Thoughts on Static Field?


Amy_Amp

 

Posted

My Elec/Rad is just about to hit 14, a time when I would otherwise be taking prerequisites to Stamina. I am thinking, however, that with i19 just around the corner that I might save myself from having to respec THIS guy along with all the others. So I will take other powers now, instead of later, and wait for Inherent Stamina Goodness.

So how is Static Field? The description sounds different than your standard AoE Sleep power. Is it useful to take, or another Salt Crystals sort of power?


"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."

 

Posted

It's a sleep, but can be done at range and it pulses rather fast so even if they are woken up, they sleep again rather quick. Add in the -end aspect and it's a core power.


 

Posted

It is a sleep but since it is a patch it will re-aply every couple of seconds, so unless some one uses RoF or other similar power it will put enemies your team is not focused on back to sleep. To me it is a key power for the early game.


Dirges

 

Posted

Its brilliant.

It's up every fight. It sleeps enemies before they can retaliate, so breaks up the alpha strike. It often re-sleeps them in the time they take to get up from Jolting Chain. It means that the enemy spend most of their time asleep instead of fighting back. The pulsing sleep sets it way above Spre Burst, mass Hypnosis and Salt Crystals.

I really notice the difference per-spawn when I dont open with it.


 

Posted

Quote:
Originally Posted by Amy_Amp View Post
It's a sleep, but can be done at range and it pulses rather fast so even if they are woken up, they sleep again rather quick. Add in the -end aspect and it's a core power.
Its also worth noting that it give a +recovery per mob for friendlies that stand in it. Its considered a core power of Electric Control that would make the set unplayable without it.


 

Posted

Quote:
Originally Posted by Saltyhero13 View Post
Its also worth noting that it give a +recovery per mob for friendlies that stand in it. Its considered a core power of Electric Control that would make the set unplayable without it.
I doubt there are any powersets that become unplayable through the removal of just one power.


 

Posted

Quote:
So I will take other powers now, instead of later, and wait for Inherent Stamina Goodness.
I decided to just respec when i19, so I started taking the Fitness Pool... Big mistake, cus Static Field is that important when you're in your teens. After using one of my vet respecs and taking Static Field, my trips to the hospital went back to a more manageable number.


/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen

Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper

 

Posted

Quote:
Originally Posted by Edana View Post
I doubt there are any powersets that become unplayable through the removal of just one power.
Well I hope it hope it works out for you.


 

Posted

Quote:
Originally Posted by Edana View Post
I doubt there are any powersets that become unplayable through the removal of just one power.
try not taking your mez protection power on a toon, then come back and say that. you might still play it, but you wont be happy.


/gignore @username is the best feature of this game. It's also probably the least used feature.
Quote:
Originally Posted by Nights_Dawn View Post
Hazy is right
Can't get enough Hazy? /chanjoin robo's lounge today!

 

Posted

Thanks for the replies. I was hoping this was a different sort of power, since Elec Control has had some interesting ones already at low levels. I shall give SF a whirl.


"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."

 

Posted

Quote:
Originally Posted by Hazygreys View Post
try not taking your mez protection power on a toon, then come back and say that. you might still play it, but you wont be happy.
Since you brought it up, I did just this on a SR Stalker. It worked, but only because I was the bottom of the threat list on teams and hardly ever got hit due to being soft-capped.

I wouldn't try it on a resistance based Tank though.

On topic more, my Elec/Elec dom, now 27, hasn't taken Stamina. I've found the end return from Static Field and +recovery from Conductive Aura (3-slotted for end mod) have done me fine until now.
Domination's end bar refill helps too of course, but its not felt critical, like I'm not gasping by the time I hit Domination, and often save it if I dont need to mez boost.


 

Posted

Quote:
Originally Posted by DrMike2000 View Post
Since you brought it up, I did just this on a SR Stalker. It worked, but only because I was the bottom of the threat list on teams and hardly ever got hit due to being soft-capped.

I wouldn't try it on a resistance based Tank though.

On topic more, my Elec/Elec dom, now 27, hasn't taken Stamina. I've found the end return from Static Field and +recovery from Conductive Aura (3-slotted for end mod) have done me fine until now.
Domination's end bar refill helps too of course, but its not felt critical, like I'm not gasping by the time I hit Domination, and often save it if I dont need to mez boost.
Because of how Static Field and Conductive Aura scale, as long as you are fighting large enough spawns, you can easily stay positive or just max out in end.

Its amusing to be almost empty and stand in a 8 spawn mob with Static Field and watch your end bar go up by a third per tick.


"An army is a team. It lives, eats, sleeps, fights as a team. This individuality stuff is a bunch of BS." -General George Patton

-Lord Azazel

 

Posted

Also it has a chance per enemiy to give a small, enhanceable endurance gift to each person standing inside the static field.

Use if every spawn, in every possible situation.


Quote:
Originally Posted by VoodooGirl View Post
[*]Watching out for the Spinning Disco Portal of D00M!*

 

Posted

Quote:
Originally Posted by Edana View Post
I doubt there are any powersets that become unplayable through the removal of just one power.
Maybe not "unplayable," but certainly "severely gimped." Can you imagine a Plant Controller without Seeds of Confusion? (I teamed with one -- I couldn't believe it. And he was far less effective that he would have been with Seeds.) An Illusion Controller without Phantom Army?

Some powersets have a key power that makes the powerset effective. In some cases, it is a combination of a few powers. Skipping one of these powers will substantially reduce the effectiveness of the character -- but any character can be "played" with four maxed out power pools. A few folks have proved it by leveling up joke characters.

As for Static Field, I find it becomes nearly as important as Flashfire on a Fire Controller or Ice Slick on an Ice Controller. Not only is it a great Alpha mitigation power and continual AoE control power, but its secondary effect of helping you and the team recover endurance makes it useful on every group of 3 or more.


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

Quote:
Originally Posted by Hazygreys View Post
try not taking your mez protection power on a toon, then come back and say that. you might still play it, but you wont be happy.
As it happens my /stone brute didn't take Rooted until her respec after gaining Granite, before that the movement penalties for using it were more annoying to me than having to keep a stock of break frees or ask someone on the team if they had Clear Mind (one of the other versions usually, not a lot of empaths redside at the time).

Half the ATs don't even have access to mez protection. Yes mez is annoying, but having a power that protects against it is only one way to combat the problem. The MFing tactics don't just work on warshades.


 

Posted

Quote:
Originally Posted by Edana View Post
As it happens my /stone brute didn't take Rooted until her respec after gaining Granite, before that the movement penalties for using it were more annoying to me than having to keep a stock of break frees or ask someone on the team if they had Clear Mind (one of the other versions usually, not a lot of empaths redside at the time).

Half the ATs don't even have access to mez protection. Yes mez is annoying, but having a power that protects against it is only one way to combat the problem. The MFing tactics don't just work on warshades.
The ATs that have mez protection tend to have powers that force enemies to target them over other players, which will cause them to absorb more mezzes then other ATs. And then there is the fact that they fight in melee range...


"An army is a team. It lives, eats, sleeps, fights as a team. This individuality stuff is a bunch of BS." -General George Patton

-Lord Azazel

 

Posted

Quote:
Originally Posted by Local_Man View Post
Maybe not "unplayable," but certainly "severely gimped." Can you imagine a Plant Controller without Seeds of Confusion? (I teamed with one -- I couldn't believe it. And he was far less effective that he would have been with Seeds.) An Illusion Controller without Phantom Army?...
I agree that certain powers in sets can be 'core powers' that are part of what makes a set good and the set would overall be less effective without them. My disagreement was specifically with the use of 'unplayable'. Concept characters all over don't take powers that don't 'fit'. Petless MMs deliberately lose 5-6 powers from their primary, but a well built one is still playable as a support character; in fact without the pets to distract them it could be argued that they are better at that part of their role (and prior to GR this was the only way to get a /FF character redside.)

Static field is a very good variation on a sleep with a nice secondary effect, but since there are some people (me included) that found they couldn't use it without the graphic effects giving them a headache, I know that the set is perfectly playable without it.

Quote:
Originally Posted by Lord_Thanatos View Post
The ATs that have mez protection tend to have powers that force enemies to target them over other players, which will cause them to absorb more mezzes then other ATs. And then there is the fact that they fight in melee range...
Two of the four standard ATs that have mez protection have taunt inherents and auras, two don't and one even has placate and hide. Kheldians can fight in melee and skipping dwarf form hardly makes the character unplayable. Half the blaster sets include PBAoEs and blappers are a playable (if insane) build style. Mez protection is very useful, playing with it is a lot easier than playing without it, but it isn't essential to have a power in your build that gives it to you.


 

Posted

I ran an Elec/Kin controller to 31 without Stamina and had no problems as long as I was on a large team.

...then I respecced to pick up Stamina and was able to keep my blue bar pegged out 100% of the time, which was quite nice.


 

Posted

Quote:
Originally Posted by Edana View Post
Petless MMs deliberately lose 5-6 powers from their primary, but a well built one is still playable as a support character; in fact without the pets to distract them it could be argued that they are better at that part of their role (and prior to GR this was the only way to get a /FF character redside.)
Playable doesn't mean much though, really. Any character can sit in the back and splash a heal or a buff ever so often, but is that really doing anything? It's the same argument made for "pure healers" and in my opinion it's making excuses for sponging off teams in a vast vast majority of the content in this game (at any difficulty).

Saying a MM without pets is better at support isn't saying much for the player. Buffing, healing, etc isn't that hard that you can't play the other half of your powerset. I'm sorry, it's just not.

Now I have no issues with concept characters or less-than-optimal builds on my teams. BUT let's not pretend they are doing anything more than "less" than what they could.


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

 

Posted

Quote:
Originally Posted by Edana View Post
I agree that certain powers in sets can be 'core powers' that are part of what makes a set good and the set would overall be less effective without them. My disagreement was specifically with the use of 'unplayable'. Concept characters all over don't take powers that don't 'fit'. Petless MMs deliberately lose 5-6 powers from their primary, but a well built one is still playable as a support character; in fact without the pets to distract them it could be argued that they are better at that part of their role (and prior to GR this was the only way to get a /FF character redside.)

Static field is a very good variation on a sleep with a nice secondary effect, but since there are some people (me included) that found they couldn't use it without the graphic effects giving them a headache, I know that the set is perfectly playable without it.



Two of the four standard ATs that have mez protection have taunt inherents and auras, two don't and one even has placate and hide. Kheldians can fight in melee and skipping dwarf form hardly makes the character unplayable. Half the blaster sets include PBAoEs and blappers are a playable (if insane) build style. Mez protection is very useful, playing with it is a lot easier than playing without it, but it isn't essential to have a power in your build that gives it to you.
Some scrapper secondaries have taunts in their auras. So thats three of four. Kheldians and Blasters aren't FORCED into melee range, they can when it is approperiate. IE when they know they wont get mezzed or can deal with it. The melee ATs CAN'T, beyond a few sets, they all operate purely at melee range, and overall have less ways of taking out a mezer besides just defeating it. So YES they will absorb more mezzes and can easily get killed if they get overwhelmed by mezzes, tsoo ink men are a perfect example of that.


"An army is a team. It lives, eats, sleeps, fights as a team. This individuality stuff is a bunch of BS." -General George Patton

-Lord Azazel

 

Posted

Quote:
Originally Posted by MentalMaden View Post
Playable doesn't mean much though, really. Any character can sit in the back and splash a heal or a buff ever so often, but is that really doing anything? It's the same argument made for "pure healers" and in my opinion it's making excuses for sponging off teams in a vast vast majority of the content in this game (at any difficulty).

Saying a MM without pets is better at support isn't saying much for the player. Buffing, healing, etc isn't that hard that you can't play the other half of your powerset. I'm sorry, it's just not.

Now I have no issues with concept characters or less-than-optimal builds on my teams. BUT let's not pretend they are doing anything more than "less" than what they could.
Definitely true in the case of defenders, corruptors and controllers, neglecting the other power set doesn't improve their team contribution with the support set. I've just teamed with a few too many MMs that never used a buff or heal on anything other than their own pets. Poor players for not being able or willing to prioritise differently when teamed than solo maybe, but they were fully using both pets and their support set and not contributing any team support. Remove the pets and you are still only getting benefit from a little over half a character, but it's one that is contributing to the team, not soloing in the same map.

Quote:
Originally Posted by Lord_Thanatos View Post
Some scrapper secondaries have taunts in their auras. So thats three of four. Kheldians and Blasters aren't FORCED into melee range, they can when it is approperiate. IE when they know they wont get mezzed or can deal with it. The melee ATs CAN'T, beyond a few sets, they all operate purely at melee range, and overall have less ways of taking out a mezer besides just defeating it. So YES they will absorb more mezzes and can easily get killed if they get overwhelmed by mezzes, tsoo ink men are a perfect example of that.
Ok, 2 and 3/8ths, still not 3 and if you want to count those as specifically having auras you would have to remove 1/9th from brute for not having a taunt aura in Energy Aura. So in total around 56.6% of dedicated meleers have taunt auras.

About two thirds of the melee sets have either mezz powers or knockdown/up and everyone can take air superiority and keep a mezzing boss bouncing off their back indefinitely. Sewer teams never seemed to find it completely impossible to manage the Lost sections just because the tanks and scrappers didn't have mez protection.

I don't think you're even trying to argue against the point I actually made however. Melee ATs get mez protection because it is useful to them, not taking it is a disadvantage and on some sets a very big one; but it does not make the set unplayable unless you are unwilling to adjust how you play.


 

Posted

I would rank it as one of the best control powers in the game. You drop it "out of sight" and go in and just pick your targets.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Edana View Post
Definitely true in the case of defenders, corruptors and controllers, neglecting the other power set doesn't improve their team contribution with the support set. I've just teamed with a few too many MMs that never used a buff or heal on anything other than their own pets. Poor players for not being able or willing to prioritise differently when teamed than solo maybe, but they were fully using both pets and their support set and not contributing any team support. Remove the pets and you are still only getting benefit from a little over half a character, but it's one that is contributing to the team, not soloing in the same map.
I just don't accept the argument of "Poor players are a good excuse for a bad build." Here on the forums, people come looking for suggestions from experienced players. Those recommendations should be beneficial to most players and should assume that the player becomes at least moderately competant. If someone dislikes a particular power due to his or her unique quirks or preferences, don't recommend skipping that power unless you have a reason to believe that the questioner has similar quirks.

Now, it is a valid point to say, "While Static Field is preferred by most, I skipped it because I can't stand the graphics. I felt that my character was playable and very effective even without Static Field. I made up for its absence by . . . "

Personally, I think petless masterminds are kind of silly. If you want to play pure support for a while (and contribute less to the team than you could), then simply don't pull out the pets. But I don't accept the argument that justifies a gimped build like a petless mastermind by saying that it makes poor player be better a support player. If someone wants to make a petless MM as a challenge or for a concept, that's fine -- but that person should warn potental teammates that he/she is missing powers that most would consider essential.


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

Quote:
Originally Posted by Edana View Post
As it happens my /stone brute didn't take Rooted until her respec after gaining Granite, before that the movement penalties for using it were more annoying to me than having to keep a stock of break frees or ask someone on the team if they had Clear Mind (one of the other versions usually, not a lot of empaths redside at the time).
....right and you still took it anyway. I see your comment hold lots of water considering you stand behind it in practice. Also RPers don't represent the majority of the player-base nor is it the context in which I made my suggestion for the OP.

The way I see it is every set has one or several key signature powers that help distinguish a set from its peer sets. A characteristic of these powers usually involves some unique mechanic and a degree of synergy with other powers within the set. Not taking these powers usually leads to an overall diminished capability for that hero/villain. Not taking these powers often leads one to question "why did that player not select another primary or secondary instead?" Many, not necessarily all, powers sets have these set characterizing powers.

In the case of Static Field for Electric control it provides a big portion of your control from the time it becomes available to the end game. Its part of the trinity that layers the -end/-recovery secondary aspect of the Electric Control set providing additional soft control. This is all on top of providing a means of recovering endurance within its AoE.

You are free to disagree with me and I definitely don't want to tell you how to enjoy the game. Like I said earlier good luck with that and I hope it works out for you.

To the OP: I hope you took the power. Its very effective and requires minimal slotting. Its also one of the few ways Electric Control can deal with the alpha strike.

Good Luck with your Elec/Rad! Its a great combo.


 

Posted

Quote:
Originally Posted by Local_Man View Post
I just don't accept the argument of "Poor players are a good excuse for a bad build." Here on the forums, people come looking for suggestions from experienced players. Those recommendations should be beneficial to most players and should assume that the player becomes at least moderately competant. If someone dislikes a particular power due to his or her unique quirks or preferences, don't recommend skipping that power unless you have a reason to believe that the questioner has similar quirks.
I didn't recommend skipping it, nor would I since I found it rather effective until my head started hurting. My disagreement was with the statement "Its considered a core power of Electric Control that would make the set unplayable without it." I think that the powerset is certainly better with it, but that skipping it does not make the set unplayable, merely less good. It takes deliberate sustained effort in this game to make a character unplayable, not missing one power.

Quote:
Originally Posted by Local_Man View Post
Personally, I think petless masterminds are kind of silly. If you want to play pure support for a while (and contribute less to the team than you could), then simply don't pull out the pets. But I don't accept the argument that justifies a gimped build like a petless mastermind by saying that it makes poor player be better support players.
It's a lot harder to justify them after a couple of rounds of proliferation and with side swapping available, but it used to be that the only way to have some of the support sets was on a mastermind. Between the personal attacks and patron pools you could even solo slowly. Gimped for what the AT can achieve certainly, definitely not recommended now you can get everything (except poison) on an AT better designed for the role; but it was playable.

Quote:
Originally Posted by Saltyhero13 View Post
....right and you still took it anyway. I see your comment hold lots of water considering you stand behind it in practice. Also RPers don't represent the majority of the player-base nor is it the context in which I made my suggestion for the OP.
I took it at the same time as adding a lot of +runspeed IO bonuses to deal with Granite, which was the single power behind my entire motivation for rolling the set in the first place... So I think I might have shot myself in the foot slightly with that example.

Still, there are a lot of ways the game can be played that aren't ideal. Some I have done that I wouldn't recommend to anyone else; my ice/psi dom comes to mind, never used ice slick and rarely used any controls beyond the AoE immob because with the amount of defence she was built for, perma drain psyche and the -rech put out by arctic air and PSW she was perfectly happy playing at being tank - I loved her but rolling a control AT and not using controls most of the time isn't something I'd recommend.

Quote:
Originally Posted by Saltyhero13 View Post
You are free to disagree with me and I definitely don't want to tell you how to enjoy the game. Like I said earlier good luck with that and I hope it works out for you.

To the OP: I hope you took the power. Its very effective and requires minimal slotting. Its also one of the few ways Electric Control can deal with the alpha strike.
I actually agree with your recommendation and analysis, it's a great power and really shines as part of the set's overall 'endurance control' abilities. The only part I disagreed on was the statement that the set is unplayable without it. Almost any other emphasis on how good the power is and I wouldn't have commented