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Quote:Setting at 0/+8 is a common setting for folks trying to farm, including farming for Level 50 drops. The more foes you defeat, the greater chance you have of getting a good drop. Sorry for the assumption.thanks for your help, but just for clarification, im not farming or trying to farm.
You originally had the Earth APP. From your post above, you have apparently changed to the Psi APP, but mentioned going back to the Earth APP. I'm not sure why you like Earth so much. It is a great choice for a Fire/Kin or Fire/Rad, and a lot of other builds, too. But Earth's lack of a fast blast power makes it the least appealing APP for an Illusion controller to me. I like Fire and Ice best, but can certainly see why someone might go for Primal or Psi. The main reason to go with the Psi APP is Indomidible Will. -
Quote:Yep -- I have "Local Man" on most of the servers, but on a couple, I had to settle for "Local-Man" because someone else had snagged my name before I got there.Pretty much what Bill said.
A lot of people who have a particular character they're known for (Claws and Effect in my case) snag the name on as many servers as they can in an attempt to be the ONLY one with that name. I didn't think to do that, so there are Claws and Effects running around that aren't me. It annoys me slightly, but there's nothing I can do about it, so I don't worry about it. -
Quote:Yep, MM on her Ill/Therm and me on my Ill/Rad kept LR busy while the others took down the towers. The toggle debuffs kept him from spawning his buddies for most of the time. And while I wasn't paying close attention to what everyone else was doing, I don't think anyone used Intangibility on any of the Towers.I run All Controller Task Forces on Guardian. It's been a while since we ran a Statesman, but if I remember correctly we almost got a MoSTF once and missed by like 3 deaths on the last mission. We used a heavy Illusion team as well.
Mental's All Controller TFs are a heck of a lot of fun. On that MoSTF run we did, I think the first death was with Dr. Aeon, but the group was great in not being unpleasent -- one of the essential MM rules is "No Drama." -
I don't have access to Mids at the moment. As for slotting of Lightning Storm, I like Dam/Rech and Dam/EndRdx/Rech from Thunderstrike and Entropic Chaos, plus Dam/Rech and Chance for Hold from Devastation.
I have slotted my Grav/Storm up as a solo character, but he's not yet 50. I focus on single target damage, relying upon Hurricane to keep foes away and the ToHit Debuff as my defense. GD, Crush and Propel all slotted up for damage, with Air Superiority in there as well. Singy is slotted for damage and the Resistance Procs to make him nearly unkillable. Tornado is use more to throw foes around to protect me than anything else -- until I run into a hard-to-hit foe, when Tornado becomes a major damage dealer.
I had previously been quite critical of the Grav set. But now that I have gotten my Grav/Storm up into the 40's, I find that I really enjoy the set. It is not fast, but the strategy of using Wormhole to thin out groups is a lot of fun -- Wormhole just doesn't get old. Singy is a great pet as a tank and controller, but only OK for damage. I use Steamy Mist+Super Speed to lead Singy into the fight, and while he keeps them busy, I can pick off foes one by one. Alternatively, I can peek around a corner, target a foe, the set up out of line-of-sight to Wormhole them into a corner or against a wall, then Immob, Freezing Rain, Lightning Storm, Thunderclap if needed, and pick them off one by one while Singy helps. -
Quote:Illusion/Radiation is a better build for fewer tough foes rather than lots of weaker foes (That is what Fire/Kins are good for.) Illusion/Radiation is not a farming build! The PA can hold aggro for a few foes, but they don't actually have taunt and don't have the intelligence of a good tank to gather groups. Additionally, Phantasm's knockback tends to scatter groups. Plus, Ill/Rad's only AoE damage powers are your AoEs from the APP.ok, so i pretty much have my perma PA build now.. i had to get rid of ALL the pvp IO's because apparently they have gone way up in price and i wasnt aware of it.. heh
My current problem is that i keep dying... i guess i keep thinking im invincible now that i have perma PA but im having some serious problems.. i changed my difficulty from 0/+2 to 0/+8 so maybe i just have too many enemies?
My general tactic is deceive, PA, then my radiations, set up my spectral terror next to me and start attacking the mob. As soon as my lingering radiation hits them, many of the mob start attacking me. When i use my AOE attack (psychic tornado) they start attacking me too. often times i die. obviously i didnt have this problem before because i was only attacking maybe 3 or 4 enemies at the lower difficulty setting.
im a pretty agressive player and i like getting in the middle of the fight... ive played brutes a ton. should i work on my defence a bit and maybe take up the earth epic mastery for the extra health and defense to s/l? should i stay at range and just pick off 1 target at a time and get rid of my AOE attacks?
Thanks for any help.
SCIN
This is why Perma-PA builds are desired -- the ability to solo AVs. I suggest you stay at range, focus on taking one target down at a time and save the AoEs for just the right moment. If you look at the strategy part of my guide, I explain why you should focus on taking out the minions first, maybe even before you cast PA, so that the PA can focus and draw the attention of the tougher foes.
As for your settings? Go the other way -- get fewer and tougher foes. -
A great use for that Soulbound Dam/Rech is in Phantom Army. My preferred slotting is 4 Expediant Reinforcement, leaving out the Dam/End and the Resistance proc, and replacing that with the Soulbound Dam/Rech and the Chance for Build Up proc. It will cost a bit to get the Chance for Build Up proc, but the Pet Purples are cheaper than almost all the others.
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I know nothing about Macs . . . but I have been using Citybinder for a long time. Unfortunately, the author left the game, and someone who picked up where the author left off appears to have also left the game. The last few powersets to have been proliferated have not been added in.
So, if it takes any programming to make it work on the Mac, I doubt any of that work has been done. -
I'd say, "No, it needs some work." A few key questions -- how do you expect to play this character? Solo or teamed or mixed? Kinetics tends to lend itself to a melee playstyle, so I assume you will be up front with the melee guys if teamed.
Take a look at the order of your power choices: Unslotted Lift does 24.5 damage with knockup. Crush does 30.6 and immobilizes. Gravity Distortion does 33.6 with HOLD. Propel does 59.9 with occational knockback, but a long animation. It seems to me that Crush should be taken over Lift and slotted for damage. Same with GD. Now, if you expect to solo mostly, then Propel is great, but if you expect to team mostly, then Lift is probably more useful than Propel. You don't really need both Propel and Lift. I would certainly take Grav. Dist. Field, your AoE Hold, over one of those. So, I suggest go with Crush, GD, Siphon Power and then either Propel or Lift at 6.
If you expect to be in melee, Air Superiority may be better than Hover. That knockdown can be very useful.
Siphon Speed needs Accuracy and Recharge -- the slow is a very minor aspect of the power.
You have Fly, so you don't really need IR. If you want a mule for a Knockback protection IO, take Increase Density and put a Steadfast in it -- much cheaper than a Zephyr, and ID is very useful on teams. If you expect to only solo, then IR, or even Repel might be an option -- Repel is the only strong defensive power in the Kinetics set, and you can play badmitton with your Singy using a minion.
Six slotting Health and Stamina is a big waste of slots on a character that has a Transfusion and Transference. You don't really need those expensive procs from Numina, Miracle, Regen Tissue or Performance Shifter.
Wormhole is a key signature power -- That's where you want to put your Six Slots -- Accuracy, Recharge, Stun and a little Range. To me, Wormhole is one of the main reasons to have a Grav Controller. If you aren't going to fully slot it, then skip it ... but then why did you pick Grav? With Wormhole, you can grab foes and put them right in front of you stunned and Immobilized (with Crushing Field), so that you can use all your Kinetics Siphon powers in relative safety.
Transference should have a full set of 6 Efficiency Adaptors. Fulcrum Shift should have 2 Acc, 3 Rech. That Membrane you have in FS is wasted.
You don't really need Earth's Embrace in a character with a Transfusion. And Hasten would provide you with more benefit than Recall Friend, even on a team build. -
This is great news. I have been moving characters around here and there, but not I don't have to rush today.
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Yes, Grasshopper, you have learned well . . . CMA and I are old buddies. and I agree with everything he said.
Plus . . .
You should first take a look at my Ill/Rad guide. It explains a lot, including many things about how your build could be improved.
Move that Efficiency Adapter set out of Stamina, and into Accelerate Metabolism. Add the 6th for 5% recharge. Stamina should get 2 Performance Shifters, the proc and EndMod and a common in the third slot. If you can squeeze in 4 slots, fit in 4 Performance Shifters.
If you have enough Global Recharge, then you can get by with a single Accuracy in Lingering Radiation.
Phantom Army is invulnerable, so that Expediant Reinforcement Resist Aura for Pets is completely wasted for PA. Use 4 Expediant Reinforcement, then the two triples from Call to Arms. At 50, you can change the Call to Arms IOs to Dam/Rech and Chance for Build Up from Soulbound Allegiance.
You have a self-heal, so you don't need so many slots in Health.
As CMA said, EF needs only 2 EndRdx. but you should move it to after Stamina.
Too many other changes are needed . . . PLEASE tale a look at my Ill/Rad guide, linked in my sig. It should answer all your questions and has a few sample builds. My guide explains what powers I think work best and why, and the best order for taking powers.
You don't need the outragiously expensive PvP sets that cost hundreds of Millions or even Billions per IO. Except for the purple Confuse set, you can even go without any other purple sets and still have a great Perma-PA build. As CMA said, the Earth APP, in my opinion, is a mistake. You need a fast single target Blast to make a good attack chain, and Hurl just doesn't work. I prefer Fire, but Ice, Primal and Psi all work -- If you want to add Defense to your build, then I prefer Ice. -
Quote:That's not the bad guy at all . . . that's the apathetic guy, maybe, but far from bad. If anything, I'd say you are being nice.I know I'm the bad guy here, but I'll team with a /Kin and not personally care if I get a speed boost or not. I like them, but no biggie. Who cares? So the team will perform better? Big deal. I don't care. You can take your kin with me and speed boost me, or not. Your call.
Lewis
I don't particularly care much about getting buffed for standard missions, but for a TF, a good Kinetic can help us get through it faster. The one time I have done the Dr. Quarterfield TF, we had an AE baby Fire/Kin who would only buff the team half the time when he was specifically reminded, and we were too nice to constantly remind him . . . we could have finished that TF a lot faster if he had been willing to keep the team buffed most of the time. Considering how long that TF is, that buff in speed would add up. -
Well, I can't really imagine how mind-blowingly expensive that build will be. My richest character only has about 200 mil.
You certainly can build a very good Perma-PA character without spending that much Infl. I just don't feel that those PvP sets are nearly worth what they cost. Sure, they have nice bonuses, but too expensive. Same with the purple sets for damage.
The Panacea Heal/End I got last weekend was a fluke. I almost never go into PvP zones except to get Shivans or Nukes, and hadn't set foot in an Arena (other than to get the Day Job Badge) in about 18 months. On a whim, my 3 buddies and I decided to run into the Arena and beat on each other to see if we could get a PvP recipe drop, knowing the odds were very much against us. That recipe dropped with the first guy I killed (well, he actually volunteered to die). The others were somewhat jealous, but I need the infl.
If you want it for a really high price, I have it on Guardian.
By the way, if you are going for Ranged Damage, you should try to fit in the 6th Purple Confuse IO -- 5% Ranged Defense. -
I don't have access to Mids at the moment, but it looks good to me -- It has the Recharge needed for perma PA, and plenty of other nice set bonuses, and still has all the good powers. I prefer the Fire APP over Psi, but that's just a personal choice. But that build is going to be really, REALLY, disgustingly outragiously expensive with all those Purples and PvP IOs.
That Panacea proc is going for more than 2 Billion, alone. It seems that it is only selling off market. I just had a Panacea Heal/End drop last weekend, and I crafted it, but I'm waiting until I have a little time to monitor the market before I sell it. And that one is going for 300 Mill to 800 Mill.
Maybe some of the Ebil Marketteers can better estimate the costs, but that is probably a 20-30 billion build, even if you can get some of those IOs. -
Quote:Playing a Stone Tank, there's rarely a time when you don't want SB. Unless you build for speed and recharge, Granite is painfully slow.
However, I haven't encountered another build where a desire for SB isn't really a desire for something else, usually Endurance. Since Transference is a debuff as well as a buff, it's something I'm happy to use frequently without feeling trapped into that "SB buffbot" mode.
I handle this by compromise, stated in my profile: I SB the tanks/brutes and anyone who asks for it, but otherwise, I don't.
I admit that my team might work a little better if I SB-d everyone, all the time, but I played a Defender like that, took it to 50, and never played it because I loathed feeling like a SB-dispenser.
I don't understand not taking SB though. I always SB my imps and the improved DPS is blatantly obvious to me. Mobs go down quicker.
And that one guy who always runs now? He doesn't make it half as far, so my imps don't pull the next mob by accident.
Pretty much everyone on the team benefits from +Recharge as well as +Endurance from Speed Boost. I love receiving Speed Boost on every single character I have, no matter what the AT or powerset. Ask any experienced Controller how important +Recharge is. I can understand not wanting to be trapped in the "SB Buffbot" mode, but that minor inconvenience will help the entire team run missions much faster. (If I don't feel like being an "SB Buffbot," I don't play my */Kin or Kin/* or I go solo.)
As for only buffing Imps and not buffing the rest of the team? Imps no longer receive any benefit from Speed Boost other than +Runspeed and a very minimal benefit from +Recovery -- the +Recharge doesn't work on them. So, SB'ing the Imps will help them run from target to target faster, but that's about it. It would make a lot more sense to SB teammates over Imps. -
Quote:I might need to test it, but I think that Oil Slick is considered a pseudo-pet, so no containment. See the City of Data entry on the Lit Oil Slick. And, of course, the Fire Imps will run away from the lit Oil Slick.Just looking at possible combos like:
Fire Cages + Acid Arrow + Disruption Arrow + Oil Slick + Bonfire:
Would Oil Slick get the bonus Containment damage once it's ignited? Would the additional damage from the -Res stack get the Containment bonus?
But, yes, the Resistance Debuff from Disruption and Acid Arrows stack to add up to about 30%.
Quote:Would it be a waste to get both Smoke AND Flash Arrow?
Quote:Do Imps do Containment damage?
Quote:Flash Fire + Poison Gas Arrow comments? -
Quote:Or as much protection as a Rad or Thermal or Sonic or Storm or TA.I'll disagree with this slightly. Fire/Kins actually are very effective against tough foes, particularly AVs. Their debuffs are very underrated.
Siphon speed -rech, -spd
Siphon power -dmg
Transfusion -regen
Transference -end
Fulcrum shift -dmg
However, what most players focus on is what they can do as a buffer: speed boost for +spd/+rech, fulcrum shift +dmg. Many bad fire/kin players don't even realize that they can make substantial differences in AV fights as a debuffer. I've lost track of how many times I've asked a (bad) fire/kin player to use tranfusion on an AV to help keep it's -regen down. I'm sure they don't even realize that the fulcrum shift they're doing is actually cutting down incoming damage.
So while a /kin controller can't offer as much protection as a /cold or /FF controller, their damage mitigation abilities are far from bad.
From a defensive/protective standpoint, Regen Debuff in Transfusion does nothing to mitigate damage. Yes, it can help take down an AV or EB faster, but I was explaining why Fire/Kins die a lot on teams when they play like they do when they farm -- and I wasn't limiting it to single AVs. Endurance Drain on a single target doesn't do much unless you have a way to stop Recovery; you might stop one or two attacks, but that's usually it. So, you have a single target Slow (with -Recharge), and two powers that provide -Damage. That is not much damage mitigation compared to any other set (other than Emp -- Emp replaces debuffs with buffs). The only real defensive power in Kinetics is Repel, which just about everyone skips.
But I agree with your point that (good) Fire/Kins can contribute with debuffs from the five powers you listed as well as buffs, especially on AVs. That's the main reason to keep Siphon Power after getting Fulcrum Shift -- for that single tough target. -
Quote:Fully agree with this post. A well-played and well-built Fire/Kin can be a huge benefit to a team. Sadly, most Fire/Kins out there are built for farming, and farming builds are not very effective in most of the rest of the game. Most Fire/Kins tend to be selfish and full of themselves, thinking that they are the best of the best. Thus, while Fire/Kins are very popular with some kinds of players, the more team-oriented players tend to look down on Fire/Kins, stereotyping them as bad teammates.The problem with a lot of fire/kin players (note I'm referring to the players not the character type) is that they build their fire/kins for farming and expect that the play style and build they use for that activity will do well outside of the farm.
They are sadly mistaken. You go into farm and line up the easiest patsies you can find for the most xp/inf for the shortest amount of the time. In the *real* game, you encounter stuff with exotic damage, lots of mezzes, endurance sapping, slows and all sorts of other things that make a farm built fire/kin look very mortal. It's laughable to see a farming fire/kin open with fire cages and run right into the middle of the mob against foes like Arachnos assuming their smash/lethal defense will save them, only to face plant because Arachnos does a lot of exotic damage, will mez you, placate you and do all sorts of other nasty things. Unless I know the player, I'm very hesitant to team with PuG fire/kins.
This isn't to say that a well played fire/kin can't excel in a team situation facing these kinds of foes, but a number of players can't get the farm mentality out of their heads and therefore assume that the patsies they beat on the farm are the same as foes they face elsewhere.
Part of the problem is that Kinetics has very little protection -- a Fire/Kin's best defense is a lot of offense. Kinetics has a heal, a single target slow and some damage debuffing, but that's about it. So, against tougher foes, a Fire/Kin is at a disadvantage.
On a team, my Fire/Kin spends most of her time buffing teammates and controlling foes, with doing damage as a lesser function. I let the tank grab aggro, buff the melee teammates and try to let those guys take on the tougher foes. Only then do I run in to wipe out the minions and contribute damage to the others. Speed Boost can have a huge effect of the speed of a team, an a Kinetic's healing and endurance can keep a team running when others would have to stop. Unfortunately, you don't see many Fire/Kins who are team-oriented. Many skip Speed Boost since it no longer buffs the recharge of the Fire Imps.
Personally, I would not recommend Ill/Kin as a farming build. Illusion only has single target damage in Blind and Spectral Wounds. Phantasm has a cone attack and can be buffed but not controlled. Phantom Army receives no benefit from your buffs, other than allowing you faster recharge thanks to Siphon Speed. Fire/Kin IS a good build for farming certain types of missions because of the AoE damage from Hot Feet, Fire Cages and three buffed Imps. Plant/Kin has some decent AoE damage, too, but has some of the same weaknesses as Fire/Kin. -
And the timing on this "Announcement" was pretty poor. Champ-O has been out about 5 months, and it is time for the 6-month subscribers to re-subscribe. The game has some nice things, but is severely lacking in content, and most of the players expected Cryptic to add more content over time as free issues. Instead, they get (1) a 3 days per month repeat of the BloodMoon event (Champ-O's Halloween event), and (2) Flashback missions to redo the content you have already done or missed the first time around. The only real additional content is a new zone that is a paid expansion -- pricing not set yet. Many of the Lifetime Subscribers are really ticked off.
So, yeah, PP makes a good point. This would be a good time to advertise that there is a better superhero game that has a long history of being good to the playerbase. -
The short version is: Fire/Kin is a powerset, once it gets its level 38 power, that can quickly defeat large numbers of certain types of low level foes non-stop. This makes it perfect for farming. Also, teams that want to plow through easy content quickly, love to have a Fire/Kin for the boost in damage buffs, endurance buffs and AoE damage.
But Fire/Kins are not as good against tougher foes or against certain types of foes. I have one at 43 . . . but just haven't taken the time to get her up to 50. I like my Fire/Rad more.
If they didn't want to team with you because you are not a Fire/Kin, you are better off for it. -
Quote:I use them both all the time on my Illusion/TA. Together, they add up to 30% Resistance Debuff -- more than Radiation's Enervating Field.Remember: The devs say that redraw has been fixed.
If you get Disruption Arrow and Acid Arrow, use them! I rarely see a /TA controller using these two AoE resistance debuffs, even though they're great.
Quote:Oil slick Arrow can be ignited by fire nd energy attacks. If you don't have the veteran's reward that give you the choice of a Nemesis Rod, I'd go for a Magic or Technology origin because they deal energy damage.
I have a macro set up to target the Oil Slick -- this makes it easy to fire off OSA, then click the macro to target the Oil Slick to light it.
It is also interesting to note that the Oil Slick can be used like a foe for siphon-type powers. Kinetics can buff and heal off of it. Dark Miasma can heal and use the AoE Rez, Howling Twilight, off of the Oil Slick. Warshades can use their self-Rez off of it. -
Quote:Reasons not to take Choking Cloud:I was thinking that Choking Cloud would be good to create containment, especially for an Illusion primary, where it is difficult to create containment. But I don't have a Rad high enough to know for myself. Just like a lot of Dark Armor powers not fully slotted many of them look worthless, but there are usually ways to improve things.
Reasons to Take Choking Cloud:
1. Stack Holds since you already have 2 other PBAoE holds
2. Create Containment for AoE attacks like Fireball or Fissure
3. The -Defense from Rad should help your accuracy
4. Sets like "Lock Down" -- Give +accuracy, reduce Endurance, and increase hold time, with the further chance to hold proc in there.
1. It consumes a ton of endurance, which may keep you from being able to spam your single target Blind-SW-Blast-SW attack chain for very long.
2. Everything else in your powersets are ranged except for Flash and EM Pulse -- which are both "Run in and hit it" type holds. For the most part, your AoE control comes from Phantom Army and Spectral Terror, both ranged. Choking Cloud requires you to run in and stay for a while while its funky chance-to-apply works. While waiting, you are a sitting duck, since even invisibility won't help. Sure, you can use Flash to hold them, Spectral Terror to fear them or Phantom Army to distract them, but then why do you need Choking Cloud?
3. Choking Cloud takes a while to for the odds to work in your favor and get most of the foes held. What are you doing while waiting? Fire/Rad has Hot Feet chipping away with damage and using Fear and Slow to keep foes in the area, and has Fire Cages to keep them in place. What does Illusion have? Phantom Army or Spectral Terror, sure, but if they are distracted by PA or feared by spooky, then why use Choking Cloud? (Yes, it sets Containment. But frankly, since Illusion can only rely upon APP power for AoE damage, that doesn't really add up to all that much. Not worth the risk. Illusion's main damage is its single-target attack chain and its pets. The single-target attack chain makes its own Containment by leading off with Blind.)
4. Phantasm's AI is set to knock back foes who are near you . . . blasting them out of Choking Cloud. Since the hold duration of each pulse is short -- almost 15 seconds if fully slotted or only 7.45 seconds unslotted at level 50, you then have some ticked-off foes who are not held.
5.It is another power that needs 6-slots. What power do you give up and where do you get the slots? Flash or EM Pulse? They are far more useful as "panic button" powers and fill-ins for when PA is recharging. (However, if you are going to take Choking Cloud, I agree that the Lockdown +2 Mag proc is great in it. Because of the unique mechanism of the power, it really adds a lot.)
Some people, including some in this thread, like Choking Cloud on an Ill/Rad. I tried it and hated it. I love it on my Fire/Rad, so I don't have some kind of prejudice against the power. I just don't think it fits into my playstyle for an Ill/Rad. I think more experienced Ill/Rads agree with my perspective than disagree. -
As Edana indicated, and if you read the context of the paragraph in which you found that snippet, I was stating that neither Illusion nor Mind have any powers that PREVENT knockback. I'm pretty familiar with the fact that Phantasm has knockback in his blasts. And, if you are being in a "corrective" mood, Mind has Levitate, not Lift. Lift is the power in Gravity.
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Quote:Take a look at my Illusion/Radiation Guide. I explain in that guide why I feel that Choking Cloud is fully skippable for an Ill/Rad. The discussion on Choking Cloud explains the unique mechanics of this power.So I am running a Ill/Rad, and I thought it would be so cool to have CC. Then I started to noticed it was missing, so I check, to see if it allows accuracy enhancements. It doesn't.
Now even not, the power is nice, but it takes so long to stack holds, if it wasn't for my decoys, I would be toast.
Is that power skippable, or am I missing something?
Choking Cloud is wonderful on a Fire/Rad -- I consider it to be one of the key powers. While I haven't gotten one high enough yet, Choking Cloud is (supposed to be) great on an Ice/Rad. Why? Because both of those powersets have another PB AoE toggle that works with Choking Cloud to make it more effective. CC on its own is pretty lame, but with something to mez or get the attention of the foes first, giving CC time to establish its hold, it is very effective. Fire/Rad has the combo of CC+Hot Feet, with Flashfire+Fire Cages to establish the initial hold. Ice/Rad has CC+Arctic Air, with Ice Slick to allow time for CC+AA to take effect.
You can get Accuracy in it by slotting IO Hold sets or Hami-O's. But to be effective, you really need max slotting for EndRdx and Hold. Again, my Ill/Rad guide discusses the slotting and why. -
Like other Blaster nukes, it drains your endurance. The main reason to slot EndMod into Thunderous Blast would be to increase its Endurance Drain. (I like to use Power Boost + Thunderous Blast on my Dark/Elec and Kin/Elec Defenders, as that fully drains the endurance of most foes who survive.)