electric control slotting - no sets


Boomie

 

Posted

for leveling and just having a basic clue with Electric Control. I've never used an electric set and tried to drain END (I have tried an elec/elec tanker)

I'm not sure what is worth slotting for in the powers. Which ones have end draining worth slotting for, etc.

I am putting something just to have something to argue about

Electric Fence - Acc, 3 Dmg, used for single target damage

Tesla Cage - Acc, 3 recharge, 2 Holds, for use as often as possible with stacking duration

Chain Fences - Acc, I'm skipping this one so far, but I see it as just for immob and containment, recharges fast enough, dmg is trivial

Jolting Chain - Acc, recharges fast enough, dmg is trivial, slotting for knockback would turn knockdown into knockback

Conductive Aura - Accuracy, End Mod (to drain them and recharge you), Heal (to heal you), damage is trivial. Energy Manipulator chance for disorient.

Static Field - Accuray, End Mod to drain them, 3 recharge, (does not take Energy Manipulator chance for disorient)

Paralyzing Blast - Accuracy, 3 recharge, 2 holds, for use as often as possible

Synaptic Overload - Accuracy, 3 recharge, 2 confuse duration

Gremlins - Accuracy, 3 damage

I assume the standard solo tactic is run conductive aura constantly, drop static field to sleep foes. Use Tesla Cage and Electric Fence to take them out one at a time.

For teams I assume the standard tactic is to run conductive aura constantly, drop static field to sleep foes, hit them with Synaptic Overload to prevent recovery and confuse them

Jolting Chain and Paralytic Blast strike me as use when needed (which should be rarely) powers


 

Posted

Quote:
Originally Posted by dugfromthearth View Post
for leveling and just having a basic clue with Electric Control. I've never used an electric set and tried to drain END (I have tried an elec/elec tanker)

I'm not sure what is worth slotting for in the powers. Which ones have end draining worth slotting for, etc.

I am putting something just to have something to argue about

Electric Fence - Acc, 3 Dmg, used for single target damage

Tesla Cage - Acc, 3 recharge, 2 Holds, for use as often as possible with stacking duration

Chain Fences - Acc, I'm skipping this one so far, but I see it as just for immob and containment, recharges fast enough, dmg is trivial

Jolting Chain - Acc, recharges fast enough, dmg is trivial, slotting for knockback would turn knockdown into knockback

Conductive Aura - Accuracy, End Mod (to drain them and recharge you), Heal (to heal you), damage is trivial. Energy Manipulator chance for disorient.

Static Field - Accuray, End Mod to drain them, 3 recharge, (does not take Energy Manipulator chance for disorient)

Paralyzing Blast - Accuracy, 3 recharge, 2 holds, for use as often as possible

Synaptic Overload - Accuracy, 3 recharge, 2 confuse duration

Gremlins - Accuracy, 3 damage

I assume the standard solo tactic is run conductive aura constantly, drop static field to sleep foes. Use Tesla Cage and Electric Fence to take them out one at a time.

For teams I assume the standard tactic is to run conductive aura constantly, drop static field to sleep foes, hit them with Synaptic Overload to prevent recovery and confuse them

Jolting Chain and Paralytic Blast strike me as use when needed (which should be rarely) powers
You have much of the basic idea, with a few tweeks.

Tesla Cage: 2 Acc, 2 Hold, 2 Rech really gives you the most benefit. You want this power to hit, and that third Recharge has a fairly small benefit -- especially if you have Hasten.

Chain Fences: I use this power a fair amount to make sure that groups don't spread when they get woken up by various powers. Since it does not have -Knockback, you can use it effectively with Jolting Chain. 2 acc, 1-2 EndRdx, and then damage procs (Posi-Blast and Trap of the Hunter are reasonably priced.) You can also slot this with EndMod to help with draining.

Jolting Chain: 1-2 Acc (depending on how often you use it and whether you have a regular practice of targetting low level foes), 0-2 Rech. Jolting Chain can be used as a signfigant source of control when combined with Chain Fences. I have used Static Field on one group, and then Immobed a second group with Chain Fences and spammed Jolting Chain -- it is not "lock down" control so much as mitigation control. It disrupts the foes' ability to attack and reduces the damage they do. A Devastation Chance for Hold is nice here.

Conductive Aura: Acc and EndMod is correct. I never bothered with the proc, which only has a 10% chance to stun, and I think may only be mag 2. But I never tried it.

Static Field: Acc and Rech, EndMod if you have spare slots.

Paralyzing Blast: Like other AoE Holds, this has a 20% Accuracy penalty. 2 Acc, 2 Hold, 2 Rech.

Synaptic Overload: 2 Acc, 2 Conf, 2 Rech. This is a very, very useful power since it does not draw aggro. It is a great Alpha Strike power, even better than Static Field, but (a) takes a while to chain, (b) if it misses the first target, it misses everything, and (c) if foes are too spread out, the chain doesn't work. If it misses, you can always use Static Field. I find it more useful solo -- on teams you have to run ahead to give it time to chain before the rest of the team gets there.

For solo strategy, you can always consider taking an additional attack power like Air Sup. Air Sup's knockdown really works well with Electric control, keeping a foe controlled which you beat on him. Once you get Synaptic Overload, you will often lead off with that. Once you get the Gremlins, they become the majority of your damage -- you mostly focus on controlling while the Gremlins do the damage.

On teams, you may have to adjust your strategy depending upon the team. If the team has a lot of AoE DoT, then Static Field becomes nearly useless. (I hate teaming with Fire Controllers.) Yes, Static Field is your main control power. Depending upon the team, you may have to run ahead to use Synaptic Overload. You may use Paralyzing Blast more often. Or you may find that Chain Fences+Jolting Chain is a wonderful way to reduce the damage being taken by your teammates -- That's what I use most when I have to deal with a Fire Controller or a Blaster using Rain powers.


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

I have my chain fences slotted for end mod which I found helpful in sapping things just a bit quicker.

My tactics early on usually consisted of placing Static Field under the mob (from out of LoS when possible), moving in with Conductive Aura on (which costs no endurance so there are very few reasons to turn off), then taking out tough mobs with Tesla Cage. After that I alternated between Chain Fences for extra end. drain and Jolting Chain; many mobs are reslept before they pick themselves up from JC.


 

Posted

Quote:
Originally Posted by Local_Man View Post
Tesla Cage: 2 Acc, 2 Hold, 2 Rech really gives you the most benefit. You want this power to hit, and that third Recharge has a fairly small benefit -- especially if you have Hasten.
This is the only nit I would pick with Local Man's advice.

With a 90% base accuracy on Tesla Cage, I wouldn't slot 2 SOs of Acc since against most foes 1 will be enough unless you are going with some insane difficulty setting like +4/8x. I would go 1 Acc, 3 hold, 2 rech. A 3rd rech only shaves .7 seconds off the recharge of the power where a 3rd hold enhancer adds 5.3 seconds to the duration.

I tend to play uniquely to most other players. My solo strategy was always a bit different.

Prior to getting Synaptic Overload I would open with Static Field which was slotted 2 acc, 2 end mod, 2 rech. I would slap Tesla Cage on any mob that was loose and then jump into the spawn and let Conductive start draining them. I would then select a target and alternate Tesla Cage, Electric Fence, and Jump Kick.

I did that while I was waiting for the mobs to drain and Static Field to expire. Once it expired ALL the mobs would self herd to the spot I was standing in and I would drop Static Field again and then follow up with Chain Fences to lock the herded spawn into place. After that I continued with the same single target chain but I lined up mobs and used Sands of Mu for AoE damage along with Chain Fences to add AoE damage and keep the spawn drained.

Very Safe but Very Slow.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by Miladys_Knight View Post
This is the only nit I would pick with Local Man's advice.

With a 90% base accuracy on Tesla Cage, I wouldn't slot 2 SOs of Acc since against most foes 1 will be enough unless you are going with some insane difficulty setting like +4/8x. I would go 1 Acc, 3 hold, 2 rech. A 3rd rech only shaves .7 seconds off the recharge of the power where a 3rd hold enhancer adds 5.3 seconds to the duration.

.
For solo at zero added mobs, I can see the argument. But for teaming or any build beyond small mob soloing where mobs are larger I'd side with Local on 2 Accs.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by MentalMaden View Post
For solo at zero added mobs, I can see the argument. But for teaming or any build beyond small mob soloing where mobs are larger I'd side with Local on 2 Accs.
Actually I solo with additional mobs when slotted this way. Its the difficulty I don't mess with. 1 SO's worth of Acc in Tesla cage still gives you enough Acc to be good all the way up to +2 mobs.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

I'm actually doing electric/rad.
I'm assuming with the -def in radiation infection I can live with a lower accuracy


 

Posted

Quote:
Originally Posted by dugfromthearth View Post
I'm actually doing electric/rad.
I'm assuming with the -def in radiation infection I can live with a lower accuracy
Not really. Accuracy is key for Alpha Strikes, before you apply the Rad Debuffs. And I find that in higher levels, I only use Radiation Infection on really tough foes due to the long cast time. Enervating Field is used much more often due (in part) to the faster cast time. To reduce Accuracy based upon RI, you would have to apply RI before the other controls . . . which will draw aggro.

My Elec Controller is an Elec/Rad, too. Solo, I generally start with either Synaptic Overload if it is up, then Static Field, then run in with Conductive Field+Choking Cloud to drain endurance while holding. Then I let the Imps defeat the foes while I keep them controlled.

On teams, I often use Static Field, Fences and then Jolting Chain, then run in.


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 Miladys_Knight View Post
Actually I solo with additional mobs when slotted this way. Its the difficulty I don't mess with. 1 SO's worth of Acc in Tesla cage still gives you enough Acc to be good all the way up to +2 mobs.
This.

Personally I may slot just one hold in Tesla cage if I have an extra slot, if not I go with damage. It is up often enough and does decent damage and is a key part of my attack chain if I'm dealing with a boss. I generally run fence, cage and air sup for a leveling up chain. Also if you are running on a team then someone will most likely have tactics or some other debuffs to help out, if not it's not to bad to carry a few yellows.


Elec/Cold Troller AV/Pylon/GM/TF/SF Soloing Antics
everytime...he gets me everytime.... DAMN U BOOMIE -- _Ilr_
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Posted

Quote:
Originally Posted by Local_Man View Post
Not really. Accuracy is key for Alpha Strikes, before you apply the Rad Debuffs.

On teams, I often use Static Field, Fences and then Jolting Chain, then run in.
I use static field then RI and EF. I consider the rad debuffs more valuable than additional controls at that point.


 

Posted

Quote:
Originally Posted by MentalMaden View Post
For solo at zero added mobs, I can see the argument. But for teaming or any build beyond small mob soloing where mobs are larger I'd side with Local on 2 Accs.
Oh, my reading comprehension FTL. Sorry I completely misread this whole debate.

For whatever reason, I was thinking we were talking AOE hold not ST. Yeah I can see a single SO as ok although I'd probably go 1 Acc, 2 Hold, 2 Dam or Dam and Rech. Something along those lines. But I totally see Milady's and Boomies point and see them as viable as well. One exception to the advice: I never play hoping to rely on someone elses power to compensate for my slotting.

That said, while I think 1 Acc is fine, I much much prefer the ability set IOs give you in increasing all the aspects we're talking about. While a single SO will be fine, I'd still always rather have just a tad bit more.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by dugfromthearth View Post
I use static field then RI and EF. I consider the rad debuffs more valuable than additional controls at that point.
I prefer Controls over Debuffs. Why? Controls stop the foe from doing anything, giving me plenty of time to apply debuffs later. Debuffs will reduce the number of hits from a foe or the amount of damage, but I or my teammates still get hit. And on teams, by the time RI is applied, either the foes are dead or a teammate is. When I control first, I usually have time to apply EF but not RI before teammates have killed most or all of the foes. Also, controls stop foes from mezzing me while debuffs don't.


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 MentalMaden View Post
Oh, my reading comprehension FTL. Sorry I completely misread this whole debate.

For whatever reason, I was thinking we were talking AOE hold not ST. Yeah I can see a single SO as ok although I'd probably go 1 Acc, 2 Hold, 2 Dam or Dam and Rech. Something along those lines. But I totally see Milady's and Boomies point and see them as viable as well. One exception to the advice: I never play hoping to rely on someone elses power to compensate for my slotting.

That said, while I think 1 Acc is fine, I much much prefer the ability set IOs give you in increasing all the aspects we're talking about. While a single SO will be fine, I'd still always rather have just a tad bit more.
I agree that while 1 Acc is fine most of the time, a little bit more than one Acc is really better. But we were talking about SO slotting, and 1 Acc may not be enough against high level foes or if there are some ToHit Debuffs flying around. Two enhancements give you full value while a third one begins the deminishing returns. But I agree that it really is optional, and 1 Acc is adequate most of the time.


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

Local and I roll just a bit different is all.

In a debuff situation I usually just use a yellow inspiration.

To be honest I don't use SOs on my controllers any more so this is really just a thought excercise for me. I usually am frankenslotted for effect well before I am out of DO territory and I almost always have a Trap of the Hunter proc or Posi Proc (sometimes both) in my AoE immob as soon as I hit level 17.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by Local_Man View Post
I prefer Controls over Debuffs. Why? Controls stop the foe from doing anything, giving me plenty of time to apply debuffs later. Debuffs will reduce the number of hits from a foe or the amount of damage, but I or my teammates still get hit. And on teams, by the time RI is applied, either the foes are dead or a teammate is. When I control first, I usually have time to apply EF but not RI before teammates have killed most or all of the foes. Also, controls stop foes from mezzing me while debuffs don't.
you find that electric fences stops foes from attacking?
I agree I should use EF first

enervating field cast time 1.5 seconds
Radiation Infection cast time 3.1 seconds

Electric Fences cast time 1.67 seconds
Jolting Chains cast time 2.07 seconds

so by the time you have cast electric fences which immobilizes but does not prevent them from striking back, you could have EF on.

both debuffs take 4.6 seconds total
both controls take 3.74 seconds total

if all of the foes are defeated after 4.6 seconds it really doesn't matter what powers you use