Thoughts on Static Field?
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.
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
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.
So I will take other powers now, instead of later, and wait for Inherent Stamina Goodness. |
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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."
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.
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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.
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. |
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
I doubt there are any powersets that become unplayable through the removal of just one power.
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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.
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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.
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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.
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. |
"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
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?...
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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.
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.
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.)
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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
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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. |
"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
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. |
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.
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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.
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.
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.
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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
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).
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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.
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.
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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.
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....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.
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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.
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. |
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."