Elec/Rad builds?
I took my Elec/Rad redside long enough to do the Patron archs to get Power Sink from Mu Mastery. WOW. It really makes the combo shine, and makes sapping a viable means of control. I may have to do the same with my Elec/Cold, but we'll see how Power Boost works out first.
Otherwise, Elec/Rad is a pretty solid combo. not much damage, but you can sap, debuff and let Choking Cloud lockdown a mob without breaking Sleep.
Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.
My electric/rad is my latest 50 and thanks to a Ragnorak drop the other night was able to do her IO build and respec. It's a good all around controller as MahaBone pointed out. I too went redside for Mu Mastery but not for power sink as she saps plenty. I went full on Mu themed with her (Priestess of Mu) and just had to have the Mu pet. It's a fun fun troller.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Hey there,
So I was contemplating another Controller, and I was thinking Electric/Radiation could be a lot of fun (I think Choking Cloud + Conductive Aura could be pretty amusing). Anyone got any experiences with it they'd care to share? Later on, Gate |
IMO the two sets have great synergy together and offer lots of layered soft and hard control to "lockdown" enemies. IMO the secondary endurance drain effect is an important aspect of Elec/ that plays well into this layer approach of control. Note that some of these controls are delivered via a chaining mechanic that can lead to some interesting tactics.
To answer one of your questions directly yes as you imagined CC+CA actually work great together.
From the two sets I ended up skipping out on Paralyzing Blast from Elec/ and Fallout from /Rad.
Something that deserves discussion are two powers I see often skipped: Static Field and Jolting Chain. IMO I personally could not recommend to anyone to skip either of these powers. Even at 50 I found these powers to have great utility.
I don't have the numbers in front of me but Static Field, despite being a sleep, is actually a great power. It a pulsing sleep that also has a slow and a -end component to it (per the description). In addition it also provides a +end to allies that stand in it. The fact that it recharges fairly quickly is another pro for this power. In my experience I found Jolting Chain to be a great power even in the late game. Here are some things I found interesting about JC:
- Its up fairly quickly and it chains/branches quickly.
- Not many mobs are resistant to KD.
- It can be used in a pseudo "Out of Line of Sight" fashion. The chaining mechanic lets you KD a group with only one enemy exposed.
- Most IO (not all) procs propagate through the jumps. This opens a new dimension to slotting. As an example the slotting I use below.
- (A) Accuracy IO: Level 50
- (7) Tempest - Chance of End Drain: Level 30
- (7) Devastation - Chance of Hold: Level 50
- (9) Apocalypse - Chance of Damage(Negative): Level 50
- (9) Gladiator's Javelin - Chance of Damage(Toxic): Level 50
- (11) Explosive Strike - Chance for Smashing Damage: Level 20
How much does Mu really help though? It has powers that drain more end, but that hasn't been something I've felt I had a shortage of since level 9 or so. What would really be nice, -recovery, there's a bit of, but with too low a chance to be relied on.
-Morgan.
How much does Mu really help though? It has powers that drain more end, but that hasn't been something I've felt I had a shortage of since level 9 or so. What would really be nice, -recovery, there's a bit of, but with too low a chance to be relied on.
-Morgan. |
Also you get Ball Lightning which helps the fact that Elec/Rad has pretty lackluster AoE damage.
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-
Power Sink, iirc, when fully slotted can drain around 70% of most enemies' end. It has a quick animation, and recharges pretty quickly with some slotting. It doesn't need Acc slotting, so you can focus on End and Recharge.
In my humble O, it is THE reason to go Mu mastery. The pet, the armor, the AoE attack are also nice perks, but Power Sink pretty much makes you one mean sapping mother.
Salty, that chainsaw slotting for Jolting Chain is GENIUS. I am totally trying that.
Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.
Hey,
If I do this, it's not in my nature to take a hero char all the way to villain and back just for the Patron Pool. In my previous run of an Elec char (I took an Elec^2 Dom into his 20s before my interest in him stalled), I was getting good-enough results sapping with Conductive Aura that it wouldn't be worth going against my normal inclinations.
Salty, that frankenslotted JC does look tasty! If I was to get this guy rolling, I might have to replace the purple & pvp pieces (I'm thinking Energy Manip stun proc for one, I'll think of another).
Later on,
Gate
@Generator
Mostly Pinnacle, with scattered alts on Liberty, Freedom, and Justice.
I had a great time playing with you!
Wasn't really in my nature either, but so far the results are worth the trip. (Still clawing my way back to blue side.)
Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.
Hey there,
So I was contemplating another Controller, and I was thinking Electric/Radiation could be a lot of fun (I think Choking Cloud + Conductive Aura could be pretty amusing). Anyone got any experiences with it they'd care to share?
Later on,
Gate
@Generator
Mostly Pinnacle, with scattered alts on Liberty, Freedom, and Justice.
I had a great time playing with you!