or damage.

Even a Tempest: Chance for End Drain would go well with this power. Possible for Force Feedback: Chance for +Recharge, which triggers regualy I've found for that small boost to recharge every now and then.

Probably best to set it with something that will aid the rest of your build rather than just that power. Like 5 Decimation (minus the chance for buildup) and 1 Chance for Hold. Which is what I plan todo also.



2) If and when you get round to level 50, slot a Coersive Persausion: Contagious Confusion into Synaptic Overload.

The proc itself is 33% Chance for an AoE confuse.

In Synaptic Overload that means 15 (Max targets) x 33% Chance for AoE confuse. Greatly speeds up mezzing the whole mob rather than waiting one after another.

Don't put a damage proc into it, as this will cause aggro. Defeating the purpose of the power not causing aggro in the first place.


 

Posted

Quote:
Originally Posted by Chaos_Reaver View Post
Possible for Force Feedback: Chance for +Recharge, which triggers regualy I've found for that small boost to recharge every now and then.
This proc will not work in any of the chain or patch powers because all it will do is boost the recharge of the pseudo-pet that casts the power, not you.


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Posted

Quote:
Originally Posted by Chaos_Reaver View Post
1) Don't use Entropic Chaos: Chance for self heal in Jolting Chains, it will actually heal the mobs. This is a bug in the proc I think. The same maybe true if you slot it with the chance for +end and chance for build up procs.

Although I haven't tested this. So stick with either a chance for hold or damage.

Even a Tempest: Chance for End Drain would go well with this power. Possible for Force Feedback: Chance for +Recharge, which triggers regualy I've found for that small boost to recharge every now and then

If Entropic Chaos's proc does trigger on the target, that owuld be a bug, is this quantative research, or are you just throwing a mad guess out there? The proc description reads that it heals "caster" not "target" so the first jolt could proc to heal you, the rest the pseudopet. Either way, you were right that it is a pointless point to place it.

The performance shifter proc is not bugged. it clearly states that it will give the "target" endurance, which is exactly what it will do if it procs. Gives your enemies endurance. its not a bug in the proc, more a design flaw since theres precious little powers that it really benefits for it to proc on target.

As been mentioned Force Feedback is a wasted slot here if you have other knockdown powers. Since only the first jolt has a proc chance, its much better serving in AoEs.


But otherwise, yes Damage procs would be a good idea, aswell as the hold and -endurance procs should all serve some usefulness. Slotting for knockback not a good idea as it will change it to knockBACK from knockDOWN, and you dont want that.


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