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Elec/what?


roleki

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I really dig my Elec/Cold controller, but the -itis is on me and now I have to try another Elec.  Was thinking either Elec/Storm or Elec/Poison, but I'm kind of burned out on Storms and Elec/Poison looks like it would be a mirror of Mind/Poison, which I enjoy but enough to run it twice?

 

Any advice, what else might be a good pairing with Elec/?

Edited by roleki

He doesn't HAVE an ass.  That's one of the things we're transplanting!

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I was looking at elec/traps for my next controller (sidetracked by half a dozen other things though). My thinking was that both like melee, it should be safe enough, elec can be draining while you are laying down traps, and toebombing should work pretty well. I like the theme too.

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Ele/Ele for max draining? Low damage, though, especially compared to the options of Storm and Poison.

/Traps would be better damage and pretty strong.

 

Electric stops mobs from attacking pretty with a combination of confusion and End drain, so a strong defensive pairing like /Time or /Dark don't seem warranted. You want mobs able to hit each other better, so Freezing Rain, Sleet, and Poison's debuffs are all good options. Trick Arrow would work great statistically, but it's a shame to waste its all-ranged potential by mixing it with Electric's short-range focus. Though you could run Electric all ranged, I suppose, and then Ele/TA may be solid.

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I liked my Elec/Poison when I played it.  With Poison I was able to actual build in some -Recovery.  So when they got bottomed out on end, they just didn't get it back,  Plus Poison is fun to just Proc up and go with. Just my opinion though.

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Some good ideas here.  I'm kind of leaning /Traps, even though it would be my 5th /Traps.  Traps is really good!  It kind of splits the difference between /TA and /Time, giving you some debuffs, defense, healing and AoE damage.  

 

It's funny, nobody ever jumps in with '/Pain Domination!' or 'Empathy!' - not that I want to run them, but, I don't think I have ever seen anyone try and sling either of those.  And yet... according to the stats posted in March, there are 2x as many Elec/Pains as there are Elec/TA or Elec/Traps, and more than 5x as many Elec/Emps as either.  Weird game.

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He doesn't HAVE an ass.  That's one of the things we're transplanting!

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Electric Control is very low damage, so if soloing is important to you, you'll want to figure out how to address the damage deficit.

 

A combo that sticks out to me as extremely hard to kill is Electric/Dark. Electric/Time is a similar tanky option. Neither will do huge damage but they'd be the top choices for wading in and sapping without dying.

 

Electric Affinity, the newest secondary, naturally pairs very well. The mezz protection in Faraday Cage will keep Conductive Aura from detoggling, which is very useful. Also Faraday Cage provides knockback protection to pets.

 

Electric/Kin isn't a bad choice either.

 

Radiation or Nature both have some useful overaps with their PBAoE auras.

 

Electric/Storm is fun. Electric wasn't my favorite pairing for Storm, but it wasn't terrible either. I just don't like that DoT powers like Freezing Rain or Sleet ruin the pulsing Sleep in Static Field. 

 

On live I ran an Electric/Force Field to 50. I don't consider it especially powerful. It's just something I did, mainly because back then FF was one of the only sets that gave mezz protection.

Edited by oedipus_tex
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15 hours ago, 5099y_74c05 said:

Elec/TA is one I've been eyeballing to play. I know many people don't like /TA much. Mechanically and numerically its not a great set I like the ranged zone control nature of the set.

/TA is a great set, on a Controller.  Not as sexy as a lot of others, but they shine on a map where everything is chaos around you.

He doesn't HAVE an ass.  That's one of the things we're transplanting!

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So, I am in a bake off trying multiple controller primaries with traps.

 

I find it useful to roll them up on Beta, there are way to instant level and kinda slot them.

 

Fire/traps - better damage, monster end hog

Elec/traps - much weaker damage, great end, the longer the fight goes on the safer it gets, mobs are drained, plenty of time to plant a trip mine

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Does anyone know the duration of the recovery debuff of Poison Trap? The archived version of City of Data doesn't have that info...

 

I made a 50 Elec/Poison on Beta last year that was a pretty effective sapper, but never could figure out how much Poison Trap contributed.

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On 8/7/2020 at 8:23 PM, oedipus_tex said:

Electric/Storm is fun. Electric wasn't my favorite pairing for Storm, but it wasn't terrible either. I just don't like that DoT powers like Freezing Rain or Sleet ruin the pulsing Sleep in Static Field. 

I have an Elec/Storm I am leveling right now.  I have already been bit by this.  I have pretty much regulated Freezing Rain to groups and Static Field to solo.  You just cannot use them together.  It sucks to lose Rain's debuffs when soloing but at the same time I am using sleep->hurricane (to group)-> and then going to town with jolting chain and Electric Fences proced up and I seem to be clearing solo fine.  But in groups I usually don't get to move for containment, so i just Drop Rain and spam Jolting Chain and Gust with a KB-KD proc in it.  I am skipping Thunder Clap at the moment, but have considered droping Freezing Rain to add it for more Solo capability.  Just haven't decided on that yet.

 

Later on, I am going to be laughing with the solo setup, just drop 6 pets on the group and watch chaos ensue (2 Gremlins, Tornado, Lightning Storm, and Leviathan for Water Spout and Coralax-not every spawn for these Patron pets).

But this is also an interesting pairing in that I was actually not interested in getting Perma Haste (I didn't even take Haste or SS).  Lightning Storm and Tornado at on a 30 and 20 sec cooldown respectively w/o Haste and the FF +Rech procs will probably drop that further.  The whole build feels extremely safe, even when the enemies are not sapped completely because they are confused or asleep.  The sleep just allows for some amazing setup with Hurricane, if you spend the time to push in stragglers.  And Once they are bunched you can confuse and then just go to town while practically standing ont hem to get the Conductive Aura on them.  It isn't fast, but it looks like it does damage. 

 

Also note, I like the Defensive buff from P2W vendor, so with it plus the defenses I built into the build I am sitting at 41.96 Def.  Purples are my friend when engaging solo.  In teams I am soft capped by other people's Maneuvers.

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I play where my toons are... and they are everywhere.  But Everlasting is my current main home.  Come on by my base GOLD-11404.  And, yes, most of my toons start Gold Side (Bold Side)!
If you want to make a fortune of Inf in City of Heroes, watch my guide on the Auction House.
Or come on by and visit my Discord.

I run my theme groups there and chat with Twitch viewers in voice there.
And lastly, come see my on Twitch.  City of Heroes is my main game!

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On 8/7/2020 at 9:04 PM, 5099y_74c05 said:

Elec/TA is one I've been eyeballing to play. I know many people don't like /TA much. Mechanically and numerically its not a great set I like the ranged zone control nature of the set.

I guess there's two issues here which may irk you. Firstly TA has no reason (or defenses) for being in melee range, which mightn't gel well with Conductive Aura. Secondly, as per Storm and Ice the DoT in Acid Arrow will wake things up on you. On the plus side Elec will happily set up your Oil Slick Flambees for you. 

 

My concern with Traps would be the usual, that on fast moving teams trying to drop Elecs patches / controls AND Traps debuffs might take too long. Plus Acid Mortar also features DoTs to wake things up. 

 

Elec/Nature would be interesting as a pure low-damage support combo who teams a lot. You won't be soloing anything but Nature is great at buffing things people don't cover with IO sets, you'd be layering +Resist and Absorb along with some ToHit, Damage and End usage with its "big three" AOE buffs. Its debuff counterpart would be Rad if you wanted to be more active.

 

Dark and Time are of course good too. When aren't they?

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I wouldn't worry TOO much about DoTs out of the secondary waking things up; I've a Mind/Poison that has pretty much the same workflow - put everyone to sleep, creep up on them and start picking them off from melee.  It can be a PITA to dance around sleeping mobs, but if Mass Confusion were available as often as Synaptic Overload (or half as effective), there would be no need to tiptoe around them at all.  

 

As for /TA not being melee-friendly, both my Ice/TA and Fire/TA start combat at range then close in; Elec/TA should work the same.  Since almost everything in /TA is a targeted AoE with a set diameter, it really doesn't matter where you are when you fire off the attacks.  It looks weird and is kind of funny if you think about what you're doing, but effect-wise, TAoE doesn't care how far away it started from.

He doesn't HAVE an ass.  That's one of the things we're transplanting!

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  • 3 months later

Elec/Kin is my favorite build post-relaunch. Take Repel, slot a Sudden Acceleration KB->KD into it, and you become a walking knockdown patch. Conductive Aura will keep you topped up. 

The only possible downside is it is NOISY AS HELL!

 

After running a Elec/Elec/Mu Dom and a Kin/Elec Fender, it is STILL my favorite Sapper Build. I can turn a 54 Minotaur EB into a hack rack in one shot.

Plus, everyone loves a Kin on the team!

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With the new changes, I think that /TA is the best option as a secondary for Electric.

1: stacking Sleeps allows you to put Bosses on standby while you prepare their doom.

2: several main debuffs (-Res, -Dam, -Slow, -ToHit if you care about that, OSA before it's lit) don't break Sleep

 

So you Sleep everyone, throw the chaining Confuse in them so it spreads, while you throw out Glue, Disruption and OSA. Then you start the fight with Jolting so that it lights OSA while knocking them down, and follow with Acid Arrow. Now everyone gets up probably Confused, and attacks each other with lowered Defenses and Resists. While OSA is burning them up and you throw Jolting for more damage, and Tesla Cage so a Boss isn't hammering you.

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1 hour ago, Coyote said:

With the new changes, I think that /TA is the best option as a secondary for Electric.

1: stacking Sleeps allows you to put Bosses on standby while you prepare their doom.

2: several main debuffs (-Res, -Dam, -Slow, -ToHit if you care about that, OSA before it's lit) don't break Sleep

 

So you Sleep everyone, throw the chaining Confuse in them so it spreads, while you throw out Glue, Disruption and OSA. Then you start the fight with Jolting so that it lights OSA while knocking them down, and follow with Acid Arrow. Now everyone gets up probably Confused, and attacks each other with lowered Defenses and Resists. While OSA is burning them up and you throw Jolting for more damage, and Tesla Cage so a Boss isn't hammering you.

Workflow porn!  Think I'm rolling an Elec/TA this evening 🙂

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He doesn't HAVE an ass.  That's one of the things we're transplanting!

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  • 1 month later

Electric-Storm

 

It’s one of my favorite characters. She deals a lot of chaos on the battle field with her tornado and lightning storm plus gremlins. 
 

change knock back to knock down. 
Add force feedback chance for recharge in you knockback powers

add some procs for damage and your set on a good build. 

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