Elec/time potential build.


Boomie

 

Posted

I'm working on my elec/time currently and soon I'll reach level 50. This is one prospective build I've been working on, but I'd like a little feedback. Right now, I'm leaning towards the Agility Core Paragon and Clarion Radial Epiphany to help boost my defense a bit higher for Incarnate content though I don't believe it will reach 59% even with a PB'ed/Clarion boosted Farsight. However, Time's Juncture will help make up that difference a bit. I may go with Preemptive Interface for even more sapping ability.

Some of the pros and cons:
+ Capped to all types and positions with Power Boosted Farsight
+ 45% softcap with 60% smashing/lethal resistance
+ perma Farsight and Hasten (with alpha slotting)
+ very strong sapping ability when PB'ed
- endurance usage is high, relying on Conserve Power and Chrono Shift to help manage end issues
- lack of AoE hold
- damage is low
- no travel power

I'm not terribly concerned about the lack of damage; my focus was support, control, and survivablity, but it could be an issue. Endurance usage seems poor on the graphs, but I've been managing okay with Chrono Shift and Conserve Power so far though encountering heavy slows could complicate that.

Hero Plan by Mids' Hero Designer 1.951
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Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(11)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5)
Level 4: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-Rchg/EndRdx(13), DarkWD-ToHitDeb(15)
Level 6: Chain Fences -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Rchg(43), Efficacy-EndMod(46), Efficacy-EndMod/EndRdx(46), Efficacy-EndMod/Acc(48)
Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), P'Shift-EndMod/Acc(9), EndMod-I(9), Acc-I(11)
Level 10: Temporal Selection -- Dct'dW-Heal(A), Dct'dW-Rchg(21), Dct'dW-EndRdx/Rchg(50), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
Level 14: Static Field -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Sleep/Rchg(15), FtnHyp-Sleep(17), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(19)
Level 16: Distortion Field -- BasGaze-Acc/Hold(A), Lock-%Hold(39), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(42)
Level 18: Boxing -- Acc-I(A)
Level 20: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(46), S'fstPrt-ResDam/EndRdx(21)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), GftotA-Def/EndRdx(23), GftotA-Def/EndRdx/Rchg(36)
Level 24: Jolting Chain -- Decim-Acc/EndRdx/Rchg(A), Decim-Acc/Dmg/Rchg(25), Decim-Dmg/Rchg(25), Decim-Dmg/EndRdx(27), Decim-Acc/Dmg(34)
Level 26: Synaptic Overload -- CoPers-Conf/EndRdx(A), CoPers-Conf%(27), CoPers-Acc/Conf/Rchg(33), CoPers-Conf/Rchg(33), CoPers-Acc/Rchg(33)
Level 28: Farsight -- LkGmblr-Rchg+(A), RedFtn-Def(29), RedFtn-Def/EndRdx(29), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), GftotA-Def/EndRdx(34), GftotA-Def/EndRdx/Rchg(36)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-Acc/Rchg(37)
Level 35: Slowed Response -- Achilles-ResDeb%(A), AnWeak-Acc/Rchg(37), Acc-I(48), RechRdx-I(48)
Level 38: Chrono Shift -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod(42), RechRdx-I(43)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(45), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx/Rchg(45)
Level 47: Power Boost -- RechRdx-I(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Musculature Radial Paragon
Level 50: Clarion Total Radial Invocation
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(19), EndMod-I(39)



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I look forward to any feedback.


 

Posted

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

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Tesla Cage

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (7) Basilisk's Gaze - Accuracy/Recharge
  • (7) Basilisk's Gaze - Recharge/Hold
  • (11) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (40) Damage Increase IO
  • (45) Damage Increase IO
Level 1: Time Crawl
  • (A) Accuracy IO
Level 2: Temporal Mending
  • (A) Doctored Wounds - Heal/Endurance
  • (3) Doctored Wounds - Endurance/Recharge
  • (3) Doctored Wounds - Recharge
  • (5) Doctored Wounds - Heal/Recharge
  • (5) Doctored Wounds - Heal/Endurance/Recharge
Level 4: Time's Juncture
  • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (13) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (13) Dark Watcher's Despair - Recharge/Endurance
  • (15) Dark Watcher's Despair - To Hit Debuff
  • (39) Dark Watcher's Despair - To Hit Debuff/Recharge
Level 6: Chain Fences
  • (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (43) Efficacy Adaptor - Accuracy/Recharge
  • (43) Efficacy Adaptor - EndMod/Recharge
  • (46) Efficacy Adaptor - EndMod
  • (46) Efficacy Adaptor - EndMod/Endurance
  • (48) Efficacy Adaptor - EndMod/Accuracy
Level 8: Conductive Aura
  • (A) Performance Shifter - EndMod
  • (9) Performance Shifter - EndMod/Recharge
  • (9) Performance Shifter - EndMod/Accuracy/Recharge
  • (11) Performance Shifter - Accuracy/Recharge
  • (31) Performance Shifter - EndMod/Accuracy
  • (31) Performance Shifter - Chance for +End
Level 10: Temporal Selection
  • (A) Doctored Wounds - Heal
  • (21) Doctored Wounds - Recharge
  • (21) Doctored Wounds - Heal/Endurance
  • (23) Doctored Wounds - Endurance/Recharge
  • (31) Doctored Wounds - Heal/Recharge
Level 12: Hasten
  • (A) Recharge Reduction IO
Level 14: Static Field
  • (A) Fortunata Hypnosis - Sleep/Endurance
  • (15) Fortunata Hypnosis - Sleep/Recharge
  • (17) Fortunata Hypnosis - Sleep
  • (17) Fortunata Hypnosis - Accuracy/Sleep/Recharge
  • (19) Fortunata Hypnosis - Accuracy/Recharge
Level 16: Distortion Field
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (39) Lockdown - Chance for +2 Mag Hold
  • (40) Basilisk's Gaze - Accuracy/Recharge
  • (40) Basilisk's Gaze - Recharge/Hold
  • (42) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
Level 18: Boxing
  • (A) Accuracy IO
Level 20: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 22: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense/Endurance
Level 24: Jolting Chain
  • (A) Decimation - Accuracy/Endurance/Recharge
  • (25) Decimation - Accuracy/Damage/Recharge
  • (25) Decimation - Damage/Recharge
  • (27) Decimation - Damage/Endurance
  • (34) Decimation - Accuracy/Damage
Level 26: Synaptic Overload
  • (A) Coercive Persuasion - Confused/Endurance
  • (27) Coercive Persuasion - Contagious Confusion
  • (33) Coercive Persuasion - Accuracy/Confused/Recharge
  • (33) Coercive Persuasion - Confused/Recharge
  • (33) Coercive Persuasion - Accuracy/Recharge
Level 28: Farsight
  • (A) Luck of the Gambler - Recharge Speed
  • (29) Red Fortune - Defense
  • (29) Red Fortune - Defense/Endurance
Level 30: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (34) Luck of the Gambler - Defense/Endurance
  • (34) Luck of the Gambler - Defense/Recharge
  • (36) Luck of the Gambler - Defense/Endurance/Recharge
Level 32: Gremlins
  • (A) Expedient Reinforcement - Accuracy/Damage
  • (36) Expedient Reinforcement - Damage/Endurance
  • (37) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (37) Expedient Reinforcement - Accuracy/Recharge
Level 35: Slowed Response
  • (A) Achilles' Heel - Chance for Res Debuff
  • (36) Shield Breaker - Chance for Lethal Damage
  • (37) Touch of Lady Grey - Chance for Negative Damage
Level 38: Chrono Shift
  • (A) Performance Shifter - EndMod/Recharge
  • (42) Efficacy Adaptor - EndMod/Recharge
  • (42) Efficacy Adaptor - EndMod
  • (43) Recharge Reduction IO
Level 41: Time Stop
  • (A) Lockdown - Chance for +2 Mag Hold
Level 44: Fire Blast
  • (A) Decimation - Accuracy/Damage
  • (45) Decimation - Damage/Endurance
  • (45) Decimation - Damage/Recharge
  • (46) Decimation - Accuracy/Endurance/Recharge
  • (50) Decimation - Accuracy/Damage/Recharge
Level 47: Fire Ball
  • (A) Positron's Blast - Accuracy/Damage
  • (48) Positron's Blast - Damage/Endurance
  • (48) Positron's Blast - Damage/Recharge
  • (50) Positron's Blast - Damage/Range
  • (50) Positron's Blast - Accuracy/Damage/Endurance
Level 49: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Musculature Radial Paragon
Level 50: Clarion Total Radial Invocation
------------
Level 1: Brawl
  • (A) Empty
Level 1: Containment
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (19) Performance Shifter - EndMod
  • (39) Endurance Modification IO

My suggestions


Blistering Fire - 50 Fire/Dev/Force Blaster - Virtue
Just_Joe - 50 Illusion/Rad/Fire Controller -Virtue
Muffin Hunter - 47 Kin/Elec/Elec Defender - Virtue

 

Posted

Quote:
Originally Posted by Just_Joe View Post
My suggestions
And your reasoning? I noted that I wasn't terribly concerned about damage, but your build sacrifices substantial defense and resistance from the one I posted for just that.


 

Posted

Hm... looking over your build, and keeping to the goals you outlined, these would be my suggestions:

For your endurance management, you 4-slotted conductive aura but not Stamina? And no miracle proc? That'd be your problem right there. CA is fine with just one slot, 4-slot stamina with perf shifters. Add a miracle proc. A sidenote on the perf shifter proc, do not put it into conductive aura. Ever. It won't benefit you, it'll actually proc off enemies. I know you didn't slot it, but Joe did, so I thought I'd mention it. Did you pick up the +end accolades? They will help a lot.

Hasten doesn't need 3 slots. It is almost perma with 1 (! 123 seconds with the base slot)

Slotting Jolting Chain with damage is a waste (Base DPA: 4,5. Enhanced DPA: 9) I would drop it entirely in favor of Electric Fence, slotted as an attack. Jolting Chain is useful in the lower levels, but I find I do not use it at all in the high levels, especially since the gremlins get it. This should considerable improve your damage.
If you do keep Jolting Chain, slot a devastation: Chance for Hold proc. It's awesome.

Drop Distortion Field in favor of Paralyzing Blast or Timestop. Both are far more reliable control, either AOE or ST - Timestop is great when fighting an AV. With it you can hold AVs LIKE A dom BOSS (Woe is me, I don't know the strike-through forum code)

Tough needs more end reduction.

Switch the slotting in Gremlins from Expedient reinforcment to call to arms.

Temporal Selection is overslotted, imo, it's fine with one slot.

Tesla Cage DEFINTELY needs more slotting. With it being your bread and butter power, it needs better accuracy, and damage slotting would be good as well. 1 Nucloleous + 1 pure damage IO, perhaps.

You could add one more slot to Weave and Maneuvers respectively, and slot 1 lotg recharge and 4 Call of the Ancient for +max end bonuses.

What's your budget for the build? I see the glad proc, but no purples...you know how pricey that glad proc is, right? :/

Your defense is not actually capped. You need 22,5% defense aside from powerboosted farsight to get to the cap. As it is, only your ranged defense is capped.

Phew. So yeah, that's the potential improvements I see when keeping your stated goals in mind. However, imho, and speaking as someone who has an Elec/time as one of her favorite toons, I would not aim for the softcap. You are a controller, you don't /need/ defense. 32,5% is perfectly survivable (especially with Time's Juncture effectively capping you as it is), even in stuff like itrials. By going for the softcap, you've constrained yourself to the energy mastery pool for PB, severely gimping your damage. Defense is easy to come by with buffs and inspirations flying around. A good attack chain is not. I'd say go fire mastery - the two attacks, along with the res shield and the self rez. This would also improve your endurance quite a bit, since you won't have to run as many toggles.

EDIT: Forgot about incarnate powers. Clarion is a wonderful choice for any squishy, but for alpha, I would definitely not take Agility, even though it would help with sapping. With perma-chrono recharge, you are fast approaching the point of where more recharge doesn't really do anything, since recharge is subject to a harsh diminishing returns curve. Defense boost is nice, but it is miniscule (around 2% to everything) and...as I said, I find reaching the defense cap on a troller not that important. My vote would go to musculature radial for both the +damage and +end mod boost


 

Posted

Quote:
Originally Posted by Riora View Post
Hm... looking over your build, and keeping to the goals you outlined, these would be my suggestions:

For your endurance management, you 4-slotted conductive aura but not Stamina? And no miracle proc? That'd be your problem right there. CA is fine with just one slot, 4-slot stamina with perf shifters. Add a miracle proc. A sidenote on the perf shifter proc, do not put it into conductive aura. Ever. It won't benefit you, it'll actually proc off enemies. I know you didn't slot it, but Joe did, so I thought I'd mention it. Did you pick up the +end accolades? They will help a lot.
Good call on the Miracle proc. I should switch the Numina in favor of that. As for Conductive Aura, frankslotted with 4 slots puts it 91% enhancement for accuracy and end mod, hitting the point of diminishing returns with ED. Further slots won't contribute much in that regard.

Quote:
Hasten doesn't need 3 slots. It is almost perma with 1 (! 123 seconds with the base slot)

Slotting Jolting Chain with damage is a waste (Base DPA: 4,5. Enhanced DPA: 9) I would drop it entirely in favor of Electric Fence, slotted as an attack. Jolting Chain is useful in the lower levels, but I find I do not use it at all in the high levels, especially since the gremlins get it. This should considerable improve your damage.
If you do keep Jolting Chain, slot a devastation: Chance for Hold proc. It's awesome.
I had really debated on whether to keep Jolting Chain or not. I'm awaiting unlocking Interface before I decide one way or another. I did like it both for knockdown mitigation and the -100% recovery on the first target, but I can see dropping it from my build if Interface isn't as promising as I hope. In the case, that I do Paralytic Blast will likely take its place.

Quote:
Drop Distortion Field in favor of Paralyzing Blast or Timestop. Both are far more reliable control, either AOE or ST - Timestop is great when fighting an AV. With it you can hold AVs LIKE A dom BOSS (Woe is me, I don't know the strike-through forum code)
I can see the usefulness of a bit more -regen on an AV, but having an additional hold here isn't going to let me break the PToD, especially with the slow activation on Tesla Cage. Static Field and Distortion Field, on the other hand, can stack -95% recharge on the enemies, enough to floor the recharge of +2 enemies.

Quote:
Tough needs more end reduction.

Switch the slotting in Gremlins from Expedient reinforcment to call to arms.

Temporal Selection is overslotted, imo, it's fine with one slot.
I did use Temporal Selection as a bit of a set mule, but I do feel it needs recharge. It's not good as good as Fortitude, but a bit more useful than Forge, IMO. The regen it offers is probably the least appealing effect (though that's what my slotting enhances); it's real value comes in the additional recharge and damage. Damage dealers will love having this on them and in the event that there aren't many of those another buffer with long recharges will benefit from the recharge boost.

Quote:
Tesla Cage DEFINTELY needs more slotting. With it being your bread and butter power, it needs better accuracy, and damage slotting would be good as well. 1 Nucloleous + 1 pure damage IO, perhaps.

You could add one more slot to Weave and Maneuvers respectively, and slot 1 lotg recharge and 4 Call of the Ancient for +max end bonuses.
I may shift the slot from Distortion Field after I see how often the +2 mag proc fires there. I do dislike having so little accuracy in my single target hold.


Quote:
What's your budget for the build? I see the glad proc, but no purples...you know how pricey that glad proc is, right? :/
I've got the purple confuse and sleep sets both slotted. As for the pvp IO, I've bought them in the past using Hero Merits and Empyrean Merits. With the new trials, it's even easier to acquire: a short Keyes and a MoM, TPN, or UG and I can obtain 4 merits a day... just over two weeks to get the IO.

Quote:
Your defense is not actually capped. You need 22,5% defense aside from powerboosted farsight to get to the cap. As it is, only your ranged defense is capped.
Ah, I see the mistake in my collections. When calculating the difference from Farsight's base ability to its PB'ed/Clarion boosted bonus, I was simply toggling incarnate powers on and off, using a base defense of 14.99% without the alpha slot instead of the proper 16.07%. With Agility or Nerve in the Alpha slot, I'll begin at 37% defense, 22% from the incarnate cap. With PB/Clarion I'm gaining an extra 19.02% from Farsight, 2.98% short of the Incarnate cap. There's also the gap between Farsight's 120 second duration and Clarion Radial Epiphany's 180 second recharge.

With careful management, I can be very near the Incarnate softcap 2/3 of the time... still impressive, but a disappointing realization.

Quote:
Phew. So yeah, that's the potential improvements I see when keeping your stated goals in mind. However, imho, and speaking as someone who has an Elec/time as one of her favorite toons, I would not aim for the softcap. You are a controller, you don't /need/ defense. 32,5% is perfectly survivable (especially with Time's Juncture effectively capping you as it is), even in stuff like itrials. By going for the softcap, you've constrained yourself to the energy mastery pool for PB, severely gimping your damage. Defense is easy to come by with buffs and inspirations flying around. A good attack chain is not. I'd say go fire mastery - the two attacks, along with the res shield and the self rez. This would also improve your endurance quite a bit, since you won't have to run as many toggles.
Bear in mind, that not only does PB/Clarion bring softcapped defenses for myself, but it means 11-19% more defense for the team or league, almost as if stacking an extra Farsight. It also increases my ability to sap, debuff via Time's Juncture, control and heal. Because of the discussion about softcapping, it is easy to lose sight of the other contributions that Power Boost makes in regard to support. Softcapping was a primary reason for taking the Primal APP, but there are, I feel, other significant benefits.

A bit of an aside: Controllers are a wonderful AT because they can encapsulate many different design goals, so while damage output is one possibility, survivablity, control, and support are also worthwhile pursuits. I think we at times over-value the importance of damage on the boards. There are enough other venues for damage that it need not be the focus of every build. If I wanted to play a control/damage or damage/support role there are other AT's available that can achieve those goals easily. I don't feel that the damage contributions I could make with the purposed changes are nearly as significant as what it is capable of in terms of support.

Quote:
EDIT: Forgot about incarnate powers. Clarion is a wonderful choice for any squishy, but for alpha, I would definitely not take Agility, even though it would help with sapping. With perma-chrono recharge, you are fast approaching the point of where more recharge doesn't really do anything, since recharge is subject to a harsh diminishing returns curve. Defense boost is nice, but it is miniscule (around 2% to everything) and...as I said, I find reaching the defense cap on a troller not that important. My vote would go to musculature radial for both the +damage and +end mod boost
I may also consider Nerve. As you had pointed out, there are a few places in my build that would benefit from more accuracy. The end mod boost was attractive in Agility, but I will have to play it by ear to see how my sapping abilities are.


 

Posted

Quote:
Good call on the Miracle proc. I should switch the Numina in favor of that. As for Conductive Aura, frankslotted with 4 slots puts it 91% enhancement for accuracy and end mod, hitting the point of diminishing returns with ED. Further slots won't contribute much in that regard.
I think you misunderstood what I said... Conductive Aura doesn't need more slots, it can do with less. Accuracy, for example, is almost a completely negligible concern - farsight gives you tohit. Powerboosted farsight, as you have it, gives you 20% tohit.
CA doesn't need to hit one enemy reliable (like Tesla Cage needs to), it just needs to hit the majority of things in a group, which is why I think those two slots you spent on accuracy are better in Stamina (For 4-slotted perf shifter) and Health respectively (to have both the numina and miracle proc)

Quote:
I may also consider Nerve.
20% tohit from Farsight. Utterly unnecessary.

Quote:
I'm awaiting unlocking Interface before I decide one way or another.
Out of curiosity, what's your planned interface?

Quote:
having an additional hold here isn't going to let me break the PToD
Actually, it will. As I said, I have an Elec/time, and she holds AVs even during PToD.

Quote:
The regen it offers is probably the least appealing effect (though that's what my slotting enhances); it's real value comes in the additional recharge and damage. Damage dealers will love having this on them and in the event that there aren't many of those another buffer with long recharges will benefit from the recharge boost.
Yes, I do not dispute the usefulness of TS, but I meant what I said - it's overslotted for regen, it needs only recharge imo. Elec/Time is a very slothungry combo, and there's not much room for setmuling - those slots are needed elsewhere, for example, in tesla cage.

Quote:
The end mod boost was attractive in Agility, but I will have to play it by ear to see how my sapping abilities are.
Sapping capabilities are immensely improved by an alpha that has an end mod component - which is why I lobbied for musculature. It will improve an area in which you are significantly lacking while boosting your sapping (and endurance management). Agility, giving recharge and miniscule defense, will not give you much benefit, since you are already at the point where more recharge doesn't do much anymore, while the defense boost is tiny and negligible compared to the defense you already have.


 

Posted

I'll second basically everything Riora said except for the alpha part. Before agility came out I was just going to get spiritual on my Elec/Time to get perma CS but I'm hard pressed to figure out which to take. Both are awesome but the extra end mod and +def from agility can give a build a little more breathing room. OTOH spiritual will boost regen and healing plus give slightly more +rech.

Here's what I was planning for mine but I just may rework the build with agility in mind.
http://boards.cityofheroes.com/showp...8&postcount=70


Elec/Cold Troller AV/Pylon/GM/TF/SF Soloing Antics
everytime...he gets me everytime.... DAMN U BOOMIE -- _Ilr_
Take the Magic: The Gathering 'What Color Are You?' Quiz.

 

Posted

Quote:
Originally Posted by Riora View Post
I think you misunderstood what I said... Conductive Aura doesn't need more slots, it can do with less. Accuracy, for example, is almost a completely negligible concern - farsight gives you tohit. Powerboosted farsight, as you have it, gives you 20% tohit.
CA doesn't need to hit one enemy reliable (like Tesla Cage needs to), it just needs to hit the majority of things in a group, which is why I think those two slots you spent on accuracy are better in Stamina (For 4-slotted perf shifter) and Health respectively (to have both the numina and miracle proc)
CA has been essential in both sapping and maintaining my endurance. As most of the time post-50 will be spent going against enemies that are +3, I'm not ready to short change it on accuracy. Having done a test run tonight, moving to sets and out of the mixture of low level IO's and SO's, I'm much less concerned about endurance consumption than I initially had been. Conserve Power and Chrono Shift are covering endurance needs very nicely.

Quote:
Out of curiosity, what's your planned interface?
Most likely Reactive, simply for damage and -resistance. Though I am interested in Preemptive for more sapping (particularly the chance for -recovery) and Cognitive for the chance to confuse.

Quote:
Actually, it will. As I said, I have an Elec/time, and she holds AVs even during PToD.
What attack chain do use to achieve this? TC > TS > Time Crawl? Even with a very high recharge Mind dom, I've only very rarely broken through PToD before the team beats the AV.

If I do drop Jolting Chain, I may go with Time Stop over Paralyzing Blast. The extra -regen is always helpful and the ability to quickly stack mag 7 could come in handy for UG trials where EBs are very frequent.

Quote:
Yes, I do not dispute the usefulness of TS, but I meant what I said - it's overslotted for regen, it needs only recharge imo. Elec/Time is a very slothungry combo, and there's not much room for setmuling - those slots are needed elsewhere, for example, in tesla cage.
I may relocate two slots from Hasten, since it is perma with one slot, to Tesla Cage. (I didn't realize I had reached perma-CS which makes this possible with Spiritual or Agility.) A bigger concern than Temporal Selection is Farsight, already perma without any recharge slotting. I could easily drop the Red Fortune set in favor of two Enzyme Exposures as Boomie does in his build, freeing up slots and securing better tohit bonuses. I may use those slots as suggested above for slotting Health and Stamina.

Quote:
Sapping capabilities are immensely improved by an alpha that has an end mod component - which is why I lobbied for musculature. It will improve an area in which you are significantly lacking while boosting your sapping (and endurance management). Agility, giving recharge and miniscule defense, will not give you much benefit, since you are already at the point where more recharge doesn't do much anymore, while the defense boost is tiny and negligible compared to the defense you already have.
Quote:
Originally Posted by Boomie View Post
I'll second basically everything Riora said except for the alpha part. Before agility came out I was just going to get spiritual on my Elec/Time to get perma CS but I'm hard pressed to figure out which to take. Both are awesome but the extra end mod and +def from agility can give a build a little more breathing room. OTOH spiritual will boost regen and healing plus give slightly more +rech.

Here's what I was planning for mine but I just may rework the build with agility in mind.
http://boards.cityofheroes.com/showp...8&postcount=70
With some alterations to my build, I think I may have to go with Spiritual to maintain perma-hasten and Chrono Shift. However, it does allow me to make some of the changes that have been suggested. Here is my build with some revisions:

Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(11), Dmg-I(39), HO:Nucle(40)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5)
Level 4: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-Rchg/EndRdx(13), DarkWD-ToHitDeb(15)
Level 6: Chain Fences -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Rchg(43), Efficacy-EndMod(46), Efficacy-EndMod/EndRdx(46), Efficacy-EndMod/Acc(48)
Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), P'Shift-EndMod/Acc(9), EndMod-I(9), Acc-I(11)
Level 10: Temporal Selection -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(21), Dct'dW-EndRdx/Rchg(50), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50)
Level 12: Hasten -- RechRdx-I(A)
Level 14: Static Field -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Sleep/Rchg(15), FtnHyp-Sleep(17), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(19)
Level 16: Boxing -- Acc-I(A)
Level 18: Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(23), Lock-%Hold(25)
Level 20: Maneuvers -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(34), LkGmblr-Def/EndRdx(46), GftotA-Def/EndRdx/Rchg(36)
Level 22: Time Stop -- BasGaze-Acc/Hold(A), Lock-Acc/Hold(39), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(42)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(25), S'fstPrt-ResKB(27)
Level 26: Synaptic Overload -- CoPers-Conf/EndRdx(A), CoPers-Conf%(27), CoPers-Acc/Conf/Rchg(33), CoPers-Conf/Rchg(33), CoPers-Acc/Rchg(33)
Level 28: Farsight -- LkGmblr-Rchg+(A), HO:Enzym(29), HO:Enzym(29)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), GftotA-Def/EndRdx(34), GftotA-Def/EndRdx/Rchg(36)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-Acc/Rchg(37)
Level 35: Slowed Response -- Achilles-ResDeb%(A), AnWeak-Acc/Rchg(37), Acc-I(48), RechRdx-I(48)
Level 38: Chrono Shift -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod(42), RechRdx-I(43)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(45), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx/Rchg(45)
Level 47: Power Boost -- RechRdx-I(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Reactive Radial Flawless Interface
Level 50: Spiritual Radial Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(31), Numna-Regen/Rcvry+(31)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(19), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Rchg(39)



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Posted

I like your build overall. You seem to know what you are doing and have a good sense for the sets available. Here are a few things you may want to consider before signing off on the final build:

- Time Stop isn't a terrible power, but IMO on a Controller it's tempting to skip. Your Tesla Cage has an animation time of 2.17 seconds and a recharge of 2 seconds, ie it recharges faster than it can animate. Time Stop has the same 2.17 second animation. In the context of this build you can stack a hold on a boss using Tesla Cage by itself, do damage, and endurance drain it. Time Stop does add -50% Regen, but IMO the power is not worth picking by itself just for that.

- No Paralyzing Blast. I wouldn't recommend skipping this even if you have to drop below soft cap to some positions. Electric Control is subject to critical failures from Synaptic Overload, and Static Field isn't that great as a team control power at higher levels.

- Mag 8 kb protection probably isn't very useful. Probably want to shoot for 4 or 12 (4 is usually ok for Controllers).

- You may be overspecializing in Recovery.

- While the defense on the build is great, remember you still have a -ToHit toggle. I would make sure Ranged (and maybe Slash/Lethal if you want to cover your bases a bit more) are capped, and let the others simply be "pretty good." The -ToHit and extra control/kill speed you will regain will cover a lot of what those extra defense points are doing for you.

- No single target blast. I would sneak one in if I could.

- No AoE blast. Same as above, although possibly more forgiveable on a mostly teamed character.

- Slotting on AoE immobilize. I would change it to procs, particularly chance for knockdown and chance for hold. These two together make Electric's immob very powerful. Expensive but worth it.

- Low overall accuracy. This is forcing you to slot accuracy directly into some powers. A kismet and some more sets with +global accuracy would help.

- Distortion Field is better slotted with damage procs than hold duration.

- If this is a "main" character and you don't mind spending Paragon Points on him/her, consider some Enhancement Boosters. Using 5 EBs more or less boosts a slot to around the level where you had slotted two of them. This can open up a considerable number of slots in a build if used effectively.


Partial possible rebuild below:

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

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), Dmg-I(5), HO:Nucle(7)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11)
Level 4: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-Rchg/EndRdx(15), DarkWD-ToHitDeb(17)
Level 6: Chain Fences -- GravAnch-Hold%(A), Ragnrk-Knock%(17), Posi-Dam%(19), TotHntr-Dam%(19), P'Shift-EndMod/Acc(21), Efficacy-EndMod/Acc(21)
Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), P'Shift-EndMod/Acc(23), EndMod-I(50)
Level 10: Temporal Selection -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(23), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(27)
Level 12: Hasten -- RechRdx-I(A)
Level 14: Static Field -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Sleep/Rchg(27), FtnHyp-Sleep(29), FtnHyp-Acc/Sleep/Rchg(29), FtnHyp-Acc/Rchg(31)
Level 16: Boxing -- Acc-I(A)
Level 18: Distortion Field -- UbrkCons-Dam%(A), G'Wdw-Dam%(31), ImpSwft-Dam%(31), NrncSD-Dam%(33), Lock-%Hold(33)
Level 20: Paralyzing Blast -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(33), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-Acc/Rchg(34), UbrkCons-EndRdx/Hold(34)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(40)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(36)
Level 26: Synaptic Overload -- CoPers-Conf/EndRdx(A), CoPers-Conf%(36), CoPers-Acc/Conf/Rchg(36), CoPers-Conf/Rchg(37), CoPers-Acc/Rchg(37), CoPers-Conf(37)
Level 28: Farsight -- LkGmblr-Rchg+(A), HO:Enzym(39), HO:Enzym(39)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(40)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(42), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-Acc/Rchg(42), EndMod-I(43), EndMod-I(43)
Level 35: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
Level 38: Chrono Shift -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(43), Dct'dW-Heal/Rchg(45)
Level 41: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(50)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(45), TtmC'tng-ResDam/EndRdx(46)
Level 47: Slowed Response -- Achilles-ResDeb%(A), AnWeak-Acc/Rchg(48), ShldBrk-Acc/Rchg(48)
Level 49: Power Boost -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Reactive Radial Flawless Interface
Level 50: Spiritual Radial Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(11), Mrcl-Heal(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13), P'Shift-EndMod/Rchg(13)



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Here is a partial rebuild


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
I like your build overall. You seem to know what you are doing and have a good sense for the sets available. Here are a few things you may want to consider before signing off on the final build:

- Time Stop isn't a terrible power, but IMO on a Controller it's tempting to skip. Your Tesla Cage has an animation time of 2.17 seconds and a recharge of 2 seconds, ie it recharges faster than it can animate. Time Stop has the same 2.17 second animation. In the context of this build you can stack a hold on a boss using Tesla Cage by itself, do damage, and endurance drain it. Time Stop does add -50% Regen, but IMO the power is not worth picking by itself just for that.

- No Paralyzing Blast. I wouldn't recommend skipping this even if you have to drop below soft cap to some positions. Electric Control is subject to critical failures from Synaptic Overload, and Static Field isn't that great as a team control power at higher levels.
I generally advocate taking and slotting the AoE hold on every build. In fact, I did take Paralyzing Blast while leveling. However, I found myself very rarely using it. I was a little unsure about cutting it from the build, but after a few runs without I can't say I miss it very much.

I'm not 100% sold on Time Stop and you make a good point regarding Tesla Cage's recharge. By the time I stack Temporal Selection, Time Stop, and Tesla Cage, I could have just as easily stacked 3 uses of Tesla Cage with only about a .5 second difference in cast times.

At the moment, there are three options available to me for that power pick: Time Stop, Paralyzing Blast, and Jolting Chain. Honestly, of the three, I'm favoring Jolting Chain the most. It gives a surprising amount of mitigation in my experience though I often see people recommend to drop it after the initial levels.

Quote:
- Mag 8 kb protection probably isn't very useful. Probably want to shoot for 4 or 12 (4 is usually ok for Controllers).
I know the Nemesis staff is one of the few things to break mag 8 knockback protection. There are a good amount of powers that break 4, for example Hurl and Claw Swipe for Warwolves, Nictus in general, and Hurl Boulder. Most recently, Penny Mayhem's Psionic Pulse just creeps over 4 points of knockback. It should be easy enough to slot a Karma into one of my defense powers to reach mag 12 protection. Just for my information, what other powers exceed mag 8 knockback?

Quote:
- You may be overspecializing in Recovery.
I was pretty satisfied with the original build's endurance management. The most recent changes have added a small gain there. However, with the number of toggles I'm running (5, not counting CA which has no end cost) I think it's best to be a little cautious.

Quote:
- While the defense on the build is great, remember you still have a -ToHit toggle. I would make sure Ranged (and maybe Slash/Lethal if you want to cover your bases a bit more) are capped, and let the others simply be "pretty good." The -ToHit and extra control/kill speed you will regain will cover a lot of what those extra defense points are doing for you.
With Power Boosted Farsight I'm softcapped to all positions and all types. However, other than using the Primal APP, it didn't take any special effort to do so where as working toward ranged/smashing/lethal with another epic armor would require more particular slotting. I certainly have to wait a while to benefit from PB, but it's not much greater than the wait to pick an armor from an APP.

Quote:
- Slotting on AoE immobilize. I would change it to procs, particularly chance for knockdown and chance for hold. These two together make Electric's immob very powerful. Expensive but worth it.
That's an interesting idea. I could still maintain pretty good endurance drain on the power with the added effects. I'm not crazy about the damage procs however and going without any endurance reduction makes it a pretty costly power to spam.

Quote:
- Low overall accuracy. This is forcing you to slot accuracy directly into some powers. A kismet and some more sets with +global accuracy would help.
This is alleviated a bit by Farsight providing 14% tohit, 28% when I'm playing in level ranges with access to Power Boost.

Quote:
- Distortion Field is better slotted with damage procs than hold duration.

- If this is a "main" character and you don't mind spending Paragon Points on him/her, consider some Enhancement Boosters. Using 5 EBs more or less boosts a slot to around the level where you had slotted two of them. This can open up a considerable number of slots in a build if used effectively.
I have 2-3 of the Boosters left from the vet rewards (or Paragon rewards, I suppose). Spending any money outside of my sub fee is off limits for me, and as soon as I hit tier 9 at the end of the month I plan to start snagging up those Celestial costume pieces or I would use a reward token to obtain more.