Can't quite figure Electric Control out
Static Field will knock your enemies out and pulse that sleep. It will drain their endurance. Should you stand in the field, you'll get a hefty recovery boost. Imagine if you put down a circle that have you endurance per enemy standing on it.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
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
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.
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. |
And also...ditto to everything Local Man said.
I play my Electric/Cold or Electric/TA in melee range. The Cold version is very good as once you have Static Field and Arctic Aura running you shouldn't take any damage! Also the Cold version then has stacking confuse effects.
Try and match overlapping control effects to get the most out of it.
I play my Electric/Cold or Electric/TA in melee range. The Cold version is very good as once you have Static Field and Arctic Aura running you shouldn't take any damage! Also the Cold version then has stacking confuse effects.
Try and match overlapping control effects to get the most out of 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
From my experience, Synaptic Overload does occasionally paint targets as Confused that are clearly not. Probably has to do with the chain leapfrogging to and from that target, even though it did not have sufficient magnitude to effect that target.
The nice thing is you can auto hit high defense targets by starting with their less defensive buddies. Like targeting Rikti officers to hit those slippery drones.
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From what I've seen, the initial target will always get the confuse graphic, whether or not the mag was high enough to confuse him. I think the graphic matches the confuse state of the rest of the targets in the chain, it's just the initial target that doesn't.
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.
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I Have a 50 Elec/FF/stone troller and it breezes +3 x8 farms SOLO.
On Teams I normaly out damage eveyone else, AND usually the only toon left standing on Ambush farms. I didn't even pick up Static Field, I plan on it after respec. it'll prolly even do better.
Gremlins die in first few seconds of battle, I only use them to clean up near end of the battle since I'm all AOE's.
The Purp Confuse Proc works like a charm. and when it jumps, it'll jump to a Unconfused mob and 30% aoe confuse each jump. very nice.
So, exactly which powers are you using to do all this AoE damage? I see Repulsion Bomb, Chain Fences and Fissure. Not saying you can't solo +3 x8, but I have to think almost any other primary with a similar build will do it better.
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.
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