
Hjarki
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In terms of what archetype to use for Kinetics, it doesn't matter much if you're playing a purely support-based character. If you also intend to solo, Defenders will a much easier time with defenses, Corruptors have the higher +damage cap and Controllers have pets. Personally, I'm of the inclination that Corruptor generally makes the most sense - but it's a bit tricky to not become a pure glass cannon. Something I tweaked a bit is below. I haven't really played this, but it should more or less work. Against large spawns, you can use the KB/-hit to bridge the gaps in your defense. You've got two defensive cooldowns as well (Unleash Potential, Power Boost). Against hard single targets, you've got the ability to reduce their resists and debuff them (albeit through their heavy resists). However, your primary defense would be Siphon Speed'ing them to a crawl and staying out of range of their most dangerous attacks. The lack of single target attacks is largely due to the presence of Torrent (fast activating, 80 range attack) and the sheer amount of 'busy work' involved in handling all the Kinetics abilities. Basically you've got Moonbeam hitting like a truck, followed by various debuffing and some stray damage, followed by Moonbeam as soon as it comes off recharge.
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It is not self-castable and I'd probably skip it. Amp Up doesn't so much improve attributes as improve powers. So it doesn't provide any additional defense, but it does provide the equivalent of extra enhancements for the defensive powers the target does have. However, the one enhancement you'd really appreciate - increased damage - is missing. The description talks about shooting electric bolts, but I haven't noticed anything that could be construed as doing this. In theory, it should boost the end drain of Galvanic Sentinel, but if this does anything it really would only be taking the end drain from 'irrelevant' to 'slightly more noticeable irrelevant'. For most pets, Amp Up will do almost nothing. From what I've seen, it's useless on pets and not terribly useful on players.
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The problem with "just make more difficult content" approach is that it doesn't really address the problem. The real problem is that individual characters are slamming up against the limits of the game and this warps the entire gameplay. Look at the notion of 'soft-capping' defenses. Now, there's nothing wrong with trying to soft-cap defenses. There's a big problem with succeeding. It's one thing for a Super Reflexes Tanker to be effectively un-hittable. But when everyone on your team is un-hittable, what place is there for a Force Field Defender? You see the same thing over on the resist side. I have no problem with a Fire Tanker who makes an effort to be Fire Resist capped. But when your Shield Defense Brute is Fire Resist capped... that's a problem. And it's not a problem that 'harder content' will solve - you're still left with the fact that a build purely focused on Fire Resist is no better than a build that should only have incidental fire resist. And, of course, it severely limits the value of your Thermal Defender when the Tanker doesn't need their buffs. Or think about hit buffs. I take Tactics on quite a few builds. But I don't expect it to ever be useful to my group - I just take it for the self-buffs. If defenses/resists are normally - but not always - capped, hit is absolutely always capped. My personal choice for fixing this problem is to limit how the game stacks attributes. That is, if you have both Weave and Maneuvers, you only get the higher of the two defense buffs. You can still have both powers active - if you want Immobilize resist at the same time you want to buff your group - but you'd only get the +defense from Weave. Likewise, if you have Dispersion Bubble (Force Field), Maneuvers and Weave, you'd only get +defense from Dispersion Bubble (the largest effect), but you'd get all the various non-defense effects from Weave/Maneuvers. However, your friends would still receive the full bonuses from Bubble and Maneuvers. This wouldn't really impact low level play because you don't have all those stacking powers anyway. But it would significantly limit how far you could push the limits on a single character in high level play. It would also diversify builds quite a bit since you wouldn't have every character taking the Fighting Pool, everyone taking movement pools for defenses, etc. By the same token, you could change the 5-of-the-kind rule for enhancement sets to something like "triple your best bonus". So let's say you slotted Coercive Persuasion (+5% ranged def). No matter what other enhancement sets you slotted, you could never get more than +15% (triple your best bonus of +5%) to Ranged Def. But you could get that additional +10% from slotting a half dozen Blessing of the Zephyr if you liked (and somehow found that many movement powers to slot). Again, this wouldn't impact low level players at all - who don't have those set bonuses - but would pull back from the abyss at the high level. Debuffs are another issue, where AV/GM resists render most of them worthless. However, this would likely require a case-by-case analysis of the different debuffs and their mechanics.
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I didn't recall off-hand, so I went on the Beta server to try it out before responding. The '27%' is the theoretical number, but it matches in-game performance. With 4 standard procs, I almost never saw 4 procs - it was primarily either 1 or 2 procs. Certainly, you could use higher damage/chance purple procs - but the trap is a poor platform for them if you've got alternatives. Again, I went on the Beta server to try it out. It's hard to gauge ranges, but it's definitely not a 20-25 yard radius that encompasses an entire spawn. This is my fault - I didn't fully the level test character. Opening up PBAoE slots isn't really anything special. On a Corruptor/Defender, the Blast sets have plenty of much higher damage PBAoE to choose from. On a Controller, the pickings are bit slimmer but still available. The only real advantage is that you can potentially use it as a trap - stacking multiples and dragging/Wormholing enemies on top of them. But that's not really compatible with a fast-moving team. However, this is also a disadvantage as it means it's a ground attack only. While you can certainly throw procs in it, I wouldn't consider it a significant feature of the set. It has a relatively long recharge compared to actual Blast powers to deliver generally worse performance.
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I wouldn't go that far. From my perspective: It has a relatively low (~27% or so) chance to proc any given proc. It has a relatively small radius for both triggering and damage (10 yards?). For some inexplicable reason, it can't slot purple sets. The power itself doesn't do much damage. Envenom's -regen is uselessly small. The small radius on Envenom (and the far less useful Weaken) is only somewhat of a problem. -resist powers are, in general, not all that great on AE powers because you rarely have time to debuff the spawn and them nuke them. There are some minor exceptions (Blizzard -> Freezing Rain is the classic example), but mostly you're opening with nukes on large spawns rather than debuffs. However, the radius still has the effect of penalizing procs placed in the power vs. AV/GM. Even if you expanded the radius or eliminated it, Envenom would merely be comparable to what you can get elsewhere. But you'd still have a set with 3 mostly superfluous target ally powers, a PBAoE toggle without any of the defenses necessary to make it useful, an uninspiring/unnecessary single target Hold and an unslottable Cone slow. That's a whole lot of bad-in-any-form powers without any real killer app powers in the set.
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-recharge is generally useless outside of PvP. In AE effects against large spawns, they never get a chance to cycle their attacks anyway. Against AV/GM, they resist the -recharge into irrelevance.
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In the example you're citing I was giving both Defender and Corruptor the same proc bonuses. There's no simple way to demonstrate the "build flexibility" concept without go through the processes of making two builds according to the same constraints. Even that requires a bit of subjectivity. However, consider that using a relatively light defense set like Storm Summoning or Cold Domination alongside standard pool powers/slotting, the Defender version will probably have +5% Defense and +15% S/L Resist. Given that both have already grabbed the sets with the massive bonuses, our Corruptor is left trying to cobble together +5% defense from sets like extraneous Blessing of the Zephyr or adding extra slots for Titanium Coating. To actually bridge that gap for Ranged Defense alone would likely require 6 - 10 extra slots in the Corruptor version of the build. The only place to get those 6 - 10 extra slots is by subtracting procs out of the powers and trying for set bonuses with offensive powers - which starts to limit their effectiveness as attacks. Couple that with the fact that the major advantages of the Corruptors - higher +damage cap and Scourge - don't actually provide much (if any benefit) in most game, the superior damage amplification of Defenders and you end up at the "Defender versions of the build out-damage Corruptor versions of the build" rule.
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Frost: I wouldn’t put Ragnarok here. You really want range increases here, which only come from the standard Uncommon IO sets. Ice Patch: Personally, I think this power is a bit silly on a Stalker. I can’t imagine ever using it. Freezing Touch: You should really have Hecatomb in at least one of your powers. I’d also strongly recommend taking an Epic/Patron Pool with a snipe. With Experienced Marksman, there’s really no reason not to use a Snipe as part of your single target rotation.
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If you're just churning through trash, you normally skip the debuffs. However, Corruptors aren't particularly good at churning through trash. Scourge is rarely meaningful when you're alpha striking most enemies from 100%. A higher +damage cap isn't meaningful when you can't even reach the Defender's +damage cap (much less the Corruptor's) - and what +damage buffs you do have are better on the Defender. Where the debuffs matter is on the AV/GM - and here even minor differences create a massive disparity. The difference between Freezing Rain on a Defender and Corruptor is only 5%. But when you've got it double stacked and a team of 8 is attacking the AV/GM, that minor difference ends up being 50% of the average damage of a single team member - a far greater disparity that even the idealized difference in personal damage between a Corruptor and Defender. If you break down all the possible power set combinations and situations you'll find yourself in at 50, probably 95%+ favor the Defender version over the Corruptor version.
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The 'problem' is that you really have to thread the needle to reach a point where the Corruptor out-performs the Defender. Solo - or split off in small sub-groups - the Defender version of a build tends to do equivalent or slightly more damage with far better defenses. In League, the superior debuffs of the Defender matter far more than the +30% or so damage advantage the Corruptor might enjoy from Scourge/base damage/+damage cap. Philosophically, this might make sense. In practice, it would mean that Corruptors get all the good stuff and Defenders get all the crappy stuff. All of the support set archetypes suffer from the fact that very little 'support' is actually necessary - or desirable. Support sets end up being just a variant on armor sets for most purposes. This is really at odds with the original vision for the game. You're not supposed to have players solo'ing +4/x8. You're not supposed to be at defense cap while solo unless you've got Super Reflexes or some other similar set. You're not supposed to be at resist cap while solo unless you're a Tanker with a resist-based set against your special resist (i.e. Fire for Fire, Energy for Electric, etc.). There's supposed to be a lot of room to improve anyone's abilities. A similar problem occurs with Control sets, where there's no real need for actual 'control'. Long gone are the days where you'd bring two Controllers and have them alternate mass Holds. The modern Controller is just exploiting the secondary features of their set to maximize their own personal damage and probably doesn't even take their Mass Hold (much less slot their powers for Control duration unless it gives them great set bonuses).
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It's hard to say. -regen was a big deal on Live; not so much now. Fully flooring regen effectively translates into 100 dps (unmodifiable) on an AV (more on a GM). This is essential when you're dealing less than 100 dps, fantastic when you're dealing 200 dps and merely nice when you're dealing 800 dps. From the pylon tests, it appears the current king of sheer speed is Storm Summoning. However, Ill/Storm does run into an issue with certain AV/GM in that it can't easily keep them in the Freezing Rain if they don't want to stay there. Ill/Cold is also a strong contender, but the lack of +recharge makes this a tricky build. Ill/Dark is also a strong option although - again - you'll have to conjure up some additional +recharge to make it work well. I'm not a particularly big fan of Ill/Time. It's a lot easier to build than most sets due to the enormous amounts of recharge, but its top-end performance is lower due to relatively weak -resist (and little -regen). I've heard good things about both */Traps and */Trick Arrow, but I find them a bit clunky to use. You've also got a lot of non-Illusion builds that are arguably better at solo'ing AV/GM these days. Classically, it would have been impossible to solo most AV/GM on a Scrapper because of the -regen issue. But when you're simply delivering all the raw dps that a modern Scrapper potentially can, this isn't a big deal.
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Without going through the entire build piece-by-piece, I'd start by noting that 'proc monsters' tend to work a lot better with low damage archetypes rather than high damage ones. If you find yourself making significant compromises to slot that additional +damage proc, you're probably making the wrong choice with an archetype like Stalker. Also, you really want to start your journey with some critical procs: Force Feedback. Properly placed, this can provide massive amounts of recharge with a single slot. Tornado (not available to Stalkers) is nearly perfect for this - it has exactly the right base recharge (60 sec) and can be cast at any time without needing a target. AE KB powers are also very strong for Force Feedback since they have a nearly automatic chance to proc if you have enough targets. You also want to be a bit careful with KB because while Overwhelming Force KB->KD is a solid enhancement, Sudden Acceleration is a waste of a slot - if you have so many knockback powers that you need to use Sudden Acceleration, you might want to re-think the build. -resist procs. Achilles Heel, Annihilation and Fury of the Gladiator. The first is relatively easy to slot. Annihilation tends to best slotted in Cones so narrow that they might as well be single target attacks. Likewise, Fury of the Gladiator works best in PBAoE Cones that might as well be single target. build up procs. Gaussian's, Decimation and Soulbound Allegiance. These actually have a better impact on high damage ATs than they do on low damage ATs due to the higher base damage and +damage cap. Soulbound Allegiance is difficult to slot because you ideally want to slot it into a pet with a 1 minute recharge, so it's omitted from most builds due to the lack of appropriate powers. purple procs. If at all possible, you want to slot the purple procs first: Hecatomb, Apocalypse, Unbreakable Constraint, Armageddon and Soulbound Allegiance. Needless to say, slotting every one of these in a build (especially a Stalker) build is a bit difficult. But if you can slot them, they return a lot more value than the non-purple procs. My overall impression of your build is that you have far too many attack powers. Most of the time 3 single target attack powers (including AE powers that can be used for this purpose) are sufficient. In general, you want: Low Activation times. 6-slotted powers - if you're going to attack with a power, you want that power to hit as hard as it can. No recharge slotted into the power. You want to run almost entirely off of global recharge for attack powers. Minimal-to-no accuracy slotted into the power. Similar to the above, you don't want to waste slots on accuracy when you could get what you need from global accuracy/hit. For Stalkers in particular, most of the time the highest damage rotation will include an insta-snipe from Epic pools. You will frequently find it useful to 'mule' attack powers for set bonuses. This doesn't work nearly as well with Stalkers because they really need those archetype set proc bonuses in actual attack powers, but taking a power you never plan to use just to hold the right set bonuses isn't uncommon. Lastly, with any Stalker build you want to pay close attention to AE because they get so little of it. You want a big radius and 360 coverage ideally. Activation time isn't as relevant as it is for single target attacks because you don't normally create a full AE 'rotation'. However, long recharge (up to a minute) is normally beneficial. With the right amount of global recharge, these will be up for every fight and it's better to fire off one massive AE that consistently procs everything than a series of tiny AEs that don't.
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Losing Focused Accuracy drops Infrigidate and Explosive Arrow below hit cap vs. +3. I'd move a slot from Super Speed (the set bonus is over Pos/Neg Def soft-cap) to Infrigidate for IO Accuracy (the existing sets don't combine well and the HOs don't have enough accuracy) and do Positron's Blast A/D + Ragnarok D for the two non-proc slots in Explosive Arrow. Replacing a proc in Ranged Shot with Experienced Marksman is also necessary to retain insta-snipe.
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I say "Corruptors aren't very good" because they suffer from what might be termed 'middle child' syndrome. For whatever concept you might come up with, it's probably better as some other archetype. Either you're going to benefit from the Defender's advantage in buffs/debuffs/secondary effects or you're going to benefit from the Blaster's advantage in blasting. You might even find Controller works better for you. The conditions under which Corruptors truly thrive tend to be very narrow and there are few - if any - true 'power builds' for Corruptors. However, as an example of what I consider a 'decent' Corruptor build, consider: This exploits the fact that much of Cold Domination is basically the same in terms of the important features between Defender and Corruptor while Archery tends to be a 'Corruptor-friendly' set with a Rain and a second attack better than the first. However, it's only slightly higher damage than the Defender version while struggling a great deal more to hit defensive breakpoints. This sort of build only really pays off if you're going into a team/league situation where players are actually supporting one another to beat tough objectives rather than just splitting off and doing their own thing.
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If you take all the considerations I listed into play, a Corruptor will deal approximately 90% more damage than a Defender. However, this is only basic damage - it doesn't include procs. Consider a power like Ice Bolt. It does 36.15 damage. Each basic proc you slot into it will average 12.56 damage. With 4 procs, that would be 36.15 from basic damage and 50 from procs. If we take both the Corruptor and the Defender to cap with perfect Scourge, we end up with 195 + 50 vs. 271 + 50. This is about a 30% advantage for the Corruptor - significantly less than the 90% damage they'd enjoy if you were just considering basic damage. The other issue that emerges is that Defenders get better everything except damage. Weave is 5% on a Defender, 4.25% on a Corruptor. Maneuvers is 3.5% on a Defender, 2.63% on a Corruptor. And so forth. The consequence of all this minor advantages is that while Defenders can franken-slot all of their powers for maximum damage, Corruptors are normally forced to straight slot them for set bonuses to overcome the disparity in defenses. If you compare a straight-slotted Corruptor vs. a franken-slotted Defender using the above numbers at the damage cap, you end up with a 10% advantage while at the damage cap and gaining the best possible advantage from Scourge - which is about the disparity you'd see in terms of resistance debuffs. In actual play - where you are rarely at the damage cap, Scourge rarely gives even close to its full benefit, etc. - then you end up with the reality that virtually all the top combinations of Blast Set + Support Set are Defender builds.
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Kinetics would not be one of my top choices for solo'ing an AV/GM. The big power in the set - Fulcrum Shift - is considerably diminished by having only one target. So instead of fighting near/at the +damage cap, you're fighting only marginally better than you would have without +damage buffs. Most debuff sets will ramp up your single target damage considerably more than Kinetics will. Indeed, the sheer 'busy-ness' of the set tends to mean the +damage buffs are a bit of a wash due to the activation time they consume where you could blasting away. In terms of defenses, Kinetics not only doesn't bring any resist/defense to the table but it's notoriously hard to slot for it. While it does have -damage, -damage is less effective than +resist for mitigating damage. Siphon Speed is a bit of an advantage, since the slow can't be resisted. This permits you to stay at range against most AV/GM. But it's a very situational advantage.
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Ill/Rad was the original 'giant killer'. However, this was due to a combination of an indestructible tank and -regen debuffs. As long as you could refresh your Army before it disappeared and floor the target's regen, you would eventually win. However, this was before proc changes, Villain powers, IO sets and Incarnates. In the current game, Radiation isn't particularly strong for this purpose. I pulled this from my builds as an example - there's a lot similar to the build posted above - but some differences:
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Sets with Rains are very 'Corruptor friendly'. These summon pseudo-pets that have a chance to scourge on every tick all the way down the health bar, almost perfectly optimizing Scourge. Sets with DoT are 'Corruptor unfriendly'. Unlike Rains, the check to Scourge only occurs when you activate the power. If it is successful, the DoT will then Scourge on every tick. Otherwise, it won't Scourge at all. What this generally means is that your follow-on attacks have a lower chance to Scourge than they otherwise would - because the DoT has not yet finished dealing all of its damage. Small/fast attacks are better as well. The 'chunkier' your damage becomes, the less likely it is to Scourge because the check for Scourge is based on what the target's health total was before the attack hit. For example, if your attack deals 50% of a target's health, Scourge is pointless - any attack where it Scourged, the attack would have killed the target without Scourge. Some additional notes: Sonic's resist debuffs on are better on a Defender, so any minor advantage you might imagine from having greater damage dealt towards the end of the health bar is overwhelmed by the fact that you've got 33% more -resist from the Defender version of the attack. Ice Blast is the prototypical 'Corruptor set'. Water and Fire (both with Rains) might make an appearance here as well. Corruptors aren't very good. To amplify this last point, let's consider the situation where the Corruptor version of your build is better than the Defender version: Fighting a target with very high health compared to the size of attacks (i.e. AV/GM) Having sufficient buffs to put you at the +damage cap Not having -resist debuffs that are better on a Defender You don't care about defenses. If you don't hit all these points, the Defender version will almost certainly out-damage the Corruptor due to the larger values on support/pool powers and greater build flexibility. However, if you do hit all those points, then a Blaster will out-damage your Corruptor.
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Focused Feedback: Electrical Affinity - Powers (Build 6)
Hjarki replied to Jimmy's topic in [Open Beta] Focused Feedback
Phantom Army can consume bounces (with a big 'immune' message). However, supposedly the prioritization logic means they'll only receive bounces once there are no other (higher priority) targets. -
Focused Feedback: Electrical Affinity - Powers (Build 6)
Hjarki replied to Jimmy's topic in [Open Beta] Focused Feedback
You already can with Thunderous Blast (admittedly, you may not notice because most of the mobs will be dead) or Short Circuit. This also doesn't seem all that different from Howling Twilight disorienting everything in the area. While the mechanics may be a bit funky with large numbers of mobs atm, I see no problem with a complete endurance wipe against a crowd of minions/lieutenants/bosses. -
A level 54 AV regenerates ~100/sec. So a power that floors regen is simply the equivalent of +100 dps (not subject to buffs or debuffs). Traps also takes all of the situational issues Storm runs across and ramps them up to 11 with slow, often interruptible activations that need to be made on top of an AV. The main virtue of Tornado and Lightning Storm isn't the damage they deal, but what they can slot. Between Force Feedback and Soul Allegiance, they provide massive +recharge and +damage to the user. The fact that they also deal damage is nice, but the set is still very strong even if they're just milling around doing nothing. Storm also functions best with long recharge powers used at range. Fire's grind-them-down-at-point-blank-range toggle methodology isn't very synergistic with this. I think it's very likely that a Fire/Cold would work better than Fire/Storm. You get the +recharge from Bonfire to fuel Cold's powers, while Cold gives you another single target attack with Infrigidate, better endurance management and overall better -resist debuffing than Storm. Both Plant and Dark seem to fit Storm's particulars better than Fire - and both also manage Storm's problems with containing the fight.
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Popularity doesn't translate into power. For single target, Illusion/Storm is definitely the winner on pylon tests. So there's no real question there. For multi-target, there's no similar compendium of clear times. However, looking at Fire/Kin asteroid farming videos, I can frankly say that it's not the 'power build' people believe it to be. You've got Defender builds that can clear the asteroid in half the time they take. The problem is that Kinetics is (a) difficult to slot and (b) doesn't buff the Controller much. While Fulcrum Shift is incredible on a Scrapper or Stalker, it's not all that impressive on a low +damage cap archetype like Controller - especially once you realize that 40%+ of your damage is coming from procs anyway. Debuff sets like Storm actually amplify your damage to a greater extent. I think I can say with confidence that any Illusion/* build isn't going to be particularly good at farming due to the lack of AE. Between Plant/* and Fire/*, I think it's a tough call. But there's no question in my mind that */Storm beats */Kinetics hands down.
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Focused Feedback: Electrical Affinity - Powers (Build 6)
Hjarki replied to Jimmy's topic in [Open Beta] Focused Feedback
The Sentinel cannot slot pet sets, only endurance modification sets. -
My test against a Rikti Pylon with Elec/Elec strongly suggests that end drain on an AV/GM is a pipe dream (at least without considerable support). While Shock may be able to shut down recovery (a key component that would make such a strategy work), blasting through the end drain resistance is just too difficult - the damage you deal out-paces the end drain. I can't recall if resistance debuffing also reduces end drain resistance, but even if it did I'm not seeing enough performance to think a single sapper could do anything meaningful. That being said, if you can get end drain to work on AV/GM, it's potentially a very strong strategy given the existence of various 'crash' defenses in armor/pool sets. So if you've got a Tanker who can be nearly unkillable for 60 secs and you can floor the AV/GM in that time, the rest of the fight is simply beating on a helpless foe. In terms of the set overall: Shock. I'm not sure how much the -damage gets resisted (if it all). But, as noted above, the end drain elements don't seem to be enough to make end drain a viable strategy without building a team around it. Rejuvenating/Energizing/Empowering/Insulating. These are all great. Between the new EndMod IO and Numina's, you can pile up a lot of recharge/ranged def. Galvanic Sentinel. I really dislike this power. Against large spawns, it mainly just throws around pointless debuffs. Against a single tough target, you need to almost constantly babysit it to simply keep it alive. While it's incredibly important solo as a target to bounce your chain effects off, I'd probably skip it on a Controller (and, of course, the power is different for Masterminds now) and leave it unsummoned in a non-solo situation for Corruptors/Defenders. Faraday Cage. This is an amazing power. Sonic Resonance and Force Field are considered two of the weakest sets and their versions of this power are the primary reason people play them. The recharge is low enough that it's not a significant hindrance if you're moving. That being said, it strongly encourages a ranged build since you don't want to take an alpha strike while trying to place your resistances. Defibrillate. The rez portion of this portion is - like all such rezzes - better on paper than in-game. It's the sort of power that you love at level 20 and never use at level 50. The end drain portion of this power is amazing - it completely zeros out an entire spawn (with enough Static stacks). Still, my suspicion is that it would be one of the powers I put on the chopping block in a level 50 build. Amp Up. I didn't test this power very well (largely because finding other people around to test what you want to test on Beta is often a bit tricky). On the surface, it appears to be similar to other powers on this type. One thing I'm not sure if it does is increase endurance modification - it doesn't appear to. However, if it did, it would make partnering with an Electric Melee hero/villain interesting. From my admittedly brief tinkering, Illusion/Electric seemed one of the more elegant combos, allowing you to play a strong support character without surrendering the ability to solo. The new pure End Mod set is quite nice, due to the combination of recharge and ranged def. With it, you can make up an otherwise huge shortfall in defenses on an Electric Affinity build. It also works well with Kinetics, Cold Domination and other sets with End Mod powers that previously had no decent slotting options. I didn't see much use for either hybrid drain/damage set - they don't buff either particularly well, their set bonuses are merely ok and there aren't many powers that really need this combination. I also believe Electric Blast will see a bit of a Renaissance - but not for the obvious reasons. While the secondary effect isn't very meaningful, the fundamentals of the set have been slowly evolving into something strong. You can build a solid rotation with Charged Bolts, Ball Lightning, Zapp and Dominate/Char - all fast activating powers. With Bombardment chance for Fire damage and the past improvements to Sniper attacks, it's a generally solid set with one of the stronger ultimates.