Elec/Rad advice
Does anyone have any suggestions on my build?
Slotting suggestions, set slotting, powers I should take another look at?
Any comments are appreciated, being my first time playing a controller in years.
only things i can see is that you don't need the heal IO in health and should put the slot in radiant aura if you need more healing, and maybe that Lady Grey Defense IO in radiation infection should be replaced with something from the set with more end reduction, as only the -tohit will help you survive longer.
50: Ill/Kin(A+,R,J)-1047 badges RE/Dark(A) Fire/Elec Warshade BS/Regen Necro/Poison Ice/Fiery(A+) Son/Son Bane(A) FM/DA(A) DM/Nin Grav/Icy
lvling: Inv/EM DM/Sheild Arch/MM Bane NW Elec/Earth Grav/Elec Elec/FA Rad/Ice
Paragon Elite/Rogue Elite Joined Oct 2004
I would suggest that there are quite a few things in your build that needs some work. I would suggest you take a look at my Illusion/Radiation guide, linked in my sig, for a lot of tips on playing the Rad secondary as well as lots of options on slotting the Rad powers. Electric control is one of the three lowest damage controller primaries -- it will be very slow to solo before you get your Gremlins, and even then it will be very slow. For solo play, you will probably rely on the APP blasts that you don't get until the 40's. You can solo before that, but it will be painfully slow. Therefore, plan this to be a mostly-team controller.
Elec/Rad has an interesting synergy and is a good team-focused AoE controller. It is one of the few powerset combos that can make good use of Choking Cloud, but you need to slot it properly. Choosing your slotting should be based upon certain goals in your build -- do you want high Recharge? Defense? How much Influence do you have? Do you want to make a cheap build that aims for the best slotting for the powers? For Controllers, I generally tend to slot most for Recharge but aiming for Defense is a reasonable choice, too. As for the specific powers/build:
Electric Fence: Single target Immobilize powers are normally good for two main purposes -- a single target damage power that immobilizes and sets containment (mostly used as a damage power when playing solo), or in the late game as a single target Immob for high level foes like AVs. If you are looking at the power as an Immobilize power, Chain Fences will do the job most of the time. I would suggest skipping Electric Fence early unless you plan to solo those early levels. It can even be skipped completely if you don't plan to solo much. and those slots are needed in other places.
Radiant Aura: A needed power, and I suggest 5 Doctored Wounds for a Recharge bonus and good slotting for the power. You have some powers that will help with Endurance Recovery, so the Miracle set is probably not best.
Tesla Cage: Most of the Hold sets are pretty mediocre . . . except that 4 Basilisk's Gaze gives 7.5% Recharge. For the last two slots, I suggest getting some Damage in there. Even in a low damage build, having the ability to take down a target or two is useful. If you are going for Ranged Defense, then the Lockdown set is good.
Accelerate Metabolism: This is an awesome power and you want it up as much as possible. Start with 3 Recharge. Eventually, I recommend 5 Efficacy Adapter (leave out the Acc/EndMod) unless you have a lot of other Global Recharge, in which case you can slot all 6 for another 5% Global Recharge.
Jolting Chain: the Devastation set is a decent choice, although the bonuses for slots 5 and 6 are not very good. Use two Thunderstrike for some Recovery, or two Entropic Chaos for some Regen. If you want Recharge, try 5 Decimation, with something else in the 6th slot to cap out the damage and add a little more accuracy.
Chain Fences: I would take this earlier. How you slot it depends on a what you want out of it. It needs Accuracy and some EndRdx. For damage, you could slot it up with damage procs. The Trap of the Hunter set provides some Ranged Defense. If you have the funds, 5 Gravitational Anchor (purple set) gives 10% Recharge, and the "Chance for Hold" proc is wonderful.
Radiation Infection: ToHit Debuff is far more important than Defense Debuff. 4 Dark Watcher provides 5% Recharge. If you can afford it, 3 Enzyme Hami-Os gives ToHit Debuff, Defense Debuff and EndRdx in just three slots. If possible, the Achilles Heal Chance for Resist Debuff is really good here.
Hover: Since it takes Defense IO sets, you can slot the much cheaper Karma -Knockback rather than the Zephyr. It can also take a Luck of the Gambler 7.5% Recharge. If you set up an easy, quick toggle to go from Hover to Fly using binds, you can avoid having to slot Hover for Flightspeed. Something like using whatever key you want for the "h" key:
/bind h powexecname Fly$$powexecname Hover
Conductive Aura: This is a key power for your Endurance Drain. Combined with Choking Cloud and Static Field, it will drain the endurance of foes who aren't held or slept. I'd slot it up with more EndMod.
Static Field: This is probably your most important AoE Control. Take it as early as you can, and slot it for Recharge and Endmod rather than sleep. It not only is a pulsing sleep patch that drains some Endurance, but also grants endurance to you and your team if you stand in it.
Ling Rad: Slot for Accuracy and Recharge. The slow sets kind of stink, so I don't bother with sets here.
Paralyzing Blast: You have it slotted with a full set of a PvP IO set . . . which is outragiously expensive. 4 Baz Gaze and an extra Acc/Hold/Rech gets you a nice Recharge bonus. If you have tons of Influence, the purple hold set is better than the PvP set.
Choking Cloud: This needs capped Hold and high EndRdx. My Ill/Rad guide explains how the power works and why it is important to slot for capped Hold. This needs 5-6 slots to be effective, and the Lockdown proc is nice in it.
Synaptic Overload: A nice power. 5 Slot Malaise (leave out the proc, as it will draw aggro). Or 5 slot the purple Confuse set if you can afford it.
EM Pulse: You can get by with 4 Baz Gaze, as the bonus for the 5th is poor.
Indomidible Will: This should be slotted with 3 Recharge. The Defense it is only applies to Psi.
Mental Blast: Again, the two PvP IOs in this are rediculously expensive.
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Its been quite a while since I've played around with a Controller so I wanted to take a shot at the new Electric Control and was hoping to get some advice/suggestions on how the build/enhancement slotting looks.
I'll mostly be teaming but am hoping that especially post-pets soloing won't be too terribly tedious.
This is my first shot at using Mids too so go easy on me.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Static Shock: Level 50 Science Controller
Primary Power Set: Electric Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Electric Fence
- (A) Debiliative Action - Accuracy/Recharge
- (3) Debiliative Action - Recharge/Immobilize
- (7) Debiliative Action - Accuracy/Endurance
- (11) Debiliative Action - Immobilize/Range
- (23) Debiliative Action - Accuracy/Immobilize/Recharge
- (36) Debiliative Action - Disorient Bonus
Level 1: Radiant Aura- (A) Miracle - Heal/Endurance
- (5) Miracle - Heal/Recharge
- (13) Miracle - Heal/Endurance/Recharge
Level 2: Tesla Cage- (A) Ghost Widow's Embrace - Accuracy/Recharge
- (3) Ghost Widow's Embrace - Endurance/Hold
- (7) Ghost Widow's Embrace - Accuracy/Endurance
- (15) Ghost Widow's Embrace - Hold/Range
- (21) Ghost Widow's Embrace - Accuracy/Hold/Recharge
- (36) Ghost Widow's Embrace - Chance of Damage(Psionic)
Level 4: Accelerate Metabolism- (A) Energy Manipulator - EndMod
- (5) Energy Manipulator - EndMod/Recharge
- (17) Adrenal Adjustment - EndMod
- (17) Adrenal Adjustment - EndMod/Recharge
Level 6: Jolting Chain- (A) Devastation - Accuracy/Damage
- (9) Devastation - Damage/Endurance
- (13) Devastation - Damage/Recharge
- (15) Devastation - Accuracy/Damage/Recharge
- (33) Devastation - Accuracy/Damage/Endurance/Recharge
- (36) Devastation - Chance of Hold
Level 8: Chain Fences- (A) Trap of the Hunter - Accuracy/Recharge
- (9) Trap of the Hunter - Endurance/Immobilize
- (11) Trap of the Hunter - Accuracy/Endurance
- (19) Trap of the Hunter - Immobilize/Accuracy
- (23) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (37) Trap of the Hunter - Chance of Damage(Lethal)
Level 10: Radiation Infection- (A) Touch of Lady Grey - Defense Debuff
- (19) Touch of Lady Grey - Defense Debuff/Endurance
- (31) Dark Watcher's Despair - To Hit Debuff
- (40) Dark Watcher's Despair - To Hit Debuff/Endurance
Level 12: Hover- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (29) Freebird - FlySpeed
- (39) Freebird - +Stealth
Level 14: Fly- (A) Endurance Reduction IO
Level 16: Conductive Aura- (A) Performance Shifter - EndMod
- (43) Performance Shifter - EndMod/Accuracy
- (45) Performance Shifter - EndMod/Accuracy/Recharge
Level 18: Static Field- (A) Call of the Sandman - Accuracy/Recharge
- (27) Call of the Sandman - Endurance/Sleep
- (34) Call of the Sandman - Accuracy/Endurance
- (43) Call of the Sandman - Sleep/Range
- (45) Call of the Sandman - Accuracy/Sleep/Recharge
Level 20: Enervating Field- (A) Endurance Reduction IO
- (21) Endurance Reduction IO
Level 22: Lingering Radiation- (A) Pacing of the Turtle - Accuracy/Slow
- (43) Pacing of the Turtle - Endurance/Recharge/Slow
Level 24: Paralyzing Blast- (A) Gladiator's Net - Accuracy/Hold
- (25) Gladiator's Net - Accuracy/Recharge
- (25) Gladiator's Net - Recharge/Hold
- (37) Gladiator's Net - Endurance/Recharge/Hold
- (37) Gladiator's Net - Accuracy/Endurance/Recharge/Hold
- (45) Gladiator's Net - Chance of Damage(Lethal)
Level 26: Hasten- (A) Recharge Reduction IO
- (27) Recharge Reduction IO
- (34) Recharge Reduction IO
Level 28: Choking Cloud- (A) Essence of Curare - Endurance/Hold
- (29) Essence of Curare - Accuracy/Endurance
- (34) Endurance Reduction IO
- (46) Hold Duration IO
Level 30: Synaptic Overload- (A) Malaise's Illusions - Accuracy/Recharge
- (33) Malaise's Illusions - Accuracy/Confused/Recharge
- (46) Malaise's Illusions - Confused/Range
Level 32: Gremlins- (A) Sovereign Right - Accuracy/Damage
- (33) Sovereign Right - Damage/Endurance
- (40) Sovereign Right - Accuracy/Endurance
- (40) Sovereign Right - Accuracy/Damage/Endurance
- (42) Sovereign Right - Accuracy
- (50) Damage Increase IO
Level 35: Combat Jumping- (A) Luck of the Gambler - Recharge Speed
Level 38: EM Pulse- (A) Basilisk's Gaze - Accuracy/Hold
- (42) Basilisk's Gaze - Accuracy/Recharge
- (42) Basilisk's Gaze - Recharge/Hold
- (46) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (50) Basilisk's Gaze - Endurance/Recharge/Hold
Level 41: Indomitable Will- (A) Luck of the Gambler - Defense/Recharge
- (48) Luck of the Gambler - Defense/Endurance/Recharge
Level 44: Mental Blast- (A) Gladiator's Javelin - Accuracy/Damage
- (48) Gladiator's Javelin - Accuracy/Damage/End/Rech
Level 47: Psionic Tornado- (A) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Recharge
- (50) Positron's Blast - Accuracy/Damage/Endurance
Level 49: Mutation- (A) Recharge Reduction IO
------------Level 1: Brawl
- (A) Accuracy IO
Level 1: ContainmentLevel 1: Sprint
- (A) Run Speed IO
Level 2: Rest- (A) Recharge Reduction IO
Level 4: Ninja RunLevel 2: Swift
- (A) Run Speed IO
Level 2: Health- (A) Numina's Convalescence - Heal
- (31) Numina's Convalescence - +Regeneration/+Recovery
- (39) Healing IO
Level 2: Hurdle- (A) Jumping IO
Level 2: Stamina