Elec/Rad suggestions
As a general practice on this forum, you have a better chance of getting a response if you post the build along with the data chunk. Many of us would prefer to look at a listing of the build before loading up Mids, to see if there is something in the build worth commenting on.
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
Off top - I'd change a few more things around, but a few glaring things would be to:
4 Slot Dark Watchers Despair in RI (+rech, +end, +hp) and save a slot over the other IO's. Move the spare slot over to LR and 4 slot it with 2 50 Acc/ 2 50 Rech (this is your big game killer....you want to go for max acc/rech on this, not set bonuses). I'd put the numina proc in health instead of the regenerative proc and I would stick a perf shifter proc in stamina instead of a generic endmod IO.
Again, I'd change more than that (and try to get to 32.5% Ranged) but those are the most glaring things I'd with the build posted...
Off top - I'd change a few more things around, but a few glaring things would be to:
4 Slot Dark Watchers Despair in RI (+rech, +end, +hp) and save a slot over the other IO's. Move the spare slot over to LR and 4 slot it with 2 50 Acc/ 2 50 Rech (this is your big game killer....you want to go for max acc/rech on this, not set bonuses). I'd put the numina proc in health instead of the regenerative proc and I would stick a perf shifter proc in stamina instead of a generic endmod IO. Again, I'd change more than that (and try to get to 32.5% Ranged) but those are the most glaring things I'd with the build posted... |
Not sure how I missed the dark watchers, but that's why I posted this here. I tend to miss some things that should be obvious
Mids shows the perf shifter as lowering my overall recovery. Does mids not average the +end back in?
There is nothing in the City of Data entry that indicates that LR cannot stack on itself . . . but I don't really see it making that big a difference. The Slow cap is 90%, and LR alone is 75% without enhancement. The Recharge cap is 75%, and LR gives 75% (which cannot be enhanced). The - Regen in LR is 500%, which is only significant on AVs and the short time that you could stack it is virtually insignificant.
There are a lot of things that could be done with this build. It really depends on your focus and playstyle. I did not build my Elec/Rad for Defense, and instead I rely upon control and playstyle. I let the Tank and melee guys go in first and gather foes in more tightly, and then hit them with Static Field + Chain Fences, then run in with Choking Cloud+Conductive Aura, then hit an anchor foe with Enervating Field. Sometimes I will use Synaptic Overload as an alpha, but most teams move so fast that I have to run ahead to make it useful.
One thing I would suggest you consider is trying to get 5 of the purple set for Sleep (Fortunata Hypnosis) in Static Field and the Confuse set (Coercive Persuasion) in Synaptic Overload. (If you insist on going for Ranged Defense, 6 Coercive Persuasion gives 5% Ranged Defense!) Both sets provide 10% Recharge, and they are the cheapest of the purple sets. The proc in the confuse set, Contagious Confusion, is wonderful, as it lets you stack confuse to be able to hit bosses. It also does not draw aggro, unlike the damage proc in Malaise.
The main reason to take the Psi APP pool is for Indomidible Will to get mez protection. The other powers in the pool are OK but not as good as other sets. That Mez protection will prevent mez from turning off Choking Cloud and Conductive Aura. If you don't want the mez protection, I would go with Ice or Fire or Earth. You could go with Earth, get great melee attacks in Fissure and Seismic Smash, and build for Smash/Lethal Defense instead of Ranged. Just a thought.
In my build, I have Chain Fences. The AoE Immob prevents foes who are not held from running out of my Choking Cloud+Conductive Aura area. If you can afford the Grav Anchor set, that Chance for Hold proc is wonderful. If not, you can slot it up with Acc, EndRdx and procs.
I'm not a big fan of the Stealth Pool. If I want invisibility, I go for Super Speed and a Stealth IO for full invis. Since I take Hasten anyway, I don't use a new pool. I would rather have Combat Jumping for a mule power for a Luck of the Gambler Recharge, since CJ also provides Immob protection and air mobility for almost no endurance. If you are taking Hover and Fly, you can also take Afterburner for another place for a Luck of the Gambler Recharge. (Afterburner gives some nice Defense if you have to run away or stealth past Rikti Drones.) Another LofG Recharge can go in Indomidible Will if you take it.
Choking Cloud really needs to be slotted to the ED cap for Hold. My Illusion/Radiation Guide explains why -- essentially, because of the unique way CC works, slotting it for less makes it far less effective. You also should have a LOT of EndRdx. Since Choking Cloud is a key power for an Elec/Rad, effective slotting is essential. If you can fit it in, the Lockdown +Mag 2 proc is wonderful in Choking Cloud since it helps stack mag. See the slotting in my Ill/Rad guide.
I would rather have a full set of Efficacy Adapter in AM than Jolting Chain. Then you can put procs in Jolting Chain, like the Devastation Chance for Hold.
If I have enough Global Recharge that LR is perma and I have enough global Accuracy bonuses, I only slot LR with a single Acc in the default slot. That works very well. When you have an AoE Immob like Chain Fences, then the Slow in LR is only useful for the -Recharge (and -Regen for AVs). I don't consider LR to be all that significant, especially if you have an AoE Immob. The -Recharge is nice for large groups, and the -Regen is the most important part of the power for dealing with AVs.
I would never underslot Stamina on a */Rad. Running Choking Cloud, RI and EF while using other powers can drain your endurance. Two EndMod and then the Perf Shifter proc in the third slot. Add the Numina or Miracle proc in Health. If you have the Numina proc already in Health, did you know that you actually get more overall Regen from using a Numina Heal in a second slot than the Regen Tissue Proc?
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
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
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 opted for Mu Mastery on my Elec/Rad, for Power Sink, and got my status protection from Clarion. Slotted Power Sink + a pulse or two from CA will drink pretty much any mob short of an AV or GM dry.
Stay Gold, Paragon. Stay Gold.
Nolite te bastardes carborundorum.
Any thoughts on this build? Would it be able to function with the recharge alpha instead of cardiac?
Hero Plan by Mids' Hero Designer 1.953
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Papilionidae: Level 50 Mutation Controller
Primary Power Set: Electric Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Flight
Power Pool: Concealment
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Tesla Cage
- (A) Lockdown - Accuracy/Hold
- (3) Lockdown - Accuracy/Recharge
- (3) Lockdown - Recharge/Hold
- (17) Lockdown - Endurance/Recharge/Hold
- (19) Lockdown - Accuracy/Endurance/Recharge/Hold
- (19) Lockdown - Chance for +2 Mag Hold
Level 1: Radiant Aura- (A) Doctored Wounds - Endurance/Recharge
- (21) Doctored Wounds - Heal/Recharge
- (21) Doctored Wounds - Recharge
- (33) Doctored Wounds - Heal
- (33) Doctored Wounds - Heal/Endurance/Recharge
Level 2: Radiation Infection- (A) Dark Watcher's Despair - To Hit Debuff
- (13) Dark Watcher's Despair - To Hit Debuff/Endurance
- (34) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (34) Dark Watcher's Despair - Recharge/Endurance
Level 4: Accelerate Metabolism- (A) Efficacy Adaptor - EndMod/Recharge
- (5) Efficacy Adaptor - Accuracy/Recharge
- (5) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (11) Performance Shifter - EndMod/Recharge
Level 6: Jolting Chain- (A) Efficacy Adaptor - EndMod
- (7) Efficacy Adaptor - EndMod/Recharge
- (7) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (13) Efficacy Adaptor - Accuracy/Recharge
- (15) Efficacy Adaptor - EndMod/Accuracy
- (15) Efficacy Adaptor - EndMod/Endurance
Level 8: Conductive Aura- (A) Efficacy Adaptor - EndMod/Accuracy
- (9) Efficacy Adaptor - EndMod
- (9) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (11) Performance Shifter - EndMod/Accuracy
Level 10: Hasten- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
Level 12: Enervating Field- (A) Endurance Reduction IO
- (36) Endurance Reduction IO
Level 14: Fly- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Hover- (A) Luck of the Gambler - Recharge Speed
Level 18: Paralyzing Blast- (A) Lockdown - Accuracy/Hold
- (36) Lockdown - Accuracy/Recharge
- (36) Lockdown - Recharge/Hold
- (37) Lockdown - Endurance/Recharge/Hold
- (37) Lockdown - Accuracy/Endurance/Recharge/Hold
- (37) Lockdown - Chance for +2 Mag Hold
Level 20: Lingering Radiation- (A) Accuracy IO
- (34) Accuracy IO
- (40) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 22: Static Field- (A) Call of the Sandman - Accuracy/Recharge
- (23) Call of the Sandman - Accuracy/Endurance
- (23) Call of the Sandman - Accuracy/Sleep/Recharge
- (25) Call of the Sandman - Endurance/Sleep
- (25) Call of the Sandman - Sleep/Range
Level 24: Stealth- (A) Luck of the Gambler - Recharge Speed
- (50) Kismet - Accuracy +6%
Level 26: Synaptic Overload- (A) Malaise's Illusions - Accuracy/Recharge
- (27) Malaise's Illusions - Accuracy/Endurance
- (27) Malaise's Illusions - Accuracy/Confused/Recharge
- (31) Malaise's Illusions - Endurance/Confused
- (33) Malaise's Illusions - Confused/Range
Level 28: Choking Cloud- (A) Basilisk's Gaze - Accuracy/Hold
- (29) Basilisk's Gaze - Accuracy/Recharge
- (29) Basilisk's Gaze - Recharge/Hold
- (31) Basilisk's Gaze - Endurance/Recharge/Hold
- (31) Essence of Curare - Accuracy/Endurance
Level 30: Afterburner- (A) Luck of the Gambler - Recharge Speed
Level 32: Gremlins- (A) Blood Mandate - Accuracy/Damage
- (43) Blood Mandate - Damage
- (48) Blood Mandate - Damage/Endurance
- (48) Blood Mandate - Accuracy/Endurance
- (48) Blood Mandate - Accuracy/Damage/Endurance
- (50) Blood Mandate - Accuracy
Level 35: Mental Blast- (A) Thunderstrike - Accuracy/Damage
- (40) Thunderstrike - Damage/Endurance
- (43) Thunderstrike - Damage/Recharge
- (43) Thunderstrike - Accuracy/Damage/Recharge
- (46) Thunderstrike - Accuracy/Damage/Endurance
- (46) Thunderstrike - Damage/Endurance/Recharge
Level 38: EM Pulse- (A) Basilisk's Gaze - Accuracy/Hold
- (39) Basilisk's Gaze - Accuracy/Recharge
- (39) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (39) Basilisk's Gaze - Recharge/Hold
- (40) Neuronic Shutdown - Accuracy/Endurance
Level 41: Mind Over Body- (A) Steadfast Protection - Resistance/+Def 3%
- (42) Impervium Armor - Resistance
- (42) Impervium Armor - Resistance/Endurance
- (42) Impervium Armor - Resistance/Endurance/Recharge
Level 44: Psionic Tornado- (A) Positron's Blast - Accuracy/Damage
- (45) Positron's Blast - Damage/Endurance
- (45) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Chance of Damage(Energy)
- (46) Positron's Blast - Accuracy/Damage/Endurance
Level 47: Grant Invisibility- (A) Luck of the Gambler - Recharge Speed
Level 49: Invisibility- (A) Luck of the Gambler - Recharge Speed
Level 50: Cardiac Total Core Revamp------------
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) Endurance Modification IO
Level 1: Brawl- (A) Empty
Level 1: ContainmentLevel 1: Sprint
- (A) Empty
Level 2: Rest- (A) Empty
Level 4: Ninja RunI plan to use it exclusively on teams (duo at the very least) as an uber support character. Ive never liked playing controllers solo, and I don't intend to start now.
I live in melee, but I gathered a little ranged defense assuming everything near me will be held/sapped/confused/knocked down pretty quickly.
This is still a rough draft of sorts, so any suggestions would be welcome.