oedipus_tex Posted September 12, 2020 Share Posted September 12, 2020 (edited) There isn't a whole lot of info on these boards about Electric Control and playing as a sapper build, so I was hoping we could start a discussion to trade tips. I've been "maining" an Elec/Psi Dom since I got back. He replaced the Ice/Fire Dom I used to main. So, here are some things I've learned. Feel free to expand on the discussion or refute my opinions. On Dominators, you probably have to play Electric Control to play a sapper. There is some -Endurance in Electric Assault, but even combined with the Mu pool probably not enough of it to build a sapper. So, most of this discussion will reference that powerset. The Mu power pool is optional(ish). In contrast, you can play a sapper without taking the Mu pool. However, Power Sink is so useful for this type of build that I consider it the heavy favorite if you want to focus on sapping. Some Electric Dominators might prefer a different pool to gain more damage at the expense of being a less reliable sapper. They can probably get the job done, but Mu players will excel at it; the point is not just to drain the enemy's endurance eventually, but drain it as fast as possible, so that it factors into the fight. Endurance drain is a percent, not a fixed value. The takeaway is that the total size of the mob's blue bar doesn't matter in most cases. This is different from Hit Points; when you deal damage, you normally deal 100 HP damage, or whatever, so if the mob has extra HP, you do less relative damage. Endurance drain however will drain an enemy with 1000 total endurance just as efficiently as an enemy with 100 endurance. Mainly this comes into play versus Elite Bosses. They have huge pools of HP and Endurance, but unless they specifically have Endurance Drain resistance they can be sapped as easily as typical enemies. As such, sappers excel versus this class of enemies. Turning on enemy health bars helps with visualization. By default you can only see how much endurance each enemy has when they are targetted. You can use a slash command to turn on enemy health bars all the time: /optionset ShowVillainName 1 /optionset ShowVillainBars 1 Your secondary can have a lot of impact on your capabilities as a sapper. Here's a rundown of various pairings: Electric Assault Despite this being an obvious pairing, I wish this set did more to compliment Electric Control. It's not bad--every attack saps. But I feel like other secondaries offer more. Psi Assault The relevant power is Drain Psyche, which debuffs enemy recovery by -500% for 30 seconds. This pairs excellently with the +Regen in this power, which makes it safe for you to stand on top of enemies while continually sapping their ability to respond. Downside, to maximize this you need a pretty powerful build with lots of global recharge. Energy/Ice/Earth/Dark All four of these have a Power Boost-like power that increases the strength of saps for 10 seconds. The power roughly doubles the strength of the Endurance Drain and -Recovery for this duration. This can result in some scary fast draining. Using Power Sink with 2 end drain IOs immediately after this power will drain a same level enemy of 90% endurance instantly. Other secondaries don't directly impact sapping either negatively or positively. Many Elite Bosses are vulnerable to endurance drain. I haven't done a scientific study, but I can't immediately recall an Elite Boss who isn't vulnerable to being sapped. Power Boosted Power Sink is the best opening move here, if it is available. You probably won't be able to sap an AV. AVs greatly resist sapping, so it's likely not happening unless you are on a team with a bunch of other Electric characters. Endurance drain doesn't interrupt Sleep. Important, because Electric Control can absolutely sleep a mob, then stand on top of them draining their endurance dry until ready to fight. This is mainly a soloist trick. Individual powers have quirks. Here's the stuff that's worth observing: Electric Fence: -11.2 end Tesla Cage: -7 end Chain Fences: -10 end Depending on your build, this may be worth slotting for Endurance Drain. Paired with a Power Boost like power, this can produce some sick AoE -endurance in a 30ft(!) radius. With two End Mod IOs + Power Boost you will drain 25% of the endurance of a same level enemy per cast. Note this power, like all AoE immobilizes, has notoriously low accuracy, so if you plan to use it a lot, you'll want to address that. On my own builds I actually do not personally use this power that often, because I don't need to. However I'm constantly left with the feeling there's an amazing build out there that takes full advantage of Chain Fences. Jolting Chain: Mids says this does -10 end, but it applies to first enemy only Conductive Aura: -10 end per pulse This rolls for accuracy and can miss As noted above, does not break Sleep Pulse rate is roughly every 2 seconds This power costs 0 endurance to run, so even if you run your blue bar dry it will continue running There are many competing schools of thought on how to properly slot this. Some players load it up with accuracy/end mod, some just one slot it. Either can work. Static Field Claims to have -endurance but I've never seen it work and am not quite sure what to make of it. Maybe someone can weigh in. Paralyzing Blast: -7 end Synaptic Overload: -10 end Once again, this only affects the first target Gremlins They have: Energy Brawl: -7 end, up every 4 seconds Jolting Chain: -10, first target only as noted above Shock: Tiny 7ft AoE, it deals minor damage but no end drain Remember, pets don't benefit from Power Boost so these numbers are as they are Interaction between Endurance Drain and Confusion matters. Since Electric Control also has access to Synaptic Overload, a Confusion power, this interaction matters. Confused enemies will help you drain their endurance bars by using their powers. What's interesting is how draining them can technically lower your damage output though by crashing their bars and preventing them from attacking each other. Your Incarnate power choices can make you a better sapper. Rundown below: Alpha Agility Core: 45% endurance Agility Radial: 33% endurance *Musculature Radial: 33% endurance This is usually my choice for the combo of damage + endurance drain Interface Preemptive I feel like we could do an entire study on whether this is "worth it." I have a hard time reading and understanding how much endurance this power actually drains, how the stacking works, and whether its worth investing in. For those interested, here's the readout on Preemptive in Mids. Maybe someone else can explain the value of the mechanics. Players on the Help channel just now, such as crowd sourced advice is, believe that this power should be read as draining 1 end/sec, stacking up to 5 times. That would mean with 5 stacks going you'd be draining 5 end/sec from enemies. If anyone has more info on this it would be much appreciated. One-Off Observations Below is a list of observations that don't easily fit into a category: Enemy AI: Enemies with no endurance seem to have an elevated chance to run away. You'll want to prevent this with immobilizes. Leveling Up: I've found it much easier to play as a sapper after level 40, and particularly after incarnate slotting, than prior to that. Enemy HP early on is low and they usually die before sapping can get to them. That said, Conductive Aura during a low level Sewer Trial will mostly shut down the zombie adds versus that one boss you need to kill for the badge midway through the mission. What else? I'm sure a lot of folks in the community have more to add. I'm eager to trade tricks and tips. Edited September 12, 2020 by oedipus_tex 1 1 Link to comment Share on other sites More sharing options...
kiramon Posted September 12, 2020 Share Posted September 12, 2020 This is cool Quote Turning on enemy health bars helps with visualization. By default you can only see how much endurance each enemy has when they are targetted. You can use a slash command to turn on enemy health bars all the time: /optionset ShowVillainName 1 /optionset ShowVillainBars 1 But how do i get it back to default lol Link to comment Share on other sites More sharing options...
Coyote Posted September 12, 2020 Share Posted September 12, 2020 40 minutes ago, kiramon said: This is cool But how do i get it back to default lol That IS default. Or should be 😜 Link to comment Share on other sites More sharing options...
oedipus_tex Posted September 13, 2020 Author Share Posted September 13, 2020 3 hours ago, kiramon said: This is cool But how do i get it back to default lol I think you change the 1 to a 0 to get it back to default. I'm not sure, I turned it on a long time ago and it stays on. Link to comment Share on other sites More sharing options...
kiramon Posted September 13, 2020 Share Posted September 13, 2020 2 hours ago, oedipus_tex said: I think you change the 1 to a 0 to get it back to default. I'm not sure, I turned it on a long time ago and it stays on. Nope, that dint work - cuz then you lose it even if you target. I got it from the menus tho. Link to comment Share on other sites More sharing options...
VV Posted September 14, 2020 Share Posted September 14, 2020 On 9/12/2020 at 6:01 PM, oedipus_tex said: Endurance drain doesn't interrupt Sleep. Important, because Electric Control can absolutely sleep a mob, then stand on top of them draining their endurance dry until ready to fight. This is mainly a soloist trick. This is the great secret uber trick of Elec control. And you kinda don't need to include anything else in the guide. Sleep the group, run onto them and stand there a few seconds and they are all done. One note, be careful what you proc in Conductive Aura. I mistakenly put in a damage proc, and that wakes them up, of course. Had to go back and fix that. One other note, Sapping is really only useful solo, so when building to sap, make sure you have other tools for when you participate in teams. Link to comment Share on other sites More sharing options...
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