elec/time questions


Adeon Hawkwood

 

Posted

Hello, I've been working on a Elec/time controller and have gotten to the mid twenties. It just doesn't feel as potent as other controller combinations I have played and has even lead potential for damage. For comparison I leveled a ice / Rad to fifty and never looked back once.

Is this just not a good pairing?

My challenges so far.
* swapping just does not seem that team friendly of a strategy. Anything I can drain is also something that dies easily. Anything that doesn't die easily seems to die about the time I drain it.

* unlike a lot of control sets, there aren't many proc options available to boost damage, especially on the Apr powers.

*survivability is good solo, but the kill speed is horrid. On a team you are a squishy who needs to be in melee range to use most your tricks and your two signature aoe powers are only partially effective. Static field is nullified by aoe and distortion field is a sometimes hold with good debuffs. Neither are solid enough to survive in melee long.

So I'd there are those who have advice I would love to hear it. I have a lot of controllers at fifty, but this one seems to present some unique challenges.


 

Posted

Quote:
Originally Posted by muonia View Post
Hello, I've been working on a Elec/time controller and have gotten to the mid twenties. It just doesn't feel as potent as other controller combinations I have played and has even lead potential for damage. For comparison I leveled a ice / Rad to fifty and never looked back once.

Is this just not a good pairing?

My challenges so far.
* swapping just does not seem that team friendly of a strategy. Anything I can drain is also something that dies easily. Anything that doesn't die easily seems to die about the time I drain it.

* unlike a lot of control sets, there aren't many proc options available to boost damage, especially on the Apr powers.

*survivability is good solo, but the kill speed is horrid. On a team you are a squishy who needs to be in melee range to use most your tricks and your two signature aoe powers are only partially effective. Static field is nullified by aoe and distortion field is a sometimes hold with good debuffs. Neither are solid enough to survive in melee long.

So I'd there are those who have advice I would love to hear it. I have a lot of controllers at fifty, but this one seems to present some unique challenges.
If you are strictly speaking about DPS, this would not be a great set. In most other aspects, WHAT A GREAT COMBO! Time along with any primary is awesome. Elec drains are great-especially with the toggled up for end mod--I drain most everything very fast. With the mitigation /time offers, you will never let anything hit your team!


Global Name: Denver Nugget
Playing since i3 on 8 servers

 

Posted

Quote:
Originally Posted by muonia View Post
*survivability is good solo, but the kill speed is horrid. On a team you are a squishy who needs to be in melee range to use most your tricks and your two signature aoe powers are only partially effective. Static field is nullified by aoe and distortion field is a sometimes hold with good debuffs. Neither are solid enough to survive in melee long.
The big game changer for Time Manipulation in terms of survivability is Farsight which I'm guessing you haven't gotten to yet. I have a Time/Elec Defender and my experience is that between Time's Juncture and Farsight I have no problem staying alive in melee (unless I get mezzed but that's what Breakfrees are for). Now admittedly your defense and -to hit values aren't going to be as good as mine but you should be able to make up for it since you have more control than me.

In regards to your actual question, I would say it's a solid enough pairing but it's also going to be a late developing pairing. Electrical Control isn't really worse than the other sets, at the very least I'd put it on a par with Ice and Earth. The place where you are probably noticing the lack of damage more is int he lack of -resistance powers which, unfortunately, you won't get until level 35 (ouch).

As for sapping on teams, it does work as a very effective form of damage mitigation but I'm not sure what to advise with Electrical Control. On my Defender I can do it reasonably quickly but I'm using Ball Lightning and Short Circuit to drain a large chunk right at the outset rather than having to rely on the AoE drain pulses available to you. You might try taking Mu Mastery and getting Power Sink but I don't know how much that will help.


 

Posted

Quote:
Originally Posted by muonia View Post
Is this just not a good pairing?
I find it to be a fantastic pairing. Mine is about the same level as yours (I'm level 25 currently).

Quote:
* swapping just does not seem that team friendly of a strategy. Anything I can drain is also something that dies easily. Anything that doesn't die easily seems to die about the time I drain it.
How do you have conductive aura and static field slotted? Try to work in 3 SOs' worth of endurance modification if you haven't already. I find the endurance just falls right off of things. Don't be afraid to toss in chain fences as well, that helps!

Quote:
Static field is nullified by aoe
Only momentarily, then it pulses again and sleeps the bad guys. Another good reason to use chain fences is to keep them from moving off of the field during their brief moments of lucidity.

Quote:
distortion field is a sometimes hold with good debuffs.
To be honest I mostly just use this for the debuffs anyway, at least until I get a lockdown proc to put into it. With two single-target holds I can already get bosses held; anything that distortion field holds is just a bonus.

Quote:
So I'd there are those who have advice I would love to hear it. I have a lot of controllers at fifty, but this one seems to present some unique challenges.
Don't forget that there are other things coming for you soon. Synaptic overload will help your survivability if you give it a few seconds to propagate throughout a spawn, and gremlins will help with damage. Slowed response and, as others have mentioned, farsight will be nice tools.

The important thing though is to have fun. If this character isn't doing it for you, maybe take a break from him for a while.


 

Posted

Quote:
Originally Posted by Happy_Thoughts View Post
I find it to be a fantastic pairing.
Agreed!


Global Name: Denver Nugget
Playing since i3 on 8 servers

 

Posted

The biggest thing from Electric Control that will make a huge difference is Synaptic Overload. The Confuse power can be used without drawing aggro, and if it hits the first foe, it will chain around to the other foes in the area if they are close by enough. Sadly, if it misses, you are out of luck until it recharges.

So what you want to do is actually run ahead of the team to fire off SynOv. Give it a second to chain around and hit the foes in the area. during that time, the foes may also bunch together as they attack each other. When they are in a tight group, you can hit them with Static Field and Distortion Field -- that will sleep, slow, end drain and -Recharge the group. Then jump in with Conductive Aura and Time's Junction running to do more endurance drain and -ToHit. You will have layered all of those effects, making the group of foes sitting ducks for your team. Unfortunately, it takes a while to do all that, which is why you want to run out in front.

Because if this, I strongly suggest some kind of stealth so you can't be seen when you cast Synaptic Overload. A Stealth IO, or Super Speed, or (even better) both is recommended.

Yes, AoEs like Rain of Fire will disrupt your Static Field sleep, which is why you want to layer all those control powers.

Electric Control is not my favorite set, but it is workable. It has too many ways that others can disrupt your control powers (I hate teaming with Fire Controllers who have lots of DoT). To be really effective you need to layer those powers to overcome the disruptions . . . but that takes time. It would be a great solo set if it did more damage. As it is, I can solo but it takes a while and relies heavily on the Gremlins to do most of the damage.

There are quite a few places for damage procs. Electric cages will take three, Jolting Chain takes a few (but some of them only work on the first foe hit). All the Slows in Time will take Impeded Swiftness procs.


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

 

Posted

Quote:
Originally Posted by Local_Man View Post
Jolting Chain takes a few (but some of them only work on the first foe hit).
... Really? Which ones? I know the explosive strike proc can fire on every enemy hit, and I don't see why the Apocalypse or Gladiator's Javelin procs wouldn't be the same, since every jump does damage.

-Morgan.


 

Posted

Quote:
Originally Posted by Morganite View Post
... Really? Which ones? I know the explosive strike proc can fire on every enemy hit, and I don't see why the Apocalypse or Gladiator's Javelin procs wouldn't be the same, since every jump does damage.

-Morgan.
There have been several discussions on the forums about this, but I haven't tested them myself. I understand that the endurance drain only works on the first foe, and the EndMod procs only have a chance to hit on the first foe. For some reason, I think that the damage procs may do the same, since it is a pseudo-pet that does the chaining, but I'm not sure. I have heard that the knockdown proc works, though.


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

 

Posted

Quote:
Originally Posted by Morganite View Post
... Really? Which ones? I know the explosive strike proc can fire on every enemy hit, and I don't see why the Apocalypse or Gladiator's Javelin procs wouldn't be the same, since every jump does damage.

-Morgan.
Any of the self buff, such as Decimation: Chance for build up, will only fire on the first target. Procs that affect the enemies seem to work just fine throughout the chain, which includes damage procs and the chance to hold/stun.


 

Posted

I've got a 50+1 elec/time that I'm currently running Incarnate content on, and it's easily the safest toon I've ever played. I can sleep an entire group, run in and drain their end in a matter of seconds, lower their to-hit and slow them, stack two holds on a boss alone (thanks to primary and secondary each having one). Complete lockdown. Sitting at well over 200% recharge all the time with Hasten/IOs/Chrono Shift is always fun, too.

Damage is it's weak point, but that picks up once you get Gremlins. I don't roll controllers expecting high damage anyways, that's why I team.


@Ra'Kiv

 

Posted

Here's a build I used to run with the Stone APP. It gave me perma-Earth's Embrace which kept my HP capped. I'm running Ice Mastery now and have a few other differences, but it's fairly close. I'm sure the build could be tweaked in a few ways, but I'm pretty happy with it. Accolades/Incarnate powers aren't shown here.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Chronovisor: Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Tesla Cage -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Dmg/EndRdx(5), Apoc-Dam%(5)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9), Dct'dW-EndRdx/Rchg(9)
Level 4: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(36), DarkWD-ToHitDeb/Rchg(36), DarkWD-ToHitDeb(36)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(39)
Level 8: Conductive Aura -- P'Shift-End%(A), P'Shift-EndMod(13), P'Shift-EndMod/Acc(13)
Level 10: Temporal Selection -- Dct'dW-Heal/Rchg(A), Mrcl-Heal/Rchg(11), Numna-Heal/Rchg(43)
Level 12: Super Jump -- Jump-I(A)
Level 14: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(15), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Acc/Rchg(17), FtnHyp-Sleep/EndRdx(17)
Level 16: Chain Fences -- GravAnch-Immob(A), GravAnch-Immob/Rchg(19), GravAnch-Acc/Immob/Rchg(19), GravAnch-Acc/Rchg(21), GravAnch-Immob/EndRdx(21)
Level 18: Jolting Chain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(23), Decim-Acc/Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(25)
Level 20: Time Stop -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(29), UbrkCons-EndRdx/Hold(29)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), HO:Enzym(40)
Level 24: Acrobatics -- EndRdx-I(A)
Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(31), CoPers-Acc/Conf/Rchg(31), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(33), CoPers-Conf%(34)
Level 28: Farsight -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(39)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(37)
Level 32: Gremlins -- C'Arms-Dmg/EndRdx(A), C'Arms-Acc/Dmg(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-+Def(Pets)(34)
Level 35: Slowed Response -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(46), LdyGrey-Rchg/EndRdx(46), LdyGrey-DefDeb/EndRdx(50)
Level 38: Chrono Shift -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Rock Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(46)
Level 47: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(50)
Level 49: Stealth -- LkGmblr-Rchg+(A), HO:Enzym(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(40)
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:

  • 12% DamageBuff(Smashing)
  • 12% DamageBuff(Lethal)
  • 12% DamageBuff(Fire)
  • 12% DamageBuff(Cold)
  • 12% DamageBuff(Energy)
  • 12% DamageBuff(Negative)
  • 12% DamageBuff(Toxic)
  • 12% DamageBuff(Psionic)
  • 5% Defense
  • 2.5% Defense(Energy)
  • 2.5% Defense(Negative)
  • 5% Defense(Ranged)
  • 2.25% Max End
  • 54% Enhancement(Accuracy)
  • 8% Enhancement(Heal)
  • 4% Enhancement(Confused)
  • 116.3% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 106.8 HP (10.5%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Immobilize) 7.15%
  • MezResist(Terrorized) 4.4%
  • 26% (0.43 End/sec) Recovery
  • 24% (1.02 HP/sec) Regeneration
  • 14.18% Resistance(Fire)
  • 14.18% Resistance(Cold)
  • 10% RunSpeed


@Ra'Kiv