Elec/TA... Too Much Control?
That's a very expensive build you have there. Well into the billions.
You can reach good performance on "cheaper" IOs with Elec Control and TA if you swap some enh slots attributed to some of those powers around. Please read through these tidbits:
-Disruption Arrow would be better with 3 Rech and ignore the end red.
-You don't need that three slotted Super Jump. The bonus is minimal; you can put the stealth IO in a Sprint power, and giving a slot to Stamina for Perf Shifter +End proc is waaaaaay more satisfying than +4% movement speed.
-You can tone down health quite a bit with its slots. If you haven't leveled much of a Elec Control AT yet, you'll note that your +recovery is going to be phenomenal with Conductive Aura. Just adding miracle is overkill, but the +regen might be good with reg tissue and numina.
-Note: Your Conductive Aura is slotted with Perf Shifter +End. While the 4 slotted set bonus is good, that proc with actually give the ENEMY endurance instead of you. This has been controversial in end mod powers that affect enemies, but all the pouting has yet to solve the issue. This proc is best in auto powers like Stamina.
-IF you can, try to work in hasten with 3 rech if you're set on getting all those purples and PvP IOs. I would sacrifice Maneuvers with that LOTG with 7.5% recharge for a power that comes up really often with 70% bonus recharge. You're not getting lots of ranged +defense IO bonuses so you're not going to miss that mule power.
The rest of the build is missing some Accuracy. You're getting a lot if you're going for all the purples and PVP set bonuses, but you have to be realistic. Unless you have some secret legit connection to those gold farmers and want to be PL'd to 50 and start enjoying your character then, you may want to construct a build without all the fancy enhancements.
I could see this build being really fun. I know my fire/TA is (even with the everlasting fire imp pets with oil slick bug).
PS. The Static Field power actually summons Static Field as a pseudo-pet. I'm not sure of the Placate proc from Fortuna's Hypnosis will affect it or you. It's the first field affect sleep the game's had irrc.
Champion/Freedom Servers
@Orion Zidane
@Orion Zidane2
I wont really comment on your build in great detail but I did notice some odd power and IO set selections.
- I think you are wasting power slots just to squeeze LotGs in. The only one I would keep is Stealth. Just grab Hasten and get it over with. Some of /TAs best powers are on long recharge timers. You'll thank me later.
- If you plan on playing in melee (recommended playstyle for Elec/) drop the Fitness pool all together (optional). You wont need it with /TA as a secondary. Just leave Conductive Aura on and stand in the Static Field patch. Drain your enemies endurance and recover yours.
- I ended up dropping Ice Arrow on my controller. Yeah its great when you are leveling and lets you double stack holds on bosses. In the later levels I was too busy debuffing than worrying about throwing out ST holds.
- Elec/ Is dependent on sapping enemies as a form of control. The Performance Shifter proc in Conductive Aura has been reported to return endurance to the enemy. Unless its been fixed you wont want that to occur.
- The placate proc of the Fortuna Hypnosis set does nothing in Static Field.
- I personally dont care for AoE holds on ridiculously long timers. I would keep EMP Arrow but recommend dropping Paralyzing Blasts. If you play in melee you wont need the extra hold.
- I only recommend six slotting Coercive Persuasion if you are going for Ranged Defense. Keep the Contagious Confusion proc and drop the single aspect confuse boosting IO.
- Switch the two end reducing IOs to recharge IOs in Disruption Arrow.
- If you 4 Slot Call to Arms in Gremlins you can get another 6.25% recharge bonus.
- Stealth IO in Super Jump? just put it in sprint and call it a day. It saves you a slot and all you need to do is tap sprint to activate stealth.
- Overall your IO set slotting strategy seems focused on +acc, +hp, and + recovery. I strongly recommend focusing on IO sets the provide recharge bonuses without sacrificing functionality.
No.
Earth/TA......that's too much control.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
You have a strange build there.
Anyway, you wont do a ton of damage until later and then only if you take Epic/APP attacks. You didnt take any pool powers early on or any epics later, so yeah, your damage will be slow. Expect to team a lot.
Here is my build. It isn't cheap, but you could throw cheap sets in the same power order and slot order and be functional. It is a teaming build until 32, and really even after, but it does eventually pick up the APP attacks (Fire in particular, for lighting the Oil Slick).
Maybe it will give you some ideas.
Lewis
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Power Freak: Level 50 Technology Controller
Primary Power Set: Electric Control
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(9), Lock-Acc/EndRdx/Rchg/Hold(9)
Level 1: Entangling Arrow -- Enf'dOp-Acc/EndRdx(A)
Level 2: Chain Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(5), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(19), GravAnch-Hold%(50)
Level 4: Glue Arrow -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(40), TmpRdns-Rng/Slow(40), TmpRdns-EndRdx/Rchg/Slow(40), TmpRdns-Acc/Dmg/Slow(48)
Level 6: Jolting Chain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(17)
Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(48), Efficacy-EndMod/EndRdx(48)
Level 10: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(11), BasGaze-EndRdx/Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(15), Lock-Acc/EndRdx/Rchg/Hold(15)
Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(19), FtnHyp-Sleep/EndRdx(43)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
Level 22: Acid Arrow -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(23), AnWeak-Acc/Rchg(23), AnWeak-DefDeb/EndRdx/Rchg(43), AnWeak-Acc/Rchg/EndRdx(46)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(29), CoPers-Conf%(29)
Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(31)
Level 30: Paralyzing Blast -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-Acc/Rchg(34), UbrkCons-EndRdx/Hold(34)
Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), BldM'dt-Acc/Dmg(46)
Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
Level 38: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A)
Level 49: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(50), TtmC'tng-ResDam/EndRdx(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Heal-I(A)
Level 1: Containment
Level 4: Ninja Run
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Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
But do I need fire mastery to ignite the oil patch? If not, is there a better pool to use?
After considering power selection, and the expensive IO set-up, I have a new build to get critiqued. It's just standard IO's, as my frankenslot-fu is weak. Just has a few of the expensive ones, mostly in health/stam and the -Rech when I can snag it. And the placate went into Poison Gas Arrow, hopefully effective compared to Static Field.
Didn't hear any complaints on C.J. being slotted for -Rech and +Acc. So that stayed. So did contagious confusion. Between Hero Merits and pooling resources from several other characters I don't play, it should be a good bit more affordable.
APP levels intentionally left blank, cuz I have NO idea... XD Fire seems the no-brainer, but it might be replaceable if Energy Damage can set the Oil Patch ablaze, like the i11 guide says.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 46 Technology Controller
Primary Power Set: Electric Control
Secondary Power Set: Trick Arrow
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Hero Profile:
Level 1: Tesla Cage -- Acc-I(A), Acc-I(3), Hold-I(3), Hold-I(5), RechRdx-I(5)
Level 1: Entangling Arrow -- Acc-I(A), Acc-I(7), Immob-I(7), Immob-I(9)
Level 2: Chain Fences -- Acc-I(A), Acc-I(9), Immob-I(11), Immob-I(11), EndRdx-I(13)
Level 4: Glue Arrow -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15), Slow-I(15)
Level 6: Swift -- Run-I(A)
Level 8: Conductive Aura -- EndMod-I(A), EndMod-I(17), EndMod-I(17), Acc-I(21), Acc-I(21), Heal-I(23)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(23)
Level 12: Static Field -- RechRdx-I(A), Sleep-I(25), Sleep-I(25), RechRdx-I(27)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Mrcl-Rcvry+(29), RgnTis-Regen+(29)
Level 16: Poison Gas Arrow -- FtnHyp-Plct%(A), RechRdx-I(31), RechRdx-I(31), Sleep-I(33)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(33)
Level 22: Acid Arrow -- Acc-I(A), Acc-I(34), DefDeb-I(34), RechRdx-I(34), RechRdx-I(36)
Level 24: Super Jump -- Jump-I(A)
Level 26: Synaptic Overload -- CoPers-Conf%(A), Acc-I(36), Acc-I(36), RechRdx-I(37), RechRdx-I(37)
Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(39)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Gremlins -- Acc-I(A), Acc-I(39), Dmg-I(39), Dmg-I(40), RechRdx-I(40), RechRdx-I(40)
Level 35: Oil Slick Arrow -- RechRdx-I(A), RechRdx-I(42), Dmg-I(42), Dmg-I(42), DefDeb-I(43), RechRdx-I(43)
Level 38: EMP Arrow -- Hold-I(A), Hold-I(43), Acc-I(45), Acc-I(45), RechRdx-I(45), RechRdx-I(46)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Are you magic or tech origin? The starter temp powers on those can (I believe) Ignite the oil slick, so you don't have to plan around those.
Not much else to add, never played much with TA.
50s: Yumi Eryuha-Arch/Energy, Mirria-Thugs/Dark, Meyami Kitsuna-Claws/SR, Celesta Seusen-SS/Invuln, Lady Mirriella-Illusion/Empathy
Arc 503982 "Dimension Xi Epsilon 22-10" Part one of a multi-part arc.
Arc #40529 : The Furies of the Earth
silly topic... there is no such thing as too much control...
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-
Electric Cages will ignite an Oil Slick. I confirmed this during beta test. While wiping the floor with enemy's tears.
I considered rolling an Elec/TA troller but haven't done so. However if I did, the APP I'm tempted by most is Psi. Partly this is because of Indomitable Will, but also partly it's because the -Recharge in Psi stacks the not-so-great -Recharge in TA to a reasonable level, and because Psychic Tornado is awesome mitigation combined with cage powers that don't root.
I'm unable to open your build with a posted data chunk, so I can't make comments on it. However, you can see my unfinished Elec/TA build below.
(PS don't slot Oil Slick Arrow like I have here. I'm sure you can find info somewhere else on how best to slot it. I just threw it together.)
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
electric ta: Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Trick Arrow
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Tesla Cage -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/Rchg(5), HO:Nucle(33), Dmg-I(33)
Level 1: Entangling Arrow -- Acc-I(A)
Level 2: Chain Fences -- TotHntr-Dam%(A), Ragnrk-Knock%(5), GravAnch-Hold%(34), Efficacy-EndMod/Acc/Rchg(34), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(37)
Level 4: Flash Arrow -- HO:Lyso(A)
Level 6: Jolting Chain -- Dev'n-Hold%(A), Apoc-Dam%(7), ExStrk-Dam%(7), Thundr-Acc/Dmg(43), Thundr-Acc/Dmg/EndRdx(45)
Level 8: Conductive Aura -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(9), Efficacy-EndMod/Acc/Rchg(9), Efficacy-Acc/Rchg(23), Efficacy-EndMod/Acc(23), Efficacy-EndMod/EndRdx(40)
Level 10: Ice Arrow -- UbrkCons-Dam%(A), UbrkCons-Acc/Rchg(11), UbrkCons-Acc/Hold/Rchg(11), UbrkCons-EndRdx/Hold(17), UbrkCons-Hold/Rchg(40)
Level 12: Static Field -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(13), FtnHyp-Sleep/EndRdx(15), FtnHyp-Sleep(15), EndMod-I(17)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Paralyzing Blast -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(25)
Level 20: Stamina -- P'Shift-End%(A), EndMod-I(21), P'Shift-EndMod(21)
Level 22: Poison Gas Arrow -- CSndmn-Heal%(A)
Level 24: Acid Arrow -- HO:Lyso(A), HO:Lyso(43)
Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(27), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(29), CoPers-Conf/EndRdx(29), CoPers-Conf%(31)
Level 28: Disruption Arrow -- EndRdx-I(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Gremlins -- C'Arms-EndRdx/Dmg/Rchg(A), C'Arms-Acc/Rchg(33), BldM'dt-Acc/Dmg/EndRdx(40), C'Arms-Acc/Dmg/Rchg(46), C'Arms-Acc/Dmg(46)
Level 35: Oil Slick Arrow -- Posi-Dam%(A), RechRdx-I(36), Achilles-ResDeb%(36), LdyGrey-%Dam(36), Posi-Dmg/Rchg(37), LdyGrey-DefDeb/Rchg(37)
Level 38: EMP Arrow -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/Hold(39)
Level 41: Mental Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Dmg/EndRdx(42), Decim-Acc/Dmg(43)
Level 44: Indomitable Will -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45), LkGmblr-Rchg+(46)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), FrcFbk-Rechg%(50)
Level 49: Mind Over Body -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 2: Ninja Run
------------
Set Bonus Totals:
- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 10% Defense(Energy)
- 10% Defense(Negative)
- 8.75% Defense(Ranged)
- 2.25% Max End
- 39% Enhancement(Accuracy)
- 4% Enhancement(Confused)
- 83.8% Enhancement(RechargeTime)
- 5% FlySpeed
- 64.9 HP (6.38%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 2.75%
- 30.5% (0.51 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
- 6.62% Resistance(Fire)
- 6.62% Resistance(Cold)
- 5% RunSpeed
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Recently got into the whole Electric Control craze. I love it. I prefer tech themes for my characters, and elec tends to fit that bill perfectly. I just need to know what to pair it with. At first I was thinking /Storm so the massive pile of pets could do the damage for me. Then I realized pets don't benefit from containment (at least I don't think they do). Slightly dissuaded, I then realized the AoE immob doesn't prevent KB. Then I thought /FF would be better, especially after realizing I could get 30% or above to all defenses after IO'ing and utterly dropping half of FF's powers.
Then this weird set I never see popped up, all dangling it's pointy objects everywhere. A set that I haven't found an updated build for since i11. I realized that the ST-Immob that's provided with TA makes it so I don't (too) feel bad about missing out on Elec's ST-Immob. And all the debuffing... Plus at the end there's EMP arrow, which ties the sets together. I can stack holds. I can slow, mass immob, then set them all on fire. (Unless energy no longer sparks the oil like the guide says). About the only thing I can't do is stop their regeneration rates.
But, my concern is too much control instead of damage. Outside of a once-a-minute Oil Slick, my main damage will come from Gremlins. I do plan on teaming as much as possible, so it shouldn't be a BIG issue, after all, that's what scrappers and blasters are for, but I would like input.
Below is my build, after my (probably horrid) attempt at IO slotting. But comments on the build itself are just as welcome as criticism towards the IO selections.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Controller
Primary Power Set: Electric Control
Secondary Power Set: Trick Arrow
Power Pool: Fitness
Power Pool: Concealment
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: Tesla Cage
- (A) Lockdown - Chance for +2 Mag Hold
- (3) Lockdown - Accuracy/Hold
- (3) Unbreakable Constraint - Accuracy/Hold/Recharge
- (5) Unbreakable Constraint - Accuracy/Recharge
- (46) Endurance Modification IO
Level 1: Entangling Arrow- (A) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (5) Trap of the Hunter - Accuracy/Recharge
- (7) Trap of the Hunter - Accuracy/Endurance
- (50) Trap of the Hunter - Immobilize/Accuracy
Level 2: Chain Fences- (A) Gravitational Anchor - Accuracy/Recharge
- (7) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (9) Gravitational Anchor - Immobilize/Recharge
- (9) Gravitational Anchor - Immobilize/Endurance
- (46) Gravitational Anchor - Chance for Hold
Level 4: Glue Arrow- (A) Pacing of the Turtle - Endurance/Recharge/Slow
- (11) Pacing of the Turtle - Chance of -Recharge
- (48) Pacing of the Turtle - Range/Slow
- (50) Pacing of the Turtle - Accuracy/Endurance
Level 6: Swift- (A) Run Speed IO
Level 8: Conductive Aura- (A) Performance Shifter - Chance for +End
- (11) Performance Shifter - EndMod/Accuracy
- (13) Performance Shifter - EndMod/Accuracy/Recharge
- (13) Performance Shifter - Accuracy/Recharge
- (15) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (15) Efficacy Adaptor - EndMod/Accuracy
Level 10: Ice Arrow- (A) Lockdown - Chance for +2 Mag Hold
- (17) Lockdown - Accuracy/Hold
- (17) Unbreakable Constraint - Hold/Recharge
- (19) Unbreakable Constraint - Endurance/Hold
Level 12: Static Field- (A) Fortunata Hypnosis - Chance for Placate
- (19) Fortunata Hypnosis - Sleep/Recharge
- (21) Fortunata Hypnosis - Sleep/Endurance
- (21) Fortunata Hypnosis - Sleep
- (48) Fortunata Hypnosis - Accuracy/Recharge
Level 14: Health- (A) Numina's Convalescence - +Regeneration/+Recovery
- (23) Numina's Convalescence - Heal
- (23) Numina's Convalescence - Heal/Endurance
- (25) Regenerative Tissue - +Regeneration
- (25) Miracle - +Recovery
Level 16: Poison Gas Arrow- (A) Call of the Sandman - Endurance/Sleep
- (27) Call of the Sandman - Sleep/Range
- (27) Call of the Sandman - Chance of Heal Self
Level 18: Paralyzing Blast- (A) Gladiator's Net - Accuracy/Endurance/Recharge/Hold
- (29) Gladiator's Net - Accuracy/Hold
- (29) Gladiator's Net - Accuracy/Recharge
- (31) Gladiator's Net - Recharge/Hold
- (48) Gladiator's Net - Endurance/Recharge/Hold
Level 20: Stamina- (A) Endurance Modification IO
- (31) Endurance Modification IO
- (31) Endurance Modification IO
Level 22: Acid Arrow- (A) Analyze Weakness - Accuracy/Endurance/Recharge
- (33) Analyze Weakness - Defense Debuff
- (33) Analyze Weakness - Accuracy/Defense Debuff
- (33) Analyze Weakness - Accuracy/Recharge
- (34) Analyze Weakness - Defense Debuff/Endurance/Recharge
Level 24: Stealth- (A) Luck of the Gambler - Recharge Speed
Level 26: Synaptic Overload- (A) Coercive Persuasion - Contagious Confusion
- (34) Coercive Persuasion - Confused/Endurance
- (34) Coercive Persuasion - Confused
- (36) Coercive Persuasion - Confused/Recharge
- (36) Coercive Persuasion - Accuracy/Confused/Recharge
- (36) Coercive Persuasion - Accuracy/Recharge
Level 28: Disruption Arrow- (A) Recharge Reduction IO
- (37) Endurance Reduction IO
- (37) Endurance Reduction IO
Level 30: Combat Jumping- (A) Luck of the Gambler - Recharge Speed
- (50) Kismet - Accuracy +6%
Level 32: Gremlins- (A) Soulbound Allegiance - Accuracy/Damage/Recharge
- (37) Soulbound Allegiance - Accuracy/Recharge
- (39) Soulbound Allegiance - Damage/Recharge
- (39) Soulbound Allegiance - Damage/Endurance
- (39) Call to Arms - Accuracy/Recharge
- (40) Call to Arms - Accuracy/Damage/Recharge
Level 35: Oil Slick Arrow- (A) Ragnarok - Damage/Endurance
- (40) Ragnarok - Accuracy/Recharge
- (40) Ragnarok - Accuracy/Damage/Recharge
- (42) Ragnarok - Damage/Recharge
- (42) Ragnarok - Damage
- (42) Achilles' Heel - Chance for Res Debuff
Level 38: EMP Arrow- (A) Lockdown - Chance for +2 Mag Hold
- (43) Gladiator's Net - Accuracy/Endurance/Recharge/Hold
- (43) Gladiator's Net - Endurance/Recharge/Hold
- (43) Gladiator's Net - Recharge/Hold
- (45) Gladiator's Net - Accuracy/Recharge
- (45) Gladiator's Net - Accuracy/Hold
Level 41: Maneuvers- (A) Luck of the Gambler - Recharge Speed
Level 44: Super Jump- (A) Unbounded Leap - +Stealth
- (45) Unbounded Leap - Jumping
- (46) Jumping IO
Level 47: Invisibility- (A) Luck of the Gambler - Recharge Speed
Level 49: Grant Invisibility- (A) Luck of the Gambler - Recharge Speed
------------Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 1: ContainmentLevel 4: Ninja Run