Electric Control - Slotting?
For my EC/elec dom, I slotted mostly to get to permahasten and permadom. Sets were chosen based on recharge bonus -- except conductive aura and static field. Conductive Aura I have slotted with generic IOs: 3 End Mod, 1 Acc and 1 Heal (it drains off endurance and health both). Static Field I have slotted two generic Accs, two generic End Mods, and Pacing of the Turtle: End Redux/Recharge/Slow. I realize it's not conventional, but I went for super sapper.
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.
I have three Elec COntrol toons..
My Basic slotting for the Elec Control set is as follows. These are all final builds and I have found that Doms are always my most expensive builds but the rewards are well worth it.
Tesla Cage: at least 4 of the Basilisks Gaze
Chain Fences: I have at least 5 slots.. either the Gravitational Anchor Purple or Five Positrons Blast.
Jolting Chain: At least 5 Decimation and possibly 6 with a regular Damage IO to finish off the damage
Conductive Aura: Six slots with Efficiay Adaptor. Nice bonuses for all size slots but you could go with less and use generic IO's
Static Field; Five Fortunata Hypnosis. One of the cheapest purple sets out there and nice bonuses.
Paralyzing Blast: Considered by many to be a skippable power. Personally I always take my AoE hold power. At least 4 Basilisks Gaze and I usually try to work in 6 for one more Accuracy/Mez Hami-O and one more recharge.
Synaptic Overload: At least 5 slots with Coercive Persuasion purple and ONE definitely should be the Proc Contagious Confusion.
Gremlins: Pretty much I just slot them with Three Nucleo Acc/Damage IO's. I want pets to hit and do damage.. simple.. save me slots..
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-
Advice so far seems to be geared a bit more towards endgame play; just thought you might be looking for something a little more immediate in its application.
In general I'd say how you slot depends on a couple of things. Firstly, will you be teaming more or soloing? If soloing, what kind of difficulty are you aiming towards? If you are soloing a Dom, then you generally want just enough control to survive with an emphasis on slotting your damaging powers. To that end I would keep certain powers from your primary to minimal slotting and focus on your secondary. If you're teaming more then you may want to balance everything a little more.
Slotting for end drain is certainly a way to go but keep in mind that if you have well-slotted attacks and you're soloing more then all you really need is to keep a group of enemies busy (likely with static field, jolting chain or a comination thereof, and synaptic overload when you get it) while you use tesla cage and attacks to take them out. To that end I would look at 3 options:
1. SO slotting. Most controls want a balance of accuracy, recharge and duration. Chain fences just some accuracy and endurance reduction if you use it a lot. Jolting chain really depends on how much you use it, though just enough accuracy to be reliable at your difficulty setting should be ok. Again maybe some end red.
2. Frankenslotting. This is my preferred method on most characters while levelling. Similar priorities to SO slotting.
3. Perma-dom. Note firstly that perma-dom isn't nearly as important as it was when it provided a damage bonus. It really isn't necessary for levelling, though it does provide some nice benefits if you want/are able to invest the time and inf. At this point you're looking for recharge bonuses, so likely candidates include Basilisk's Gaze in the holds, Call of the Sandman in static field, Malaise's Illusion in synaptic overload.
Dark Armor/Stone Melee Tank Guide [I12]
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.
Part of my feeling on permadom is that components of it can be built even in the 30s. Basilisk Gaze is an enhancement that doesn't go to level 50. Luck of the Gamblers can be earned with hero merits prior to level 50. Even in my level 50 build I frankenslot static field and conductive aura. Especially conductive aura, I want the accuracy, endurance modification AND the regen portion of it for when I am super sapping even lowbie large groups.
Other ranged damage sets like Entropic can be utilized for the recharge bonus and the good features of having more of an enhancement set prior to the later levels.
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.
This is subjective, I know, but to me perma-dom is extremely important. The ability to have a mez-proof squishy is pretty awesome.
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I think it depends quite a bit on the difficulty settings you want to use for soloing. If you're set for larger groups in order to take advantage of AoE potential then its usefulness increases, especially if you have bosses.
Dark Armor/Stone Melee Tank Guide [I12]
So I decided to start a Dominator and chose the shiny, new Electric Control as my primary. I'm only level 22 and it has become one of my favorite power sets. That being said, it's time to slot up. I have little experience with control sets (only played one Controller up to 50), but I have realized that electric control is quite adept at draining endurance. Should I slot for that? Or... What?
I have all elec powers thus far except the ST immob. My secondary is energy assault.