Can't quite figure Electric Control out


Asha'man

 

Posted

Can someone help explain how some of Electric Control works? There's some stuff I can't quite figure out from the in-game descriptions.

First, Static Field. Now, I'm led to believe that this works similarly to Earthquake, except doing Sleep instead of Knockdown. Which is fine. What I don't quite understand is the "Foes may also be drained of some endurance, and some of that endurance may be transferred to nearby allies" part. What are the actual mechanics of this? Does it proc little mini-transferences on enemies in the field? Do allies just get pulsed end boosts, at (presumably) a slower pulse rate than the sleep? How rapidly does the sleep pulse, while we're at it?

Second, how does Synaptic Overload play with the purple Confuse set? Does the proc's effect carry through the chains, so every time it arcs there's more chances for 8 second mini confuses?

Thanks.


Jerk 4 Life
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My Arcs: #4827: Earth For Humans. #6391: Young Love.

 

Posted

Well, I'm not an expert on the Electric Control set, as mine is only in the mid-30s, but it is a fun, low damage set that can be best compared to Ice Control with some interesting quirks.

Static Field is a key power, probably more important than Ice Slick in the Ice Control set. The sleep pulses are fairly fast, but I'm not sure the exact timing. They are fast enough that if you use Jolting Chain on foes in the Field, they are asleep again by the time they get up. If you use the AoE Immob, they are asleep again (usually) before they can attack. The AoE Immob does its small amount of damage up front, as a Damage Over Time like most AoE Immobs would wake up the foes from Static Field.

Teammates who enter the area of Static Field while a decent number of foes are present will get a boost to their Recovery -- not astounding but noticeable. In low levels, folks without Stamina (before I-19) were reporting that they were not running out of endurance in Static Field whereas they would be without it. I have not noticed any graphical effect.

Electric Control really relies upon stacked effects. Static Field is the Alpha Strike mitigator. Then you can run in with Conductive Aura running to drain endurance. Immobilize them and use Jolting Chain to knock them down. The combination of effects results in good AoE control. I went with Elec/Rad to add Choking Cloud to the mix for another layer of control. Plus, the AoE Immob+Radiation Infection is very effective as additional AoE Control.

Synaptic Overload is nice since it does not draw aggro, but the chaining effect makes it less useful than Mass Confusion. On the other hand, it recharges much faster than Mass Confusion. It seems to work best if fired off before the fight begins. I don't know how well the proc works in the power, since I'm not to 50 yet.

I find the Gremlins to be a bit disappointing. For a low damage set, the pet(s) should either be more durable or do more damage. They like to use their version of Jolting Chain a lot, which can be annoying.

Personally, I think Electric Control's main strengths are as a small team controller. It is also very effective on large teams if combined with another character who can drain endurance. (Another Elec controller, an Elec Dominator, an Ice Tank, an Electric Blaster or Defender with Short Circuit, etc.)


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

 

Posted

The proc in Synaptic Overload seems to have a chance to go off on each jump.

While I havnt extensively tested this. I have noticed I can confuse an AV in a group when my initial target was a minion in the group.

Pretty nifty.


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