Conductive Aura v Hot Feet (Controller)


Local_Man

 

Posted

Can anyone give me a breakdown of the stats on Fire Control: Hot Feet and Electric Control: Conductive Aura?

I assume CA is not very damaging, but curious as to the DPS or damage per tick and the tick rate, etc. versus Hot Feet.

From paragonwiki:
Conductive Aura: Toggle: PBAoE, Foe -End, Self +Rec, +Regen
Hot Feet: Toggle: PBAoE, Minor DoT(Fire), Foe -SPD, Self -Fly

Also, what are people's thoughts on Conductive Aura right now? Is it any good? Assuming the Controller could survive all the damage being in Melee, would it be worth it? What about if it were combined with another Conductive Aura by another player?

Thanks!


 

Posted

They really don't compare, since Conductive Aura does NO Damage. City of Data and Mids can give you the details, but Hot Feet is a Damage/Slow/Afraid aura. In the long run, Hot Feet will be your most damaging power if you spend your time in or near melee range. It is one of the centerpieces to most Fire Control builds. When foes are in the area of Hot Feet, they slowly take damage while slowly trying to run out of the aura. You can Immobilize them in the aura to take damage longer, but that tends to neutralize the "afraid" aspect so they will turn around and shoot at you. That is why Flashfire+Fire Cages works so well with Hot Feet.

Conductive Aura is mainly used for Endurance Drain. It uses no endurance, so there's no reason not to use it most of the time. Combined with Static Field, you can put a group to sleep, and then stand in their midst draining endurance until they are dry -- if you keep Static Field up, you should take no damage from Minions or Lts. The combination of Sleep and Endurance Drain is a key part of the control from Electric Control. Yeah, it is worth it easily.

CA works a lot better when combined with another controller or dominator running the power. When I started my Elec/Rad controller in Praetoria, I teamed with a buddy of mine playing an Elec/Elec Dominator. Together, we could drain the endurance of large groups in a few seconds, and then take however long we needed to kill them off. For the most part, all the foes could do is stand there, sleeping while we killed them off one by one.

CA is even better if you can combine it with other powers for layered control, such as Choking Cloud from Rad. (Elec/Rad is by far the most popular combo.) Same with Hot Feet -- Fire/Rads are very popular for good reason. Electric Control is a very low damage set -- if you are looking for damage, go with Fire Control. But Electric Control is very good for controlling crowds so that your teammates can kill them. Static Field also gives your teammates endurance, helping them substantially.


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

 

Posted

Syntax42, I can't download Mids and access it while at work and looks like http://tomax.cohtitan.com/data/power...etype.php?at=3 doesn't have Electricity Control updated yet. Or maybe I missed it.

Local_Man, thanks good explanation. For some reason paragonwiki has CA accepting Damage enhancements, http://paragonwiki.com/wiki/Electric...onductive_Aura, maybe for PvP? Thanks for clearing it up for me, though. It's too bad it doesn't for someone like me, but like you mentioned with Sleep powers it could come in pretty handy. I'm pretty familiar with Hot Feet (have a 50 Fire/FF Controller from I1 days), but haven't even messed with Elec at all yet.

Any stats on its base +reg and +rec, though? Maybe someone that has access to the game could check? If someone has a link, that would be great too.

Cheers!


 

Posted

Ca does nice end drain, and Iirc with max targets (8?) also gives you unslotted health and stamina (as long as it drains, it buffs you).


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Posted

Quick note : Originally the power WAS a damage power, so it might in game still accept damage enhancements (or say such) despite doing no damage now.


Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net

Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.

 

Posted

Quote:
Originally Posted by makerian View Post
Syntax42, I can't download Mids and access it while at work and looks like http://tomax.cohtitan.com/data/power...etype.php?at=3 doesn't have Electricity Control updated yet. Or maybe I missed it.

Local_Man, thanks good explanation. For some reason paragonwiki has CA accepting Damage enhancements, http://paragonwiki.com/wiki/Electric...onductive_Aura, maybe for PvP? Thanks for clearing it up for me, though. It's too bad it doesn't for someone like me, but like you mentioned with Sleep powers it could come in pretty handy. I'm pretty familiar with Hot Feet (have a 50 Fire/FF Controller from I1 days), but haven't even messed with Elec at all yet.

Any stats on its base +reg and +rec, though? Maybe someone that has access to the game could check? If someone has a link, that would be great too.

Cheers!
The other powers you need to understand to "get" Electric Control are:

Chain Fences: pretty much a standard AoE Immobilize, but with some exceptions. (1) Like Gravity's Crushing Field, Chain Fences does NOT have -knockback. That's a good thing because of Jolting Chain. (2) The damage from Chain Fences is all up front -- no Damage over Time. That's a good thing because DoT would interfere with the sleep in Static Field. (3) The secondary effect is more endurance drain.

Jolting Chain -- a chaining knockdown power. As long as you hit the first foe, the rest of the group will almost automatically be knocked down in sequence. It provides short-term mitigation with a little damage. But it is fun! You zap one foe, and it quickly chains to other foes in the group as they do a nice knockdown in sequence. At first, I didn't think it was very useful, but it really is. It recharges pretty quickly. Since Chain Fences doesn't prevent knockdown, the combination of Chain Fences and Jolting Chain makes a nice form of partial control -- it won't stop all attacks but it will definitely substantially reduce them. If you want to stop them, you should use . . .

Static Field -- A location-targetted AoE pulsing Sleep patch that is by far the best Sleep power in the game. Most Sleep powers are quite skippable, but this one isn't as it is one of your main control powers. Think of it as kind of like Earthquake or Ice Slick that uses Sleep instead of knockdown. You throw it into a group of foes, and they pretty much all go to sleep. If you do something to disturb them, like Jolting Chain or Chain Fences, and they wake up for a second or so and then go back to sleep. It recharges quickly enough to easily make it permanent with some Recharge slotting. AND even better -- if you stand in the field, you will get some Recovery of endurance for each foe in the Field. ALSO, your team will, too. As a result, teams almost never have to worry about endurance if you are using Static Field on every group. Static Field works with Conductive Aura to allow you to drain foes of endurance while you stay pretty safe. You can slowly do some AoE damage with Jolting and Fences, or you can focus on taking down one foe at a time.

Synaptic Overload -- another unique power. It is a chaining Confuse power that does not draw aggro. It takes a little bit of time to do its chaining. I find its best use is to take out most of the next group while your team is working on "this" group.

As for the pet -- you get two Gremlins. They also have Jolting Chain, too. The damage on the Gremlins seems a bit low, and they are definitely on the squishy side.

I have found the set to be a lot of fun. Not very damaging, but overall fun.


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