Wiccania

Apprentice
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  1. The thing with Dev: Chance of Hold is that it is only a 15% Mag 2 Hold. The occasional henchie held with JC isn't worth a slot to me and the mag stacking possibility is too low to be worth it on a Dom that can use Domination for far better effect.
  2. In regards to static field:

    Fortunata Hypnosis is a very good use of slots if you are going for set bonuses. Prior to 50 I'd slot two Acc and two Recharge baseline, if you add the 5th slot early a sleep is better than an endmod, it will help against + leveled enemies that sometimes wake up between pulses. If you have the slots 5 Fortunata and an Endmod will be welcome to help with the sapping, however the majority of your sapping will come from Conductive Aura.

    Don't slot it for slow, not strong enough to really matter and you'll be close to if not hitting the slow cap anyways with your cold powers.

    Jolting Chain needs no recharge. It's baseline recharge is only 8 seconds, a power that will knock down an entire spawn every 8 seconds is very good. Also it can't benefit from extreme stacking of recharge. The way the mechanic for the power works is so that it doesn't jump to targets it has already hit it makes them immune to Jolting Chain for 4 or 5 seconds.

    Slotting for Jolting Chain: First enough Accuracy to hit. If you are planning to IO out you'll pick up a lot of Accuracy bonuses so you can get away with a single accuracy IO here.

    Then if you have the slots go for procs. The beauty of JC is that it rolls for a proc every jump in the chain. Buffing and self help procs are out, they can only help you on the first hit of chain, otherwise they hit the pseudopet the power uses. Damage procs are great though.

    Procs that work and are good choices are Explosive Strike: Chance of Smashing Damage, Apoc: Chance of Negative, Gladiator's Jav: Chance of Toxic, Tempest: Chance of End Drain
  3. Also worth noting for extra fun factor Earth Assault almost all the attacks have hard smashing sound effects. Really makes you feel like your character is smashing faces with super strength if that is how you imagine your character.
  4. Psi is the best sapper. PB is great, nobody will deny that, but Drain Psyche is a 30 second 500% recovery debuff. That is 30 seconds of them not even getting the pokes from end ticks in. Get enough recharge and you can do that to every spawn. PB just can't compete.
  5. I would re-iterate Electric/Psi Dom for Sapping + Dmg + Support.

    Electric Control does mad sapping with little effort on your part. Drain Psyche from Psi is a 30 second -500% recovery debuff. The sapping potential with high levels of recharge is immense.

    Psi is a good mix of single target and AoE attacks so damage is covered for about any situation.

    Control sets in general are great support.
  6. I don't like how folks say Sleet and Freezing Rain are somehow bad for Electric Control. Electric's AoE Immob doesn't give knock protection, that puts it in the same boat as Gravity in ability to create an immobilized knockdown field.
  7. Earth assault is also popular with electric doms. Crazy good melee attacks with the end draining aura and power boost. Jolting chain and fissure while the AoE immob doesn't give knock immunity make a very fun character.
  8. Lower your max particle count.
  9. The thing with Chain Fences is that it is one of your best End Draining tools. It has a baseline of 10% end drain and it's AoE with a target cap of 16 to boot. Stick an Endmod into it and power boosted you will be hitting almost 1/3 of an entire spawn's End with one attack. Even without power boost it speeds up to time to zero end significantly.

    Solo it will save your life.
    Teams just wait till the AoE's fly or Tanker/Brute dives in before you throw it.
  10. Ran Manticore TF last night, me Electric/Therm and an Electric/Earth Dom on the team. Over the course of the entire TF we had exactly 3 Paragon Protectors use MoG. The rest were end drained before they got low enough to use it and were thus unable.

    Just to repeat: Enemies cannot activate Godmode powers with zero end!
  11. Quote:
    Originally Posted by Jestice View Post
    Now... I LOVE Elec control to death with huggles and snuggles...

    But there is one little pin popping your bubble...

    5%

    You will miss 5% of the time, and get NOTHING from SynOver. Quick casting time for the win, but it still a face-to-desk moment when it does happen.
    Yes but it is only a 1 minute base cooldown and is a no-agro power so worst case scenario: you use it solo, miss the first shot, wait for rather short cooldown, use again with streak breaker.

    On teams if you are needed to mitigate the alpha then you still have Static Field.
  12. Local_Man is second only to Arcana in deific status on these boards. Posting anything that could be percieved as disrespectful to him is asking for a beatdown.
  13. Wiccania

    Static Field

    I don't like how folks say Electric is generally weak. If you include sapping it is easily one of the best control sets (unless you are a puritan and only count "Hard" controls).

    Sapped enemies rarely get to attack and during those few times when thier end tick gives them enough to act it is never enough for more than a brawl equivalent attack.

    For example my last group we fought council and the sapped bosses were only able to occasionally do thier basic melee attack, never that damned grenade. Often they would get the end and try to move that step needed to get me in range, then Conductive would tick and they wouldn't get to attack.
  14. Just because I didnt put the effort into distinguishing in a single post doesn't mean I don't. Yes my complaint is with Area Knockback. Yes I know single target knockback is fine because as you said, most folks that use it will pursue and slay the single target. Sorry if I offended you by assuming folks have a lick of sense and can identify the difference.
  15. An easy majority of the time the presence of KB dramatically reduces the effectiveness of everybody on the team. On almost every team I have joined by telling the KBer to stop doing so our kill speed went up noticably.

    Many power sets rely on area effect.

    Electric Control is just one of them with Static Field, Conductive Aura and the Chains.

    Radiation Emission has two anchored AoE debuffs, I assure you, you are slowing down the team by knocking the anchors away or knocking enemies en-mass out of thier effect.

    There are numerous ground fields that dramatically affect the ease of defeating enemies: Quicksand, Earthquake, Tar Patch, Ice Slick, Freezing Rain, Sleet, Caltrops, Oil Slick Arrow and I'm probably missing a few.

    Everybody loves Fire Blasters, I know I do, but a fire blaster loses a lot of effectiveness when half the enemy pack is knocked away. Fire Blasters are far from the only AoE attackers too.

    Knockback is simply put the worst kind of damage mitigation. It extends the life of enemies far more than it extends the life of the player team.
  16. With a well slotted Conductive Aura you may not need Stamina. I suggest playing around without Stamina using your second build to see how it goes for you.

    Also I am a big fan of single target immobs. They do the same damage as the ST hold but on half the cooldown, are Magnitude 4 (one shot containment on Bosses) and have a very long duration.
  17. They can't always fire off an attack when they get an end tick and when they do from my experience it has always been one of thier weak attacks, usually a brawl equivalent.
  18. While leveling I suggest going with Incinerate over Stone Cages. I know you don't want to melee but its a great attack and will speed up your leveling. Remember Doms don't have Containment so Immobs are of far less use to them than they are to Controllers.
  19. Wiccania

    APPs, OMG ^^

    No.

    Second for second Blasters will always pump more Damage per activation out than a Dom.

    However with the ability to pick up even more AoE attacks with APPs and generally getting good Single Target attacks in the Assault sets Dom's ability to do damage is quite significant now. Some might express the opinion that Dom's damage is too good considering they get a Control set as well (and that control set is absolutely devastating when Domination is up).
  20. Wiccania

    Static Field

    It also gives endurance to any friendlies that stand in it.
  21. Therm is the way to go. If your gonna take the ultimate end sapping set then pair it with something to ensure it can sap the big dogs into the grounds. Heat Exhaustion ftw!
  22. I disagree with not slotting damage in the ST hold. It is one of a Controller's most damaging attacks until they break 40. 1-40 is a very long time and honestly, one Hold duration enhancement is plenty unless you are crazy and run only in deep purple.
  23. I an currently playing an Electric/Therm and loving it. The end sapping is freaking awesome and I don't even have Heat Exhaustion and Power Sink yet.

    Heres the mids for the powers I plan to take. Just standard IOs for now but I do believe I will be going whole hog with IOs on her eventually. The two untaken powers will likely be LotG mules.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Raven: Level 48 Magic Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Thermal Radiation
    Power Pool: Teleportation
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Electric Fence -- Acc-I(A), Dmg-I(3), Dmg-I(3), Immob-I(5)
    Level 1: Warmth -- Heal-I(A), Heal-I(5), EndRdx-I(7), EndRdx-I(11), RechRdx-I(13)
    Level 2: Tesla Cage -- Acc-I(A), RechRdx-I(7), Dmg-I(13), Dmg-I(15), EndMod-I(15), Hold-I(17)
    Level 4: Chain Fences -- Acc-I(A), Acc-I(17), Dmg-I(19), Dmg-I(19), EndMod-I(21), RechRdx-I(21)
    Level 6: Jolting Chain -- Acc-I(A), Acc-I(23), RechRdx-I(23), EndRdx-I(25)
    Level 8: Conductive Aura -- Acc-I(A), Acc-I(9), EndMod-I(9), EndMod-I(11)
    Level 10: Cauterize -- Heal-I(A), Heal-I(25), EndRdx-I(27)
    Level 12: Static Field -- Acc-I(A), Acc-I(27), RechRdx-I(29), RechRdx-I(29), EndRdx-I(31), EndMod-I(31)
    Level 14: Recall Friend -- RechRdx-I(A)
    Level 16: Teleport -- EndRdx-I(A)
    Level 18: Power of the Phoenix -- RechRdx-I(A)
    Level 20: Paralyzing Blast -- Acc-I(A), Acc-I(33), RechRdx-I(33), RechRdx-I(34), Hold-I(34), Hold-I(34)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
    Level 24: Thermal Shield -- ResDam-I(A)
    Level 26: Synaptic Overload -- Acc-I(A), Acc-I(37), RechRdx-I(37), RechRdx-I(39), Conf-I(39)
    Level 28: Forge -- RechRdx-I(A), RechRdx-I(39)
    Level 30: Plasma Shield -- ResDam-I(A)
    Level 32: Gremlins -- Acc-I(A), Acc-I(40), Dmg-I(40), Dmg-I(40), EndMod-I(42), RechRdx-I(42)
    Level 35: Heat Exhaustion -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36), Acc-I(36), Acc-I(37)
    Level 38: Melt Armor -- Acc-I(A), Acc-I(42), RechRdx-I(43), RechRdx-I(43)
    Level 41: Power Sink -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(45), EndMod-I(45), EndMod-I(45)
    Level 44: Ball Lightning -- Acc-I(A), Acc-I(46), RechRdx-I(46), RechRdx-I(46), Dmg-I(48), Dmg-I(48)
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
  24. If what I saw in the scrapper forums is correct KM's first few attacks are actually faster than Claws' equivalent attacks. However its late attacks and it's showcase attack are a little too long but not unbearable.

    I don't see how it's bad for Tanker, yah lower numbers mean less direct buff, but Tanks deal with the lower numbers in every set. Saying a set is bad for a Tanker because a Scrapper gets more damage bonus out of it's ability is silly.

    Brute though the inherent damage buffing of KM is less effective due to the design of the class having deliberately low base damage but a built in giant damage buff.
  25. How do you guys think Cold would work with Electric? I've been looking at it and theorycraft wise it doesn't look too bad.

    I understand that Sleet kills the sleep however I have found that knockdown fields tend to be pretty good control in and of themselves (Quicksand + Earthquake is one of my favorite combos). The AoE immob not providing immunity just makes the knockdown field that much more potent, I know a lot of folks mention gravity when Freezing Rain and Sleet come up. Now we have another set that can immob mobs in the rain.

    Heat Loss which with just two SO endmods hits enemies for 55% of thier end sure doesn't hurt with sapping.

    Since Electric isn't as strong with hard control as other sets the defense buffs in Cold are definately more useful for those situations where a chain fizzles too soon or you have a Fire Blaster on the team.

    Arctic Fog's lesser stealth makes it safer and easier to set up the sleep field and chain confuse.

    And of course Benumb, the gold old AV killer debuff.