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Electrical Affinity Review - Share your thoughts!


Bartacus

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Hello everyone! yesterday I got my Electric Affinity to level 50 (do not judge me for this please) and I started fiddling around with the set. I really wanted to give personal thoughts/updates on what I feel are the strengths of the set and what the weaknesses are. What the set feels like, and all of that. I am not an expert! But I thought it would be fun to post updates as I learn more about this brand new set. In addition, I want to hear from you all what is working for you! What do you like/dislike? What builds have worked for you? What are the sets strengths? What are its weaknesses? Where does it shine? Etc.

 

For starters, this is my initial build at 50 for an Elec/Elec Defender. I do not have incarnates yet, but I am planning on Musculature with End Mod:

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: zn_Electrical Affinity
Secondary Power Set: Electrical Blast
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Shock

  • (A) Preemptive Optimization - Accuracy/Recharge
  • (3) Preemptive Optimization - EndMod/Endurance
  • (3) Preemptive Optimization - EndMod/Recharge
  • (5) Preemptive Optimization - EndMod/Accuracy/Endurance
  • (5) Preemptive Optimization - EndMod/Accuracy/Recharge
  • (7) Preemptive Optimization - EndMod/Endurance/Recharge

Level 1: Charged Bolts

  • (A) Power Transfer - EndMod
  • (7) Power Transfer - Damage/Recharge
  • (9) Power Transfer - Damage/EndMod
  • (9) Power Transfer - Damage/Accuracy/Endurance
  • (11) Power Transfer - Damage/Accuracy/Recharge/Endurance
  • (11) Power Transfer - Chance to Heal Self

Level 2: Rejuvenating Circuit

  • (A) Preventive Medicine - Heal
  • (13) Preventive Medicine - Heal/Endurance

Level 4: Galvanic Sentinel

  • (A) Preemptive Optimization - Accuracy/Recharge
  • (17) Preemptive Optimization - EndMod/Endurance
  • (17) Preemptive Optimization - EndMod/Recharge
  • (19) Preemptive Optimization - EndMod/Accuracy/Endurance
  • (19) Preemptive Optimization - EndMod/Accuracy/Recharge
  • (21) Preemptive Optimization - EndMod/Endurance/Recharge

Level 6: Energizing Circuit

  • (A) Preemptive Optimization - EndMod/Endurance
  • (21) Preemptive Optimization - EndMod/Recharge

Level 8: Faraday Cage

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (23) Gladiator's Armor - TP Protection +3% Def (All)
  • (23) Unbreakable Guard - +Max HP
  • (25) Unbreakable Guard - Resistance
  • (25) Unbreakable Guard - Resistance/Endurance
  • (27) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 10: Ball Lightning

  • (A) Superior Defender's Bastion - Accuracy/Damage
  • (27) Superior Defender's Bastion - Damage/Recharge
  • (29) Superior Defender's Bastion - Damage/Endurance/Recharge
  • (29) Superior Defender's Bastion - Accuracy/Damage/Endurance
  • (31) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge
  • (31) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal

Level 12: Lightning Bolt

  • (A) Apocalypse - Damage/Recharge
  • (31) Apocalypse - Accuracy/Damage/Recharge
  • (33) Apocalypse - Accuracy/Recharge
  • (33) Apocalypse - Damage/Endurance
  • (33) Apocalypse - Chance of Damage(Negative)

Level 14: Empowering Circuit

  • (A) HamiO:Membrane Exposure

Level 16: Aim

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 18: Defibrillate

  • (A) Preemptive Optimization - EndMod/Accuracy/Endurance
  • (34) Preemptive Optimization - EndMod/Accuracy/Recharge

Level 20: Zapp

  • (A) Executioner's Contract - Accuracy/Damage
  • (34) Executioner's Contract - Damage/Endurance
  • (34) Executioner's Contract - Damage/Interrupt
  • (36) Executioner's Contract - Damage/Range
  • (36) Executioner's Contract - Damage/Recharge
  • (36) Executioner's Contract - Disorient Bonus

Level 22: Super Speed

  • (A) Celerity - +Stealth

Level 24: Hasten

  • (A) Recharge Reduction IO
  • (37) Recharge Reduction IO

Level 26: Insulating Circuit

  • (A) Preventive Medicine - Heal
  • (37) Preventive Medicine - Endurance/RechargeTime
  • (37) Preventive Medicine - Heal/RechargeTime
  • (39) Preventive Medicine - Heal/Endurance
  • (39) Preventive Medicine - Heal/RechargeTime/Endurance
  • (39) Preventive Medicine - Chance for +Absorb

Level 28: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (40) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 30: Maneuvers

  • (A) Reactive Defenses - Scaling Resist Damage
  • (40) Reactive Defenses - Defense
  • (40) Reactive Defenses - Endurance/RechargeTime
  • (42) Reactive Defenses - Defense/Endurance
  • (42) Reactive Defenses - Defense/RechargeTime
  • (42) Reactive Defenses - Defense/Endurance/RechargeTime

Level 32: Amp Up

  • (A) Recharge Reduction IO

Level 35: Scorpion Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (43) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Defense/Endurance
  • (43) Luck of the Gambler - Endurance/Recharge
  • (45) Luck of the Gambler - Defense/Endurance/Recharge

Level 38: Thunderous Blast

  • (A) Superior Vigilant Assault - Accuracy/Damage
  • (45) Superior Vigilant Assault - Accuracy/Damage/Endurance
  • (45) Superior Vigilant Assault - Damage/RechargeTime

Level 41: Boxing

  • (A) Empty

Level 44: Tough

  • (A) Unbreakable Guard - Resistance
  • (46) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (46) Unbreakable Guard - Resistance/Endurance
  • (46) Unbreakable Guard - Endurance/RechargeTime

Level 47: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (48) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Defense/Endurance
  • (48) Luck of the Gambler - Endurance/Recharge
  • (50) Luck of the Gambler - Defense/Endurance/Recharge

Level 49: Voltaic Sentinel

  • (A) Superior Vigilant Assault - Damage/Endurance/RechargeTime
  • (50) Superior Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime
  • (50) Superior Vigilant Assault - RechargeTime/PBAoE +Absorb

Level 1: Brawl

  • (A) Empty

Level 1: Quick Form 


Level 1: Prestige Power Dash

  • (A) Empty
Level 1: Prestige Power Slide
  • (A) Empty
Level 1: Prestige Power Quick
  • (A) Empty
Level 1: Prestige Power Rush
  • (A) Empty
Level 1: Prestige Power Surge
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 1: Vigilance 

Level 2: Rest

 

Here were my initial thoughts on the powers, consolidated thoughts are below:

Spoiler
  • Faraday Cage is AWESOME in certain situations, and situational in others. On an 8 person team with incarnated characters, you won't be casting faraday very much moving from mob to mob. I find this to be okay, since even if it were a toggle similar to Sonic's Bubble, that would also be marginally useful there since you have so many buffs flying around that everyone is probably unkillable anyway.
  • Amp Up is... okay? I haven't seen the procs work on my Sentinel at all but maybe I'm missing something. Sure would be nice to see the 'DISCHARGE' damage procs coming from my pet. 
  • Sentinel is actually awesome except when it bugs out.
  • I think in terms of synergy with Electric Blast, I'll probably take Short Circuit in my next build to open with that for end draining purposes. I've always struggled with thinking that ability is worth it due to the 3s cast time.
  • I might respec out of energizing circuit. Solo it gives a nice amount of recharge similar to Force Feedback, but on teams it's completely irrelevant it seems like. 
  • I thought Defib would be awesome but it hasn't impressed me just yet. 

 

On teams:

  • I feel like an Emp Defender most of the time. Mobs die before its worth draining them, and so the only powers I'm using are the Damage buff, heal, and absorb buff. Other than that, I find myself just casting my electric blasting abilities. I'm open to some input here on what I should be doing differently. 
    • The problem with this is that on good teams, I don't need to heal that much so I'm just a budget blaster at that point. Emp has this same problem so if the goal was to make another healing/buff set like Emp or Thermal, they did just fine I guess.
  • I haven't fought any AVs/GMs yet with this build so more on that later.

 

Solo:

  • My initial thoughts are that Solo I feel survivable with Faraday and Insulating Circuit. 
  • Sentinel sometimes bugs out and runs really far away very fast and can cause me to die because I can't heal myself (I reported this on the bugs section).
  • Sometimes I feel like I should be close enough to my Sentinel to receive benefit from the circuits I'm casting on him but I'm not and it makes me waste a power, basically. That's really frustrating.
  • Some of the abilities are great debuffs but aren't actually that relevant? -Dmg is going to be AWESOME against AVs. Don't get me wrong. But the -End/-Recovery seems like it would ONLY be useful on tougher opponents. However, AVs and GMs have so much resistance to these effects that I wonder if I'll be able to drain anything at all. Almost seems like a 'great in theory, bad in practice' type of thing.

 

Alright. Those are my 'first take' thoughts. Going to play it some more today. How is Electrical Affinity working for you guys? What do you like? What do you dislike?

 

Here's a review on the powers.

 

Shock (5/10):

  • I like this power for AVs/GMs. I only 6 slotted it for the ranged bonus and because I wasn't sure where else to put it. I think it's okay for a T1 power.

 

Rejuvenating Circuit (7/10):

  • A bread and butter heal. This works well in teams because if multiple people need a heal, it's easy to apply (rather than trying to position yourself for a PBAoE heal).

 

Galvanic Sentinel (6/10):

  • The premise behind this power is awesome. the AoE -DMG and -End/-Recovery debuffs are really cool, especially when solo. 
  • In practice, it dies often and I don't think it lasts long enough. Given that it's a debuff pet, I think this thing should be WAY more tanky and should probably have a 3-4  minute duration instead of a 2 minute duration like Dark Servant (another debuff pet).

 

Energizing Circuit (3/10):

  • This power has uses. It has a nice +Recharge steroid similar to Force Feedback procs. And that can help close the gap on a perma hasten build. 
  • However, I hardly need to cast this at all because my end problems are solved at 50 and most everyone elses are too. The +Recharge isn't worth the cast time in most cases. It is cool that it applies it to multiple people, but I might skip this on my next build.

 

Faraday Cage (10/10):

  • Awesome ability. It's a pocket breakfree on a fast cast. Makes setting up for engages that will take longer really enjoyable. Bonus points for +20% Res to all. I love this ability, and it's the best in the set.

 

Empowering Circuit (7/10):

  • Who doesn't love a mini buildup on most or all of your team? It's permanent, easily. I think this is a great power. Other sets have abilities that outclass its +Dmg, but they're usually T9s, have long recharge, or don't apply to the whole team. 

 

Defibrillate (5/10):

  • When you have a lot of stacks and you're solo, the drain can be really powerful. But, I'm not sure it's worth a slot unless you just want to be a team player and have a res. Considering I might run Barrier anyway, I may take this out.

 

Insulating Circuit (9/10):

  • Very useful on teams. Very useful solo if you can cast it off of Galvanic Sentinel, which is a big IF since he dies often.

 

Amp Up (3/10):

  • This is cool for the person that you cast it on... kind of? I don't know. The +Special seems very situational. The Discharge/Damage proc is really cool and unique!
  • That said, I think for a T9 it feels lackluster. I think that this ability should be able to chain to other people just like the other spells, but ONLY the Discharge portion. The Special could stay on the first target.
    • This would feel unique, and powerful. This would allow the Solo Defender to use it as well, which, considering the reason Sentinel exists is for soloability, seems to make sense. 
    • In addition, it has a very long cooldown as is but being able to cast on multiple people (chaining to them) would justify the long cooldown. Currently, it does not.

 

And other general thoughts on how the set plays

Solo:

  • It's OK solo. Faraday Cage is excellent. That helps a ton solo. being able to self buff with circuits is also nice.
  • However, Sentinel dies a lot and sometimes isn't in range to self buff. Which is strange. At times it feels like I should be close enough to receive the buff if I cast it on my sentinel, and I do not. That ends up being not very fun, and can get you killed. 
    • Maybe the radius on Circuit powers should be increased. I'm not sure.
    • Sentinel also needs to be more tanky some how. Especially considering it does 0 damage and I can't use Amp Up to help it deal damage through procs.
  • If you're soloing only, just skip Amp up.
    • As mentioned above, I really really wish this could be used on the Sentinel to provide discharge procs. 
    • Ideally I could receive that benefit myself (without the +Special because that would be broken). That would make Amp Up feel way more useful.
  • Currently, I drain things a lot of things faster than I kill them when I'm solo.
  • -DMG from Sentinel and Shock help a lot with survivability too.

 

Team:

  • When going from 1-50, I think this set would be very useful on teams. Similar to other support sets in the healing/buffing category (such as Empathy, and Thermal).
    • Buffs/heals recharge quickly and can help the team keep moving and stay alive.
  • On incarnated teams, some of the effects feel pretty useless. Perhaps not more useless than other buff sets, but I find myself just casting Insulating and Empowering and then just blasting away with my secondary. I'll Amp Up a blaster or something occasionally because the procs are juicy on them.
  • I haven't tried Amping Up a support and here's why:
    • in high levels, they don't need me to amp them up in order to keep people alive. And that's the only type of effect it would have. Better defense buffs? Better heals? Better To hit buffs? none of these matter enough on a team that's already not dying. I just cast it on the blaster and let them hit big numbers.
  • Faraday can sometimes be used if you're waiting on ambushes, but you probably won't have time to recast it from mob to mob unless you don't want to use anything else. I just use it as a breakfree. 
  • Sentinel, Shock, and Defib are all pretty useless (except to revive with Defib, obviously). On normal teams unless you're fighting an AV, these don't matter at all.

 

AVs/GMs:

  • I've still only fought one GM and it was Adamastor. with 4 people, we floored his end. But, that was probably a combination of myself and an electric melee scrapper.
  • I anticipate this set will be somewhat useful in these situations, but not more useful than other debuff sets.
  • I do look forward to seeing if I can solo any AVs with this set due to the survivability

 

Overall 6/10:

  • This set is a lot of fun. I think it is middle of the road in usefulness. Basing a lot of core mechanics on end drain was risky because, truthfully, in a lot of scenarios, enemies will die before they are drained.
  • Faraday is perhaps the best 'bubble' available when it comes to having mez protect in a support set. This carries the set, I think.
  • Circuits feel useful and spammy but its pretty fun even if I don't know if I'm helping.
  • Amp Up is a huge disappointment to me, and I genuinely think that if you could give the Discharge proc team to teammates similar to circuit buffs, this set would be incredible and unique. 
Edited by Bartacus
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2 minutes ago, Bartacus said:
  • Sentinel is actually awesome except when it bugs out.
  • I think in terms of synergy with Electric Blast, I'll probably take Short Circuit in my next build to open with that for end draining purposes. I've always struggled with thinking that ability is worth it due to the 3s cast time.
  • I might respec out of energizing circuit. Solo it gives a nice amount of recharge similar to Force Feedback, but on teams it's completely irrelevant it seems like. 

The problem I find with Sentinel is that's just not very useful except for being a target you can bounce your effects off... but it dies very easily. It would have been far more sensible to make it immune to damage - especially considering the mediocrity of effects it provides.

 

Short Circuit can, with Incarnate, slotting and Power Boost, zero out an entire spawn. However, that's a lot of effort to momentarily pause a spawn (the -recovery buff is fairly short and once the -recovery wears off, enemies start attacking again).

 

Energizing Circuit isn't particularly useful on other players (who have already solved their endurance/recharge issues). However, it's incredibly useful on the EA player who can use it to deal with those problems. However, the nature of the +recharge buff means that you're mainly using it for long recharge powers.

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8 minutes ago, Hjarki said:

The problem I find with Sentinel is that's just not very useful except for being a target you can bounce your effects off... but it dies very easily. It would have been far more sensible to make it immune to damage - especially considering the mediocrity of effects it provides.

 

Short Circuit can, with Incarnate, slotting and Power Boost, zero out an entire spawn. However, that's a lot of effort to momentarily pause a spawn (the -recovery buff is fairly short and once the -recovery wears off, enemies start attacking again).

 

Energizing Circuit isn't particularly useful on other players (who have already solved their endurance/recharge issues). However, it's incredibly useful on the EA player who can use it to deal with those problems. However, the nature of the +recharge buff means that you're mainly using it for long recharge powers.

I think if its immune to damage then the effects wont bounce off of it. Could be wrong here. 

I think regarding Short Circuit I was wanting to put an -Res proc in it as well so that I'd have a little bit of -Res available when solo. So, not entirely for the -Recov/-End

 

Yeah, energizing can be useful to patch up my Perma-Hasten hole and that's how I've been using it. Idk how necessary perma hasten even is though on this build. Everything recharges fast except for Amp Up anyway. And Amp Up doesn't seem amazing to me yet. 

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Truthfully, the more I think about it, Nature seems like it's just flat out better than Electrical Affinity. Obviously Nature doesn't have Faraday and Faraday is great - Mez protection is hard to find on squishies. And, obviously, EA has a lot of -end and -recovery. But, the trade off is a lot more damage on its damage buff. A -res debuff which is more useful than -end/-recovery. Some -tohit. More -regen. Heals/Buffs that don't require a target. 

 

Really, it feels like the only reason to choose Electrical Affinity over Nature is if you really want Mez Protection as a tradeoff for all those other things. 

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more thoughts: Galvanic Sentinel seems to struggle going through elevators sometimes. That's annoying. Just had a fight where I needed to run to him to heal myself and could not because he was on the prior floor. 

 

Currently, I drain enemies faster than I kill them at +2 or so. So, that feels useful as a tool for survival. At least right now, while I'm soloing in DA. I do feel very survivable with Faraday as a mez protect and having a nice shield/heal available. Bosses and such, even higher level bosses, don't seem to pose a major threat because I can drain them so fast. I also fought Adamastor earlier and had him drained completely of endurance. Maybe he has a lower resistance to such, but that seemed useful. I also notice that the -DMG that Sentinel provides helps my survivability a lot. And, I don't have to cast anything for it. That's nice. 

 

I also just, for the first time, was low on endurance and found use for Energizing to give me a quick end boost. 

Some Suggestions so far: Man I really wish that I could have Amp Up on myself if only for the Proc chance. I think something that would make that ability be truly unique and SHINE would be to make the Discharge proc it comes with an AOE that hits everyone around the target. NOT the +Special buff because I think that would be overkill to be able to receive that buff yourself. But, WOW do I dream of being able to give myself and the whole team the Discharge proc. That would feel TRULY unique in this game.

 

EDIT: I promise to consolidate these thoughts in the main post when I finish playing it much more!

Edited by Bartacus
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1 hour ago, Bartacus said:

Woops! Fixed.

Hmm...  What about swapping Galvanic with Energizing as far as slots go and giving the sentinel an acc and the stun proc - or do you think the loss of the max end isn't worth it?  I am finding I like having Energizing 6 slotted while leveling quite a bit, teams seem to love it.  I realize this is an end build but just seeing what else we could mess with

image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

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5 minutes ago, JayboH said:

Hmm...  What about swapping Galvanic with Energizing as far as slots go and giving the sentinel an acc and the stun proc - or do you think the loss of the max end isn't worth it?  I am finding I like having Energizing 6 slotted while leveling quite a bit, teams seem to love it.  I realize this is an end build but just seeing what else we could mess with

I think when leveling, 6 slotting energizing over galvanic makes more sense for sure. I find that at 50, most people have their end problems sorted out (including myself). Have you tried using the stun proc on Galvanic? maybe it is worth using. I think mainly I want some end mod in Galvanic at 50 because the drain can be powerful against bosses/Elite bosses that I take longer to defeat.  And, against other foes I won't really need the stun anyway it seems like? I'm not sure. 

 

I'm also thinking about dropping Defib + Voltaic Sentinel and picking up Summon Disruptor instead. Maybe then I can use Amp Up on it, and I'll get more mileage out of Empowering Circuit when solo.

Edited by Bartacus
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9 hours ago, JayboH said:

Yeah he definitely stuns with the proc, but I am only 31 atm.  Do you find Shock worth using?  I know it's a nice damage debuff but I find I prefer attacking to using it a lot of the time

I rarely use Shock in normal gameplay. I use it on AVs/EBs though. maybe a tougher boss. Maybe that doesn't justify the 6 slots? Idk. I could put 6 in energizing instead. I just want the extra ranged def.

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I wonder if I am missing something, because I was expecting to get more of an end boost out of this set.  I am only 37, and only have generic IOs at this point so maybe this will change. I have been generally on teams with at least 1 to 3 others and we were all sucking wind.  Is the castor of Energizing supposed to get a boost or is all in the randomness of the chain? I think they need to increase the % gained  on the end recovery.  You click Energizing, you see your end drop while you wait to see if the chain gets back to you.  Sometimes you get a boost so you get a net increase. Sometimes the boost nets only the cost of the click. Sometimes you end up with a net loss if the chain doesn't make it back. It  is very disappointing. My last controller was Fire/Dark and I loved soul absorption, this one is Fire/Elec. So I am in melee with everyone else including my imps and Galvanic, if he isn't dead again, so there are people to chain and I am keeping my Static up.  I am pretty sure I understand chaining but expected more than a chance for a 10-20% recovery.  

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It costs about 12 Endurance, and base return is 25 Endurance.. but that's on the first target hit. Subsequent chains give back less Endurance, so I think by the time it gets back to you it's down to half, so you're basically breaking even. But that's without slotting... slot up End Cost so that it costs 8 Endurance, and slot up End Mod so that it gives 40, and by the time it gets back to you, it's 20 End at the cost of 8.

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36 minutes ago, Royal Knight said:

I agree with a lot of what you say about the set, regardless I'm having fun with it!

 

On a side note, how did you update hero designer to have the elec sets?

Yep. You can find the 'unofficial' patch over on the tools section of the forums.

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3 hours ago, Coyote said:

It costs about 12 Endurance, and base return is 25 Endurance.. but that's on the first target hit. Subsequent chains give back less Endurance, so I think by the time it gets back to you it's down to half, so you're basically breaking even. But that's without slotting... slot up End Cost so that it costs 8 Endurance, and slot up End Mod so that it gives 40, and by the time it gets back to you, it's 20 End at the cost of 8.

Very specifically, since I was curious, I played around.

 

Unslotted, it returns 25 endurance on the primary target, 18.75 on the secondary target, and 12.5 endurance on tertiary targets. I think this was posted in one of the many threads in the beta forum, but I figured I'd repost it here.

 

Unslotted, Energizing Circuit costs 13 endurance. You lose endurance casting it if you aren't the primary or secondary target.

 

That being said, adding in end reduction or end mod changes this calculation quite a bit!

 

Everyone talks about Faraday being the star power of the set, but I think Energizing Circuit is an underrated power- at the very least, I enjoy the ability to heal blue bars, especially on lower-level teams.

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I chose to run EA/Elec Defender. Did not expect much, have run one character from each AT to 50 and chose EA/elec for my Defender run building pure team support role. In low 40's now and what I have learned is EA is very end hungry especially when you need to heavily support the team.  The weird combo of EA/Elec with shifter IO's everywhere it allows me to become a one buff fest army. Very active and fun playstyle.  You can solo with it but nothing compared to what you could with other AT. It shines on teams. 

 

Buff the global Recharge, Shift it up =Endless End, unlimited Heal/shield/Buffs. For the mini max in me which was going for shield healer I am very pleased with the result and even happy with going /Elec that is bad dps for the unlimited end it gave me back for unlimited buffs.

Edited by Ironscarlet
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That's why I argue for 6 slotting it at least while leveling.  I am using it all the time - like nearly every time it is up while teaming.  I can usually keep most at full end bars (including myself) this way.  How does the recharge boost work in Energizing?  Is the boost really that short?

image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

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My initial plan was to roll a Defender, that shifted into one last Hail Mary attempt at a Mastermind after coming up with a build that I couldn't not at least try and play. I feel like I'm ultimately going to roll a Controller because I'm disliking not having Galvanic Sentinel, but want some functional pets. Since a lot of folks are going to be looking for insight and builds, figured it'd be worthwhile to share it in one of these threads, especially since there's a strong(er) chance I wont be rolling it at all. I'm fairly confidant that nearly any Blast Set can be plugged in and keep most of this same end results.

 

I took Dark Blast as the initial consideration partly because of its proc-capability, but also its control aspect. This should be able to play well enough at range, but also be able to jump into a spawn as needed. Pushed Res totals as far as I could before there's just no longer an option to select from any further. What's interesting to me is that I'm certain a combo of Barrier and Melee Hybrid will cover the build's remaining gap of Res no problem.

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: zn_Electrical Affinity
Secondary Power Set: Dark Blast
Power Pool: zn_Experimentation
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(13), Prv-Heal/Rchg(13), Prv-Heal/Rchg/EndRdx(15), Prv-Absorb%(15)
Level 1: Dark Blast -- SprVglAss-Acc/Dmg/EndRdx/Rchg(A), SprVglAss-Dmg/Rchg(3), SprVglAss-Dmg/EndRdx/Rchg(31), Dcm-Acc/EndRdx/Rchg(31), Dcm-Build%(43)
Level 2: Galvanic Sentinel -- SynSck-EndMod(A), SynSck-Dam/Rech(3), SynSck-EndMod/Rech(5), SynSck-Dam/Rech/Acc(5), SynSck-Dam/Acc/End(7), SynSck-EndMod/+RunSpeed(7)
Level 4: Shock -- Acc-I(A)
Level 6: Energizing Circuit -- RechRdx-I(A)
Level 8: Faraday Cage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-EndRdx/Rchg(9), UnbGrd-Rchg/ResDam(48), UnbGrd-ResDam/EndRdx/Rchg(48), UnbGrd-Max HP%(48)
Level 10: Gloom -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(11), SprVglAss-Rchg/+Absorb(25), Dcm-Acc/Dmg(33), Dcm-Dmg/EndRdx(43), GldJvl-Dam%(43)
Level 12: Empowering Circuit -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-ToHit/EndRdx(19), AdjTrg-EndRdx/Rchg(31)
Level 14: Moonbeam -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(37), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(40), Apc-Dam%(40), StnoftheM-Dam%(40)
Level 16: Tenebrous Tentacles -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(17), SprFrzBls-Acc/Dmg/EndRdx(25), TraoftheH-Dam%(33), PstBls-Dam%(33), Bmbdmt-+FireDmg(34)
Level 18: Defibrillate -- RechRdx-I(A), CaloftheS-Heal%(21), PwrTrns-+Heal(21)
Level 20: Speed of Sound -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(37)
Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(23), ShlWal-Def/EndRdx(23), ShlWal-Def(34), ShlWal-Def/Rchg(34), ShlWal-ResDam/Re TP(36)
Level 24: Toxic Dart -- Dcm-Acc/Dmg(A), Dcm-Acc/Dmg/Rchg(27)
Level 26: Insulating Circuit -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx/Rchg(27)
Level 28: Torrent -- Ann-Acc/Dmg(A), Ann-Acc/Dmg/EndRdx/Rchg(29), Ann-ResDeb%(29), Bmbdmt-+FireDmg(45), FrcFdb-Rechg%(46), SuddAcc--KB/+KD(46)
Level 30: Assault -- EndRdx-I(A)
Level 32: Amp Up -- RechRdx-I(A)
Level 35: Dominate -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), NrnSht-Dam%(36), GhsWdwEmb-Dam%(37), UnbCns-Dam%(46), GldNet-Dam%(50)
Level 38: Mass Hypnosis -- FrtHyp-Acc/Rchg(A), FrtHyp-Sleep/Rchg(39), FrtHyp-Acc/Sleep/Rchg(39)
Level 41: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(42), ImpArm-ResPsi(42)
Level 44: Blackstar -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(45), ScrDrv-Dmg/Rchg(45)
Level 47: Tactics -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-ToHit/EndRdx(50), AdjTrg-EndRdx/Rchg(50)
Level 49: Adrenal Booster -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Quick Form
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 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(19)
Level 50: Musculature Radial Paragon
Level 50: Melee Core Embodiment
Level 50: Barrier Core Epiphany
Level 50: Ion Core Final Judgement
Level 50: Preemptive Core Flawless Interface
------------

 

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		|-------------------------------------------------------------------|

 

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