Elec/Therm - good combo?
It could be viable. It would be a knife edge balance though. You'll be poor on slots, have trouble with endurance, be quite low on personal mitigation, all on a toon that will give it's best performance fighting from the position of directly behind the tank.
Sapping will be your best personal defense. Surviving the alpha will be your difficulty.
If it were me I'd take Mu as my APP as this will relieve the endurance issues and assist with the sapping though it will do very little to increase your survival against the Alpha strike.
I'd also recommend that you take Jolting Chain. I find that as a sapper applying chain fences is important to immediately drain the foes when they get their tick of endurance. Jolting Chain has the same recharge as Chain Fences, drains the same amount of endurance as Chain Fences, but costs 2/3 the endurance to cast. It also functions as secondary mitigation while the foes are being drained or if the foes are immune to sleep or resistant to endurance drains. The only down side is it's longer cast time and the delay while it jumps from target to target.
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You'll [...] have trouble with endurance, be quite low on personal mitigation, all on a toon that will give it's best performance fighting from the position of directly behind the tank.
Sapping will be your best personal defense. Surviving the alpha will be your difficulty. |
Trouble with endurance? Conductive Aura says lolno. No mitigation against alpha strikes? Static Field says lolhellno. As do Paralyzing Blast and Synaptic Overload.
It sounds like you have an Elec/ yourself and all I can think is that you must be doing something not quite right or that you are really lowlevel, because my Elec/Time never has trouble with alphas, has a full endurance bar even when spamming Chain Fences, and drains mobs of endurance in 5 seconds, all without help from the Mu pool.
Anyway...to the OP.
I think between Thermal and Cold, Cold would be the better choice, but then, I'm a huge fan of /cold in general. While the -recovery from Therm indeed synergizes nicely with Elec's endurance drain, Elec's endurance drain is powerful enough by itself to drain EBs and even AVs. The big plus for Therm are indeed the resistance shields, and strong heals for when shots get through the mezzes. Mez resistance for your Gremlins will also come in handy. Forge'd Gremlins will be amazing.
/Cold offers the superior debuffs imo, but lacks the heals. And, of course, the ubiquitous defense buffs, particularly to yourself in the form of Arctic Fog. So if you try to build for capping defenses, /cold will have a significantly easier time. A minor advantage is also the stealth aspect of Arctic Fog - helps for good positioning.
Both are AV soloers, if you're so inclined.
The reason most people skip Jolting Chain in the higher levels is because the Gremlins have it, and spam it accordingly. It's very good mitigation, though, and if you exemplar a lot, I'd keep it.
The game is changing so fast these days and adding new content its hard to say which sets are better than another.
Both Cold and Thermal are very good. Historically Thermal has been less valued by min/maxers than Cold but with the introduction of iTrials IMO Thermal has acquited itself quite well.
My experience with Electric has been playing an Elec/Rad Controller and an Elec/Earth Dom. Electric is one of the lowest damage Control sets. Therm has no damage to help out. Thus this would probably be a team-only character, especially with Therm's several ally-only powers -- you could solo if you built for it but it would still be very slow. I can solo my Elec/Rad, but I rely heavily on the pets and my APP damage, and it still is pretty slow.
The Alpha Strike really is not much of a problem in most of the game. Static Field (the Targetted AoE pulsing Sleep Patch) makes a great Alpha-stopper, and then you can run into the group to drain endurance while the bad guys nap. You also get Synaptic Overload, which is a great Alpha Strike killer -- if it hits. (It really sucks when it misses.) My Elec/Rad has the combo of Conductive Aura/Choking Cloud. Your Elec/Therm won't have a second PB AoE aura to help Conductive Aura be more effecive.
Endurance shouldn't be too much of a problem if you use Conductive Aura+Static Field a lot . . . you get some endurance from Static Field in particular if you stand in the area affected.
To me, Electric Fence is the only Optional Power in Electric. It is skippable if you never solo. Personally, I like Jolting Chain as a short-term AoE control -- it is nice to disrupt a crowd long enough to do some other things, like throw out Static Field or let a teammate run in to grab aggro.
Personally, Electric Control is not my favorite control set. I find it frustrating on teams, as any other player with AoE DoT will destroy the sleep effect of Static Field. Any AoE with -Knockback will make Jolting Chain ineffective. I absolutely HATE teaming with a Fire Controller who uses Fire Cages all the time because Fire Cages wipes out two of my control powers. I also find the Gremlins to be disappointing . . . they are squishy and don't do as much damage as they should, and their version of Jolting Chain will knock low level foes all over the place. Still, Electric Control presents some interesting strategy on handling foes.
Therm is a kind of mix up of parts of Emp, Rad and Sonic. It is a good support set, but pretty poor for solo play. Six of the nine powers are ally only. The last two powers are decent debuffs. It think it probably works better with a ranged control set like Earth or Mind. There really is no synergy between Elec Control and Therm. It may be a good character for helping out a team anyway.
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
While I respect the opinions of other posters, I feel I should add that I'm a little confused by some of the other comments here--I agree that you can open with Static Field, but why not Synaptic Overload? That power is identical to Seeds of Confusion, but aggroless and castable at range. It will occasionally critically miss, and in that situation the AoE hold is a good back up. SO can sometimes be too slow for teams, but solo you should very, very rarely be taking an alpha. Elec's biggest "problem" may actually be that draining enemies of their endurance limits how much they are able to hurt each other.
Static Field is a very good power, but its usefulness as a primary control becomes questionable at higher levels. I find it useful for other reasons in that level range even still.
While I respect the opinions of other posters, I feel I should add that I'm a little confused by some of the other comments here--I agree that you can open with Static Field, but why not Synaptic Overload? That power is identical to Seeds of Confusion, but aggroless and castable at range. It will occasionally critically miss, and in that situation the AoE hold is a good back up. SO can sometimes be too slow for teams, but solo you should very, very rarely be taking an alpha. Elec's biggest "problem" may actually be that draining enemies of their endurance limits how much they are able to hurt each other.
Static Field is a very good power, but its usefulness as a primary control becomes questionable at higher levels. I find it useful for other reasons in that level range even still. |
Synaptic Overload is not like Seeds of confusion due to one critical aspect - it's a chain. It takes quite a bit of time to spread out over a group, and if some foes stand apart from the group, it won't affect them at all. Now if SO moved as fast as Ion judgement... then it'd definitely be my opener. I have SO slotted with the coercive persuasion proc and it still doesn't catch most mobs most of the time, while Static Field pulses so quickly it mezzes everyone instantly. Thus I find it better to absorb in alpha.
My Elec/Rad has the combo of Conductive Aura/Choking Cloud. Your Elec/Therm won't have a second PB AoE aura to help Conductive Aura be more effecive. |
Wow I love the troller forums, ask for feedback on any other forum and it'll take days to get this many posts.
Thanks a lot guys! I took one to 18 and elec control is definitely fun to me (I'm a teamer btw, I hate soloing even on my Scrappers/Brutes, I have melee toons stuck in Praetoria and First Ward because I want to read the story and etc but well... I do 1 or 2 missions and log out or switch when ppl invite me).
I did tale some alphas on purpose with Static field, and even unslotted on a tips mission with 53s it hit enough mobs that I didn't die because of it (and when I used yellows it slept everybody after two pulses, so I took one or two ranged attack at most when 'having accuracy').
But you bring some good points... Therm is fun, but very power and slot hungry. I made a tentative build that's quite a bit more expensive than I'd probably have and even with 84% global rech melt armor isn't perma even when Hasten is up, while Sleet is awesome with SOs (I have played plenty with it on Stormies). Heat Exhaustion looks nice tho. But since I wanted the whole secondary plus Leadership and Rock Armor/S.Smash/Fissure (since Elec likes melee) the endgame build lacks jolting chain and paralyzing blast (and elec fence but I always skip the ST immob).
I also found myself standing back most of the time since I didn't have much reason to go melee - guess that's why elec/stone is a popular Dom combo. Although I do love the heals and resist shields, not sure I'm keen on having fortitude and clear mind-like powers again (the reason is that the toon I played the most is a Mind/Emp, very busy toon and when I got her perma-hastened in i12 iirc - well when purples were released - Fortitude recharging so fast was the main reason I got tired of playing her, too much teammate clicking). Also, Melt Armor... almost the recharge of Oil Slick Arrow, and while OSA is amazing I hate the recharge on that power.
Maybe I'll try Cold or even Kin (tired of Rad which I considered and I hate Poison, deleted a 30 corr), with DFB it's fast to get to 18 again. The main reason in the end is that this is a combo that requires too many slots and power picks for no special synergy.
Edit: screw that I made a build I'm quite pleased with (got softcap) so I'm gonna give her another chance, I'll probably pick the AoE hold instead of leadership when leveling and stuff - not very keen on picking Assault but oh well, maybe I'll get Earth's Embrace and put a recharge there, dunno.
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Mutant Molly: Level 50 Mutation Controller
Primary Power Set: Electric Control
Secondary Power Set: Thermal Radiation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Hold(5)
Level 1: Warmth -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal(7), Dct'dW-Rchg(11)
Level 2: Chain Fences -- Enf'dOp-EndRdx/Immob(A), Enf'dOp-Acc/EndRdx(13), Enf'dOp-Acc/Immob/Rchg(13), Enf'dOp-Acc/Immob(15), Enf'dOp-Acc/Rchg(15)
Level 4: Cauterize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(17), Dct'dW-Heal(19), Dct'dW-Rchg(19)
Level 6: Thermal Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(21), TtmC'tng-ResDam/Rchg(21)
Level 8: Conductive Aura -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Acc(9), P'Shift-EndMod(9), P'Shift-EndMod/Rchg(11)
Level 10: Plasma Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(23), ResDam-I(23)
Level 12: Static Field -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(25), FtnHyp-Acc/Rchg(25), FtnHyp-Sleep/EndRdx(27), FtnHyp-Plct%(27)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
Level 18: Power of the Phoenix -- RechRdx-I(A)
Level 20: Super Speed -- Zephyr-ResKB(A)
Level 22: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 24: Thaw -- EndRdx-I(A)
Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(33), CoPers-Acc/Rchg(33), CoPers-Conf/EndRdx(33), CoPers-Conf%(34)
Level 28: Forge -- HO:Membr(A), HO:Membr(34)
Level 30: Hover -- LkGmblr-Rchg+(A)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39)
Level 35: Heat Exhaustion -- Acc-I(A), RechRdx-I(39), RechRdx-I(40), RechRdx-I(40)
Level 38: Melt Armor -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(40), AnWeak-DefDeb/EndRdx/Rchg(42), ShldBrk-Acc/Rchg(42), LdyGrey-DefDeb/Rchg(42)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(45), FrcFbk-Rechg%(50)
Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(46), C'ngImp-Acc/Dmg/Rchg(46), Mako-Acc/EndRdx/Rchg(50)
Level 47: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Assault -- EndRdx-I(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(36)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc(36), P'Shift-End%(37)
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Knock%(50)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:
- 7% DamageBuff(Smashing)
- 7% DamageBuff(Lethal)
- 7% DamageBuff(Fire)
- 7% DamageBuff(Cold)
- 7% DamageBuff(Energy)
- 7% DamageBuff(Negative)
- 7% DamageBuff(Toxic)
- 7% DamageBuff(Psionic)
- 13% Defense(Smashing)
- 13% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 8% Defense(Melee)
- 4.25% Defense(Ranged)
- 3% Defense(AoE)
- 3% Enhancement(Immobilize)
- 42% Enhancement(Accuracy)
- 8% Enhancement(Heal)
- 83.75% Enhancement(RechargeTime)
- 4% Enhancement(Confused)
- 10% FlySpeed
- 106.8 HP (10.5%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 8%
- MezResist(Sleep) 4.7%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 6.9%
- 19% (0.32 End/sec) Recovery
- 40% (1.7 HP/sec) Regeneration
- 6.62% Resistance(Fire)
- 6.62% Resistance(Cold)
- 1.88% Resistance(Negative)
- 10% RunSpeed
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I generally find that Ice and Electric are weird about "melee" range. They certainly can get up super close, but I don't usually feel the need to. Much more often I personally try to keep enemies about 12 to 15 ft away, in a kind of "donut" shape. Enemies outside my control radius are by far the most dangerous (although I often find this more true of Ice than Electric).
Here is an example Elec/Therm/Fire built for normal content Ranged defense. The only major disappointment for me is not being able to take Fire Armor for extra S/L resistance. However with Thermal's heal its not quite as bad as it could be. I assumed you are aiming for the Spiritual alpha.
Conductive Aura may be slightly underspecced. You could fix this by purchasing level enhancers. This build also requires the PVP IO to soft cap but even without it, at 40% Ranged defense, should be pretty hard to kill. Another option is to drop the PVP IO, go with Barrier, and use the constant lowpoint +5 defense to all to keep yourself capped most of the time. Just keep in mind that in the next level 50 zone, all the enemies have incarnate level ToHit values and can punch through almost any character's defense these days.
Also note the slotting on Chain Fences. This power is almost as good a endurance drainer as Conductive Aura, and with knockdown and hold procs in it it is probably the best of the AoE immobs in the game, or at least the most flexible.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Mutant Molly: Level 50 Mutation Controller
Primary Power Set: Electric Control
Secondary Power Set: Thermal Radiation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Hold(5), HO:Perox(46)
Level 1: Warmth -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(5), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(7), Numna-Heal(9), Numna-Regen/Rcvry+(9)
Level 2: Chain Fences -- P'Shift-EndMod/Acc(A), Efficacy-EndMod/Acc(11), TotHntr-Acc/EndRdx(11), Ragnrk-Knock%(13), GravAnch-Hold%(13)
Level 4: Cauterize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal(17), Dct'dW-Rchg(19)
Level 6: Thermal Shield -- ResDam-I(A)
Level 8: Conductive Aura -- P'Shift-EndMod/Acc(A)
Level 10: Plasma Shield -- ResDam-I(A)
Level 12: Static Field -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(19), FtnHyp-Acc/Rchg(21), FtnHyp-Sleep/EndRdx(21), FtnHyp-Plct%(23)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(25), LkGmblr-Def(25)
Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(29), EoCur-Acc/Hold/Rchg(29)
Level 20: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(31)
Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(33), Stpfy-Acc/Stun/Rchg(33), Stpfy-KB%(33)
Level 24: Thaw -- S'fstPrt-ResDam/Def+(A)
Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(34), CoPers-Acc/Rchg(34), CoPers-Conf/EndRdx(34), CoPers-Conf%(36), CoPers-Conf(36)
Level 28: Forge -- HO:Membr(A)
Level 30: Tough -- GA-3defTpProc(A)
Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-+Res(Pets)(39)
Level 35: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Dmg/EndRdx(40), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(40)
Level 38: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dam%(42), Posi-Acc/Dmg/EndRdx(43)
Level 41: Heat Exhaustion -- Acc-I(A), RechRdx-I(43), Acc-I(43)
Level 44: Rise of the Phoenix -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(45), Stpfy-Acc/EndRdx(45), Stpfy-Stun/Rng(45), Stpfy-Acc/Stun/Rchg(46), Stpfy-KB%(46)
Level 47: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(48), RedFtn-EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(50), RedFtn-Def/EndRdx/Rchg(50)
Level 49: Melt Armor -- AnWeak-Acc/Rchg(A), ShldBrk-Acc/Rchg(50)
Level 50: Spiritual Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(15)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Thanks Tex, I like your Fences slotting. If I free three slots (one from stamina, the numina unique, and some other, I didn't think this toon would be so easy on the blue bar) I can make up for the loss in s/l def from the enfeebled set by using reactive armors in the shields.
Played a bit more (Posi 1 and 2) and I'm comfy with the toon. I skipped Jolting and I'm having no issues getting close to the mobs, I played the hell out of an ice/psi dom so I know well how to position in the 'not so melee' range
I'll go for the s/l softcap and stone mastery because I'm close to the mobs all the time - even unslotted (posi 1) I had no end issues due to conductive and staying inside my static field, even spamming fences. After I slotted DOs (posi 2) I was constantly recovering 3 eps. It's one of the few toons I was using blues just to make room for other insps (or combining them) before any slotting. It was also very easy to drain the mobs and after endmod DOs in conductive I did it very fast, even the AV was sapped (he was almost dead when I completely sapped him but well that shows how good the set is since I'm using DOs).
I wanted to play elec control because I noticed the set is the first one that can do reliable AoE draining - I was in a level 40ish team playing at +3 on a melee toon (and everybody but the troller was melee), and when the elec/emp controller left we had to tone down the difficulty , when he was with us the mobs were perma sapped. It actually happened on the Posis - the brute thought he was steamrolling and went ahead without me and the team just to get killed in the next mob, guess he didn't notice the enemies were using brawl on him when on top of static, fences and conductive
I was considering Spiritual but now Agility makes more sense to me - 45% endmod in all powers, 33% rech and 20% defense look very nice.
I didn't know about Agility but I agree its a great match up.
I also haven't played around with the new Interface proc that does endurance drain, but my feeling is that with it slotted in Chain Fences the endurance drain would be huge. Combined with the knockdown and hold procs, that power is really pretty crazy.
If you go with Agility, you may want to adjust the slotting in Chain Fences for better endurance usage or damage procs or something, since you may be way in the red on End sapping and could benefit more from the added damage.
I haven't read through everything but I will say slot end mod into static field while leveling up, it helps.
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.
I haven't read through everything but I will say slot end mod into static field while leveling up, it helps.
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And wow according to Mid's it does a ton of sapping and good +end even unslotted. I did feel a difference when I didn't have it on the mobs when I was unslotted.
Yeah it's perma easily but I like to put end mod, one usually, to help drain groups faster and to give teammates more end. It's not needed but I do it to help speed end draining up.
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.
So Elec is the only control set that interests me but I've never played past 12 (made an elec/thorns dom but tired of doms).
I've never played Thermal either, and since it has a -end power it looks like it synergizes (sp?) well with elec. I also like the resist shields because everybody and their mother has defense especially in the endgame.
So is it a good combo? I'll try making a build but it seems very slot demanding... And Melt Armor looks like a much worse version of Sleet with a very long recharge (I'm mentioning Sleet because I'm considering /Cold). Also, I know Jolting Chain is usually skipped in end builds but does it really help in leveling? Or does it become unnecessary when you reach SO level?
I don't like to solo so not asking which one can do uber stuff (I know any/cold can), it's mostly for trials and high end tfs.
So I'd like opinions on the elec/therm combo while I try to think of a concept and a build . Thanks!