Electric Control
For Electric there are 3 powers that can skippable. First being Jolting Chain since it's only good for pre SO levels and then after that it's not worth the time to use it. When you have some end mod and acc slotted into Conductive Aura and even some in Static Field(along with rech) every spawn you come across is end drained so knocking them down doesn't really do much. Just open with Static Field and get near the group or even in melee and let Conductive Aura sap with its 25' radius. Another power in Electric I'd skip if the build is to tight is Chain Fences. Since it does little dmg and costs a good bit of end I'd skip it if I had to but it's good to keep in conjunction with Synaptic Overload. I'd also give be willing to skip Paralyzing Blast only due to the long recharge and lack of apparent visuals indicating that the enemies are held.
As for Thermal goes it depends if you are going to solo alot or not. Since you said the build is tight I'd skip the rez, Cauterize and maybe Thaw if you can't afford the room. The shields and Forge will help the gremlins live longer.
Elec/Cold Troller AV/Pylon/GM/TF/SF Soloing Antics
everytime...he gets me everytime.... DAMN U BOOMIE -- _Ilr_
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Thanks a lot for the response Boomie. I had some extra time last night and worked on the build. Turns out I skipped the same first two items you suggested and cut out the 4th power pool which allowed me to keep everything in the Thermal set.
I was thinking of skipping the shields initally b/c I'm not much of a buffbot, but with the new changes to buffing I think I'll pick them up.
Again, I appreciate the the insight
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To each his own on the powers he uses, but I would point out that jolting chain does a chunk of -end with the application - not huge for single targets, but it is AoE and does combine nicely with static field for sapping.
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HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
I personally don't find anything in Electric terribly skippable. Jolting Chain comes the closest but it has its uses. It would be the first to go for me on a very tight build, but I'd probably take it while leveling up and spec out of it later.
I personally differ from other posters and would not skip Chain Fences though. That is your source of AoE Containment. You can sort of use Static Field for Containment but that goes away at the first hint of Damage Over Time. Even if you don't end up with any DoT powers, your enemies might and because they will be confused, they will use it on each other and cost you that extra damage.
Further, Fences can be slotted with a knockdown proc and a chance to hold proc. The power can then be spammed to maximize these. And even without the procs, Fences is your only reliable source of AoE -Recovery debuff, with a 40% chance per cast.
For Thermal, IMO the most skippable power is Power of the Phoenix. PotP is one of the most endurance-expensive powers in the game: half your endurance bar. At base it also takes nearly a full 2 minutes longer to recharge than rezz powers in other sets.
Unless you are using it as a single target damage power, I would say that the single target Immobilize, Electric Fence, is skippable. What makes it even more skippable is that it is Damage over Time, which will wake the foe up from Static Field. Granted, it is the only power in the set with -knockback, but for the most part, I find single target Immobs to be skippable unless needed for damage.
Personally, I find a number of uses for Jolting Chain. On teams, it is not uncommon for a teammate to use some kind of area DoT power, making the pulsing sleep in Static Field far less effective. Jolting Chain will act as a substitute short-term control power, giving you enough time to take other action. I have used Jolting Chain to stop an incomming ambush long enough for the Tank to establish position and get aggro. Jolting Chain just seems to have little uses here and there to make it worth while.
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
I personally don't find anything in Electric terribly skippable. Jolting Chain comes the closest but it has its uses. It would be the first to go for me on a very tight build, but I'd probably take it while leveling up and spec out of it later.
I personally differ from other posters and would not skip Chain Fences though. That is your source of AoE Containment. You can sort of use Static Field for Containment but that goes away at the first hint of Damage Over Time. Even if you don't end up with any DoT powers, your enemies might and because they will be confused, they will use it on each other and cost you that extra damage. Further, Fences can be slotted with a knockdown proc and a chance to hold proc. The power can then be spammed to maximize these. And even without the procs, Fences is your only reliable source of AoE -Recovery debuff, with a 40% chance per cast. For Thermal, IMO the most skippable power is Power of the Phoenix. PotP is one of the most endurance-expensive powers in the game: half your endurance bar. At base it also takes nearly a full 2 minutes longer to recharge than rezz powers in other sets. |
This
Elec/Cold Troller AV/Pylon/GM/TF/SF Soloing Antics
everytime...he gets me everytime.... DAMN U BOOMIE -- _Ilr_
Take the Magic: The Gathering 'What Color Are You?' Quiz.
I have been playing a low-level Elec/Earth Dominator a bit lately, which has reminded me of the value of an AoE Immob. Since Chain Fences recharges so quickly, it allows you to keep foes together in a group and at range while your other control powers recharge. Chain Fences allows you to Immobilize a new group coming in after you have just used your other control powers, keeping the new group from overrunning you and your team. Chain Fences lets you keep a group in place while you have time to duck around a corner and catch your breath/heal/recharge/pop an Insp/prepare a temp power, etc.
There is definitely some usefullness in a fast-recharging AoE Immob even before you can proc it up.
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
Even with Chain Fences setting up containment it's not like Elec/Therm/Psi has any AoE's that deal alot of dmg to make use of containment.
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Most Controller's don't. What they have are AoEs that are so low damage that casting them without Containment will make you crazy.
I don't have anything to add, except this slotting looks kinda fancy..
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Chain Fences
- (A) Javelin Volley - Chance of Damage(Lethal)
- (17) Trap of the Hunter - Chance of Damage(Lethal)
- (17) Positron's Blast - Chance of Damage(Energy)
- (19) Gravitational Anchor - Chance for Hold
- (19) Gravitational Anchor - Accuracy/Recharge
- (21) Ragnarok - Accuracy/Recharge
perma jump is ---> /up 1
Unless you are using it as a single target damage power, I would say that the single target Immobilize, Electric Fence, is skippable. What makes it even more skippable is that it is Damage over Time, which will wake the foe up from Static Field. Granted, it is the only power in the set with -knockback, but for the most part, I find single target Immobs to be skippable unless needed for damage.
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I have been playing a low-level Elec/Earth Dominator a bit lately, which has reminded me of the value of an AoE Immob. Since Chain Fences recharges so quickly, it allows you to keep foes together in a group and at range while your other control powers recharge. Chain Fences allows you to Immobilize a new group coming in after you have just used your other control powers, keeping the new group from overrunning you and your team. Chain Fences lets you keep a group in place while you have time to duck around a corner and catch your breath/heal/recharge/pop an Insp/prepare a temp power, etc.
There is definitely some usefullness in a fast-recharging AoE Immob even before you can proc it up. |
Regardless of you setting up containment or not most still do low dmg but I would use the power anyway to hasten the end drain. I like to lean on the Gremlins to aid with the heavy lifting after I get everything drained. They help alot solo.
Elec/Cold Troller AV/Pylon/GM/TF/SF Soloing Antics
everytime...he gets me everytime.... DAMN U BOOMIE -- _Ilr_
Take the Magic: The Gathering 'What Color Are You?' Quiz.
I don't have anything to add, except this slotting looks kinda fancy..
Hero Plan by Mids' Hero Designer 1.942 http://www.cohplanner.com/ Click this DataLink to open the build! Chain Fences
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I would definitely add Ragnarok - Chance for Knockdown. Endurance modification to aid the draining is a nice to have too.
I'd personally never skip Electric Fence on a Controller but I would on a Dominator. Doms secondary dishes out the dmg so using it is probably a waste of end. Now on a troller I personally spam the crap out of it on hard targets and start off my attack chain with it.
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Electric Control is a low damage set. It is reasonable to plan to be an AoE controller and let teammates do all the damage. If you don't plan to solo, then Electric Fence is the most skippable power in the set. If you want to solo, then it is important to have . . . but you will still solo very slowly.
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
Notice the first thing I said . . . "Unless you are using it as a single target damage power,"
Electric Control is a low damage set. It is reasonable to plan to be an AoE controller and let teammates do all the damage. If you don't plan to solo, then Electric Fence is the most skippable power in the set. If you want to solo, then it is important to have . . . but you will still solo very slowly. |
One thing people keep misunderstanding is that Electric Control is NOT a low damaging set. As far as the ST immobilize, ST hold and AoE immobilizes go it is on par with several sets. Here is unslotted data of both trollers and doms of each sets offensive powers not including pets. Not to mention each set barring Fire/ has almost identical cast/rech times. Keep in mind that I excluded pets/pseudo pets for a reason just to show the difference between the similar powers.
Earth/
Stone Prison 30.6/52.85
Fossilize 30.59/52.83
Stone Cages 9.18/15.84
Elec/
Electric Fence 30.6/52.85
Tesla Cage 30.59/52.83
Chain Fences 9.18/15.85
Fire/
Ring of Fire 33.65/58.1
Char 33.65/58.1
Fire Cages 10.08/17.43
Hot Feet 7.65/13.21
Bonfire 127.88/127.88
Grav/
Crush 30.6/52.85
Lift 24.47/69.74
Gravity Distortion 33.65/58.1
Propel 59.95/103.55
Crushing Field 9.18/15.84
Ice/
Chilblain 30.6/52.85
Block of Ice 30.59/52.83
Frostbite 9.18/15.84
Flash Freeze 6.12/10.56
Mind/
Mesmerize 30.59/52.83
Levitate 40.37/69.74
Dominate 30.59/52.83
Terrify 30.59/52.83
Plant/
Entangle 30.6/52.8
Strangler 33.65
Roots 18.36/31.68
Ill/
Spectral Wounds 50.16(30.59)
Blind 30.59
Elec/Cold Troller AV/Pylon/GM/TF/SF Soloing Antics
everytime...he gets me everytime.... DAMN U BOOMIE -- _Ilr_
Take the Magic: The Gathering 'What Color Are You?' Quiz.
The numbers look good. On my EC/elec dom, I put a lot of resources into going perma-dom. Then, I hit 50, and I picked up musculature for the eventual boost to endurance drain, but it made the damage from the electric control really POP with the extra damage not limited by the ED cap.
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HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
The numbers look good. On my EC/elec dom, I put a lot of resources into going perma-dom. Then, I hit 50, and I picked up musculature for the eventual boost to endurance drain, but it made the damage from the electric control really POP with the extra damage not limited by the ED cap.
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Elec/Cold Troller AV/Pylon/GM/TF/SF Soloing Antics
everytime...he gets me everytime.... DAMN U BOOMIE -- _Ilr_
Take the Magic: The Gathering 'What Color Are You?' Quiz.
All of the sets have the same base damage for the single target hold and one other single target attack. (Spectral Wounds also does Illusory damage that heals back.) A couple of sets (Fire, Plant, Grav) get a little bit of extra damage from DoT. The AoE Immobs on every set other than Illusion and Mind all have the same (low) damage, except for Plant -- Roots does double the damage.
The reason I say that Electric is a low damage controller is that most other sets have some kind of additional damage power (other than the pets). Fire's Hot Feet. Mind's Levitate and Terrify. Grav's Lift and Propel. Plant's Roots and Creepers. Illusion's Phantom Army and the Illusory damage from Spectral Wounds.
Electric, Ice and Earth are the low damage control sets because their other powers do little or no damage. Electric only gets Jolting Chain (very low damage), Static Field (no damage), Conductive Aura (no damage) and Synaptic Overload (no direct damage, although an argument could be made that confuse powers do some damage). The low damage control sets are very, very slow to play solo. Even with Veteran Powers, it will take you a long time to level a solo Elec, Earth or Ice Controller. Even if you consider the pets, the Gremlins are not very high in damage . . . even Earth's Rocky is better. Personally, I consider Ice to be the lowest damage primary, then Electric and then Earth.
My Elec/Rad controller was made as a team-oriented controller. He focuses on providing AoE and single target control, debuffs and buffs for the the team. It is not unusual to make controllers who do not plan to solo. Before level 35 or so, I pretty much never solo'ed. Now with the Gremlins I can solo if I have to, but it is very slow compared to most other controllers.
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
I would be extremely reluctant to give up Jolting Chain, simply because it lets me deal with some things that would otherwise be real problems. Even with Conductive Aura going, enemies will sometimes have end long enough to make an attack, which makes anything with sleep resistance potentially quite dangerous. Even more so if they resist hold and immobilization... like several Arachnos lts. Not to mention it takes some nice procs.
As for the end cost of spamming Chain Fences, Elec is the last set to worry about that on. If you're in the middle of enough enemies to be worth doing that, Static Field will give plenty of end to do it with.
-Morgan.
One thing people keep misunderstanding is that Electric Control is NOT a low damaging set. As far as the ST immobilize, ST hold and AoE immobilizes go it is on par with several sets.
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Yes/no/not really. Elec Control has the same damage numbers but a slower animation time on most of its single target attacks. I think it has the most unfavorable numbers of any set. The numbers you listed are the "per activation" values and not the Damage-Per-Animation values.
Regardless the set is indeed low damage comparitively speaking, because like Local Man said there are very few damage powers in the set at at all. Certainly nothing on par with Hot Feet, Creepers, or Phantom Army. Nor are there any above-Tier-1 single target attacks like Mind, Illusion, and Gravity have.
That said, any Controller set at 50 should be able to take x5 enemies. Containment is really absurdly good.
[Interestingly Earth, Plant, Electric, and Ice all have the long animation times on their hold powers, but IMO the "better" animations, because they are so communicative. You don't wonder whether Block of Ice or Tesla Cage hit like you often do with Char or Dominate.]
Does anyone have a good example build for a elec/therm in mids they could post? I'm starting to plan my build but have no where to start because I'm fairly new to both mids and planning builds in advance. Up until recently I've just built all my toons as they've leveled and then done trial and error with respecs. Limited respecs, however, means limited attempts to get it right so I've started trying to plan them out in advance. I example build would be very helpful.
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Attempted build below. I rate this as a fairly mediocre attempt; I only spent about half an hour. IMO Thermal is a particularly difficult set to IO well because its strengths aren't concentrated in a small group of powers.
I ended up using the +3% defense PVP IO to cover gaps. That IO is incredibly expensive so I don't know whether I'd actually persue it. IMO the recharge in this build is also lower than what would be ideal, but Thermal tends to fight you on that front.
FYI the knockdown proc in Fences and the knockup in Psi Nado mean that enemies that fall lose their chance to respond entirely (they will probably be asleep again before they can stand).
Cardiac is definitely the recommended alpha slot for this build.
[EDIT: BTW my Mids is bugged so I can't slot the 6th purple Confuse and 6th Gaussian for the additional +7.5% defense. Total Ranged defense should be 44.1%]
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Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Thermal Radiation
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Acc/EndRdx/Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(9), Dmg-I(46), HO:Perox(46)
Level 1: Warmth -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(3), Numna-Heal(3), Numna-EndRdx/Rchg(5), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(7)
Level 2: Thermal Shield -- ResDam-I(A), ResDam-I(50)
Level 4: Chain Fences -- Ragnrk-Knock%(A), Efficacy-EndMod/Acc(39), GravAnch-Hold%(50)
Level 6: Cauterize -- Heal-I(A)
Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), P'Shift-EndMod/Acc(48)
Level 10: Plasma Shield -- ResDam-I(A), ResDam-I(11)
Level 12: Static Field -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(13), FtnHyp-Sleep/EndRdx(15), FtnHyp-Sleep(15)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17), DefBuff-I(21), DefBuff-I(50)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
Level 18: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(19), Stpfy-Stun/Rng(19), Stpfy-KB%(23), Stpfy-EndRdx/Stun(25), Stpfy-Acc/EndRdx(43)
Level 20: Thaw -- S'fstPrt-ResDam/Def+(A)
Level 22: Tough -- GA-3defTpProc(A)
Level 24: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(37)
Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/EndRdx(27), CoPers-Conf/Rchg(27), CoPers-Acc/Conf/Rchg(36), CoPers-Acc/Rchg(36), Empty(37)
Level 28: Forge -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), Empty(34)
Level 30: Weave -- RedFtn-EndRdx/Rchg(A), RedFtn-Def/EndRdx(31), RedFtn-Def(39), RedFtn-EndRdx(40), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx/Rchg(40)
Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Heat Exhaustion -- Acc-I(A), RechRdx-I(36), RechRdx-I(48)
Level 38: Melt Armor -- ShldBrk-Acc/Rchg(A), AnWeak-Acc/Rchg(39), RechRdx-I(46)
Level 41: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
Level 44: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(45), RechRdx-I(45), RechRdx-I(45)
Level 47: Psionic Tornado -- Dmg-I(A), HO:Nucle(48)
Level 49: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A)
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(11)
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Wow. With 13 purples and a PVP IO that's likely to already be a several billion inf build and the def/res is pretty light. I might have to rethink my secondary set choices.
Or maybe it's just been so long since I've played a troller I'm used to having a tank's protective powers.
At any rate, I thank you very much for the starter-build. That will help a lot!
--If we can have huge sig images, why can we have only five lines of text?
--...faceplanting like a Defender pulling an AV (Nalrok_AthZim)
Wow. With 13 purples and a PVP IO that's likely to already be a several billion inf build and the def/res is pretty light. I might have to rethink my secondary set choices.
Or maybe it's just been so long since I've played a troller I'm used to having a tank's protective powers. At any rate, I thank you very much for the starter-build. That will help a lot! |
Those are actually some of the cheaper purples. The PVP IO is absurdly expensive, though.
I learned (or was reminded something) last night. My buddy and I have been duo-ing a pair of Dominators through Praetoria. Mine is Elec/Earth, his is Mind/Fire. I play mine melee and tend to die a lot, but it has been fun.
Last night, a friend of ours decided to join us for a while on his level 50 Fire/Rad. Fire control makes Electric control pretty much worthless. The Sleep in Static Field is destroyed by DoT from Hot Feet and Fire Cages. The knockdown in Jolting Chain is completely neutered by the -knockdown in Fire Cages. My level 16-19 character was trying to run far enough ahead to be able to throw out Static Field before the Fire/Rad showed up . . . who instantly used Fire Cages (with a purple Grav Anchor set including the Chance for Hold) to invalidate any efforts at control I made. And I really couldn't complain because we were wiping out groups much faster than my Mind/Fire buddy and I had been.
It was amazingly frustrating. I was pretty much limited to my single target hold and my damage powers. So, Electric Control does NOT play well with Fire control.
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
I decided on a new toon and paired Electric with Thermal. I havent played a Thermal before and figured that between Heat Exhaustion and the -end on Electric there would some synergy for sapping, also the aura heal would make me somewhat self-sufficient . I'm looking at Psionic Mastery and the standard 4x pools wich causes the build to be tight. So I came on today to find out what the pros think is skippable between both sets.
Thanks in advance and thoughts/insights would be appreciated.
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