VV Posted January 26, 2020 Share Posted January 26, 2020 WHY IS NOBODY TALKING ABOUT ELECTRIC CONTROL??? I just got my Elec/EA to the mid-30s, and omg she already rocks. There's a heavy bias against Elec Blast in the blaster community, so I naturally figured that Elec Trol also underperformed. BOY WAS I WRONG! We'll just set aside the end-draining qualities because there is debate over how useful those are, but I will mention that she can quickly floor enemy's end and keep it there without even being slotted for it, but we aren't going to mention that. Let's start with the eminently spammable Chain Fences + Jolting Chains! Now, any controller worth their salt knows that Immob + KD ~ Hold. But most AOE holds have a recharge of about a day and a half, making them only conditionally useful. Here we have a pseudo-hold that is up every few seconds, and does a little damage as a bonus. It's crazy good! Then you have the uber Static Field! This is not any plain-old one-time sleep attack. You lay out a field and it KEEPS PUTTING FOES TO SLEEP!!! Whaaaat??? Not only that, it slows them, drains their end, AND transfers some of that end to your teammates. I mean, seriously? But, it gets better! Conductive Aura does not wake them up, and nor does the above mentioned Chain Fences + Jolting Chains! Sometimes I sleep a group, and just for a fun run up and stand there with CA running and watch their blues drop to nothing, but we're not mentioning that. Then you've got your normal old ST Immob and hold which are both decent, your long-recharge AOE hold for when stuff goes south. But, your pets! OMG, okay Singularity is my favorite pet, it is smart, powerful, generally well-behaved. In my opinion it outperforms every other pet I've tried. But, I have to give some kudos the gremlins. Yeah, they are stupid aggro-monsters, but THEY DO SOME DAMAGE. I've seen them take down yellow-cons all by themselves. These little buggers are serious! I feel like I don't even need to mention the awesomeness of having a +Rec +Regen aura, but I will give a shout out to Conductive Aura. It's like having a perma Drain Psyche going! I skipped the confuse because it does not fit the concept, but there you go, another hard AOE control, if you want it. I think my only minor complaint about the set is that the cast times seem a little slow, but even that hardly matters since all your opponents are flopping around drooling, anyway. No real point here, just had to gush for a minute! Link to comment Share on other sites More sharing options...
honoroit Posted January 26, 2020 Share Posted January 26, 2020 Elec/earth Dom (force feedback everything) is like cheating, and I'd say above jolting chain the signature power really is the pulsing ground aoe sleep. The aura, and other end drain makes an end heavy when quick recharging secondary pleasant. Agree with your sentiment. If you're hooked and want powers that work well in range of your aura, consider earth assault. Link to comment Share on other sites More sharing options...
Coyote Posted January 27, 2020 Share Posted January 27, 2020 Electric/Earth here also, and I've found it powerful (not with high level difficulty, but it was +0/x4 in the teens Goldside). I think Jolting Chain is great, since once you have the mobs drained and Immobilized around you (and Confused for kicks), then having them Sleeping isn't that important. It's more a useful power on a team (heh, Sleep on a team) since on a team you'll be using Sleep/Knockdown, and not have time to End Drain before mobs are dead. Link to comment Share on other sites More sharing options...
oedipus_tex Posted January 27, 2020 Share Posted January 27, 2020 9 hours ago, VV said: I skipped the confuse because it does not fit the concept, but there you go, another hard AOE control, if you want it. Synaptic Overload is one of the best powers in the game. Are you sure you can't work it into your build? Link to comment Share on other sites More sharing options...
VV Posted January 27, 2020 Author Share Posted January 27, 2020 6 hours ago, oedipus_tex said: Synaptic Overload is one of the best powers in the game. Are you sure you can't work it into your build? I could fit it in, but it seemed pointless. I had it, but never used it. With everything immobilized and flopping, confusing them seemed redundant. And the build's kill-rate is faster than the contagion rate. In teams, it is even less useful as they rampage through everything pretty fast. I guess if I ran solo on a higher level of difficulty it could come in handy in delaying extra mobs. But, on normal difficulty, it wasn't necessary. Link to comment Share on other sites More sharing options...
honoroit Posted January 27, 2020 Share Posted January 27, 2020 The chain confuse is slow casting, or feels that way at 2.37 and the jump time. with an active secondary like energy (or earth) it really breaks the flow, plus there often isn't time, nor a real need, in groups. I have it on mine but if there's one thing I might drop next respec, it's this. 1 Link to comment Share on other sites More sharing options...
oedipus_tex Posted January 27, 2020 Share Posted January 27, 2020 Synaptic Overload is a non-notify power. You cast it before you leap in and enemies will never know. The Confused enemies turn on each other and deliver damage, plus the attacks they use drain their endurance bars. In the end the power significantly speeds up kill speed and the ability to drain endurance. 2 Link to comment Share on other sites More sharing options...
honoroit Posted January 27, 2020 Share Posted January 27, 2020 (edited) Don't disagree with attribs of power. ...but when kill speed is cluster cuss madness, sub 5s incarnate aoe fest, it's use is paled (imo) compared to say... patron ball lightning. Edited January 27, 2020 by honoroit Link to comment Share on other sites More sharing options...
Coyote Posted January 27, 2020 Share Posted January 27, 2020 37 minutes ago, honoroit said: when kill speed is cluster cuss madness, sub 5s incarnate aoe fest Yes, but in those cases, I think that the value of maybe 90% of the powers in the game is nullified. When spawns die so fast that controls, most debuffs, and defenses are irrelevant... that doesn't make those powers useless throughout much of the game. In fact, conversations that center on "how to do best on facerolling teams" really are very limited to "what damage" and "what Resistance debuffs", and "how many seconds (up to 5) does it take you to do that". Look at what the OP's original post said, and.... is a single word of it relevant to Incarnate facerolling teams? I mean, what Control primary even has a use on these teams? Nah, they're talking about how good Electric Control is prior to Incarnate content, and in this context, Synaptic Overload is a really good power. 1 Link to comment Share on other sites More sharing options...
honoroit Posted January 27, 2020 Share Posted January 27, 2020 (edited) 5 minutes ago, Coyote said: Yes, but in those cases, I think that the value of maybe 90% of the powers in the game is nullified. When spawns die so fast that controls, most debuffs, and defenses are irrelevant... that doesn't make those powers useless throughout much of the game. In fact, conversations that center on "how to do best on facerolling teams" really are very limited to "what damage" and "what Resistance debuffs", and "how many seconds (up to 5) does it take you to do that". Look at what the OP's original post said, and.... is a single word of it relevant to Incarnate facerolling teams? I mean, what Control primary even has a use on these teams? Nah, they're talking about how good Electric Control is prior to Incarnate content, and in this context, Synaptic Overload is a really good power. 3 hours ago, VV said: I had it, but never used it. With everything immobilized and flopping, confusing them seemed redundant. And the build's kill-rate is faster than the contagion rate. In teams, it is even less useful as they rampage through everything pretty fast. I would echo the OP observation - it is too slow. At best, its a mule for a purp set - but I'd rather have another AOE power (like ball lightning!) Edited January 27, 2020 by honoroit Link to comment Share on other sites More sharing options...
honoroit Posted January 27, 2020 Share Posted January 27, 2020 7 minutes ago, Coyote said: ...what Control primary even has a use on these teams static field is short cd, and pulses throughout an encounter - acting as an interrupt, soft cc for those not being hit, and reapplying to those that are. It results in highly effective dmg mitigation at mag 6. Link to comment Share on other sites More sharing options...
SeraphimKensai Posted January 27, 2020 Share Posted January 27, 2020 I rock an Elec/cold troller and an Elec/Psi Domi. The troller is built out and is beastly at sapping/debuffing mobs. Making the Domi to pair it with drain psyche and pump out some more damage. Link to comment Share on other sites More sharing options...
VV Posted January 27, 2020 Author Share Posted January 27, 2020 2 hours ago, oedipus_tex said: Synaptic Overload is a non-notify power. You cast it before you leap in and enemies will never know. The Confused enemies turn on each other and deliver damage, plus the attacks they use drain their endurance bars. In the end the power significantly speeds up kill speed and the ability to drain endurance. This is true. And I'm not saying it's a bad power, all I'm saying is that it never seemed to come up for me. Solo, my rotation goes Static Field > Chained Fences > Jolting Chain, then run in with Conductive Aura going and roll ST rotation on them individually, Tesla Cage > Blast > Blast, until they are all down. Secondary is EA, so most of that is ST. Even in lower-level team combat, controls are mainly for convenience, rather than safety, so I found that Chained Fences + Jolting Chain generally covered everything needed. Kept targets grouped and flopping. I use Tesla Cage on runners. Then I am free to just blast away. On teams, I tend to keep Static Field and Paralyzing Blast on reserve in case of over-pull. And, they have saved our butts a few times. And remember, Chained Fences, Jolting Chain, and Conductive Aura do not break sleep, so that's not an issue soloing. I do see how I could swap Static Field out and use Synaptic Overload, instead. I guess I just got used to using Static Field because it comes so much earlier. But I might do that. Link to comment Share on other sites More sharing options...
MrSnottyPants Posted January 27, 2020 Share Posted January 27, 2020 Synaptic Overload often leads to a tight clump of enemies, which works well with my martial secondary. Link to comment Share on other sites More sharing options...
Coyote Posted January 28, 2020 Share Posted January 28, 2020 Another point to Synaptic Overload is that it's ranged, while draining mobs is short-range... sometimes you have to aggro a 2nd spawn to fight the first spawn in a room, and throwing a Confuse in its direction helps a lot. Link to comment Share on other sites More sharing options...
oedipus_tex Posted January 28, 2020 Share Posted January 28, 2020 (edited) Synaptic Overload is a somewhat slower, non-notify but otherwise identical power to Seeds of Confusion. I guess it speaks to the effectiveness of Electric Control that some people are skipping it, but I never would. By the way if you put a Coercive Persuasion: Chance for Contagious Confusion here, it will proc about 4.5 times per minute, or in other words, has a 90% chance to proc as long as you keep the Recharge of the power above about 14 seconds. That will put Confusion on enemies immediately and speed up the chain mechanic. Edited January 28, 2020 by oedipus_tex 1 Link to comment Share on other sites More sharing options...
Chelsea Rorec Posted January 28, 2020 Share Posted January 28, 2020 50 elec/elec dom. I've really enjoyed playing it and will continue to do so. Link to comment Share on other sites More sharing options...
honoroit Posted January 28, 2020 Share Posted January 28, 2020 Static field is just so good. Ally end recovery, slow/recharge buff if they wake up... But it's the fact that it pulses with what seems to be a good chance to take effect that really makes this a fantastic power! You can build up a Static Field at a nearby location. Any foes in the field may lose control of their muscles due to the static charge, and will shake violently. Foes may also be drained of some endurance, and some of that endurance may be transferred to nearby allies. Any attack will interrupt the effect temporarily and foes will re-gain control, although their movement and attack rates will be reduced. This effect can last for some time, and will continue to paralyze foes in the field Link to comment Share on other sites More sharing options...
Coyote Posted January 28, 2020 Share Posted January 28, 2020 IIRC, it's a 100% chance to Sleep, every 4 seconds. With a long duration, maybe 8 seconds. Since mobs take about 3-4 seconds to go up, the timing would have to be pretty unlucky for a mob to get knocked down (which wakes it) and NOT get re-Slept on the way back up to its feet. Combining Jolting Chain and Static Field gives them few chances to take a shot. Adding in Chain Fences gives them more chances, since now you have more periods when they're taking damage and thus may be awakened right after a pulse from Static Field... but Chain Fences also shuts down Recovery, making End-draining easier. 1 Link to comment Share on other sites More sharing options...
VV Posted January 28, 2020 Author Share Posted January 28, 2020 6 hours ago, honoroit said: Static field is just so good. Ally end recovery, slow/recharge buff if they wake up... But it's the fact that it pulses with what seems to be a good chance to take effect that really makes this a fantastic power! You can build up a Static Field at a nearby location. Any foes in the field may lose control of their muscles due to the static charge, and will shake violently. Foes may also be drained of some endurance, and some of that endurance may be transferred to nearby allies. Any attack will interrupt the effect temporarily and foes will re-gain control, although their movement and attack rates will be reduced. This effect can last for some time, and will continue to paralyze foes in the field Any attack will interrupt the effect temporarily temporarily temporarily TEMPOR-FREAKING-ARILY. Static Field OP, pls nerf. 1 Link to comment Share on other sites More sharing options...
Dr Causality Posted January 30, 2020 Share Posted January 30, 2020 On 1/26/2020 at 2:03 PM, VV said: WHY IS NOBODY TALKING ABOUT ELECTRIC CONTROL??? I guess the reason I haven't thought about it is because I tried it back on live on a Controller when it first came out. From what I recall, like you're saying the soft control added up to pseudo hard control. But compared to say Plant, Fire, Grav, or to a lesser extent even Earth Control (with procs).....killing critters felt like I was slowly tickling them to death with electrical current. Could be kind fun if you're a sadist, with all the time world. And sure tickling them was pretty safe for my character. But solo missions were taking forever to complete. I can see how it would be significantly better on Doms with the 2ndary being attacks instead of support powers. But even with the DPS coming from your 2ndary, I would still expect it to lag behind other top Control sets in DPS. I guess the thing about control at this stage in the game, is it feels less necessary to have full lock down now that we can shore up Defenses and Resistance with increased IO set bonuses, have extra power choices freed up from the Inherent Fitness Pool, get Incarnate powers and pets, etc. But I've been wanting to try Dom's Earth Assault set and from this thread it seems like it would be a good pairing with Electric Control, so maybe I'll give it go. I haven't tickled anyone in years, might be fun. 😉 Link to comment Share on other sites More sharing options...
honoroit Posted January 30, 2020 Share Posted January 30, 2020 (edited) Everything about earth assault is wonderous. Don't forget to Dom +power boost the fast casting hurl Boulder, and punish any that dare to run from you. (hits like.. A boulder, and mag 6.8 kb base) As to elec, it help with a spendy secondary like earth. Aside from being great on its own. Edited January 30, 2020 by honoroit Link to comment Share on other sites More sharing options...
VV Posted January 31, 2020 Author Share Posted January 31, 2020 On 1/29/2020 at 7:05 PM, Dr Causality said: I guess the reason I haven't thought about it is because I tried it back on live on a Controller when it first came out. From what I recall, like you're saying the soft control added up to pseudo hard control. But compared to say Plant, Fire, Grav, or to a lesser extent even Earth Control (with procs).....killing critters felt like I was slowly tickling them to death with electrical current. Could be kind fun if you're a sadist, with all the time world. And sure tickling them was pretty safe for my character. But solo missions were taking forever to complete. I can see how it would be significantly better on Doms with the 2ndary being attacks instead of support powers. But even with the DPS coming from your 2ndary, I would still expect it to lag behind other top Control sets in DPS. I guess the thing about control at this stage in the game, is it feels less necessary to have full lock down now that we can shore up Defenses and Resistance with increased IO set bonuses, have extra power choices freed up from the Inherent Fitness Pool, get Incarnate powers and pets, etc. But I've been wanting to try Dom's Earth Assault set and from this thread it seems like it would be a good pairing with Electric Control, so maybe I'll give it go. I haven't tickled anyone in years, might be fun. 😉 Yup, I definitely see where you're coming from. Elec does seem a bit lower than some of the others I've tried. I paired it with EA, which chews through enemies fast enough. Link to comment Share on other sites More sharing options...
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