What pairs well with electric


Airhammer

 

Posted

Hello all, I am looking to make a controller as it is one of the few AT's that i have not played to 50. My highest controller is a lvl 39 ill/rad. I was wondering what pairs well with electric control as that set really interests me. I figured kin would but id like to avoid it if possible and see what else pairs well with it. Id also like to avoid /rad because i have too many rads. Thoughts?




I can please only one person per day. Today is not your day. Tomorrow isn't looking good, either.

 

Posted

The only other real choices (other than RadEm & Kinetics) would be Storm or Sonic so that you could debuff foes' damage resistance to make up a little (just a little) for Electric Control's biggest weakness: very low damage.


 

Posted

Quote:
Originally Posted by JD_Gumby View Post
The only other real choices (other than RadEm & Kinetics) would be Storm or Sonic so that you could debuff foes' damage resistance to make up a little (just a little) for Electric Control's biggest weakness: very low damage.
Freezing Rain and Static Field don't play that well together though, nor do Hurricane and Conductive Aura.


 

Posted

Trick Arrow's Oil Slick and Acid Arrow may give you a bit more damage and some nice granular control too.



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

/cold will make u a sapper from hell and provide some durability to your pets


 

Posted

Quote:
Originally Posted by Fritzdog View Post
/cold will make u a sapper from hell and provide some durability to your pets
But Cold's Sleet has the same issue as Storm's Freezing Rain -- both neutralize Static Field. And Sleet/Freezing Rain is one of the best powers in each set.

On the other hand, Heat Loss added to Electric's sapping powers would help an Elec/Cold drain endurance better.

Elec/Rad just has great synergy with Choking Cloud + Conductive Aura + Static Field + Jolting Chain. I tried an Elec/Kin and just like Elec/Rad better.

There isn't much synergy between the sets, but Elec/Therm might work well for a team-focused character. But if you want damage from your secondary, Elec/TA is really the best choice.


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

Quote:
Originally Posted by Local_Man View Post
But Cold's Sleet has the same issue as Storm's Freezing Rain -- both neutralize Static Field. And Sleet/Freezing Rain is one of the best powers in each set.
There is one difference here. When you get Freezing Rain at level 16 Static Field is your default control power, the one you leverage heavily both solo and on teams.

When you get sleet though it's level 35, and personally I've found Static Field is a lot less important to me as my primary form of AOE control at that level. Synapatic Confusion and the knockdown from sleet, coupled with your own knockdowns and single target holds, and the Gremlins knockdowns should be good enough by that level.

By the 30s Static Field is my cheap and cheerful "emergency" control which I either dump for the sake of it (and in fact I'm personally finding that a bad habit as I really should be leveraging the AOE confuse more) or stick on small bunches of enemies outside the main melee (like Council Marksmen) who will also be out of the AOE of Sleet.


 

Posted

I sometimes hate my self-imposed rule of not duplicating powersets within an AT. Because of it, I'm sorta *stuck* w/playing an Elec/Therm. Not a bad combo or anything, but no real synergy. If I had my druthers, I'd take Elec/Rad in a heartbeat, much for the same reasons Local describes above.

Elec/Cold... I don't use HL as a sapping tool much, esp since its recharge is so long. I do think HL is one of the best +recovery tools in the game (better than RA), but at least for personal use, Elec doesn't need much +recovery. Kin would work better, but then again, I think Elec/* by itself does a fine job on most mobs. Thematically, you can't beat Elec/Storm, though their powers clash something awful (no -KB in your AoE immob, lots of Storm powers breaking sleeps, etc).


An Offensive Guide to Ice Melee

 

Posted

Quote:
Originally Posted by dave_p View Post
I sometimes hate my self-imposed rule of not duplicating powersets within an AT. Because of it, I'm sorta *stuck* w/playing an Elec/Therm. Not a bad combo or anything, but no real synergy. If I had my druthers, I'd take Elec/Rad in a heartbeat, much for the same reasons Local describes above.
I'm glad I don't have such a restrictive rule. Fire/Rad plays very differently than Ill/Rad, which is very different than Earth/Rad, which is different than Plant/Rad. I have all of those at 50. I also have Ill/Storm, Earth/Storm and Ice/Storm. The combination of the two sets, plus different playstyles and concepts, makes each character unique.


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

Quote:
Originally Posted by Local_Man View Post
I'm glad I don't have such a restrictive rule. Fire/Rad plays very differently than Ill/Rad, which is very different than Earth/Rad, which is different than Plant/Rad. I have all of those at 50. I also have Ill/Storm, Earth/Storm and Ice/Storm. The combination of the two sets, plus different playstyles and concepts, makes each character unique.
In that all 31 slots (soon to be 36, which is the max) on my main server* are full, my rule allows me to try out the most # of powers & unique power combos. As a result, I've had experiences w/most of the powersets in the game, esp on blue-side, which makes me feel like I'm getting the most out of my $15/mo. Sure, Fire/Rad & Ill/Rad play differently, but as differently as Fire/Rad & Ill/Kin? And I likely would've never even tried TA if I could just roll up /Rads all day.

(*I hate playing on multiple servers--I have a few toons on alt servers and they never see action)


An Offensive Guide to Ice Melee

 

Posted

/Storm isn't as bad as it seems at first glance, actually.

I rolled one up for thematic reasons and at first I was pretty worried about it for all the reasons stated above, but I've found that it works pretty well. Yes, many of the powers don't work well together, but they work very well by themselves. This means you have a lot more tools to work with for different situations, rather than always turning on the same powers in the same order and doing the same things.

Typically in normal missions I'll drop static field, chain fences, drop freezing rain and go to town. Yes, FR breaks the sleep but Static Field is feeding me and my team endurance. I think of it now as a team Endurance buff that can be used as a sleep sometimes as well.

Hurricane is for the mobs that I have a hard time mezzing. Push those Night Widows into a corner and put a static field on them. AVs are immune to sapping and holds, but hurricane and freezing rain still do wonderful things tot hem. Tornado comes out for AVs and EBs that are unmezzable as it is autohit and over time deals signifigant damage (great for Paragon Protectors as well). Lightning storm coems out for them too for some pretty big extra damage, and is also a great panic button when thigns get tricky.

Lots of tools for different situations. Be flexible. It's very rewarding.


Jazra -- Level 50 Illusion/Radiation Controller
Swayvill -- Level 50 Plant/Psi Dominator
Droshalla -- Level 50 Warshade
Latro Dectus -- Level 50 Fortunata
Starseeds -- Level 50 Elec/Storm controller

 

Posted

I have a 39 Elec/Cold. The incompatibility between Sleet and Static Field isnt that bad. Really, its just two different tools to allow you to adapt to two different tactics.

On more cautious teams, Static Field allows you to sleep enough foes to pick your fights more carefully. On more batpoop AoE teams, Sleet helps mitigate damage with KD and it also has a ncie -res to it.

And since either power is relatively effective at controlling a mob, you can Sleet the first mob, and SF the mob some gung ho scrapper aggro'd. Also, elec's Immob has no -KD, so enemies will keep flopping even after you immobilize them.


Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.

 

Posted

I haven't tried Elec/Cold but I did try Elec/Storm when Elec Control was being tested. I only spent about an hour on that character but it was my least favorite pairing. The scatter mixed with the incredibly over-eager imps resulted in me having an aggro radius that rivals Force Bubble. It could have been better on teams but I didn't try it.

One thing about Static Field is that it is really, really, insanely good... as long as you don't put a patch on it. Local Man mentioned this already, but I wanted to add the "really, really, insanely" part.

For me personally, I paired Electric with Force Field. While Force Field probably isn't the best secondary for Electric, Elec is one of the better ones for Force Field. In part because neither set requires tons of recharge, but can still easily grab a bunch to make the set 'comfortable.' Good base defenses and mezz protection aren't so bad to have on a melee presence character either.


 

Posted

Elec/TA works very well for me. And this is coming from someone that has mostly /Rad Trollers, this is my first /TA and loving it.


Originally Posted by Megajoule
We're being invaded. Again. This time, instead of aliens, zombies, or eyeballs with teeth, it's the marching band.

 

Posted

Elec/ is an interesting set as, like ice/, a huge chunk of its mitigation comes from its aura. When I see a set like that, my first thought is to look for mez protection to keep the aura running. However, while ice/ is so endurance intensive already that you'd have to be nuts to pair it with something like /sonic, elec/'s aura actually *gives* you endurance.

Both FF and sonic will give mez protection to elec. However, only sonic will actually do anything to boost elec/'s lackluster damage. FF will keep both you and your pets safer, but it has very little offensive support and I think the KB wouldn't mesh very well with a location-based set like elec. Besides, pairing it with elec/ is the only way I've been able to think of to play sonic without being perpetually out of endurance, so if you've been wanting to play sonic somewhere, this would be a good place.

Is /sonic the best secondary for elec/? Probably not - even though it gives mez protection, it's just not as strong a secondary overall as something like /rad (which also has its own synergy with elec/ in overlapping auras). However, elec/ is almost certainly the best *primary* for *sonic*, and the mez protection will still be very nice. I haven't rolled her up yet, but elec/sonic is what my planned electric control character will be.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

Quote:
Originally Posted by biggreenogre View Post
Hello all, I am looking to make a controller as it is one of the few AT's that i have not played to 50. My highest controller is a lvl 39 ill/rad. I was wondering what pairs well with electric control as that set really interests me. I figured kin would but id like to avoid it if possible and see what else pairs well with it. Id also like to avoid /rad because i have too many rads. Thoughts?
Each secondary will give you a different playstyle, so it's always helps to give an example of what you want to accomplish with the toon.


That combo is just seriously sick, and is a perversion of gameplay mechanics. - Excelsio

The Infernal Challenge
Building a WarTroller
Troller Damage

 

Posted

Quote:
Originally Posted by Local_Man View Post
But Cold's Sleet has the same issue as Storm's Freezing Rain -- both neutralize Static Field. And Sleet/Freezing Rain is one of the best powers in each set.

On the other hand, Heat Loss added to Electric's sapping powers would help an Elec/Cold drain endurance better.

Elec/Rad just has great synergy with Choking Cloud + Conductive Aura + Static Field + Jolting Chain. I tried an Elec/Kin and just like Elec/Rad better.

There isn't much synergy between the sets, but Elec/Therm might work well for a team-focused character. But if you want damage from your secondary, Elec/TA is really the best choice.

Local man, how you doing bud? I have a question to ask. After reading your very comprehensive feedback on the synergies between elec/rad, that alone encouraged to make one ... so did just that and it is level 47. Now the question. Is this a toon that needs defense, soft-capped defense? Or is it much like the ill/rad (that has very strong aggro holders from PA) and don't require much defense? What would you do to make this a very efficient build particularly for solo and then somewhat team support? And if NO defense is not necessary would you go the IW route of Psionic Mastery?

I think this would be an extremely humuliating AT which I aim it to be.

This is what I came up with which is also my very first atempt to build this AT type on mids. What do you thiink on this also?

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Goonos Surge: Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Tesla Cage
  • (A) Accuracy/Hold
  • (43) Accuracy/Recharge
  • (43) Recharge/Hold
  • (48) Endurance/Recharge/Hold
Level 1: Radiant Aura
  • (A) Endurance/Recharge
  • (34) Heal/Recharge
  • (37) Heal/Endurance/Recharge
  • (37) Heal
  • (40) Recharge
Level 2: Chain Fences
  • (A) Damage/Endurance
  • (11) Damage/Recharge
  • (15) Damage/Range
  • (40) Accuracy/Damage/Endurance
  • (46) Chance of Damage(Energy)
Level 4: Accelerate Metabolism
  • (A) EndMod
  • (5) EndMod/Recharge
  • (5) EndMod/Accuracy/Recharge
  • (7) Accuracy/Recharge
  • (9) EndMod/Accuracy
  • (15) EndMod/Endurance
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (7) Recharge Reduction IO
Level 8: Conductive Aura
  • (A) Chance for +End
  • (9) EndMod
Level 10: Enervating Field
  • (A) Endurance Reduction IO
  • (11) Endurance Reduction IO
Level 12: Combat Jumping
  • (A) Defense/Endurance
  • (13) Defense
  • (13) Recharge Speed
Level 14: Super Speed
  • (A) Endurance Reduction IO
Level 16: Static Field
  • (A) Sleep/Recharge
  • (17) Accuracy/Sleep/Recharge
  • (17) Accuracy/Recharge
  • (19) Sleep/Endurance
  • (19) Chance for Placate
Level 18: Super Jump
  • (A) Knockback Reduction (4 points)
Level 20: Lingering Radiation
  • (A) Endurance/Recharge/Slow
  • (21) Endurance/Recharge/Slow
  • (21) Endurance/Recharge/Slow
Level 22: Boxing
  • (A) Accuracy/Damage
  • (23) Damage/Endurance
  • (23) Damage/Recharge
  • (43) Knockdown Bonus
Level 24: Tough
  • (A) Resistance/Endurance
  • (25) Resistance/Endurance/Recharge
  • (25) Resistance
  • (40) Endurance
Level 26: Radiation Infection
  • (A) HamiO:Enzyme Exposure
  • (27) HamiO:Enzyme Exposure
  • (27) HamiO:Enzyme Exposure
Level 28: Weave
  • (A) Defense/Endurance
  • (29) Defense
  • (29) Recharge Speed
Level 30: Choking Cloud
  • (A) Chance for +2 Mag Hold
  • (31) Accuracy/Hold
  • (31) Accuracy/Recharge
  • (31) Recharge/Hold
  • (34) Endurance/Recharge/Hold
  • (34) HamiO:Endoplasm Exposure
Level 32: Gremlins
  • (A) Accuracy/Damage
  • (33) Damage/Endurance
  • (33) Accuracy/Damage/Recharge
  • (33) Accuracy/Recharge
Level 35: Synaptic Overload
  • (A) Confused/Recharge
  • (36) Accuracy/Confused/Recharge
  • (36) Accuracy/Recharge
  • (36) Confused/Endurance
  • (37) Contagious Confusion
Level 38: Jolting Chain
  • (A) Accuracy/Damage
  • (39) Damage/Endurance
  • (39) Damage/Recharge
  • (39) Accuracy/Damage/Recharge
Level 41: Mental Blast
  • (A) Accuracy/Damage
  • (42) Damage/Endurance
  • (42) Damage/Recharge
  • (42) Accuracy/Damage/Recharge
Level 44: Mind Over Body
  • (A) Resistance/Endurance
  • (45) Resistance/Endurance/Recharge
  • (45) Resistance
  • (45) Endurance
  • (46) Resistance/+Def 3%
Level 47: Indomitable Will
  • (A) Defense/Recharge
  • (48) Defense
  • (48) Recharge Speed
Level 49: EM Pulse
  • (A) Accuracy/Hold
  • (50) Accuracy/Recharge
  • (50) Recharge/Hold
  • (50) Endurance/Recharge/Hold
------------
Level 1: Brawl
  • (A) Empty
Level 1: Containment
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) +Recovery
  • (46) +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) EndMod
  • (3) EndMod/Recharge
  • (3) Chance for +End



[*]15.5% DamageBuff(Lethal)
[*]15.5% DamageBuff(Fire)
[*]15.5% DamageBuff(Cold)
[*]15.5% DamageBuff(Energy)
[*]15.5% DamageBuff(Negative)
[*]15.5% DamageBuff(Toxic)
[*]15.5% DamageBuff(Psionic)
[*]9.25% Defense(Smashing)
[*]9.25% Defense(Lethal)
[*]3% Defense(Fire)
[*]3% Defense(Cold)
[*]13% Defense(Energy)
[*]13% Defense(Negative)
[*]3% Defense(Psionic)
[*]6.125% Defense(Melee)
[*]8% Defense(Ranged)
[*]3% Defense(AoE)
[*]4% Enhancement(Heal)
[*]4% Enhancement(Confused)
[*]87.5% Enhancement(RechargeTime)
[*]24% Enhancement(Accuracy)
[*]10% FlySpeed
[*]125.9 HP (12.38%) HitPoints
[*]10% JumpHeight
[*]10% JumpSpeed
[*]Knockback (Mag -4)
[*]Knockup (Mag -4)
[*]MezResist(Confused) 2.5%
[*]MezResist(Held) 2.5%
[*]MezResist(Immobilize) 7.45%
[*]MezResist(Sleep) 2.5%
[*]MezResist(Stun) 2.5%
[*]MezResist(Terrorized) 4.7%
[*]18% (0.301 End/sec) Recovery
[*]64% (2.717 HP/sec) Regeneration
[*]5.355% Resistance(Fire)
[*]5.355% Resistance(Cold)
[*]10% RunSpeed
[/list]



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Thanx in advance!


 

Posted

TA all the way. It's swiss army knife goodness is seriously going to give you controlls, a debuff, a stun, a Oil Slick, Possible fire damage, A -fly component, which will help you build mags along with ice arrow.

Elec would work wonders with it. It will litterally fill gaps that need filling. And the best part is that (Although micromanagy sometimes) it's cheap and easy, helps teams, and potentially eats AV armor.

By the nine hells even Flash Arrow can aid Elec. I don't use Flash arrow much but Elec would be a build I would use it in. Elec lacking in some of the departments that other controllers have going for them in early levels, the concept of breaking mobs into more manageable sizes is a great one for me.

Glue Arrow keeping them in a slow state with a Static field just seems right to me as well.


 

Posted

Can any of Elec's powers light the oil slick?


Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.

 

Posted

It appears that the damage from Electric Control is Energy damage, so it should be able to light Oil Slick: any energy or Fire damage should light it. Electric Fence, Tesla Cage, Chain Fences, Jolting Chain and the Gremlins should be able to light Oil Slick.


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

Quote:
Originally Posted by MaHaBone23 View Post
Can any of Elec's powers light the oil slick?
Any Fire. Electric or Energy attack will light Oil Slick..


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Quote:
Originally Posted by Helluva_Goon View Post
Local man, how you doing bud? I have a question to ask. After reading your very comprehensive feedback on the synergies between elec/rad, that alone encouraged to make one ... so did just that and it is level 47. Now the question. Is this a toon that needs defense, soft-capped defense? Or is it much like the ill/rad (that has very strong aggro holders from PA) and don't require much defense? What would you do to make this a very efficient build particularly for solo and then somewhat team support? And if NO defense is not necessary would you go the IW route of Psionic Mastery?

I think this would be an extremely humuliating AT which I aim it to be.

This is what I came up with which is also my very first atempt to build this AT type on mids. What do you thiink on this also?

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Goonos Surge: Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Psionic Mastery

Hero Profile:

Level 1: Tesla Cage
  • (A) Accuracy/Hold
  • (43) Accuracy/Recharge
  • (43) Recharge/Hold
  • (48) Endurance/Recharge/Hold
Level 1: Radiant Aura
  • (A) Endurance/Recharge
  • (34) Heal/Recharge
  • (37) Heal/Endurance/Recharge
  • (37) Heal
  • (40) Recharge
Level 2: Chain Fences
  • (A) Damage/Endurance
  • (11) Damage/Recharge
  • (15) Damage/Range
  • (40) Accuracy/Damage/Endurance
  • (46) Chance of Damage(Energy)
Level 4: Accelerate Metabolism
  • (A) EndMod
  • (5) EndMod/Recharge
  • (5) EndMod/Accuracy/Recharge
  • (7) Accuracy/Recharge
  • (9) EndMod/Accuracy
  • (15) EndMod/Endurance
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (7) Recharge Reduction IO
Level 8: Conductive Aura
  • (A) Chance for +End
  • (9) EndMod
Level 10: Enervating Field
  • (A) Endurance Reduction IO
  • (11) Endurance Reduction IO
Level 12: Combat Jumping
  • (A) Defense/Endurance
  • (13) Defense
  • (13) Recharge Speed
Level 14: Super Speed
  • (A) Endurance Reduction IO
Level 16: Static Field
  • (A) Sleep/Recharge
  • (17) Accuracy/Sleep/Recharge
  • (17) Accuracy/Recharge
  • (19) Sleep/Endurance
  • (19) Chance for Placate
Level 18: Super Jump
  • (A) Knockback Reduction (4 points)
Level 20: Lingering Radiation
  • (A) Endurance/Recharge/Slow
  • (21) Endurance/Recharge/Slow
  • (21) Endurance/Recharge/Slow
Level 22: Boxing
  • (A) Accuracy/Damage
  • (23) Damage/Endurance
  • (23) Damage/Recharge
  • (43) Knockdown Bonus
Level 24: Tough
  • (A) Resistance/Endurance
  • (25) Resistance/Endurance/Recharge
  • (25) Resistance
  • (40) Endurance
Level 26: Radiation Infection
  • (A) HamiO:Enzyme Exposure
  • (27) HamiO:Enzyme Exposure
  • (27) HamiO:Enzyme Exposure
Level 28: Weave
  • (A) Defense/Endurance
  • (29) Defense
  • (29) Recharge Speed
Level 30: Choking Cloud
  • (A) Chance for +2 Mag Hold
  • (31) Accuracy/Hold
  • (31) Accuracy/Recharge
  • (31) Recharge/Hold
  • (34) Endurance/Recharge/Hold
  • (34) HamiO:Endoplasm Exposure
Level 32: Gremlins
  • (A) Accuracy/Damage
  • (33) Damage/Endurance
  • (33) Accuracy/Damage/Recharge
  • (33) Accuracy/Recharge
Level 35: Synaptic Overload
  • (A) Confused/Recharge
  • (36) Accuracy/Confused/Recharge
  • (36) Accuracy/Recharge
  • (36) Confused/Endurance
  • (37) Contagious Confusion
Level 38: Jolting Chain
  • (A) Accuracy/Damage
  • (39) Damage/Endurance
  • (39) Damage/Recharge
  • (39) Accuracy/Damage/Recharge
Level 41: Mental Blast
  • (A) Accuracy/Damage
  • (42) Damage/Endurance
  • (42) Damage/Recharge
  • (42) Accuracy/Damage/Recharge
Level 44: Mind Over Body
  • (A) Resistance/Endurance
  • (45) Resistance/Endurance/Recharge
  • (45) Resistance
  • (45) Endurance
  • (46) Resistance/+Def 3%
Level 47: Indomitable Will
  • (A) Defense/Recharge
  • (48) Defense
  • (48) Recharge Speed
Level 49: EM Pulse
  • (A) Accuracy/Hold
  • (50) Accuracy/Recharge
  • (50) Recharge/Hold
  • (50) Endurance/Recharge/Hold
------------

Level 1: Brawl
  • (A) Empty
Level 1: Containment

Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run

Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) +Recovery
  • (46) +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) EndMod
  • (3) EndMod/Recharge
  • (3) Chance for +End

[*]15.5% DamageBuff(Lethal)[*]15.5% DamageBuff(Fire)[*]15.5% DamageBuff(Cold)[*]15.5% DamageBuff(Energy)[*]15.5% DamageBuff(Negative)[*]15.5% DamageBuff(Toxic)[*]15.5% DamageBuff(Psionic)[*]9.25% Defense(Smashing)[*]9.25% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]13% Defense(Energy)[*]13% Defense(Negative)[*]3% Defense(Psionic)[*]6.125% Defense(Melee)[*]8% Defense(Ranged)[*]3% Defense(AoE)[*]4% Enhancement(Heal)[*]4% Enhancement(Confused)[*]87.5% Enhancement(RechargeTime)[*]24% Enhancement(Accuracy)[*]10% FlySpeed[*]125.9 HP (12.38%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 2.5%[*]MezResist(Immobilize) 7.45%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 2.5%[*]MezResist(Terrorized) 4.7%[*]18% (0.301 End/sec) Recovery[*]64% (2.717 HP/sec) Regeneration[*]5.355% Resistance(Fire)[*]5.355% Resistance(Cold)[*]10% RunSpeed[/list]


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Thanx in advance!
I don't have access to Mids right now, and the way you posted the build doesn't show the sets, so its kind of hard for me to comment.

Whether you need Defense or not depends heavily on your playstyle. My initial build for my Elec/Rad has been purely a team build . . . I rely upon the Tank or scrappers to draw aggro, then generally throw out my controls to let everyone mop up the groups. I usually let the tank run in, gather a little aggro, and then throw out Static Field when the foes are gathering. I run in with Choking Cloud/Conductive Aura and hit either Chain Fences or Jolting Chain (or both) for that layered control. I haven't bothered with Defense as I tend to stay out of trouble until teammates are drawing the aggro, at which point my controls can handle any aggro I get -- and my heal helps.

Solo . . . I find it kind of frustrating because the Gremlins really should do more damage and be more durable.

The Psi APP is appealing for any controller who can actually use Choking Cloud -- it prevents dropping that toggle most of the time. Psi Tornado is pretty good damage. However, if I was going for a high Defense build, I'd probably lean towards Earth for an Elec/Rad. (Unless you can't stand the look of the Stone Armor, in which case go with Ice.) You are in melee generally, so the short range of Fissure should be fine. Seismic Smash is pretty sweet for a melee attack, as it combines a hard hit with a hold.


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

Dammit, you guys... just when I thought Shard hoarding had cured my altitus. Now I need to roll a Elec/TA :-|


Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.

 

Posted

Storm pairs nice visually :3 .


 

Posted

Quote:
Originally Posted by Local_Man View Post
However, if I was going for a high Defense build, I'd probably lean towards Earth for an Elec/Rad. (Unless you can't stand the look of the Stone Armor, in which case go with Ice.)
Mace Mastery from the PPPs also provides an S/L DEF Shield available at 41. Its appearance is the most subtle of the Defense Shields.