Pet slotting in Elec/dark
Fluffy doesn't take any of those so you'll have to slot them in Gremlins. Personally I would seek to slot all of them if the recharge set bonus isn't vital for your build. If set bonuses aren't a problem, I'd just go for 2x Acc/Dam HO and all 4 uniques in Gremlins.
If you have to choose between them, I'd likely go for Resistance. You already provide your pets defense through Fade as well as debuff enemy ToHit to a point where extra Defense probably won't do you any good.
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In Gremlins, I felt that slotting for Damage was the first priority. Electric control has very low damage and relied upon the Gremlins for most of its damage. (Of course, if you mostly team, then the damage is less important.)
Don't forget that since there are two Gremlins, they spawn at -1 to your level. That makes them a little bit more fragile. More Recharge is always a good thing to re-spawn them quickly.
One principle when deciding on Resistance or Defense: the more you have, the bigger difference is made by adding more. Gremlins have 40% Energy Resistance, 30% S/L Resistance, and no defense. Adding 10% defense doesn't do much. Not worth the slots in my opinion. (Admittedly, you do add some Defense with Fade, but not enough in my opinion.) Adding more resistance may be worthwhile. With both procs, you add 20% more Resistance. You might want to consider slotting with 4 Expediant Reinforcement, the other Resist proc and some additional damage and Recharge.
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
With fade+shadow fall+manuvers you could get them to about 25% defense, 35% if you're using power boost on fade, at which point I'd take the defense over the resists. The -to hit also stacks with it, although I consider it unreliable thanks to being resisted heavily at times.
I don't think those uniques are worth slotting (aside from set bonuses) on a controller though because we're not dependent on our pets like masterminds. You also don't have the controls to save them from their own stupidity, and sometimes you'll need to dismiss them to keep them from causing problems. The best defense for pets is your primary/secondary set. The next best thing is recharge.
With fade+shadow fall+manuvers you could get them to about 25% defense, 35% if you're using power boost on fade, at which point I'd take the defense over the resists. The -to hit also stacks with it, although I consider it unreliable thanks to being resisted heavily at times.
I don't think those uniques are worth slotting (aside from set bonuses) on a controller though because we're not dependent on our pets like masterminds. You also don't have the controls to save them from their own stupidity, and sometimes you'll need to dismiss them to keep them from causing problems. The best defense for pets is your primary/secondary set. The next best thing is recharge. |
My opinion is that it is best to slot for Damage and Recharge. Those Gremlins will get wiped out on a regular basis. Being able to re-cast them more quickly is probably better than trying to add some resistance or defense.
But there are lots of different opinions.
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
I admit I hadn't even paused to check of Fluffy too Pet sets. That he doesn't baffles me, but I'll have to deal I guess. Of course, it pretty much invalidates my entire question. But I think I'm gonna go with Local Man's suggestion and focus on resist - between that and my debuffs, they should be able to survive quite a bit.
Thanks all for the feedback.
One option would be to go with a PPP from the villain side and slot some of the uniques in there? The Gremlins are so central to an Elec/s damage, I'd be loath to short change them in useful slots. IMO it would be better to take a couple from a Pet that's only used sometimes.
Arg
All are viable options. Some things to keep in mind. Even if you got the gremlins defense to 45% they are still minus 1 level to you. Don't discount Darks heal, it can keep your gremlins alive so +DEF and/or +RES is still a good thing. It comes down to a matter of preferences.
Bear in mind Fluffy also heals and debuffs to hit. This helps keep them alive if that is a factor in your build.
Personally if I use gremlins I am using them for damage since things are fairly well held in place, drained, and debuffed. I am after them for extra damage and don't really care if they live long if I can just resummon. With the heal from me, fluffy, and all the -to hit and +def I personally wouldn't slot them with all 4 of the uniques. Since I feel fairly confident I can keep them alive if need be in most content, even against EBs and some AV's and in the cases where they are gonna die fast I don't think an extra 10% Def or 10% Res will make the difference between life and death for them. Again for my slotting set up, you can't go wrong with extra DEF/RES, but I wouldn't sacrifice damage for minor survival of the gremlins.
Slot for whatever you want to achieve most with the gremlins. For fluffy I find a good mix of sets to achieve some nice Acc/Heal/End redux/Rech works best for me. Usually using 4x Acc To hit debuff set, and 2 Heal/end/redux.
YMMV
Edited: For the record I currently have this same combo live just not at 50 yet.
Hello,
I'm getting my elec/dark troller to the point where I can slot my recharge-intensive pets, Fluffy and the Gremlins (sounds like a bad rock band name, doesn't it? ) I'm kinda split about the unique enhancements. I'm pretty sure that slotting all four, despite granting +20% resist and +10% defense, would gimp my pets. So, given that, which would you guys recommend :
- the two defense ones for +10% def
- the two resist ones for +20% resist
- one of each?
Of course, if someone can show me a slotting scheme that uses all four and still gives me decent values on my pets, I'm all for it.