Sapper suggestions


Airhammer

 

Posted

I think that the importance of guaranteed -Recovery may be overemphasized. It's helpful, but not absolutely critical, particularly on a Elec Controller or Dominator with additional control powers. Chain Fences has a 40% chance of -Recovery for 10 seconds on its own, so spamming that does a pretty good job of emptying enemies.

Power Sink from the Mu Mastery set on a Controller or Dom will do around -70% endurance to enemies within 10ft. Power Sink >> Chain Fences >> Ball Lightning >> Chain Fences will floor many enemies very quickly.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
I think that the importance of guaranteed -Recovery may be overemphasized. It's helpful, but not absolutely critical, particularly on a Elec Controller or Dominator with additional control powers. Chain Fences has a 40% chance of -Recovery for 10 seconds on its own, so spamming that does a pretty good job of emptying enemies.

Power Sink from the Mu Mastery set on a Controller or Dom will do around -70% endurance to enemies within 10ft. Power Sink >> Chain Fences >> Ball Lightning >> Chain Fences will floor many enemies very quickly.
Agreed. Most of this conjecture is just around the primary. If the secondary you pick has a BU type power in it sapping becomes even easier. Some combos are incredibly easy at flooring endurance. I've found little problem keeping things under control on an Elec Dom. The only issues arise when the group I'm attacking is spread out.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
I think that the importance of guaranteed -Recovery may be overemphasized. It's helpful, but not absolutely critical, particularly on a Elec Controller or Dominator with additional control powers. Chain Fences has a 40% chance of -Recovery for 10 seconds on its own, so spamming that does a pretty good job of emptying enemies.

Power Sink from the Mu Mastery set on a Controller or Dom will do around -70% endurance to enemies within 10ft. Power Sink >> Chain Fences >> Ball Lightning >> Chain Fences will floor many enemies very quickly.
Perhaps, not sure the above example is necessarily supporting the point however (unless I'm not understanding you) . By the time you cycle thru Chain Fences twice and Ball Lightning you ARE, I suspect, (my desire to figure out the statistics isn't there) applying a -100% recovery (or more) to a large chunk of the foes around you pretty near constantly.

Now add in Conductive Aura and yes the foes are going to be fairly flatlined for endurance.


 

Posted

Elec/Poison/Mu controller would be my pick


 

Posted

I do have to say that my kin/electric I have is really easy to solo with. With the extra damage I dont have to be worried about taking on a group of 6 people in my early 20s (lvls) It just gets better from there. Making sure you have endurance/health to keep taking them on is key and this combo helps cover those bases. Requires a lot of spamming of short circuit, but at least it looks cool. I love this combo and thought it isn't the best solo-er for a defender, it is definatley not the worst. ( My kin/sonic is amazing at soloing, but that is neither here nor there)


 

Posted

Elec/Elec/Mu to 50 +3. It shot through all levels very well. Great variety of control beyond the sapping. Nice damage to boot. The -end sapping is not nearly as reliable a control as you might hope for. The -end of the sets gives most mobs one or maybe two shots before drained. Having a sleep, confuse, hold, knockdown to thwart that first attack makes this a very safe toon. I play Kinetics too, and this drains faster and much safer than kin's with transference.


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Having fun everyday.

 

Posted

Quote:
Originally Posted by Nitrogen_Star View Post
So what do you think would be a good endurance drainer?
I have two dedicated sappers in a Kin/Elec/Power (or Elec) Defender, and an Electric/Kin/Electric troller. I much prefer the troller, but each contains chance for end drain procs, along with the preemptive core interface (-End/Recovery), agility alpha, and the storm pets for more end drain.

The Defender is the slightly better burst sapper, with power buildup/short circuit, but the troller sapps a lot easier, safer, and I'd say more satisfyingly (subjective, but these builds are mostly exercises/fun). The added bonus with a Kin, is that you can pretty easily buff yourself to the damage-buff cap, and stack quite a bit of +recharge, which always helps-- meaning you get a bit of freedom with your slotting. I'd say with the aid of the pets, the troller kills targets quicker, too.

It's a nice aside from the typical damage oriented build, and a good time if the team isn't steamrolling mobs before you can sap them. Of course, I always try to make it a point to deplete blue bars, before they can deplete the red ones.

Quote:
I think that the importance of guaranteed -Recovery may be overemphasized. It's helpful, but not absolutely critical, particularly on a Elec Controller or Dominator with additional control powers.
Agreed. -Recovery is definitely a bonus, but you can certainly retard incoming damage to trivial amounts, without it.


 

Posted

I have an Elec/Kin/Pwr Corr:

Aim + PBU + TB > Judgement damage with more drain than Ionic (which would be a good companion attack to [lead off] with)

Make it twice as nice with Burnout

*

Working on an Elec/Fire/Elec Blaster:

Aim + BU + TB then W.R.R. with Burnout; I may go EMastery for the EMP as well:

EMP + Burnout

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Considering and Elec/Poison Controller or Corr (conceptual sapping)


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