Electric/???


Asha'man

 

Posted

I'm looking to try out the Electric control set, with a Controller and I'm not sure what to pair it with... I am pretty much a fanboy of Radiation Emission and Kinetics, but I have 3 /Rad Controllers, a Rad Defender, 2 Kin Defenders and a /Kin Controller already so I'm thinking I may like to try something else.

Some info regarding my playstyle... this will mostly be a solo character, I do not delve into purples, and don't do much for high end builds either. I mostly slot Generic IOs with some slotting for +Global Rech and +Recovery.

I was thinking of possibly Electric/Storm for a thematic combo. Anyone have an Elec/Storm? Suggest for or against this combo?

Any other suggestions for what goes good with Electric control? I assume from the power descriptions that Electric is a low damage control set and I am OK with that. I also have an Earth/FF(50 that teamed a good bit) and an Ice/TA (Currently 24 that has exclusively soloed) controller so I can deal with the slowness of a low damage set.

Thanks


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Posted

Electric/Archery - just like fight club - try not to talk about it too much.

Look through the powers and you can drain the endurance of even AVs and you have endless endurance without Stamina. How would you like to open attacks with a sleep that KEEPS sleeping even after they are awoken, drain their endurance, disrupt their resistance and defense, Hold them all, slow them and confuse them all and all BEFORE you get pets?

Yeah, it can be that good.


 

Posted

I've got an Elec/Rad on the go at the moment, and even though she's still low level, she's already fun to play. Sure she's slow solo, but still fun.

I considered /Storm, too. However, Storm's got lots of KB, which will mess with the location sleep power, and the +regen/+recovery aura. Hurricane would make the aura pretty much useless, too.

I'd suggest possibly looking at /Sonic, though. The -res might help with the lack of damage, and the Sonic Dispersion will mean Conductive Aura drops only when Sleeps are in play. I'd also guess that Gremlins with the Sonic shields would look rather fancy, too. ^_^


 

Posted

Because of the synergy with Choking Cloud, I had to make mine an Elec/Rad, even though I have a LOT of */Rad controllers (Ill, 2xFire, Earth and Plant all at 50, with a few others at lower levels). Rad synergizes with Electric very well. I'm at 33 so far, and it has been fun. I can't wait until I can really fully enhance everything.

I tried both Elec/Kin and Elec/Rad on Test, and much preferred the Rad. If I were going to go with something else . . . I'd probably go with Thermal.

Storm is an awesome set -- I have lots of them, too. But Freezing Rain will disrupt the sleep from Static Field, and Static Field is one of your main sources of control. You would have other tools you could use, but that one is a problem for me. Your AoE from Elec has no -knockback, which is good for Jolting Chain and the knockdown in Freezing Rain, but bad for Tornado -- kind of like Gravity in that way. You will have Hurricane to herd foes back into your sleep patch, which will be nice. You don't have a stun to stack with Thunderclap (like Earth, Fire and Grav). Storm is always fun, but I'm not sure that Electric is the best synergy.

Trick Arrow could be fun. (I have an Ill/TA at 50.) I prefer to use TA from range, but you could use Static and your debuffs from range and then run into melee to drain endurance with Conductive Aura -- you may want to plan on using Super Speed for travel. Poison Gas Arrow has a 66% chance to apply a Mag 2 Sleep, so stacking it with Static Field might be pretty decent. The energy damage in Tesla Cage and the AoE Immob will probably light Oil Slick, and the damage will be welcome in the upper levels. So, I can see TA being a pretty good match.

Cold is an interesting set, but has Sleet has the same good/bad aspect as Freezing Rain. It will further enhance the endurance drain of Electric.


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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

I am trying another variety of super sapper: EC/Kinetics.


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Posted

Quote:
Originally Posted by Dirtball View Post
this will mostly be a solo character
I can't add much beyond what has already been said except I picked up on this part on your playstyle.

Electric Control is very weak in terms of damage output so you may find soloing a bit on the slow side for a while. It helps if you have vet reward powers. I don't want to put you off but just I would point it out. I have an Electric/Kinetic 'troller which I half solo'd/half teamed with so it is possible and will improve once your imps are about.

One thing I found helped was taking Air Superiority (for me I took it instead of Hover as I was taking Fly) as it gets a bonus damage from containment.

Another thing you can do is by pairing it with something that will help boost your damage out put. These are in no particular order of effectiveness:
* Cold Domination - Sleet has a -resistance aspect, however you don't get it till late
* Kinetics - You Siphon Power early which helps, plus Fulcrum Shift later on
* Radiation Emission - You get Accelerate Metabolism nice and early which does contain a damage buff, plus the 'holy trinity' of debuffs will make things easier to take down
* Sonic Resonance - You get the -resistance power Sonic Siphon from lvl 1, plus Disruption Field (which you can use on your pet) and Liquify later on (two more -resistance powers)
* Storm Summoning - You get freezing rain earlyish which has a -resistance part, plus you get lightning storm and tornado for extra damage later on.
* Thermal Radiation - You get Melt Armour but not until the very end, along with Forge for +damage for your pets
* Trick Arrow - you get Acid Arrow and Disruption Arrow for -resistance and later on Oil Slick Arrow for extra damage (and as Electric causes energy damage it should be easy to light!)

You can also boost your damage output through the use of damage Procs. I did a list for an SG friend of mine about what Procs could be useful for an Electric Controller and remember with chain powers (e.g. Jolting Chain) the proc has a chance to go off on each person hit.

Electric Fence
* Devastation - Chance to Hold
* Trap of the Hunter - Chance of Lethal Damage

Telsa Cage
* Devastation - Chance to Hold
* Lockdown - Chance to Hold
* Ghost Widow's Embrace - Chance of Psionic Damage
* Neuronic Shutdown - Chance of Psionic Damage

Chain Fences
* Gravitational Anchor - Chance to Hold (lvl 50 only)
* Trap of the Hunter - Chance of Lethal Damage
* Positron Blast - Chance of Energy Damage
* Possibly Energy Manipulator - Chance to Stun

Jolting Chain
* Davastation - Chance to Hold
* Explosive Strike - Chance of Smashing Damage

Static Field
*Impeded Swiftness - Chance of Smashing Damage

Synaptic Overload
* Cocophany - Chance of Energy Damage
* Malaise's Illusions - Chance of Psionic Damage


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Posted

Quote:
Originally Posted by Tired Angel View Post
You can also boost your damage output through the use of damage Procs. I did a list for an SG friend of mine about what Procs could be useful for an Electric Controller and remember with chain powers (e.g. Jolting Chain) the proc has a chance to go off on each person hit.

Electric Fence
* Devastation - Chance to Hold
* Trap of the Hunter - Chance of Lethal Damage

Telsa Cage
* Devastation - Chance to Hold
* Lockdown - Chance to Hold
* Ghost Widow's Embrace - Chance of Psionic Damage
* Neuronic Shutdown - Chance of Psionic Damage

Chain Fences
* Gravitational Anchor - Chance to Hold (lvl 50 only)
* Trap of the Hunter - Chance of Lethal Damage
* Positron Blast - Chance of Energy Damage
* Possibly Energy Manipulator - Chance to Stun

Jolting Chain
* Davastation - Chance to Hold
* Explosive Strike - Chance of Smashing Damage

Static Field
*Impeded Swiftness - Chance of Smashing Damage

Synaptic Overload
* Cocophany - Chance of Energy Damage
* Malaise's Illusions - Chance of Psionic Damage
Nice list. I think I may use it


 

Posted

Quote:
Originally Posted by Dirtball View Post
Some info regarding my playstyle... this will mostly be a solo character,
I admit I missed that . . . and I wouldn't try to mostly solo an Electric controller. I have soloed mine on occasion and I soloed a couple on Test . . . and even after you get the Gremlins, it is not fast. Before the Gremlins, the huge majority of my damage had to come from my Vet powers. If you really want to solo the Electric Control set . . . go with a Dominator. I'm working on an Elec/Earth.


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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Dirtball View Post
Thanks for all the tips gang, maybe I need to go Dominator or I will go Elec/Rad and try to find teams.
I would also vote for Elec/Rad. Since you mentioned that you're ok with the "slowness" of a low damage set, I think you'll be just fine with Elec/Rad. Enervating Field makes a noticeable difference in your damage. You will be a minion killer, Bosses take a while, but you'll have them drained way before you kill them. At a very low level I was able to raise my solo diff to +0/x4 or 5.
If the mob is nicely bunched up you can just drop a Static Field under them; Radiation Infection and Conductive Aura (and in later levels Choking Cloud) will keep you in perfect safety while standing within the mob. Enervating Field and Accelerate Metabolism ups your damage just enough to kill everything at a decent clip while spamming your AoE immob, Tesla Cage, Jolting Chain (more for the kb and -recov aspects than the dmg) plus any vet attacks (Sands of Mu is a nice cone able to hit 3 baddies with ease). Reapplying Static Field under you will ensure you have enough blue bar to keep all the toggles going.
If the mob is a bit scattered, set RI on one of the farthest baddies within the group and then retreat to a corner/dumpster/whatever to break LoS. The baddies will rush you and clump up, right on your Static Field. Rinse and repeat the above.

I'm not a huge solo player but I've been forced to solo my elec/rad on occasion. I must say there are worse characters to solo.


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Posted

I have a Elec/Rad at 28 and a Elec/Cold at 33. The Rad combo is very solid, almost too solid sometimes. My only complaint is that, after playing a number of Rads over the years, it feels too familiar. The Cold is pretty interesting, esp. since I dont have as much experience with it. Ice shielded gremlins look REALLY cool, too. I'm hoping when I hit 38 the end drain combo will go from :-) to 8-D


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Posted

Quote:
Originally Posted by _Zep_ View Post
Nice list. I think I may use it
Thanks - didn't take my that long to research but it does make you think what you can do with the powers. When I first started playing around with Electric I didn't even think about putting procs in Jolting Chain but really think it could make the power more useful and more spamable. And the good thing about the Explosive Strike proc is that it is available quite early on at level 10.

Another option I didn't list is the Ragnarok purple Knockdown Proc in the Chain Fences. As CF doesn't stop KB it makes it another useful proc to place in there.


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Quote:
Originally Posted by Zwillinger View Post
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Posted

Quote:
Originally Posted by Local_Man View Post
Because of the synergy with Choking Cloud, I had to make mine an Elec/Rad, even though I have a LOT of */Rad controllers (Ill, 2xFire, Earth and Plant all at 50, with a few others at lower levels). Rad synergizes with Electric very well. I'm at 33 so far, and it has been fun. I can't wait until I can really fully enhance everything.
Can you post a build? I have an elec/rad up next to level and I didn't take Choking Cloud. I'd much rather work it in so I'm curious what your build looks like.

Here's the leveling/common IO build I came up with:
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Posted

I don't have access to Mids at the moment, so I can't post a build. I'm taking everything in Elec except the single target Immob. In Rad, I'm only skipping Mutation and Fallout. Once I-19 hits, I'll be able to add Mutation back in. I may add the single target Immob slotted for damage. I use Super Speed + a Stealth IO for travel. I prefer that for a Melee character. I slotted Jolting Chain for damage and the AoE Immob with Acc, EndRdx and damage procs (which do more damage than actually slotting the power for damage). My problem in the mid-thirties is not enough slots.

As explained in my Ill/Rad guide, Choking Cloud really needs to be slotted with capped Hold. Plus you want as much EndRdx as you can since it uses a ton of endurance. Once there, you can fit in a proc or two, and the first one you should go for is the Lockdown +Mag 2 proc. Because of the unique way that Choking Cloud works, that proc is very effective. Choking Cloud has an 80% chance to apply a Mag 1 hold (worthless by itself), and a 50% chance to apply a Mag 2 Hold (which will hold minions by itself). Those can stack, so there is actually a 90% chance of having at least a Mag 1 hold on any foe in the area of effect and a 40% chance of having Mag 3 that will hold Lts. If the Lockdown proc hits, it will hold Lts if the Cloud applied a Mag 1, and Bosses if the Cloud applied a Mag 2 or 3.

Strategy-wise, you want some kind of initial AoE hold before you run in with Choking Cloud + Conductive Aura -- Choking Cloud takes a few seconds for the pulsing hold to hit. Static Field works perfectly, but Synaptic Overload + Chain Fences works well, too. You can drain them all of endurance and hold them while they sleep or beat on each other. Use Tesla Cage on any foes who break out of the Choking Cloud Hold or for Bosses to stack the hold -- once nice thing about CC is that usually a single Tesla Cage will hold a Boss since there is a 90% chance that he will have a Mag 1 hold on him already.


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

Maybe I am ghoulish, but I would take fallout before mutation on PuG teams. For friendly teams and raid teams, I would get mutation for the combat rez. On a PuG team doing tips or radio/paper missions, most of the time I can make a wakie. I want that extra 'boom' from fallout Alternate builds to the rescue again!


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HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Quote:
Originally Posted by Psylenz View Post
Maybe I am ghoulish, but I would take fallout before mutation on PuG teams. For friendly teams and raid teams, I would get mutation for the combat rez. On a PuG team doing tips or radio/paper missions, most of the time I can make a wakie. I want that extra 'boom' from fallout Alternate builds to the rescue again!
Fallout is only useful if the teammate faceplants in the middle of a group of foes. Mutation can rez teammates inside or outside of the battle, and they can immediately run into battle again. Plus, Fallout needs slots for damage while Mutation can get by with a single Recharge in the default slot. I'm not suggesting that Fallout is useless . . . only that I get more use out of Mutation and I feel that overall, it provides more benefit to the team.

Besides, Fallout doesn't feel very "heroic."


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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Psylenz View Post
Maybe I am ghoulish, but I would take fallout before mutation on PuG teams. For friendly teams and raid teams, I would get mutation for the combat rez. On a PuG team doing tips or radio/paper missions, most of the time I can make a wakie. I want that extra 'boom' from fallout Alternate builds to the rescue again!
I took Fallout as my most recent power because I've never had a chance to take it before. I skipped it on my Rad/Rad. But I'm wishing I didn't go for the shiny BOOM factor in Fallout and instead went for the "necessary but boring" power in Acrobatics. My next power selection is 38 and that's going for EMPulse. Not sure what I'm doing for EPPs but most likely go for the Indomitable Will power pool. I need mezz protection but I'm not familiar with that EPP. Anyone have thoughts on it?


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

Quite familiar, as I have the Psi APP set on several controllers. Indomidible Will does as advertised, but it is on a long timer so you will have some time where it will not cover you unless you have huge amounts of Recharge. You can choose whether you want to leave it on auto, or save it to click just before you go into a fight. It is the crown jewel of the Psi APP set.

Psi Blast is . . . OK -- it is decent single target damage, and if you need it, take it. Psi Tornado is quite good -- AoE with Damage over Time and knockup, and it recharges pretty quickly. The armor, Mind Over Matter, is a pretty standard Smash/Lethal Resistance armor with some Psi protection, but at least it doesn't obscure your costume. World of Confusion has such a small AoE and such a short duration for the Confuse pulses that it stinks -- The only people I know who have kept it after trying it are using it only as a mule for the Confuse purple set.


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Posted

Quote:
Originally Posted by Local_Man View Post
Quite familiar, as I have the Psi APP set on several controllers. Indomidible Will does as advertised, but it is on a long timer so you will have some time where it will not cover you unless you have huge amounts of Recharge. You can choose whether you want to leave it on auto, or save it to click just before you go into a fight. It is the crown jewel of the Psi APP set.

Psi Blast is . . . OK -- it is decent single target damage, and if you need it, take it. Psi Tornado is quite good -- AoE with Damage over Time and knockup, and it recharges pretty quickly. The armor, Mind Over Matter, is a pretty standard Smash/Lethal Resistance armor with some Psi protection, but at least it doesn't obscure your costume. World of Confusion has such a small AoE and such a short duration for the Confuse pulses that it stinks -- The only people I know who have kept it after trying it are using it only as a mule for the Confuse purple set.
Is Psi Tornado a clone of the Storm Tornado. Or is it strictly knockup?

What's a good alternative to the Psi APP? What about Soul Mastery for the extra damage?


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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Asha'man View Post
Is Psi Tornado a clone of the Storm Tornado. Or is it strictly knockup?

What's a good alternative to the Psi APP? What about Soul Mastery for the extra damage?
Psi tornado is a targetted AoE, it's NOT storm tornado. I have it on my level 50 FF/Psy defender. I use it in a short attack sequence with psychic scream, repulsion bomb, and the psi tornado. It's a good -recharge and knockdown(up?) cocktail. I like psi tornado a lot, but it isn't as flashy as storm tornado. On my defender I like it more for the knock down and -recharge; the damage isn't gamebreaking by any means.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Quote:
Originally Posted by Psylenz View Post
Psi tornado is a targetted AoE, it's NOT storm tornado. I have it on my level 50 FF/Psy defender. I use it in a short attack sequence with psychic scream, repulsion bomb, and the psi tornado. It's a good -recharge and knockdown(up?) cocktail. I like psi tornado a lot, but it isn't as flashy as storm tornado. On my defender I like it more for the knock down and -recharge; the damage isn't gamebreaking by any means.
Well, this is good. I was hoping it wasn't like the Storm tornado since I don't have -kb to counter the side effects.

Thanks Psy, hope to see you ToT'ing in-game tonight.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

I've been getting good mileage out of my Elec/Thermal (two new sets for me). I'm still petless (29) and soloing isn't the fastest, but the amount of mitigation is fantastic. I actually only have two thermal powers right now, and rocking the heal aura takes pretty much care of the rare occasions that someone escapes mez.


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Posted

Psi-nado is basically like a combination of Fireball and Air Superiority. When you cast it everything takes damage and have a chance to do the little flip knock up animation. It's both wider (20ft vs 15ft for standard damage AoEs) and has longer range (100ft vs 80 ft) than standard AoEs, but costs a lot of endurance. It works great with Electric because the cage power doesn't stop enemies from getting knocked.


 

Posted

Quote:
Originally Posted by Local_Man View Post
I admit I missed that . . . and I wouldn't try to mostly solo an Electric controller. I have soloed mine on occasion and I soloed a couple on Test . . . and even after you get the Gremlins, it is not fast. Before the Gremlins, the huge majority of my damage had to come from my Vet powers. If you really want to solo the Electric Control set . . . go with a Dominator. I'm working on an Elec/Earth.
I still suggest buffing up the damage of Gremlin,
lots of soft control doesn't mean it deserve low damage in my opinion,
Earth's pet can tank while it has good area control, and Illunion's do good damage even with Phantom army and Spectral wounds. I don't know why Gremlin can't have good damage or good defense.


 

Posted

Quote:
Originally Posted by Sailormoontw00 View Post
I still suggest buffing up the damage of Gremlin,
lots of soft control doesn't mean it deserve low damage in my opinion,
Earth's pet can tank while it has good area control, and Illunion's do good damage even with Phantom army and Spectral wounds. I don't know why Gremlin can't have good damage or good defense.
Well . . . lots of soft control means low damage in the opinion of the Devs, as there isn't a whole bunch of damage in the Electric set. The Gremlins have mediocre damage because they were designed that way. Sure, you can do a few things to add extra procs and slot for as much damage as you can, but Electric is always going to be on the low side for damage among controllers. I wouldn't want every set to be high damage, but since the OP was talking about wanting to solo while experiencing the Electric Control set, choosing a Dominator is a better choice in my opinion.

You CAN solo it, certainly. You can solo any controller. It just depends on how patient you are and how much you are willing to spend and sacrifice for procs. I would say that Ice Control has the lowest damage of all, but I am able to solo my Ice/Storm at a decent rate -- but he still does better on teams.


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