Electric Control
That kinda resonates with my experience. I found that Elec/ solo (safe but slooow) and/or duo's pretty well, but when you start getting into a good sized team the elec sapping is often just too slow to be terribly useful, and sleeps have all the problems that they always have on a PUG. Which reduces Elec/ to meh control IMO. Maybe it's just because the shiny wore off, but I find many other primaries to be more well rounded.
I like it... But after playing Elec/ for a while and then going back to play a Mind/ Plant/ or Fire/ it reminds me of the difference. :: shrug :: |
I agree that the endurance drain is useless on a fast-moving team generally. Even if Earthquake is useless, then Earth still has Stalagmites+Stone Cages and Volcanic Gasses and a huge Defense Debuff. Even if Ice Slick is useless, Ice Control still has a lot of Slow with -Recharge (and the confuse in Arctic Air). With a Fire Controller on the team competing with an Electric Controller, Electric Control's only effective control powers become the Single Target Hold, the AoE Hold and the chaining Confuse.
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
This is one of my 'gripes' with Elec. Control....in medium to large (4-8 man) teams...elec. control usually doesn't contribute much. Most people have some sort of DoT so that negates the sleep (for the most part) and if the team is moving fast/defeating mobs fast then the end. drain is negated...and of course Jolting Chain isn't very useful to begin with.
I remember when I was playing my Elec/Fire Dom. in GR's beta and was like, "wow I really like all this end. drain, I can solo pretty safely/easily!"
Then I got into a team and was like, "wow....I'm pretty much useless...(except for my attacks and ST hold)."
*shrugs*
Go for what you want, an sgmate of mine likes the set so far
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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 . . .
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Apparently I didn't explain it very well, because the team leader thought something needed to be done about my delusions of grandeur, and set her difficulty to +4x8. Yeah, no, I couldn't handle that even if it wasn't Arachnos. (Which I've found so far to be one of the nastiest groups to fight as Elec.)
Still, I think that basic strategy could work pretty well in various duos or trios from a very low level. (I can definitely imagine an Elec/Rad controller like mine being a very nice duo partner for someone like my Fire/Traps corrupter, who has some good AoE damage but is still too squishy to handle large groups on her own.)
In a bigger team... Well, I don't have much experience there on my Elec. Static Field might still be useful to help keep people's endurance up in prolonged fights. Or just save it to defuse ambushes maybe.
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This is one of my 'gripes' with Elec. Control....in medium to large (4-8 man) teams...elec. control usually doesn't contribute much. Most people have some sort of DoT so that negates the sleep (for the most part) and if the team is moving fast/defeating mobs fast then the end. drain is negated...and of course Jolting Chain isn't very useful to begin with.
I remember when I was playing my Elec/Fire Dom. in GR's beta and was like, "wow I really like all this end. drain, I can solo pretty safely/easily!" Then I got into a team and was like, "wow....I'm pretty much useless...(except for my attacks and ST hold)." *shrugs* Go for what you want, an sgmate of mine likes the set so far |
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Well... Electric Control also has an aggro-free Seeds of Confusion clone whose only significant disadvantages (on a Controller) are a slightly longer propogration time and a chance to critically miss. Endurance drain by itself is not what I considered a serious "main line" control ability. It does help out from time to time but like Ice and its -Recharge its more insurance than a replacement for actual mezzes.
I'm not sure I agree with your sentiments. In groups, I find elec control characters' roles changed from a "haha, you're sapped and totally my biotch!" to a "haha, you're slept/knocked down/confused so my friends can get the drop on you!" You just prioritize certain attacks once the initial strike is made by the team. And if you're in a group, odds are you're not running even con minions -- jolting chain's going to be incredibly useful just knocking things down, not around.
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Agreed, seems like with a lot of powers...you just have to change roles to be effective.
It also seems like if you are on a fast moving/fast killing team, most secondary effects are rendered useless whether we're discussing Ice, Earth, Electric etc.
It's been awhile, but I thought that I have been of a few TF teams that had some type of Electric oriented troller/dom that basically sapped the AV til it was dead. Can't remember whos, the whats and wheres though.
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what about the incarnate power reactive? it adds fire damage to your attacks and may wake up some sleepers? or is there a better choice for the incarnate powers
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I play on large teams with my Elec Controller and I never feel useless. I can easily mitigate an Alpha with the Sleep Patch.. I can Lockdown another whole mob with a ranged AoE Hold. I can use the Cages and Jolting Chain for constant Knockdown. I can confuse a target ( or multiples targets if the proc goes off ).
I dont find myself as useless at all.
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I play on large teams with my Elec Controller and I never feel useless. I can easily mitigate an Alpha with the Sleep Patch.. I can Lockdown another whole mob with a ranged AoE Hold. I can use the Cages and Jolting Chain for constant Knockdown. I can confuse a target ( or multiples targets if the proc goes off ).
I dont find myself as useless at all. |
The propagation time of the confuse can be annoyingly slow, trick is to get there before the rest of the team and fire it off, so by the Tank / Brute / Random Leeroyer hits the spawn half of them are shooting each other anyway.
Well... Electric Control also has an aggro-free Seeds of Confusion clone whose only significant disadvantages (on a Controller) are a slightly longer propogration time and a chance to critically miss. Endurance drain by itself is not what I considered a serious "main line" control ability. It does help out from time to time but like Ice and its -Recharge its more insurance than a replacement for actual mezzes.
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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.
I like it... But after playing Elec/ for a while and then going back to play a Mind/ Plant/ or Fire/ it reminds me of the difference.
:: shrug ::