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Posted

So I have decided to build an Elec/Cold controller and I'm curious the best way to slot the various Electric powers. Which one to put the Will of the Troller set in etc. I have looked at the Proc monster builds and I usually try to do something in between that and a actually getting some set bonuses. And I like having more actual control instead of focusing entirely on damage output. 

 

Any advice on the electric side of things would be helpful. Thanks!

A bunch of toons. Global DocRanger

All on Excelsior. 

Posted

Jolting Chain gets procs, period.

Electric Fence probably gets procs, because enhancing Immobilize isn't very useful. Same for Chain Fences.

Synaptic Overload should get a good set like the AT set, but Confuse sets are also quite good and Coercive Persuasion is probably its best option.
If you take Paralyzing Blast, this is probably a good place for an AT set.

This leaves Synaptic Field and Tesla Cage. The Field is a decent place to put an AT set, but it also doesn't need much in the way of slotting, so you're slotting it more for the set bonuses.

 

Tesla Cage is basically your only real choice: I slot it with damage procs for damage since single-target Holds get in the high 200s when properly slotted, and that's great for a Controller. Now, I can see the argument for slotting it for control, but I don't think it's relevant especially for Electric... the reason is that your main defense is draining everything around you down to 0 Endurance, combined with recurring Sleeps and Knockdowns. Holding is nice, but if mobs are Immobilized and End Drained, a Hold's effects aren't as useful as more damage.

 

So... slot up the Confuse with the purple Confuse, and then you get to use other sets for bonuses (AT or purple) in the Sleep field and the AoE Hold. Proc up the single-target attacks (Jolting, Tesla, and the Immob). You get 3 damage-oriented powers and 3 control-oriented powers. You're not going to put enough slots into Conductive Aura for a set bonus, and Chain Fences should either be set up with procs, or left lightly slotted... it doesn't have effects worth enhancing, whether Immob or Damage.

 

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Posted

I was thinking of skipping Static Field....the aoe sleep. I mostly team with others...thinking sleep will be fairly useless. what do you think?

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A bunch of toons. Global DocRanger

All on Excelsior. 

Posted

Static Field is way too good to skip. For whatever reason it requires almost no slotting. Put a single Accuracy in it. You won't use too often on teams but its still not a bad idea to drop it occasionally when fights get feverish.

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Posted
2 hours ago, Ice_Warden said:

I was thinking of skipping Static Field....the aoe sleep. I mostly team with others...thinking sleep will be fairly useless. what do you think?

Think of it more like a Fear Patch than a Sleep one, because it reapplies itself if someone does get woken up. 

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Posted (edited)

Excellent. Consider it taken.

 

Any powers not to take between Elec and Cold? 
 

I like to take Box/Tough/Weave usually but if I can’t fit in then Maneuvers will have to do. 
 

Thematically taking Ice as my Epic (Hibernate/Shield and Ice Storm).

 

I was going to skip Snow Storm and Frostwork in the Cold set.

Edited by Ice_Warden

A bunch of toons. Global DocRanger

All on Excelsior. 

Posted
6 hours ago, Ice_Warden said:

Excellent. Consider it taken.

 

Any powers not to take between Elec and Cold? 
 

I like to take Box/Tough/Weave usually but if I can’t fit in then Maneuvers will have to do. 
 

Thematically taking Ice as my Epic (Hibernate/Shield and Ice Storm).

 

I was going to skip Snow Storm and Frostwork in the Cold set.

 

I'd skip the single target Immob in Electric and Frostwork in Cold. Everything else is useful. I used to skip Jolting Chain too, but procs save it from obscurity.

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Posted

I'm not sure that there is much use for Snowstorm on a Controller, especially an Electric Controller. Snowstorm lowers the quality of a mob's activity... if a mob isn't acting because it has no Endurance or is knocked down, then having -Recharge is not useful.

Basically, -Recharge, constant knockdowns, and Endurance drain all allow mobs to act, but put time periods in which the mobs can't act because their powers aren't recharged, or they have no Endurance, or are getting up. But preventing a mob from attacking because it's getting up... gives its powers more time to recharge. So -Recharge debuffs are more useful when paired with -ToHit and -Dam, which basically say "attack as often as you want, but weakly". Using multiple sources of "you can't shoot for the next 2 seconds" isn't as effective as using a single source combined with debuffs that weaken attacks.

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Posted

I have some extra slots hanging around.

 

Ok so Synaptic Overload gets Malaise/Coercive.

Static Field gets minimal slotting.

So where should I throw the Will of the Troller? I usually like to put in something like an aoe that fires often...but the aoe hold recharge is forever and it was mentioned not to put much in the aoe immob (or go with procs).

How to slot  Conductive aura, Paralyzing Blast and Static Field if I have some slots to give?

A bunch of toons. Global DocRanger

All on Excelsior. 

Posted (edited)

You could take a look at my Elec/Psi dom build for some slotting ideas. Note I am not actually currently running this build. I have an "older school" build presently and am moving toward adding more procs, sacrificing some Ranged defense.

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Social Medium: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Tesla Cage -- BslGaz-Rchg/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-Acc/Hold(5), Apc-Dmg(5), HO:Nucle(7)
Level 1: Psionic Dart -- Thn-Acc/Dmg(A)
Level 2: Chain Fences -- Rgn-Dmg(A), TraoftheH-Dam%(7), PstBls-Acc/Dmg(9)
Level 4: Mind Probe -- Hct-Dam%(A), Hct-Dmg/EndRdx(9), Hct-Acc/Rchg(11), Hct-Acc/Dmg/Rchg(11), Hct-Dmg/Rchg(13)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 8: Conductive Aura -- EffAdp-EndMod/Acc(A), PrfShf-EndMod/Acc(15)
Level 10: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def(15), LucoftheG-Rchg+(17), Rct-ResDam%(46)
Level 12: Static Field -- SprDmnGrs-Rchg/Fiery Orb(A)
Level 14: Jolting Chain -- Apc-Dam%(A), FrcFdb-Rechg%(17), ExpStr-Dam%(19)
Level 16: Boxing -- Empty(A)
Level 18: Paralyzing Blast -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(21), SprAscoft-EndRdx/Rchg(21), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(23), SprAscoft-Rchg/+Dmg%(23)
Level 20: Drain Psyche -- TchoftheN-Acc/Heal(A), NmnCnv-Heal/Rchg(25), TchoftheN-Heal/HP/Regen/Rchg(25), PrfShf-Acc/Rchg(27)
Level 22: Tough -- StdPrt-ResDam/Def+(A)
Level 24: Weave -- LucoftheG-Rchg+(A), RedFrt-Def(27), RedFrt-EndRdx(29), RedFrt-Def/EndRdx(29), RedFrt-Def/EndRdx/Rchg(31), RedFrt-EndRdx/Rchg(31)
Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(31), CrcPrs-Acc/Conf/Rchg(33), CrcPrs-Acc/Rchg(33), CrcPrs-Conf/EndRdx(33), CrcPrs-Conf%(34)
Level 28: Subdue -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(34), Thn-Dmg/Rchg(34), Thn-Acc/Dmg/Rchg(36), Thn-Acc/Dmg/EndRdx(36), Thn-Dmg/EndRdx/Rchg(36)
Level 30: Super Speed -- BlsoftheZ-ResKB(A)
Level 32: Gremlins -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(37), ExpRnf-Dmg/EndRdx(37), ExpRnf-Acc/Dmg/Rchg(37), OvrFrc-Dam/KB(39), SlbAll-Build%(39)
Level 35: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(39), StnoftheM-Dam%(40), StnoftheM-Dmg/EndRdx/Rchg(40), StnoftheM-Acc/ActRdx/Rng(40)
Level 38: Psychic Shockwave -- Obl-%Dam(A), Obl-Acc/Dmg/Rchg(42), Arm-Dmg(42), Arm-Dam%(42), Erd-%Dam(43), ScrDrv-Dam%(43)
Level 41: Power Sink -- PrfShf-EndMod/Rchg(A), EffAdp-EndMod/Rchg(43)
Level 44: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/Rchg(46), PstBls-Dam%(46)
Level 47: Summon Guardian -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-+Res(Pets)(50)
Level 49: Charged Armor -- GldArm-3defTpProc(A), UnbGrd-Max HP%(50)
Level 1: Brawl -- Empty(A)
Level 1: Domination 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A)
Level 50: Musculature Radial Paragon 
------------
------------
Set Bonus Totals:

  • 19% DamageBuff(Smashing)
  • 19% DamageBuff(Lethal)
  • 19% DamageBuff(Fire)
  • 19% DamageBuff(Cold)
  • 19% DamageBuff(Energy)
  • 19% DamageBuff(Negative)
  • 19% DamageBuff(Toxic)
  • 19% DamageBuff(Psionic)
  • 6% Defense(Melee)
  • 6% Defense(Smashing)
  • 6% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 20.06% Defense(Energy)
  • 20.06% Defense(Negative)
  • 6% Defense(Psionic)
  • 26.63% Defense(Ranged)
  • 6% Defense(AoE)
  • 4% Enhancement(Held)
  • 4% Enhancement(Stunned)
  • 4.4% Enhancement(Terrorized)
  • 8% Enhancement(Confused)
  • 8% Enhancement(Immobilized)
  • 8% Enhancement(Sleep)
  • 87.5% Enhancement(RechargeTime)
  • 52% Enhancement(Accuracy)
  • 6% SpeedFlying
  • 95.38 HP (9.38%) HitPoints
  • 6% JumpHeight
  • 6% SpeedJumping
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 36.25%
  • MezResist(Held) 36.25%
  • MezResist(Immobilized) 36.25%
  • MezResist(Sleep) 36.25%
  • MezResist(Stunned) 36.25%
  • MezResist(Terrorized) 36.25%
  • 20% (0.33 End/sec) Recovery
  • 22% (0.93 HP/sec) Regeneration
  • 15.25% Resistance(Smashing)
  • 15.25% Resistance(Lethal)
  • 23.5% Resistance(Fire)
  • 23.5% Resistance(Cold)
  • 13% Resistance(Energy)
  • 13% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 0% Resistance(Smashing)
  • 0% Resistance(Lethal)
  • 0% Resistance(Fire)
  • 0% Resistance(Cold)
  • 0% Resistance(Energy)
  • 0% Resistance(Negative)
  • 0% Resistance(Toxic)
  • 0% Resistance(Psionic)
  • 6% SpeedRunning
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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|468BAA09A6676C658D68B6AC5287B32EAA29E137405168C9CAE167A335A5E5F59F6|
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|69132782D7CF30619174A9A960FD97FE73435AF95CD25BD14B0D717F5C5A58A5E5C|
|F41F464BB4689B2DE9B9D451F5CC4A36A39A15ADBCDA4A9DC5E9B71B167C591EF1D|
|5254497225C5F98DF406583394C4C2BE2D8394A57DCC2EBAE7A85782CECD81ED593|
|D05C729CF31F499B75AF9053473E582DC59D444E5D02F40D310741FF0018A3517AE|
|CC296F42451C7CFFC457B7A514F7AEF213FF8106CA4403D7CEE7A1FFA0806C17014|
|1CD973DBFC4D751AF83C0D538AADED931680DF1548A366F816D8B44A8C2842D21E2|
|1F6852CBAC41F7235F2541BD751BDE935D8FC8EF9063CFE96F91EF4132252DA1D47|
|A2D05A17D0696B33D6ED0FD0819B768EA23B116D91B84BA4B540F3B4F009DBF9C49|
|D21264FA23BC0F4837FA9EF36F6B65DC61EDD57C0DEABCC2CF31AD8A782016AAD83|
|CFDCC14F43DF13E653F0C433E673E60B26F5DCC5E7E8DA44BD03EAA587EBF56C433|
|BB9C3FCC9DC05E3DF3197F834DF7D5AC6F8098B7DC01EF18FE0C006F333F3131822|
|4F3FEFD72F506FE81FEA0D9D659E07135B78231237E0BD4DE983F6736FC9C1FB9CB|
|306AE512CC9759367A00D9F664E324F812313CC75D4BD4BDE147B533C83519EC128|
|CF60946790DE63EE8377C83BC66FCCD8382D0628768073752A356FAEFDC4C68E142|
|BE1888E3994B443997028930E65CEA1CC2BD5EF8590B6521FAE7E1DAC1F3E8ACADA|
|E8B643D972283BB54A2F2639172140B3FE03911DFEF6|
|-------------------------------------------------------------------|

 

 

There's a video of the current build here, run on +1/x7:

 

 

 

 

 

 

Edited by oedipus_tex
  • Like 1
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Posted

One other question. How effective is it to slot -end in any of the electric powers? Does it floor their end any quicker or is it better to just hit them with dmg etc?

A bunch of toons. Global DocRanger

All on Excelsior. 

Posted
16 minutes ago, Ice_Warden said:

One other question. How effective is it to slot -end in any of the electric powers? Does it floor their end any quicker or is it better to just hit them with dmg etc?

 

Not really worth it except for Conductive Aura IMO. However, when you go incarnate, some of the Alpha slots offer Endurance modification as an side effect, and that is very worth for it Electric characters. 

  • Thanks 1
Posted (edited)
6 minutes ago, Ice_Warden said:

So maybe just throw a couple of acc/end IO's in there and be done with it?

 

I would ultimately frankenslot Conductive Aura with Accuracy/Endurance. The power is very very effective at draining, but it does have to roll ToHit. It's a power you want to miss as infrequently as possible, as 1 miss could result in the enemy's Endurance ticking up enough to attack.

Edited by oedipus_tex
  • Like 1
Posted (edited)

Yeah I was going to put a Perf Shift Acc/End and Efficacy Acc/End. Think that would be good enough? That gives me 150% with all the other bonuses.

 

Here is what I was thinking right now...still toying with Chain Fences slotting but I put the ATO in there as filler for now.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Natural Controller
Primary Power Set: Electric Control
Secondary Power Set: Cold Domination
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(11), NrnSht-Dam%(17), GhsWdwEmb-Dam%(21)
Level 1: Infrigidate -- AchHee-ResDeb%(A), TchofLadG-%Dam(5), ImpSwf-Dam%(5), ShlBrk-%Dam(11), ShlBrk-Acc/DefDeb(13), ShlBrk-Acc/Rchg(39)
Level 2: Chain Fences -- SprOvrPrs-Rchg/Energy Font(A), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(7), SprOvrPrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(7), SprOvrPrs-EndRdx/Rchg(13), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15)
Level 4: Fly -- BlsoftheZ-ResKB(A)
Level 6: Jolting Chain -- ExpStr-Dam%(A), FrcFdb-Rechg%(9), GldJvl-Dam%(9), Apc-Dam%(45), SprWntBit-Acc/Dmg(46), SprWntBit-Acc/Dmg/EndRdx(46)
Level 8: Ice Shield -- LucoftheG-Def/Rchg+(A)
Level 10: Glacial Shield -- LucoftheG-Def/Rchg+(A)
Level 12: Static Field -- IndCom-Acc/Rchg(A), IndCom-Acc/EndRdx(50)
Level 14: Conductive Aura -- PrfShf-EndMod/Acc(A), EffAdp-EndMod/Acc(43)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 18: Boxing -- Empty(A)
Level 20: Arctic Fog -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(23), LucoftheG-Def/EndRdx/Rchg(23), LucoftheG-Def(25), Ksm-ToHit+(25), Rct-ResDam%(27)
Level 22: Paralyzing Blast -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(40), SprWiloft-EndRdx/Rchg(42), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(42), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(42), SprWiloft-Rchg/Dmg%(46)
Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(27), RctArm-ResDam/EndRdx(29), RctArm-ResDam(43)
Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(29), CrcPrs-Acc/Conf/Rchg(31), CrcPrs-Acc/Rchg(31), CrcPrs-Conf/EndRdx(31), CrcPrs-Conf%(33)
Level 28: Benumb -- RechRdx-I(A), RechRdx-I(33)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33), ShlWal-ResDam/Re TP(34), LucoftheG-Def(43)
Level 32: Gremlins -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(34), ExpRnf-Acc/Dmg(34), ExpRnf-EndRdx/Dmg/Rchg(36), SlbAll-Build%(40)
Level 35: Sleet -- ShlBrk-%Dam(A), ImpSwf-Dam%(36), PstBls-Dam%(36), TchofLadG-%Dam(37), ShlBrk-DefDeb(37), ShlBrk-DefDeb/EndRdx/Rchg(37)
Level 38: Heat Loss -- PrfShf-EndMod/Rchg(A), PrfShf-EndMod/Acc(39), EffAdp-EndMod/Rchg(39), EffAdp-EndMod/Acc(40)
Level 41: Hibernate -- Empty(A)
Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), UnbGrd-Max HP%(45)
Level 47: Ice Storm -- PstBls-Dam%(A), ImpSwf-Dam%(48), PstBls-Dmg/Rchg(48), PstBls-Dmg/Rng(48), PstBls-Acc/Dmg(50), PstBls-Dmg/EndRdx(50)
Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(19), Pnc-Heal/+End(19)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(21)
------------

 

 

Edited by Ice_Warden

A bunch of toons. Global DocRanger

All on Excelsior. 

Posted
1 minute ago, Ice_Warden said:

Yeah I was going to put a Perf Shift Acc/End and Efficacy Acc/End. Think that would be good enough?

 

Probably, especially if you go after the Musculature Alpha that has Endurance mod. The other option is Spiritual for faster Recharge and technically more Endurance Mod. It would be hard for me to pick between those 2 on an elec/cold. Ultimately Spiritual might be better since getting the Cold powers recharged faster probably means more total damage.

  • Like 1
Posted

One unusual opportunity for you, not available to virtually any other combo of powersets, is slotting Heat Loss with some Endurance Mod. This is usually not worth it, but for this combo, has tons of synergy. Combined with an Agility alpha Heat Loss on its own drains an even level mob of 69% of its Endurance (or 35% on +4s which is still very good). It's an AoE so should show remarkable results on enemies. With your Electric powers you should be able to easily floor their endurance after this and keep it there.

 

BTW I said Spiritual alpha and should have said Agility. Agility Core Paragon offers +45% Endurance Modification, +33% recharge, and +20% defense buffs. All hugely useful to Electric/Cold.

 

One thing I keep forgetting is you are a /Cold, so you have access to Sleet. That means access to a large amount of -defense. So you can slack some with Accuracy if you need to.

 

 

  • Thanks 1
Posted

Sorry I'm talking out of turn. Must be getting old.

 

I forgot it generally is worth slotting Heat Loss for End Mod anyway. Just double worth it for Electric, since slottig it with End Mod will provide you with more Endurance, and drain more from your enemies.

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Posted
On 11/16/2019 at 8:07 PM, 5099y_74c05 said:

Most of your draining will come from your Aura (which end drain ticks every 2s) and your Chain Fences. If you choose to you can opt to slot EndMods here. Overall you'll get more bang for your buck in the PBAoE Aura. Keep in mind the boost from the endmods is around -4 End per mod; not entirely sure how scaling effects this if it all.

 

Not sure what is going on with the Static Patch, I thought it played a bigger role in overall draining but it a minimal effect. Jolting Chain only drains the first Target hit. Niether of these are good candidates for endmods.

Saw an 6th level Electricity Controller who managed to drain Eochai at times, so have been thinking about trying out one myself.  As for Joltin Chain, will procs hit beyond the first target?

Posted (edited)

One more question...I see Conductive Aura can take heal IOs. Does this make a noticeable difference? 
 

I can probably find a couple of slots to devote to healing if I knew it would help when I’m in the middle of a larger mob taking hits. I have two Perf Shift IO in there now.

Edited by Ice_Warden

A bunch of toons. Global DocRanger

All on Excelsior. 

Posted

IMO it is really not worth slotting Conductive Aura for Regen. It provides about 5% Regen per enemy in range unslotted, versus about 10% fully slotted. In the perfect case of 16 enemies nearby it provides +80 Regen versus +160. A more realistic scenario is probably 10 enemies in range, so +50 vs +100, for the price of 2 slots. Probably not enough to make a huge difference IMO. 

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