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Posts
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Quote:And what if you already have your attack chains and you have no endurance issues?Any attack worth using is already enhanced > 90% for damage
Most attacks aren't enhanced > 70% for end or rech
Right now Spiritual or Cardiac are the clear winners unless you are removing damage enhancements from your powers. In the long run, with 45% and 2/3 bypass, maybe damage would be viable... but the other two will probably still be better. -
I'd say SD, Elec, and SR.
SD gives you more burst AoE damage with Shield Charge and AAO.
Elec Armor gives you more end drain, a damage aura, and a recharge boost so LR+Build Up go up faster.
SR gives you a recharge boost and is probably more survivable than Elec Armor on a scrapper. -
Would it be possible to have both a local and a global vault? Switch between the two by clicking a tab on the vault interface?
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Note that Power Build Up and Power Boost will not work on powers that can have resistance enhancements. This applies to all cold shields.
I think you would be best off going Mace Mastery to help softcap your S/L defenses. -
Here's one, but it's pretty tight. It relies on the future spiritual alpha core boost for a CI-CB-JL-CB attack chain, and is softcapped.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Spiritual: Level 50 Mutation Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5), HO:Nucle(5)
Level 1: Charged Armor -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam/EndRdx:40(7), RctvArm-ResDam/Rchg:40(9)
Level 2: Jacobs Ladder -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(9), Oblit-Acc/Dmg/Rchg:50(11), Oblit-Dmg/Rchg:50(11), Oblit-Acc/Rchg:50(13), Oblit-Dmg:50(27)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam:40(15), RctvArm-ResDam/EndRdx/Rchg:40(15)
Level 6: Lightning Field -- Sciroc-Acc/Dmg/EndRdx:50(A), Sciroc-Acc/Dmg:50(17), Sciroc-Dmg/EndRdx:50(17), Sciroc-Acc/Rchg:50(34)
Level 8: Thunder Strike -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Acc/Dmg/Rchg:50(19), Oblit-Dmg/Rchg:50(21), Oblit-Acc/Rchg:50(21), Oblit-Dmg:50(23), Oblit-%Dam:50(23)
Level 10: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(25), RechRdx-I:50(27)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
Level 14: Super Speed -- Run-I:50(A)
Level 16: Static Shield -- ResDam-I:50(A), ResDam-I:50(19)
Level 18: Grounded -- S'fstPrt-ResDam/Def+:30(A)
Level 20: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(40), Zinger-Acc/Rchg:50(40)
Level 22: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(29), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Dmg/EndRdx/Rchg:35(31)
Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(36), RctvArm-ResDam/EndRdx/Rchg:40(37), RctvArm-ResDam/Rchg:40(37)
Level 26: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx:50(34), Ksmt-ToHit+:30(48)
Level 28: Energize -- Numna-Heal/EndRdx/Rchg:50(A), Numna-Heal/Rchg:50(37), Numna-Heal:50(39), RechRdx-I:50(39)
Level 30: Lightning Reflexes -- Run-I:50(A)
Level 32: Lightning Rod -- Oblit-Dmg:50(A), Oblit-%Dam:50(36), Oblit-Acc/Rchg:50(43), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(46), Oblit-Acc/Dmg/EndRdx/Rchg:50(50)
Level 35: Power Sink -- P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod/Acc/Rchg:50(36), P'Shift-EndMod:50(43)
Level 38: Power Surge -- TtmC'tng-ResDam/Rchg:50(A)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Immob/Rchg:50(A), Enf'dOp-Immob/Rng:50(42), Enf'dOp-Acc/Rchg:50(42), Enf'dOp-Acc/EndRdx:50(42), Enf'dOp-EndRdx/Immob:50(46), Enf'dOp-Acc/Immob:50(50)
Level 44: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Acc/Dmg/EndRdx:50(45), Posi-Dam%:50(46)
Level 47: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Def/EndRdx:50(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(33)
Level 1: Sprint -- QckFt-EndRdx/RunSpd:50(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(33), P'Shift-EndMod/Acc:50(33) -
If you team a lot with your blaster, Sonic may give you better overall team damage contribution than Fire, depending on the situation.
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Quote:I'm not sure either. I've done it easily with small insps, but I don't really want to risk a faceplant that could cause a teamwipe just to prove something. What's the % breakdown of the damage types Lord Recluse deals? If it's really high up in Energy, Elec might be able to do it.I'm sure Elec/Dark could handle it with insps or buffs, but until the yellow tower dies you're not going to hit LR with Siphon Life with any reliability. I don't remember off the top of my head just what it boosts his +def to but it's certainly enough to floor my tohit on any tanker I've tried.
Even at ~78% S/L resist (about what I recall Elec getting to with Tough) LR will hit like a truck and it'll be tough getting enough def to matter. I'm not sure it's really doable without buffs or inspirations. -
Quote:See post #2 in this thread:That depends on the team make up, if they are all melee then yes it can - spamming Transfusion and Transerence to keep both the green and blue bars maxed.
With a normal mixed team I agree with you though, the advantage goes to Empathy.
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A lot of your sets are overslotted(6-slotting a set isn't always good), and there's a key error in not taking Howl and not slotting Static Discharge properly. It's your key to an endless cone chain together with Psychic Scream.
Here's my current build:
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Neuropain: Level 50 Mutation Blaster
Primary Power Set: Sonic Attack
Secondary Power Set: Mental Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Shriek -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(3), Dev'n-Acc/Dmg/Rchg:50(3), Dev'n-Acc/Dmg/EndRdx/Rchg:50(5), Apoc-Dam%:50(31), Decim-Build%:40(45)
Level 1: Subdual -- Acc-I:50(A)
Level 2: Scream -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(5), Dev'n-Acc/Dmg/EndRdx/Rchg:50(7), Dev'n-Acc/Dmg/Rchg:50(7)
Level 4: Telekinetic Thrust -- Acc-I:50(A)
Level 6: Howl -- Posi-Dmg/Rchg:50(A), Posi-Dmg/Rng:50(11), Posi-Acc/Dmg:50(13), Posi-Acc/Dmg/EndRdx:50(15), Posi-Dam%:50(17), JavVoll-Dam%:50(23)
Level 8: Shout -- Dev'n-Acc/Dmg/EndRdx/Rchg:50(A), Dev'n-Acc/Dmg/Rchg:50(9), Dev'n-Acc/Dmg:50(9), Dev'n-Dmg/EndRdx:50(15), HO:Centri(23)
Level 10: Psychic Scream -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(11), Posi-Dmg/Rchg:50(13), Posi-Acc/Dmg/EndRdx:50(19), Posi-Dam%:50(25), JavVoll-Dam%:50(31)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(25)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Concentration -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(17), AdjTgt-EndRdx/Rchg:50(31), AdjTgt-ToHit:50(37), AdjTgt-ToHit/EndRdx/Rchg:50(48)
Level 18: Amplify -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(19), AdjTgt-EndRdx/Rchg:50(34), AdjTgt-ToHit/EndRdx/Rchg:50(37), AdjTgt-ToHit:50(48)
Level 20: Drain Psyche -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(21), P'Shift-EndMod/Rchg:50(21), Nictus-Heal/HP/Regen/Rchg:50(34), Nictus-Acc/Heal:50(36), Heal-I:50(45)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29)
Level 24: Sirens Song -- FtnHyp-Sleep:50(A), FtnHyp-Plct%:50(48), FtnHyp-Acc/Sleep/Rchg:50(50), FtnHyp-Acc/Rchg:50(50), FtnHyp-Sleep/EndRdx:50(50)
Level 26: Screech -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(36), Stpfy-Acc/EndRdx:50(36), Stpfy-Stun/Rng:50(40), Stpfy-Acc/Stun/Rchg:50(40)
Level 28: Acrobatics -- EndRdx-I:50(A)
Level 30: World of Confusion -- CoPers-Conf%:50(A), CoPers-Conf:50(34), CoPers-Acc/Conf/Rchg:50(43), CoPers-Acc/Rchg:50(46), CoPers-Conf/EndRdx:50(46)
Level 32: Dreadful Wail -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(37)
Level 35: Assault -- EndRdx-I:50(A)
Level 38: Psychic Shockwave -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40)
Level 41: Static Discharge -- Posi-Dmg/Rng:50(A), Posi-Acc/Dmg:50(42), Posi-Dmg/Rchg:50(42), Posi-Acc/Dmg/EndRdx:50(42), Posi-Dam%:50(43), Range-I:50(43)
Level 44: Charged Armor -- ResDam-I:50(A), ResDam-I:50(45), S'fstPrt-ResDam/Def+:30(46)
Level 47: Stealth -- LkGmblr-Rchg+:50(A)
Level 49: Invisibility -- LkGmblr-Rchg+:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(27), P'Shift-EndMod/Acc:50(27)
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Quote:I disagree. Some recharge sets are really cheap and easy to get(doctored wounds). It's really not hard to get high recharge on an empath anymore with hero merits and the alpha slot. I found myself actually removing recharge IO sets from my build after I19, and AB is still perma with several seconds to spare.Both very nice powers, but AB isn't going to be up full time unless you have recharge buffs on the Empath (or a high recharge build that the vast majority of players can't afford). Empathy is fantastic at buffing small groups but on full teams it can't buff everyone except with Clear Mind and the auras (which aren't full time). Kin is going to add a lot more offense and it still heals fairly well if people stay close to the enemy (not as well as Empathy but not bad), it just lacks the regen boost and to-hit buff.
Even if you can't get AB up full time, it'll be up a large majority of the time at least.
And as for Kin against Empathy, of course Kin gives more offense. But it doesn't compare to Empathy when it comes to keeping a team alive. -
Quote:In response to that video, you should watch the rest of that season. Superman got so much grief for that episode that the government tried to put the Justice league in jail two episodes later. And they agreed to it.Third, Super Strength is defined, not by just hitting things, but by other feats - by lifting, holding, carrying and by collateral damage. I'm sure you've all seen this, but if not watch it.
http://www.youtube.com/watch?v=B2BvSqqmidM
THIS is how Super Strength works in comics. Observe the titanic knockback. Massive environmental damage, dust and smoke. Lifting heavy objects to clobber each other with. Thus in my perfect world, the set would incorporate these things. There would be fewer attacks based on punching things, and more that make use of hitting things with objects (it would probably have to be chunks of ground in each case since we can't interact with the environment). I once posted a thread that included a new list of powers but it seems to have been purged when they changed the forums. I'll see if I can find it again.
The only way for a hero to be excused from property damage is if the threat is so major there was hardly a choice left for the hero. Such is not the case in City of Heroes. -
Quote:It's not your problem. The best you can do is not buff them. Them asking you to turn off your protection just so they could see their character's pixels a little bit clearer(FF really isn't that bad)... That's just mindblowing to me.I get a bit of grief from time to time when on my FF defender about the color of shields. At first I went with orange, since...well thats my fav color. But even when I go with the default colors people give me grief that it's distracting. Not as much with the shields but with dispersion bubble they seem to have a problem with it since it moves with me. My thing is, I need dispersion bubble to be visible so I know that it's covering the team. If I see they arent within the bubble i can move. Tho I have considered making the personal shields as invisible as possible. any recommendations?
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Quote:I have a level 50 SS toon myself(SS/FA Brute). IO'd quite well and a lot of time spent. Over time, after playing other Melee sets, I just found the damage drop from Rage too annoying. I tried to get myself used to playing him again(I have a lot of IO's tied up in him), but I just couldn't.If they are worried about the rage crash.. then thats their choice. That has never stopped me once from playing a SS toon..
SS/SR brute
Elec/SS Tank
Shield/SS Tank
Willpower/SS Tank
ten seconds of downtime is NOT hurting my toon at all.
I know this doesn't bother other people as much, I've heard a lot of people dealing with it just fine. I've also heard a lot of people disliking it for the same reason as my own.
Ten seconds of downtime IS hurting your toon(numbers wise), but you're so used to dealing with it it doesn't hurt your fun at all. -
Quote:Fortitude: +31.25% Damage, +18.75% ToHit(enhanceable)I prefer sets which help both on offense and defense. Kinetics, admittedly is weaker on the defensive part, but it has an excellent AOE heal, a damage debuff, and is hard to beat on offense.
Adrenalin Boost: +100% Recharge, +800% Recovery(Enough to bypass a nuke crash with a single EndMod IO). -
If you ask people the reason why they don't play an SS character, it'll likely be because of the rage crash. That's at least what I get from looking at the forums and personal experiences. The devs themselves said they don't like where SS is atm.
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Quote:That's what I meant initially, 100% damage cap means no bonuses apply.Now that is an interesting idea. Rather than applying a damage penalty, it should be more like the [walk] power that sets a cap for an attribute.
I would suggest that the crash cap your damage bonus at 0%. Note that this won't make you do 0 damage, but it will effectively make your powers ignore damage buffs and enhancements. You'll only be doing your base damage, which would still feel weak for the crash, but not the 1s and 2s we see now.
EDIT: Maybe the best way would be to cut your damage in half(base+damage bonus). Considering the survivability loss that's reasonable, IMO. -
I was thinking, if possible, enforcing a 50% tohit cap and a 100% damage cap during the crash. Those are just numbers I threw out, would probably be best if more thinking was done on those.
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Quote:Oh, I see what you did there!It makes me feel tired, like I have no strength left.
And yet, I'm somehow just as sturdy as I was before the crash...
Something doesn't make sense.
Fine, I'll go along with it. If you're gonna make the -def happen regardless of rage stacking, you better include -res in there too. And then we can talk about making the rage crash less painful offensively.
How about -20% resistance, -10% defense(since 90% is the resistance cap and 45% is the defense cap it makes some sense). -
Quote:And how about that rage crashI feel penty super strength when I play my SS toons and I have quite a few. I dont need to rip thing out of the ground ( a really slow animation btw ) to feel strong.
When I juse KO Blow and punch someone into the air it feels really strong.
When I use Footstomp and punch or stomp the ground and people fall down I feel really strong.
When I hit rage and my damage increased signifiganly I feel strong. -
Quote:That would be a radical change and a lot of players would find it hard to deal with.A long time ago, I had suggested something along the lines of how the Resistance mobs utilize the leadership pool.
What I had suggested was that the higher teir mobs, from Lts on up were given access to the leadership pool. Each rank would get an additional power with increasing strength.
A Lt, would for example, have a low level assault damage buff. A boss would have a stronger damage buff and a maneuvers defense buff. An Elite boss would have assault, maneuvers, and tactics, and AV would have all three powers at the highest level.
With large mobs, containing multiple lts and boss, would provide a significant increase in difficulty, also adding the additional tactic of removing threat mobs first more of a priority.
I would like those resistance encounters to be more common, though. -
My standard is having very little downtime. Deaths do cause downtime, but Vengeance can more than make up for it while Resurrection gets the person back up on his feet in a very short time. You'd be surprised how big of a confidence boost(and a performance boost resulting) a PB'd Vengeance can give to a damage dealer.
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Quote:The difference between capped typed defense builds and capped positional defense builds is the inability to softcap Psionic defense(at least without sacrificing a lot) and Toxic defense with a typed defense build.Thank you for the help on this matter. Also a quick question (And if its on the wiki or some other post, please post link), what is the difference between being soft-capped defense to Melee/Ranged/AOE, and being soft-capped defense to each individual damage type (S/L/F/C/E/N/P)? Shield Defense I notice is very capable with much ease to soft-cap to the melee/ranged/AoE vs my WP has easily gotten soft-capped with each individual type.
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Quote:Fortitude gives just as much defense as FF bubbles(Not counting Dispersion Bubble). It also gives a damage buff and a hefty ToHit buff. A great Empath can keep up to 6 teammates Forted at all times, and healing takes a backseat. Looking at the powerset may not reflect that, but Empathy really shines when the Empath focuses on buffs first and healing second(and don't forget to blast too, Empaths can also kill stuff(soloed Lady Winter today)).To be fair, four of Empathy's powers are either direct heals or regen boosts (which are basically heal over time powers) and another is a rez which "heals" defeated allies. When over half the set is devoted to giving characters more HP in one way or another it's perfectly valid to call it a healing set... just don't forget to use Fortitude, Clear Mind and Adrenaline Boost too.
Not sure I agree with Regen being the equivalent of Healing. People think of heals as a reactive whack-a-mole thing, and Empathy's Regen is the opposite of that. -
Quote:Sonic actually has the best mez protection out of all the buff sets. Sonic Dispersion gives mez protection to yourself and other people near you, and Clarity is like Empathy's Clear Mind. As for secondary effects, Sonic does have issues there.Sonic is pretty much about resistance, which absorbs damage but doesn't help mez or any secondary effects like -ToHit or -Damage. (As far as I know; I haven't played Sonic hardly at all.)
Quote:With the Alpha slot, Leadership:Maneuvers and Power Boost, it's possible to soft cap a FF secondary. So I'd go the Elec/FF controller. I don't know anything about Elec/, it just seems cool.