wow, elec/psi is crazy


Blue_Fenix

 

Posted

i am giving serious thought to really kitting out my elec/psi, with proper slotting, even before incarnate shifts, i can see it being a real monster.

Right now at +1/x8 I can mow through almost completely unscathed, and I am still lacking in a fully IOed build.

just not sure if i want to keep ice for my epic or switch to GW.


Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.

 

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An interesting thing happened this morning.

I found three paladins in KR at the usual spot and pulled 1. I had him basically dead when a brute joined in. (I figured it would take too long to solo all three, so I put out a call for an assist on help and broadcast) I was surprised to see it was going faster then normal.

We went back to the pair and i pulled the second. a corruptor joined as the brute and i were beating the end sapped paladin. We aggro'd the third by accident. I had my gremlins out and went at him quickly sapping him as well, my gremlins came with me. After I smacked him around a bit I figured we should focus on one. I returned to the one my teammates were fighting we finished it off and I was surprised to see that not only did my gremlins maintain aggro but they also kept his end close to empty.

Maybe that mischievous pair deserves more credit then they get


50's: Heroes: Ozmeth DB/WP; Black Decker DM/Regen; Shado-Strike DM/SR Scrapper (13 AV soloed); Desert-Shock Claws/Elec Scrapper; Shado-Shriek Dark/Son Def
Villains: Bokken Nin/Nin
Current project(s):

 

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Quote:
Originally Posted by Ozmeth View Post
An interesting thing happened this morning.

I found three paladins in KR at the usual spot and pulled 1. I had him basically dead when a brute joined in. (I figured it would take too long to solo all three, so I put out a call for an assist on help and broadcast) I was surprised to see it was going faster then normal.

We went back to the pair and i pulled the second. a corruptor joined as the brute and i were beating the end sapped paladin. We aggro'd the third by accident. I had my gremlins out and went at him quickly sapping him as well, my gremlins came with me. After I smacked him around a bit I figured we should focus on one. I returned to the one my teammates were fighting we finished it off and I was surprised to see that not only did my gremlins maintain aggro but they also kept his end close to empty.

Maybe that mischievous pair deserves more credit then they get
I think they're better than advertised. Yes, they are wimpy on the old defense, but they add a nice little bump to end drain. One of these day's i'm gonna slot em for end mod just to see if it makes a difference.


 

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Originally Posted by _eeek_ View Post
If psi is just "ok" for damage, what (besides fire) would be better to pair with elec/?

/Energy and /Earth looked interesting for power boost, but the damage also seems so-so on Energy, and activation times on /Earth looks like it would be dreadfully slow.

Does anything have good damage and good synergy with Electric Control?
I have an Elec/Earth that is very nice. It's incredibly easy to keep things bouncing more than an ice patch making it a pretty easy survivability set. The PB really sets off your end drain for serious end crashes. You have some very hard hitting powers in /Earth that give you a serious crunch feel that makes you glad you are a melee char. Once you get over Tremors cast time, much of the set is good on activation times. Cap it off with Ice Mastery and you have good aoe, Defense, HP boost, Oh Crap powers to add to the fun. Overall a very satisfying set. Almost forgot, your chain fences has no -kb in em which allows for all the kdown you do to continue. That's actually a very important part of the combo.
/Earth has very good damage for single target and a slightly "meh" amount of damage for aoe which can easily be shored up with Ice epic.


 

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Originally Posted by Shadey_NA View Post
I have an Elec/Earth that is very nice. It's incredibly easy to keep things bouncing more than an ice patch making it a pretty easy survivability set. The PB really sets off your end drain for serious end crashes. You have some very hard hitting powers in /Earth that give you a serious crunch feel that makes you glad you are a melee char. Once you get over Tremors cast time, much of the set is good on activation times. Cap it off with Ice Mastery and you have good aoe, Defense, HP boost, Oh Crap powers to add to the fun. Overall a very satisfying set. Almost forgot, your chain fences has no -kb in em which allows for all the kdown you do to continue. That's actually a very important part of the combo.
/Earth has very good damage for single target and a slightly "meh" amount of damage for aoe which can easily be shored up with Ice epic.
I second this I LOOOOVEEE my Elec/Earth not only could it solo at level 20 at -1/+6 but it's...well it's just fun! My favorite part was slotting Forced Feedback in 5 of my KB powers. The proc is always on which drives my recharge through the %$#@!^& roof! And I don't have to worry about end issues!



 

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Originally Posted by OneFrigidWitch View Post
I do not use subdue at all in my attack chain. It simply does not lend itself to mass aoe damage. Chainfences + stacked interface does vastly more damage across a huge area compared to overkill on just 1 mob. If you play a dom at range, I could see its use. At melee range, there are far better options all around.
Notice how I said ST dmg? Yeah. You have AoE attacks, and you have ST attacks, they have different purposes. A Psi dom that incorporates both into there build will outperform any Psi dom that ignores one or the other. Your ST attacks, mind probe and subdue, are necessary for killing bosses/ebs/avs most efficiently and even just mob to mob basic usage.

Subdue is ranged but it's just as useful in melee, and there aren't better options for ST dmg. Mind Probe and Subdue are the best ST attacks Psi gets.


 

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Originally Posted by Tater Todd View Post
I second this I LOOOOVEEE my Elec/Earth not only could it solo at level 20 at -1/+6 but it's...well it's just fun! My favorite part was slotting Forced Feedback in 5 of my KB powers. The proc is always on which drives my recharge through the %$#@!^& roof! And I don't have to worry about end issues!
I wondered about slotting that many Forced Feedbacks. Sounds like I should for uber rech.

Thx Todd


 

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Originally Posted by Shadey_NA View Post
I wondered about slotting that many Forced Feedbacks. Sounds like I should for uber rech.

Thx Todd
It's only really worth it to slot in AoEs. Slotting forcefeedback in single target attacks is wasteful.


 

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Originally Posted by DreadShinobi View Post
It's only really worth it to slot in AoEs. Slotting forcefeedback in single target attacks is wasteful.
Mostly True but I don't like to take chances...but if you want to save money or slots you probably should replace it with a better proc like Mako's Bite or something. To each their own.

So what, the proc checks for each mob member in powers like Thunderstrike and Tremor correct? Why should one not slot if for ST attacks? I'm assuming it's the balance between the proc and it's low performance compared to other ST melee procs?
Quote:
Originally Posted by Shadey_NA View Post
I wondered about slotting that many Forced Feedbacks. Sounds like I should for uber rech.

Thx Todd
Np .



 

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Originally Posted by Tater Todd View Post
Mostly True but I don't like to take chances...but if you want to save money or slots you probably should replace it with a better proc like Mako's Bite or something. To each their own.

So what, the proc checks for each mob member in powers like Thunderstrike and Tremor correct? Why should one not slot if for ST attacks? I'm assuming it's the balance between the proc and it's low performance compared to other ST melee procs?
As far as I know the FFB proc does not stack nor does it refresh the duration so basically, if it should proc again during the duration of the proc effecting you it will grant no addition recharge bonus. So basically you can only really leverage this every 5 seconds which is about what you can get most aoe KD powers to recharge in with decent bonuses.

So let's theorize that you put this in both tremor and fissure, you activate fissure first and it procs, then follow up with tremor, even if it did proc you'd see no benefit AFAIK. Even so like I said above, if you've built a decent amount of recharge, the bonus granted from the first proc should allow you to have fissure up again fairly close to when the proc duration ends.


 

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Quote:
Originally Posted by Tater Todd View Post
Mostly True but I don't like to take chances...but if you want to save money or slots you probably should replace it with a better proc like Mako's Bite or something. To each their own.

So what, the proc checks for each mob member in powers like Thunderstrike and Tremor correct? Why should one not slot if for ST attacks? I'm assuming it's the balance between the proc and it's low performance compared to other ST melee procs?


Np .
It's up to you of course. Personally I tend to only slot it in AOEs. Then again I tend to do the same with damage procs too, aiming to put them into AOE powers as much as possible.

For for example I'd probably move the Forced Feedbacks out of the single target melee attacks and Jolting Chain (it counts as single target with regards to this or any other buffing or End Mod proc due to how it works) and instead focus on sticking Damage procs into Cages and Jolting instead (as well as into your APP AOE if you have one)

Just one of these diminishing returns things, with the FF slotted into Tremor and Fissure sticking it into single target attacks isn't returning enough for me compared to refactoring in Moar Damage somewhere else in the build via procs in AOEs.

For an Elec/Psi if you are taking the Psi APP then Psi Tornado is an excellent place for a Forced Feedback


 

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Originally Posted by doomrider View Post
As far as I know the FFB proc does not stack nor does it refresh the duration so basically, if it should proc again during the duration of the proc effecting you it will grant no addition recharge bonus. So basically you can only really leverage this every 5 seconds which is about what you can get most aoe KD powers to recharge in with decent bonuses.

So let's theorize that you put this in both tremor and fissure, you activate fissure first and it procs, then follow up with tremor, even if it did proc you'd see no benefit AFAIK. Even so like I said above, if you've built a decent amount of recharge, the bonus granted from the first proc should allow you to have fissure up again fairly close to when the proc duration ends.
I already knew that it doesn't Stack that it last for only 5 seconds it still helps a lot with my recharge surprisingly enough.

Quote:
Originally Posted by Carnifax_NA View Post
It's up to you of course. Personally I tend to only slot it in AOEs. Then again I tend to do the same with damage procs too, aiming to put them into AOE powers as much as possible.

For for example I'd probably move the Forced Feedbacks out of the single target melee attacks and Jolting Chain (it counts as single target with regards to this or any other buffing or End Mod proc due to how it works) and instead focus on sticking Damage procs into Cages and Jolting instead (as well as into your APP AOE if you have one)

Just one of these diminishing returns things, with the FF slotted into Tremor and Fissure sticking it into single target attacks isn't returning enough for me compared to refactoring in Moar Damage somewhere else in the build via procs in AOEs.

For an Elec/Psi if you are taking the Psi APP then Psi Tornado is an excellent place for a Forced Feedback
Yeah the only proc that really shines in Jolting chain is the Devastation Proc.

Hrmm thanks for the info I will look into this but I like to even proc out my ST attacks. Hrmm.

Sorry for the hijack elec/psi fans lol.



 

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Quote:
Originally Posted by Tater Todd View Post
Yeah the only proc that really shines in Jolting chain is the Devastation Proc.
Damage procs are fun in it too.

That's more a thing I'm inclined to go for on controller than dom though.

-Morgan.


 

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Quote:
Originally Posted by doomrider View Post
As far as I know the FFB proc does not stack nor does it refresh the duration so basically, if it should proc again during the duration of the proc effecting you it will grant no addition recharge bonus. So basically you can only really leverage this every 5 seconds which is about what you can get most aoe KD powers to recharge in with decent bonuses.

So let's theorize that you put this in both tremor and fissure, you activate fissure first and it procs, then follow up with tremor, even if it did proc you'd see no benefit AFAIK. Even so like I said above, if you've built a decent amount of recharge, the bonus granted from the first proc should allow you to have fissure up again fairly close to when the proc duration ends.
I've got a rad/nrg fender that I slotted a few into and they work very well. Didn't know that they didn't refresh, but that char can really make good use of em (I never actually got around to IOing it completely, so the FFB actually keeps me at perma AM).

Always good to get feedback from those of you who theorycraft well.


 

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Originally Posted by Shadey_NA View Post
I've got a rad/nrg fender that I slotted a few into and they work very well. Didn't know that they didn't refresh, but that char can really make good use of em (I never actually got around to IOing it completely, so the FFB actually keeps me at perma AM).

Always good to get feedback from those of you who theorycraft well.
Yeah they don't stack but with a set like Energy Blast or Earthy Assault the chance of it procing is ridiculously high.



 

Posted

the FF proc has a 10% chance per mob so, the more mobs hit = higher chance to proc.

my understanding is that its a 5 second duration followed by a 5 second cooldown.

So, one proc per 10 seconds.


perma jump is ---> /up 1

 

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Originally Posted by Hindenburg View Post
the FF proc has a 10% chance per mob so, the more mobs hit = higher chance to proc.

my understanding is that its a 5 second duration followed by a 5 second cooldown.

So, one proc per 10 seconds.
Cooldown ("suppression") is gone as of Sep 2009 -- see here.


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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

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Interesting.