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Elec/Emp Controller - Newbie Needs Help


mulletman05

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Hey everyone. This is my first controller build; never played one before, so I'm not sure of what the standard slotting would be. Any thoughts on this build? Good, bad, ugly?

 

Hero Plan by Mids' Reborn : Hero Designer 2.7.1.15
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Voltear: Level 50 Mutation Controller
Primary Power Set: Electric Control
Secondary Power Set: Empathy
Power Pool: Sorcery
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Electric Fence -- TraoftheH-Acc/EndRdx(A)
Level 1: Healing Aura -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(5), DctWnd-Rchg(5), DctWnd-Heal/Rchg(7), DctWnd-Heal/EndRdx/Rchg(25), DctWnd-Heal(25)
Level 2: Tesla Cage -- EntChs-Heal%(A), EntChs-Dmg/EndRdx/Rchg(3), EntChs-Acc/Dmg(3), EntChs-Dmg/EndRdx(17), GldNet-Acc/Hold(21), GldNet-Rchg/Hold(21)
Level 4: Mystic Flight -- BlsoftheZ-ResKB(A)
Level 6: Heal Other -- RgnTss-Heal/EndRdx/Rchg(A), RgnTss-Heal/Rchg(9), RgnTss-Regen+(11), RgnTss-Heal/EndRdx(34), RgnTss-EndRdx/Rchg(42)
Level 8: Chain Fences -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(11), EnfOpr-Acc/EndRdx(13), EnfOpr-Immob/Rng(40), EnfOpr-Acc/Immob/Rchg(40), EnfOpr-Acc/Immob(42)
Level 10: Resurrect -- RechRdx-I(A), RechRdx-I(37)
Level 12: Static Field -- PcnoftheT-Dmg/Slow(A), PcnoftheT-Acc/EndRdx(13), PcnoftheT-Acc/Slow(15), PcnoftheT--Rchg%(17), PcnoftheT-EndRdx/Rchg/Slow(23), PcnoftheT-Rng/Slow(23)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Clear Mind -- RechRdx-I(A), RechRdx-I(43)
Level 18: Paralyzing Blast -- GldNet-Acc/Hold(A), GldNet-Acc/Rchg(19), GldNet-Rchg/Hold(19), GldNet-EndRdx/Rchg/Hold(36), GldNet-Acc/EndRdx/Rchg/Hold(36), GldNet-Dam%(37)
Level 20: Conductive Aura -- PrfShf-End%(A), DctWnd-Heal/EndRdx(42)
Level 22: Fortitude -- Ksm-Def/EndRdx(A), Ksm-Def/Rchg(37), Ksm-EndRdx/Rchg(39), LucoftheG-Def/Rchg+(46)
Level 24: Stealth -- LucoftheG-Def/Rchg+(A)
Level 26: Synaptic Overload -- Ccp-EndRdx/Conf(A), Ccp-Acc/Rchg(27), Ccp-Acc/EndRdx(27), Ccp-Conf/Rng(29), Ccp-Acc/Conf/Rchg(29), Ccp-Dam%(31)
Level 28: Recovery Aura -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(31), EffAdp-EndMod/Acc/Rchg(39), EffAdp-Acc/Rchg(40)
Level 30: Invisibility -- LucoftheG-Def/Rchg+(A), RedFrt-Def/Rchg(31), RedFrt-Def/EndRdx(48), RedFrt-Def(48)
Level 32: Gremlins -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(33), BldMnd-Acc/EndRdx(33), BldMnd-Acc/Dmg/EndRdx(33), BldMnd-Acc(34), BldMnd-Dmg(34)
Level 35: Regeneration Aura -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(36)
Level 38: Power Sink -- EnrMnp-EndMod(A), EnrMnp-EndMod/Rchg(39), EnrMnp-Stun%(43)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(43), RedFrt-Def(46), RedFrt-Def/Rchg(46)
Level 44: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam(45), UnbGrd-Rchg/ResDam(45)
Level 47: Tactics -- RctRtc-ToHit(A), RctRtc-Pcptn(48)
Level 49: Summon Guardian -- EdcoftheM-Acc/Dmg(A), EdcoftheM-Acc/Dmg/EndRdx(50), EdcoftheM-PetDef(50), EdcoftheM-Dmg/EndRdx(50)
Level 1: Brawl -- Empty(A)
Level 1: Containment 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Clr-Stlth(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 -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(7)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(9)
------------
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Set Bonus Totals:

  • 2.5% DamageBuff(Smashing)
  • 2.5% DamageBuff(Lethal)
  • 2.5% DamageBuff(Fire)
  • 2.5% DamageBuff(Cold)
  • 2.5% DamageBuff(Energy)
  • 2.5% DamageBuff(Negative)
  • 2.5% DamageBuff(Toxic)
  • 2.5% DamageBuff(Psionic)
  • 5% Defense
  • 7.5% Defense(Smashing)
  • 7.5% Defense(Lethal)
  • 6.56% Defense(Fire)
  • 6.56% Defense(Cold)
  • 4.69% Defense(Energy)
  • 4.69% Defense(Negative)
  • 8.44% Defense(Melee)
  • 9.38% Defense(Ranged)
  • 10.31% Defense(AoE)
  • 4.5% Max End
  • 1.5% Enhancement(Confused)
  • 9% Enhancement(Accuracy)
  • 2.5% Enhancement(SpeedRunning)
  • 2.5% Enhancement(SpeedFlying)
  • 2.5% Enhancement(JumpHeight)
  • 2.5% Enhancement(SpeedJumping)
  • 51.25% Enhancement(RechargeTime)
  • 2.5% Enhancement(Max EnduranceDiscount)
  • 8% Enhancement(Heal)
  • 3% Enhancement(Immobilized)
  • 5% Enhancement(Held)
  • 19.5% SpeedFlying
  • 12.85 HP (1.26%) HitPoints
  • 19.5% JumpHeight
  • 19.5% SpeedJumping
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 62.5%
  • MezResist(Held) 62.5%
  • MezResist(Immobilized) 62.5%
  • MezResist(Sleep) 62.5%
  • MezResist(Stunned) 62.5%
  • MezResist(Terrorized) 62.5%
  • 20% PerceptionRadius
  • 7% (0.12 End/sec) Recovery
  • 26% (1.1 HP/sec) Regeneration
  • 11.25% Resistance(Smashing)
  • 11.25% Resistance(Lethal)
  • 9% Resistance(Fire)
  • 9% Resistance(Cold)
  • 8.25% Resistance(Energy)
  • 8.25% Resistance(Negative)
  • 9% Resistance(Toxic)
  • 9% Resistance(Psionic)
  • 19.5% SpeedRunning

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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I won't address the Elec half of the build.  Lots of procs can be used and I haven't run an Elec troller since Live.  That and no way to look at or use Mids' currently.

 

That caveat aside.  Same general outline for Empathy I mentioned for the Dark/Emp and Mind/Empathy in earlier threads below (currently right at the bottom of this page).

 

I generally skip both Absorb Pain and Resurrect.  Outside of rare instances never needed AP and there are so many ways to rez including inspires and temp powers it saves a power pick.  But I'd slot AP like HA and HO -> One gets Preventative Medicine 6 slotted, the other two get either Doctored Wounds or Panacea 5 slotted (low cost vs high cost) and I would just do the base slot of Resurrect with an Endred with 2 thoughts behind that ... first even with very high overall recharge few teams are going to wait around for Rez to recharge from your first use (with multiple down) and second you're a controller (no Vigilance) and Resurrect is not easy on the blue bar. If your end is low you may have trouble paying the 26 end it costs (and you know Murphy being Murphy it'll go pear-shaped while your Auras are down and your blue bar is running dry).

 

Clear Mind -> just the base slot pretty much with whatever you want.  I often go with Range.  Keep in mind CM is +perception.  Good vs stealthy foes and Arachnos with their "blind" powers.  And on rare or specific instances even help vs Mez effects on AT's that are normally protected from mez (Tankers, Scrappers, etc..).  Your scrapper has a Terrorize hole, not anymore.  Romulus and his rez which stuns ... double stack on squishies or one on a melee type and no need for them to break, take cover to avoid getting stunned.

 

Fortitude-> anywhere from 3 to 6 slots.  3 Membrane HO's, 4 LotG, 5 Red Fortune and any of those with LotG increased recharge speed.

 

Recovery Aura-> 3 slots Rech, Rech/Endmod ×2

 

RegenAura -> 5 slots Doctored Wounds or Panacea 

Note I usually try to keep the recharge on both auras within a few seconds of each other.  Avoids having to keep an eye on both.  When one is ready they both are and I'll fire one after the other.

 

Adrenaline Boost -> 5 slotted Doctored Wounds or Panacea

 

Tactics -> I wouldn't bother with Rectified Recticle. Tactics is more than enough +perception.  I would grab the Gaussian BU proc.

Edited by Doomguide2005
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59 minutes ago, Doomguide2005 said:

I won't address the Elec half of the build.  Lots of procs can be used and I haven't run an Elec troller since Live.  That and no way to look at or use Mids' currently.

 

That caveat aside.  Same general outline for Empathy I mentioned for the Dark/Emp and Mind/Empathy in earlier threads below (currently right at the bottom of this page).

 

I generally skip both Absorb Pain and Resurrect.  Outside of rare instances never needed AP and there are so many ways to rez including inspires and temp powers it saves a power pick.  But I'd slot AP like HA and HO -> One gets Preventative Medicine 6 slotted, the other two get either Doctored Wounds or Panacea 5 slotted (low cost vs high cost) and I would just do the base slot of Resurrect with an Endred with 2 thoughts behind that ... first even with very high overall recharge few teams are going to wait around for Rez to recharge from your first use (with multiple down) and second you're a controller (no Vigilance) and Resurrect is not easy on the blue bar. If your end is low you may have trouble paying the 26 end it costs (and you know Murphy being Murphy it'll go pear-shaped while your Auras are down and your blue bar is running dry).

 

Clear Mind -> just the base slot pretty much with whatever you want.  I often go with Range.  Keep in mind CM is +perception.  Good vs stealthy foes and Arachnos with their "blind" powers.  And on rare or specific instances even help vs Mez effects on AT's that are normally protected from mez (Tankers, Scrappers, etc..).  Your scrapper has a Terrorize hole, not anymore.  Romulus and his rez which stuns ... double stack on squishies or one on a melee type and no need for them to break, take cover to avoid getting stunned.

 

Fortitude-> anywhere from 3 to 6 slots.  3 Membrane HO's, 4 LotG, 5 Red Fortune and any of those with LotG increased recharge speed.

 

Recovery Aura-> 3 slots Rech, Rech/Endmod ×2

 

RegenAura -> 5 slots Doctored Wounds or Panacea 

Note I usually try to keep the recharge on both auras within a few seconds of each other.  Avoids having to keep an eye on both.  When one is ready they both are and I'll fire one after the other.

 

Adrenaline Boost -> 5 slotted Doctored Wounds or Panacea

 

Tactics -> I wouldn't bother with Rectified Recticle. Tactics is more than enough +perception.  I would grab the Gaussian BU proc.

Cool, thank you for the feedback! 

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