Elec/Therm help
I have recently been playing a plant/sonic that I love, but I have been wondering what else I could do with holds and resist buffs. Two nights ago I made an elec/therm troller. I managed to get S/L softcapped on my plant/sonic and wanted to do the same on the elec/therm. The closest I've been able to get on mids so far is 42.5% to S/L. I'm at work and don't have the build available to list. My main focus was on recharge and then defense. I squeezed in 5 sets of 5 purples, but only 3 7.5% LotGs. I took the fighting pool instead of leadership and I went Ice Mastery instead of Stone.
What are you hoping to accomplish with the build?
To be honest the build isn't for me, so I went for recharge. Also I was trying to keep the build fairly inexpensive.
Point taken on the fitness pool, I'm gonna fit it in.
Thanks Gabe.
Check this one out. I'm gonna miss tactics on it though.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Thermal Radiation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
------------
Level 1: Tesla Cage BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36)
Level 1: Warmth Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(3), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(40)
Level 2: Chain Fences Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(37)
Level 4: Thermal Shield ResDam-I(A), ResDam-I(5)
Level 6: Jolting Chain Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 8: Conductive Aura Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc(9), P'Shift-EndMod/Acc/Rchg(9), P'Shift-EndMod/Acc(31)
Level 10: Hasten RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Combat Jumping LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
Level 14: Cauterize Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(31), Dct'dW-Rchg(37)
Level 16: Boxing KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 18: Tough RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(43), RctvArm-ResDam/Rchg(45), S'fstPrt-ResDam/Def+(46)
Level 20: Weave LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def(45)
Level 22: Static Field FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(23), FtnHyp-Acc/Rchg(23), FtnHyp-Sleep/EndRdx(34), FtnHyp-Plct%(40)
Level 24: Super Speed Zephyr-ResKB(A)
Level 26: Paralyzing Blast UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(27), UbrkCons-EndRdx/Hold(34), UbrkCons-Dam%(37)
Level 28: Plasma Shield ResDam-I(A), ResDam-I(29)
Level 30: Thaw RechRdx-I(A)
Level 32: Synaptic Overload CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(33), CoPers-Acc/Rchg(33), CoPers-Conf/EndRdx(33), CoPers-Conf%(34)
Level 35: Heat Exhaustion Acc-I(A), RechRdx-I(36)
Level 38: Gremlins ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 41: Melt Armor Achilles-ResDeb%(A), ShldBrk-Acc/EndRdx/Rchg(42), ShldBrk-Acc/Rchg(42), ShldBrk-Acc/DefDeb(42), ShldBrk-DefDeb/EndRdx/Rchg(43)
Level 44: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46)
Level 47: Fissure Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Rock Armor LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Containment
Level 2: Ninja Run
Level 1: Swift Empty(A)
Level 1: Hurdle Empty(A)
Level 1: Health Numna-Regen/Rcvry+(A), Numna-Heal(17)
Level 1: Stamina P'Shift-End%(A), P'Shift-EndMod(17), EndMod-I(29)
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@MARTy McFly
Hmm, I know you guru numbers peoples have something to say, tell me it sucks and why I have no clue!
@MARTy McFly
No Forge: You do an extreme disservice to any team you join by not having this power.
Also I believe it should be a crime to pass on Seismic Smash no matter what kind of character you are. However the ability to stack Hold Mag with another attack that is high damage to boot should be a no brainer for any Controller.
No Forge: You do an extreme disservice to any team you join by not having this power.
Also I believe it should be a crime to pass on Seismic Smash no matter what kind of character you are. However the ability to stack Hold Mag with another attack that is high damage to boot should be a no brainer for any Controller. |
If you can tell me what powers I should drop in order to fit your picks in would be something else.
Btw, this is a controller, it doesn't, and shouldn't have to take every buff in the secondary to make it viable, the primary is gonna be the main focus.
@MARTy McFly
Sorry if I came off as snarky.
Thaw -> Forge
Plasma Shield -> Seismic Smash
Forge is useful if you have anybody that does damage on your team. Thaw is only useful those few times an Archvillain has the potential to overwhelm your tank's mez protection and when a squishy gets overzealous and pulls agro on something they shouldn't.
Plasma Shield's protections (Energy/Negative) are less common and this build tends to be very very busy as it is (I play one myself). Rebuffing folks with Shields every couple minutes will detract from doing other things even on moderately paced teams.
Some Tricks I found useful:
bind Warmth to lshift+lbutton (Shift + Left Click)
bind Jolting Chain to lshift_rbutton (Shift + Right Click)
set your numberpad keys 1-8 to target party members
bind Cauterize to numpad 0
bind Forge to numpad 9
bind Shield to numpad enter
With everything this build has going on it is hard to fit every power you intend to use regularly on the easy to reach number keys. Shifting and hitting a mouse button is easy so two powers I use situationally but frequently (Warmth and JC) work nicely there for me. The numpad is also an obvious choice for targetting party members. You can set it so that you target and autocast a power with each number key. However I didn't want to be firing off Cauterize every time I target someone for Forge or shielding.
No Forge: You do an extreme disservice to any team you join by not having this power.
Also I believe it should be a crime to pass on Seismic Smash no matter what kind of character you are. However the ability to stack Hold Mag with another attack that is high damage to boot should be a no brainer for any Controller. |
For example, my Illusion/Radiation does fine with his ranged Blind-Spectral Wounds-Fire Blast-Spectral Wounds damage chain, allowing him to stay at range. Seismic Smash recharges far too slow for that chain, and I don't need the extra hold -- I have Phantom Army to draw aggro.
I'll challenge you . . . Take your build with the Earth APP on an Ill/Rad and I'll take mine with the Fire APP. We'll see who (a) kills faster and (b) survives longer.
On my Fire/Rads, they needed mez protection more than anything else. Indomidible Will was the clear answer. Another example of not taking Seismic Smash.
Mind Controllers can substantially improve their AoE controls with Power Boost. */Storm Controllers often need a power that will help them recover endurance, which the Earth APP does not have.
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
Local_Man, you are completely ignoring context and you are assuming I mean to state that every controller should always take Earth Mastery because it has Seismic Smash. Which if you look at my post can't even be inferred when taken entirely in a vacuum. Of course we could all also just not assume someone means the worst possible interpretation of what they are saying. No wait thats crazy talk.
Since you have decided to assume the worst about me though: The person asking for advice is using a power set that rewards being in or near Melee range. Additionally they took the basicly melee range Fissure for an attack. Not taking Seismic Smash in those circumstances is like not taking your Mez Protection power on a character with a defense set.
I haven't played either of these sets so I'm gonna post this and hopefully you folks can help me out.
I'm not sure about a few powers such as Chain Fences/Jolting Chain as far as if I should slot for damage or -end?
Is my slotting of the shields gonna be a problem?
Don't pay attention to when my powers and slots are taken, I'll fiix that later
Anything else that needs mentioning please do so, thanks.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Thermal Radiation
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
------------
Level 1: Tesla Cage BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/Hold(11), BasGaze-EndRdx/Rchg/Hold(42)
Level 1: Warmth Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(31)
Level 2: Chain Fences Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(9), Posi-Acc/Dmg(15), Posi-Dmg/Rchg(23), Posi-Dmg/EndRdx(23)
Level 4: Thermal Shield ResDam-I(A), ResDam-I(5), S'fstPrt-ResDam/Def+(42)
Level 6: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), Krma-ResKB(11)
Level 8: Jolting Chain Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(45)
Level 10: Cauterize Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(29), Dct'dW-EndRdx/Rchg(43)
Level 12: Conductive Aura P'Shift-EndMod/Acc(A), P'Shift-EndMod/Acc/Rchg(13), Efficacy-EndMod/Acc(21), Efficacy-EndMod/Acc/Rchg(36)
Level 14: Static Field FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(17), FtnHyp-Sleep/EndRdx(37), FtnHyp-Plct%(37)
Level 16: Plasma Shield ResDam-I(A), ResDam-I(39)
Level 18: Tactics GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(25), GSFC-Build%(31)
Level 20: Paralyzing Blast UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(27), UbrkCons-EndRdx/Hold(45), UbrkCons-Dam%(45)
Level 22: Thaw RechRdx-I(A)
Level 24: Hasten RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
Level 26: Vengeance LkGmblr-Rchg+(A)
Level 28: Synaptic Overload CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(34), CoPers-Acc/Rchg(34), CoPers-Conf/EndRdx(48), CoPers-Conf%(48)
Level 30: Super Speed Zephyr-ResKB(A)
Level 32: Gremlins ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34)
Level 35: Heat Exhaustion RechRdx-I(A), Acc-I(36)
Level 38: Melt Armor Achilles-ResDeb%(A), ShldBrk-Acc/DefDeb(39), ShldBrk-Acc/EndRdx/Rchg(39), AnWeak-DefDeb/EndRdx/Rchg(40), AnWeak-Acc/Rchg/EndRdx(40)
Level 41: Combat Jumping LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), Zephyr-ResKB(43)
Level 44: Fissure Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(50)
Level 47: Rock Armor LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
Level 49: Earth's Embrace Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(50), Mrcl-Heal/Rchg(50)
------------
Level 1: Brawl Acc-I(A)
Level 1: Sprint Clrty-Stlth(A)
Level 2: Rest RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 1: Swift Run-I(A)
Level 1: Hurdle Jump-I(A)
Level 1: Health Numna-Regen/Rcvry+(A), Numna-Heal(43)
Level 1: Stamina P'Shift-EndMod(A), P'Shift-End%(15), EndMod-I(40)
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@MARTy McFly