Does anyone know a link to Electric Control Guid and Radiation Emission Guide???
What's there to say? If you've hit 50, you know a lot of how it works.
Elec Control: As a while, the set offers layered holds, mezzes, knockdowns, and the added bonus of ridiculous Endurance draining potential. Its main weakness is a lack of raw damage. Slot for recharge, defense, and recovery. The ideal Alpha for endmod is either Musculature or Agility. Musculature adds much needed damage, and Agility adds recharge.
-Electric Fence: ST immobilize. Proc it for damage if you need an attack. Also, it can be set for endmod as another sapping power, of which you have many.
-Tesla Cage: Your ST Hold, aka the power you'll be using from level 1-50. Still great for sapping, also. Double tap it on bosses to lock them down. Slot with 4 Basilisk's Gazes for extra recharge, and recharge is good.
-Chain Fences: Great power for Electric control with a wide array of IO options to choose from. Personally, I'd either put in a set that boosts recharge/defense or frankenslot it for recharge and proc damage so that you can kill faster. Ideally, I'd include a Gravitic Anchor: Chance for Hold proc while I'm at it. You're a controller, after all. Control is good.
-Jolting Chain: I love this power, but it doesn't need much in the way of slotting. An accuracy, maybe an IO boosting Accuracy and Recharge, or a Decimation: Chance for Build up if youhave plenty of Accuracy and Recharge in your build from IO bonuses.
-Conductive Aura: Again, another beautiful key power. Stay in melee range to maximize its effect and sap enemy endurance down to nothing. Again, it also doesn't need much in the way of slots. A single Endmod is fine. Add a set if you have the slots for it, I suppose, but I didn't have the room in my build.
-Static Field: This is another one of your set defining powers. Personally, I'd throw in the Purple Sleep set for the IO bonuses. It also has the advantage of being one of the cheapest purple sets to buy. I tried the one Chance to heal IO proc (the name escapes me), but found that it only takes effect once, and the heal is too minor to be worthwhile for this power.
-Paralyzing Blast - I'd put in a 6-slot of Lockdown or a 5-slot of Unbreakable Constraint. It's a ranged targetted AoE hold. You know what it does, and what it's for.
-Synaptic Overload: Your chain AoE confuse. SLOT CONTAGIOUS CONFUSION INTO THIS POWER. TAKE THIS POWER.
-Gremlins: Your Sparkies. Their damage isn't great, but they're handy to have around and give nice control. Besides, the damage they DO deal is welcome, and increases with Reactive. I'd 4-slot these bad boys with Expedient Reinforcement. That's all you need, unless you want to add more endmod.
Radiation: This is a Jack of all Trades set that lends itself well to controllers in any range. Slot for recharge so that you can make Accelerate Metabolism Perma.
-Radiant Aura: PBAoE heal. Good place for Numina's convalescence or Doctored Wounds. You won't be an Emp, but don't shirt on the heal. 5 slots
-Radiant Infection: Great -Defense and -ToHit debuff that makes you better able to dodge blows and affect enemies. Works well in any range, as long as the anchor stays alive. You -can- put a set into it. Personally, I'd only do so if I had plenty of other IOs and still room for more. This power doesn't need many slots to be effective.
-Accelerate Metabolism: One of the best buffs in the game. Raises regeneration, recovery, damage, recharge, and even resistance to some mezzes for its duration. Slot to make this Perma.
-Enervating Field: I find myself using this more often than Radiant Infection. It makes enemies take more damage, deal LESS damage, and also animates faster than Radiant Infection. 2-3 endurance reductions are all you need.
-Mutation: Awesome rez. One recharge slot.
-Lingering Radiation: Personally, I'd skip the slow sets you could put here and just give it some recharge with maybe a touch of accuracy if have to have it.
-Choking Cloud: Helps hold enemies down while you're in melee range and sapping them down into uselessness. Decent power. A Lockdown: Chance for Hold proc might help out tremendously.
-Fallout: Highly skippable. It requires, not just any team mate but a -dead- team mate for use. You aren't that hard up for damage.
-EM Pulse: Lovely PBAoE flash of light.
Pools: GET HASTEN. If you want to softcap, there's the Fighting. Leadership is always nice, as is fighting. Hover/Combat Jumping are good LotG: Recharge mules.
APP/Patrons: I'd grab Mu Mastery for the sake of theme.
Incarnate: I'd get the Musculature Alpha for endurance modification and added damage. Either Reactive or the new Preemptive Interface that saps enemies. Barrier Destiny would be nice. For Lore pets? I'll leave that to you.
Too many alts to list.
There haven't been many guides written on the newer power sets. For your Rad side, take a look at my Illusion/Rad guide, linked in my sig.
Because Elec has a PB AoE toggle aura, it combines well with Choking Cloud. While I do not recommend Choking Cloud for an Ill/Rad, I DO recommend it for an Elec/Rad. The playstyle is pretty easy -- throw out Static Field to sleep the foes, then run in with Choking Cloud+Conductive Aura to drain endurance and hold.
The only powers in Rad that I would find optional and thus skippable are Mutation and Fallout. Both have their situational uses, but are the powers most easily skipped if you need those power choices for something else. On the Electric side, Electric Fence (the Single Target Immob) is skippable unless you plan to solo -- If you plan to solo, slot this for Damage before any procs. Compare this to Chain Fences (the AoE Immob), which does so little damage that you will get more damage from procs than slotting the power for damage.
Jolting Chain is often debated. Some assert that it is useful on low levels but becomes useless in upper levels. I disagree, as I find it useful at all levels, especially against confuse-resistant foes or when Synaptic Overload misses. I threw the Devastation Chance for Hold in it, which seems to work. (Some procs will only work on the first target, but the Devastation Chance for Hold follows the chain.) Fast Recharge lets you keep foes bouncing quite a bit.
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
My Elec/Rad is my most recent Incarnate, and I fully embraced the -End aspect of control on him. Ion Judgement with End Sappage. Musculature Alpha, for more -end (not to mention a much needed boost in damage.) Clarion to enhance my end drain. Storm elementals for more end drain. And probably most importantly, Power Sink from Mu Mastery. I went redside just long enough to get that power.
The key is to be quick and efficient. Strike fast, and mobs will just stare dumbly without a drop of endurance to do anything. Hesitate, and you be eating the alpha wave for lunch.
Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Controller
Primary Power Set: Electric Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(15), BasGaze-Acc/EndRdx/Rchg/Hold(46), BasGaze-Slow%(48)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal/Rchg(9), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/EndRdx(17)
Level 2: Chain Fences -- TotHntr-Acc/Immob/Rchg(A), TotHntr-Immob/Acc(5), TotHntr-Acc/EndRdx(5), TotHntr-EndRdx/Immob(48), TotHntr-Acc/Rchg(50)
Level 4: Radiation Infection -- DarkWD-Slow%(A), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb(7)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(13), Efficacy-EndMod/Acc/Rchg(15), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(46)
Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(11), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(13), Efficacy-EndMod/Acc(27), Efficacy-EndMod/EndRdx(27)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(21), EndRdx-I(23)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(25), FtnHyp-Acc/Sleep/Rchg(25), FtnHyp-Acc/Rchg(29), FtnHyp-Sleep/EndRdx(29)
Level 18: Paralyzing Blast -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(21), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(33), UbrkCons-Hold(33), UbrkCons-Dam%(33)
Level 20: Lingering Radiation -- RechRdx-I(A), RechRdx-I(31), Acc-I(31)
Level 22: Kick -- FrcFbk-Rechg%(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(37), Aegis-Psi/Status(37)
Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(39), CoPers-Acc/Conf/Rchg(39), CoPers-Conf/EndRdx(39), CoPers-Conf%(48)
Level 28: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(40), LkGmblr-Rchg+(40)
Level 30: Choking Cloud -- Lock-Rchg/Hold(A), Lock-Acc/Hold(36), Lock-EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(43)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Hover -- LkGmblr-Rchg+(A)
Level 41: Power Sink -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Acc/Rchg(42), P'Shift-EndMod/Rchg(42), P'Shift-EndMod(43)
Level 44: Charged Armor -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam(45)
Level 47: Mutation -- RechRdx-I(A)
Level 49: Surge of Power -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(50), RctvArm-ResDam(50)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(42)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Acc(40)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1481;676;1352;HEX;| |78DA6594D94F135114C667DA6269295064DFA505D90B8DFA6C2214445B4430B844A| |D9332C024654ADA21D1471F7C127703EA1FE1A331F1DF704D7CD3889AA8C425EA53| |3D33DFD742EC6426BF3BDF3DDF3DE72E3389CBE381C793570F2B6A702CADE572C9B| |18C696533E9B49EF5CEA50CDD4CE98A7D79E509EFF415C222B1B49EB2B246AA2084| |76C51C595B5C8CCC6A0B8666191933195B31723969D44C99CB7A5637AD48A1E19FC| |9C85073ABBABE50E934278CA565CB309702CE5B5CD756E5A5025D69BBAF39B66AA4| |22E39915C3D4AC4C3699584B26B49CA567AF3449A13DF2BC0B2ABCF265CA7397A2B| |47B14D70BB0FC2558F50A1C7E0D8EBC01A7D5A2D7A39C9097A878A7C1F204188C93| |C7C1F7924FA5477D04CDF3907C008E6C82D10DD01EDA0D8FCBFDCCE5687B9E924FC| |0198929E33CCAD6A1056E805537C1815BE0F06DF20EF821888DB3BD5E7AFDF4FAE9| |0DD0DB426F0BBD2725AF8FB5F9BA1447AB231BC8900C5EC1988A41687BFF6358622| |A11A354BEC5D85B525735D7AA7A1E5AD369F20CD876963C077E144F0DE752138356| |3701764C82FB8E92E3E414382773A9659DB5ACABA3C016D02575D6ABA8B3FE1A7C6| |ED11AA1B91B3BA4D1EB51BABBC890EA9C95EE43D8CB4F525F33E7D47C1EFEFD17C8| |8BE4257044033D327E2B3CEED620C609D782BD75643D78CA4EC7D8F6DFF0877F917| |F780EFE829FA5964EC6766E43EBFA4EFE207F820D524388FB13622E9F17DF90ADF5| |50BB2E07B5CF39E17977DF06BCFDF7C97BCC7F175C97D841E61F6CC43A0D71FD863| |AC910382B883057847BB215509451EED728E3A3F447E9FBE297EF8DFBA50EC3F76D| |4753D579D4DD7F0CF15F77C7F7217E7B4773A99B5C0FCEA197736CF314FF0572CB6| |54FA6A0E4074A7A474B94688972A0443958A2C44B94194FF10FA3A88EE20B16FF1F| |F97F6417EB94| |-------------------------------------------------------------------|
how does that look, just a first try on this build let me know what i can do to improve it, im looking to go with end drain and wanting to do team play with it
Well, you'll certainly be able to drain end with that setup. Although in bigger teams that's a control method that can be hard to make much use of. Personally I mostly solo with my Elec/Rad, so I need things that improve my damage more. (Procs in Chain Fences and Jolting Chain work very well.) Power Sink is arguably unnecessary, but I suppose it will speed up your draining...
I'd suggest replacing the Confuse enhancement in Synaptic Overload with the Accuracy/Recharge. The difference in duration is minimal, and with this power being all-or-nothing, you don't want to skimp on accuracy.
It's nice to have some EndMod in Static Field. This power will restore a lot of end to allies standing in it, which can be quite helpful.
The Aegis unique is basically pointless.
Even with the recovery an Elec can give themselves, Choking Cloud could probably use more EndRed.
-Morgan.
Few quick thoughts as I haven't really worked on my Elec/Rad for a while (still a Legacy build at this point).
Stop at 2 Endred in Enervating Field ... the 3 slot only saves 0.05 end/sec (less than it costs to run CJ). Much better to use for Endred elsewhere such as in Choking Cloud.
More Endred in Radiation Infection. 4 of Dark Watchers would gain the +5% recharge as well. Or can use Enzyme Exposure HO's.
Lingering Radiation ... I'd want more accuracy somehow (either global or in LR or both). Some +To Hit would also be nice (Tactics, Kismet +6% etc.) as the target(s) you really want to debuff with LR will also highly resist Rad Infection etc., meaning it will have a much smaller impact on yours (and teammates) ability land blows do to the debuff. 85+% debuff resistances on top of purple patch etc. for an lvl 50+ AV will make RI's -To Hit rather tiny, less than -2% defdebuff.
Not sure why you are using the Reactive Armor sets. Not enough +defense added to bother with when looking at your overall defense. More useful bonuses in other sets.
More endred needed in Choking Cloud, particularly if you intend to run it 24-7.
Maybe some others have input here >>> I want to either add damage to Gremlins or since they aren't damage machines any how go for more -recovery, -End via Endmod enhancement in some of the slotting. I'd likely shoot for ED capped damage plus as much Endmod as I could fit (with 6 slots).
The +9% acc for 4 slotted LotG in Weave is nice ... but the amount of endred saved by using the slot for the triple (def/endrd/rech) is again better saving end elsewhere most likely. The accuracy could be made up elsewhere fairly easily.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Controller
Primary Power Set: Electric Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Tesla Cage -- GladNet-Dam%(A), GladNet-Acc/EndRdx/Rchg/Hold(45), GladNet-Acc/Hold(45), GladNet-EndRdx/Rchg/Hold(46), GladNet-Acc/Rchg(46)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(43), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Rchg(45)
Level 2: Chain Fences -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(40), GravAnch-Immob/Rchg(40), GravAnch-Acc/Immob/Rchg(42), GravAnch-Acc/Rchg(46), Posi-Dam%(50)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(39), Efficacy-EndMod/EndRdx(40)
Level 6: Radiation Infection -- Achilles-ResDeb%(A), LdyGrey-%Dam(7), DarkWD-ToHitDeb/EndRdx(7), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(37)
Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(9), Efficacy-EndMod/Acc/Rchg(9), Efficacy-EndMod/Rchg(11), Efficacy-Acc/Rchg(17), Efficacy-EndMod/EndRdx(19)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(11)
Level 12: Static Field -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(15), FtnHyp-Plct%(17), IComa--Rchg%(19)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
Level 18: Super Jump -- Zephyr-ResKB(A)
Level 20: Acrobatics -- EndRdx-I(A), EndRdx-I(21)
Level 22: Lingering Radiation -- P'ngTtl-EndRdx/Rchg/Slow(A), P'ngTtl-Acc/Slow(23), P'ngTtl-Rng/Slow(23), P'ngTtl-Acc/EndRdx(36), P'ngTtl--Rchg%(37)
Level 24: Paralyzing Blast -- GladNet-Acc/EndRdx/Rchg/Hold(A), GladNet-Acc/Hold(25), GladNet-Rchg/Hold(25), GladNet-EndRdx/Rchg/Hold(36), GladNet-Acc/Rchg(36)
Level 26: Synaptic Overload -- CoPers-Conf%(A), CoPers-Conf/Rchg(27), CoPers-Conf/EndRdx(27), CoPers-Acc/Conf/Rchg(34), CoPers-Acc/Rchg(34), Mlais-Dam%(34)
Level 28: Choking Cloud -- UbrkCons-Dam%(A), UbrkCons-EndRdx/Hold(29), UbrkCons-Hold/Rchg(29), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(31), Lock-%Hold(31)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Invisibility -- LkGmblr-Rchg+(A)
Level 38: Indomitable Will -- RechRdx-I(A), RechRdx-I(39)
Level 41: Mind Over Body -- ImpArm-ResPsi(A), ImpArm-ResDam/EndRdx(42), ImpArm-ResDam/EndRdx/Rchg(42)
Level 44: Mutation -- RechRdx-I(A)
Level 47: Psionic Tornado -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/Rng(48), Posi-Dmg/Rchg(50), FrcFbk-Rechg%(50)
Level 49: Phase Shift -- RechRdx-I(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(3), EndMod-I(3)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:
- 17% DamageBuff(Smashing)
- 17% DamageBuff(Lethal)
- 17% DamageBuff(Fire)
- 17% DamageBuff(Cold)
- 17% DamageBuff(Energy)
- 17% DamageBuff(Negative)
- 17% DamageBuff(Toxic)
- 17% DamageBuff(Psionic)
- 1.88% Defense(Psionic)
- 4.5% Max End
- 4% Enhancement(Confused)
- 2.5% Enhancement(RunSpeed)
- 2.5% Enhancement(JumpSpeed)
- 2.5% Enhancement(JumpHeight)
- 5% Enhancement(Held)
- 2.5% Enhancement(FlySpeed)
- 63% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 105% Enhancement(RechargeTime)
- 38.15 HP (3.75%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 5.25%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 5.25%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 4.7%
- 26.5% (0.44 End/sec) Recovery
- 20% (0.85 HP/sec) Regeneration
- 10.4% Resistance(Fire)
- 10.4% Resistance(Cold)
- 3% Resistance(Psionic)
This is the build I use, *shrug* Works nicely enough, I solo most things.
Was gonna respec my toon and was looking for some guides so i can get started =)