Which is the better sapper?


Airhammer

 

Posted

So which power set, paired with Electric Control, is best for sapping? I know /electric has endurance drain in it but /earth /energy and /ice have power boost which vastly enhance the drain of Electric Control.

I'm trying electric/earth but the lack of control AND damage these sets have until late 20s is making it a very rough and long road. Electric sucks at sapping until you have SOs and Earth's Stone Spears and Hurl Boulder are long animation, low and highly resisted damage crap. So you only have 1 ST attack and 1 questionable aoe worth taking until lvl 20.

I'd have gone with /electric except the big wallop, Thunder Strike, is going to throw enemies out of my sapping aoe since electric's mass immob has no -kb.


"The bird of Hermes is my name. Eating my wings to make me tame." -The Ripley Scroll

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Posted

Even on TOs, between static field and the free aura you get on electric control (you get both by level 12) you should be able to sap pretty easily. You'll have to do it in melee range, but that shouldn't be a problem for /earth.

Remember, dominators are NOT ranged ATs, they are hybrids. They are best played like a blapper with control powers, so control your target via mez (static field is best for this) then proceed to smash their face in via your melee attacks. Use your ranged attacks to fill in your melee attack chain or to catch runners.

/earth and /nrg has the added benefit of power boost, which increases the end drain, but i'm not sure it affects the -recovery. /elec has the chance of -recovery, and the added benefits of having a chance to give you back more endurance on attacks.


 

Posted

My votes /Elec and /Psi because of Drain Psyche.. you can add the Mu Patron pool for Power Sink and you are golden..


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-

 

Posted

I love my Elec/Psi dom. Between Drain Psyche, Paralyzing Blast, and Synaptic Overload, all of which have a 100% chance to reduce recovery, and Conductive Aura draining endurance, I can completely drain most GMs of their end. Then I just beat on them while they stand there...fun stuffs. (I'm easily amused.)


 

Posted

Seems the new Storm Elemental Incarnate pets sap with their attacks. So that's even more sappage potential.


"The bird of Hermes is my name. Eating my wings to make me tame." -The Ripley Scroll

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Posted

If you are willing to go with a controller, Elec/Kin ought to be good.


"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator

 

Posted

Quote:
Originally Posted by Airhammer View Post
My votes /Elec and /Psi because of Drain Psyche.. you can add the Mu Patron pool for Power Sink and you are golden..
This with an emphasis on /psi/mu. Static Field > Drain Psyche > Power Sink would be extremely sappy. Get perma-DP and things will never see endurance again.


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

Just threw this together. Perma-DP and Power Sink has the same recharge (28.4sec).

Villain Plan by Mids' Villain Designer 1.942
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Click this DataLink to open the build!

Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(31), Dmg-I(43), Dmg-I(50)
Level 1: Psionic Dart -- Range-I(A)
Level 2: Mind Probe -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Dmg/EndRdx(43)
Level 4: Chain Fences -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/EndRdx(15), Posi-Dam%(46)
Level 6: Jolting Chain -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(7), Decim-Dmg/EndRdx(25), Decim-Build%(43)
Level 8: Conductive Aura -- EndMod-I(A), EndMod-I(48)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Static Field -- FtnHyp-Acc/Sleep/Rchg(A), FtnHyp-Acc/Rchg(13), FtnHyp-Sleep(13), FtnHyp-Sleep/Rchg(15), FtnHyp-Sleep/EndRdx(46)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/EndRdx(25), Posi-Dam%(40)
Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(23)
Level 20: Drain Psyche -- Acc-I(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Rchg(23), Dct'dW-Heal(37), Dct'dW-Heal/EndRdx(50)
Level 22: Maneuvers -- LkGmblr-Rchg+(A)
Level 24: Stealth -- LkGmblr-Rchg+(A)
Level 26: Synaptic Overload -- CoPers-Acc/Conf/Rchg(A), CoPers-Acc/Rchg(27), CoPers-Conf/Rchg(27), CoPers-Conf/EndRdx(31), CoPers-Conf%(37)
Level 28: Subdue -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(29), Dev'n-Acc/Dmg/EndRdx/Rchg(29), Dev'n-Hold%(31), GravAnch-Hold%(40)
Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33)
Level 35: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Acc/ActRdx/Rng(36), Mantic-Dmg/EndRdx/Rchg(36), Mantic-Dmg/ActRdx/Rchg(36), Mantic-Dam%(37)
Level 38: Psychic Shockwave -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Dmg(40)
Level 41: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/EndRdx(42), P'Shift-EndMod/Rchg(42), P'Shift-EndMod(42), RechRdx-I(50)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal-I(A), Heal-I(34)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(34)



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SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

Quote:
Originally Posted by Airhammer View Post
My votes /Elec and /Psi because of Drain Psyche.. you can add the Mu Patron pool for Power Sink and you are golden..
After playing with the idea of making an Elec control character for a while, this particular combination seems very fancy on a Dominator.

On a Controller, I would lean toward Elec/Cold on the basis that Heat Loss would mesh nicely with Elec for keeping things floored.


 

Posted

I have an elec/cold. While it is nice on teams, it can't really solo very well. So in the event you like soloing, elec/cold is prolly not the best idea.


 

Posted

Quote:
Originally Posted by Arbegla View Post
I have an elec/cold. While it is nice on teams, it can't really solo very well. So in the event you like soloing, elec/cold is prolly not the best idea.
It seems to solo exceptionally well for Boomie. Perhaps, it's not an +4/x8 solo'er but it can do nicely against single very difficult targets.


 

Posted

To be honest you simply dont need it. This is the only true sapping set in the game. It drains them dry fast and keeps them drain unlike everything else. Personally I say pair it with earth to make up for the suck *** damage the gremlins have and get the damage aura so you can melt the mobs too.


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Posted

Quote:
Originally Posted by ketch View Post
It seems to solo exceptionally well for Boomie. Perhaps, it's not an +4/x8 solo'er but it can do nicely against single very difficult targets.
Level 50, it'll be amazing. getting there... not as much fun


 

Posted

I spec'd my energy/elec to sap... it works very well. I slotted jolting chain and conductive aura for capped endmod. That was plenty enough to sap spawns fairly quickly. Jolting chain and static field + solid sapping gives very reliable AoE active mitigation that's available 100% of the time.

I chose energy because that's the set I wanted to play (elec was what I paired with it, instead of vice versa). I guess my answer to your question is that it doesn't matter... elec does good sapping on it's own. power boost does help, but you're ok without it.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Quote:
Originally Posted by Arbegla View Post
Level 50, it'll be amazing. getting there... not as much fun
Unless you like playing controllers. Between a confuse that's up with the frequency of Seeds of Confusion and two pets handing out damage, Electric doesn't feel as slow as some other control sets. Electric is fairly early blooming and Cold picks up in the late 20's to give it a pretty nice even feel, I'd say.


 

Posted

Quote:
Originally Posted by EvilRyu View Post
To be honest you simply dont need it. This is the only true sapping set in the game. It drains them dry fast and keeps them drain unlike everything else. Personally I say pair it with earth to make up for the suck *** damage the gremlins have and get the damage aura so you can melt the mobs too.
Well yes and no - while Elec/ will easily drain foes quickly, what it doesn't have is any reliable -recovery to keep them completely drained, so mobs will still be able to attack fairly frequently with a tick or two of blue. Of course between the sleep patch, knockdown and chain confuse mobs probably won't actually be attacking you all that often, but for a true sapping concept it is best to pair elec with something that can prevent mobs from ever getting their blue bar back above zero. As mentioned /psi is very powerful for this due to drain psyche (and also being a PBAoE-friendly set has massive synergy with Elec/ anyway).

That said, even without -recovery to pair with it, Elec/ can usually prevent mobs from using meatier attacks that cost more end so any secondary should be effective - Elec/Stone is a nice high single target damage, knockdown-tactic combo for example.


 

Posted

Quote:
Originally Posted by _Brev__NA View Post
That said, even without -recovery to pair with it, Elec/ can usually prevent mobs from using meatier attacks that cost more end so any secondary should be effective - Elec/Stone is a nice high single target damage, knockdown-tactic combo for example.
I run an Elec/Ice Dom with a lot of success. At Permadomination, Jolting Chain and Electric Cages are a combo unto themselves, especially with the Gremlins around doing the same thing. Slotting both sets with Hold Proc IOs makes this a monster tactic which completely dominates mobs on most any difficulty. I enjoy the freedom of range that I get from Ice's combination of Ranged and Melee attacks, so that I can over just outside of enemy range and blast while sucking up endurance with Conductive Aura or jump right in and mess things up with Ice Sword Circle and Ice Slash.

Power Boost is, effectively, my Sapper switch. I almost never need to use it unless teaming at +4/x8 or against EBs/AVs (which this dominator CANNOT solo). It makes the big bites that Elec takes out of enemy endurance even larger, and Hold/Mez duration goes through the roof. Conductive Aura gives all the endurance needed to keep it up, and Permadomination's high recharge ensures that Power Boost recharges impressively fast.

I imagine that a Permadom Elec/Earth or Elec/Energy could do pretty similar things if built properly. An Elec/Psy might lack Power Boost, but Drain Psyche would help make up for that against larger bosses, and it also has -Recharge debuffs and a rare damage type to bring to the table.


Too many alts to list.

 

Posted

Quote:
Originally Posted by ketch View Post
Unless you like playing controllers. Between a confuse that's up with the frequency of Seeds of Confusion and two pets handing out damage, Electric doesn't feel as slow as some other control sets. Electric is fairly early blooming and Cold picks up in the late 20's to give it a pretty nice even feel, I'd say.
While true, that confuse doesn't come until level 26, and the pets don't come until level 32. You have plenty of control (i was herding and draining mobs at level 12, with Static field and the aura) but you have very limited damage. Thats why its painful to solo. Just sheer lack of damage, even with abusing containment. (unless you 3 slot damage SOs, but then your limited on slots, and are hurting your controlling aspect)


 

Posted

Quote:
Originally Posted by _Brev__NA View Post
Well yes and no - while Elec/ will easily drain foes quickly, what it doesn't have is any reliable -recovery to keep them completely drained, so mobs will still be able to attack fairly frequently with a tick or two of blue. Of course between the sleep patch, knockdown and chain confuse mobs probably won't actually be attacking you all that often, but for a true sapping concept it is best to pair elec with something that can prevent mobs from ever getting their blue bar back above zero. As mentioned /psi is very powerful for this due to drain psyche (and also being a PBAoE-friendly set has massive synergy with Elec/ anyway).

That said, even without -recovery to pair with it, Elec/ can usually prevent mobs from using meatier attacks that cost more end so any secondary should be effective - Elec/Stone is a nice high single target damage, knockdown-tactic combo for example.
I coulda swore all the elec/ attacks have a chance for -recovery, and the aura you get pulses -end and -recovery (also the gremlins damage aura, lightning field, has built in -recovery) Which allows elec/ to not just drain, but then keep people drained pretty easily.

Plus with the static field being the best sleep power in the game, and the confuse being AoE, you have enough hard (or rather medium?) control to keep things from smashing your face in when they actually do have endurance.


 

Posted

I'll throw a vote in for elec/psi. Static field, conductive aura, chain fences, and drain psyche will usually come close to (if it doesn't outright) maul your opponents' end bars. Bosses and higher might require a second application, but still, they're helpless pretty quickly. You'll primarily be in melee range with this combo, and psi gives you two hard hitting melee attacks (one of which has knockback, but you can avoid this by using electric fence). It's all 'round a really good combo.

Instead of going with Mu mastery, I went with psionic mastery for the additional ghetto control -- psychic tornado and world of confusion. Link minds is a really nice, incredibly helpful team buff that makes folks love me, and indomitable will is extra handy for folks who haven't made permadom a priority.


Talen_Lee: Taking absorb pain is like branding 'H' on your forehead. Which stands for 'Failure'

Scarf_Girl: ever since I six slotted my Rp with cyber/emo Hami-O enhancements they haven't been able to touch me

 

Posted

I cant follow this thread, when did doms and trollers get energy primary?


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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.

 

Posted

Quote:
Originally Posted by Arbegla View Post
While true, that confuse doesn't come until level 26, and the pets don't come until level 32. You have plenty of control (i was herding and draining mobs at level 12, with Static field and the aura) but you have very limited damage. Thats why its painful to solo. Just sheer lack of damage, even with abusing containment. (unless you 3 slot damage SOs, but then your limited on slots, and are hurting your controlling aspect)
Electric is just kind of middling when it comes to damage. It's not on the low end with Earth and Ice, nor is it on the high end with Plant and Fire. The remaining three sets; Gravity, Mind, and Illusion, all sport some nice early single target damage but Mind and Illusion suffer in AoE. I think that leaves Electric pretty well in the middle since Jolting Chain lets it punch out a little more AoE damage early on. Your mileage my vary, of course.

For a dominator it's largely irrelevant anyway.


 

Posted

My goal with my Elec/Earth Dom is to drain an AV dry and keep him/her dry but I failed. I took power boost and Mu mastery. I have to find a balance between survival (since I am all melee) and draining but I just can't find that balance yet. My build isn't perma-dom yet because I had to get all kinds of +defense.


For regular mobs, Electricity control itself is good enough to sapp and it works even faster if you put some +end recovery, but power boost works wonderful when you want to sapp a Boss dry in the first few seconds. I think with Power Boost and Energy Drain from Mu Mastery, you can drain an even boss dry in one go. If it's +2 level or higher, you can follow up with Jolting or single confuse.


The problem isn't draining to zero. The problem is KEEPING it zero. I could drain AVs pretty low but as long as there is any recovery, they can use an attack (which may kill you).


I think eventually, Elec/Elec is the best choice for AV-drainer because electricity attacks can proc for "no recovery" for several seconds. Between elec control powers and elec attacks, you can eventually stop endurance recovery for a long time and then eventually drain an AV dry and keep him dry.


Elec/Psionic actually sounds quite cool. I didn't think about Drained Psyche. I went with /Earth because of the aura and the fact that Earth has 3 melee, 1 pbaoe and 1 short target aoe. Everything is just so... melee.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Jibikao View Post
My goal with my Elec/Earth Dom is to drain an AV dry and keep him/her dry but I failed. I took power boost and Mu mastery. I have to find a balance between survival (since I am all melee) and draining but I just can't find that balance yet. My build isn't perma-dom yet because I had to get all kinds of +defense.


For regular mobs, Electricity control itself is good enough to sapp and it works even faster if you put some +end recovery, but power boost works wonderful when you want to sapp a Boss dry in the first few seconds. I think with Power Boost and Energy Drain from Mu Mastery, you can drain an even boss dry in one go. If it's +2 level or higher, you can follow up with Jolting or single confuse.


The problem isn't draining to zero. The problem is KEEPING it zero. I could drain AVs pretty low but as long as there is any recovery, they can use an attack (which may kill you).


I think eventually, Elec/Elec is the best choice for AV-drainer because electricity attacks can proc for "no recovery" for several seconds. Between elec control powers and elec attacks, you can eventually stop endurance recovery for a long time and then eventually drain an AV dry and keep him dry.


Elec/Psionic actually sounds quite cool. I didn't think about Drained Psyche. I went with /Earth because of the aura and the fact that Earth has 3 melee, 1 pbaoe and 1 short target aoe. Everything is just so... melee.
Drain Psyche lasts 30 seconds and can be made perma (see my build on the first page of the thread). Also, it doesn't require endmod slotting unless there's some foe out there with buffed recovery I don't know about. /Psi also has -recharge mixed in, so even if a mob has a enough end to consistently use their weak attacks, they won't be able to use them as often.


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

Quote:
Originally Posted by Arbegla View Post
I coulda swore all the elec/ attacks have a chance for -recovery, and the aura you get pulses -end and -recovery (also the gremlins damage aura, lightning field, has built in -recovery) Which allows elec/ to not just drain, but then keep people drained pretty easily
Conductive Aura definitely does not have -recovery. Nearly everything else does, but the chances are pretty low on most of the other powers. And Jolting Chain only has that effect on the first target. (It's too bad too. If that chained it'd really help with keeping groups drained.)

Gremlin's aura, I'm not sure. Looking at the power numbers, what looks like an aura is named "Shock", and it doesn't list -recovery, just damage. None of my Elec's are high enough to have them yet though.