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Posted (edited)

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Tesla Cage

  • (A) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge
  • (3) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
  • (3) Superior Winter's Bite - Accuracy/Damage/Recharge
  • (5) Superior Winter's Bite - Accuracy/Damage/Endurance
  • (5) Superior Winter's Bite - Damage/RechargeTime
  • (7) Superior Winter's Bite - Accuracy/Damage

Level 1: Transfusion

  • (A) Numina's Convalesence - +Regeneration/+Recovery
  • (7) Numina's Convalesence - Heal
  • (9) Numina's Convalesence - Heal/Endurance/Recharge
  • (9) Numina's Convalesence - Heal/Recharge
  • (11) Numina's Convalesence - Endurance/Recharge
  • (11) Numina's Convalesence - Heal/Endurance

Level 2: Siphon Power

  • (A) Accuracy IO

Level 4: Chain Fences

  • (A) Superior Overpowering Presence - RechargeTime/Energy Font
  • (13) Superior Overpowering Presence - Accuracy/Control Duration/Endurance
  • (13) Superior Overpowering Presence - Accuracy/Control Duration/Endurance/RechargeTime
  • (15) Superior Overpowering Presence - Endurance/RechargeTime
  • (15) Superior Overpowering Presence - Control Duration/RechargeTime
  • (17) Superior Overpowering Presence - Accuracy/Control Duration

Level 6: Jolting Chain

  • (A) Apocalypse - Chance of Damage(Negative)
  • (17) Apocalypse - Damage/Endurance
  • (19) Apocalypse - Accuracy/Recharge
  • (19) Apocalypse - Accuracy/Damage/Recharge
  • (21) Apocalypse - Damage/Recharge
  • (23) Apocalypse - Damage

Level 8: Conductive Aura

  • (A) Preemptive Optimization - EndMod/Endurance/Recharge
  • (46) Preemptive Optimization - EndMod/Accuracy/Recharge
  • (46) Preemptive Optimization - EndMod/Accuracy/Endurance
  • (46) Preemptive Optimization - EndMod/Recharge
  • (48) Preemptive Optimization - EndMod/Endurance
  • (50) Preemptive Optimization - Accuracy/Recharge

Level 10: Siphon Speed

  • (A) Pacing of the Turtle - Accuracy/Endurance
  • (21) Pacing of the Turtle - Endurance/Recharge/Slow

Level 12: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (31) Kismet - Accuracy +6%
  • (50) Luck of the Gambler - Defense

Level 14: Fly

  • (A) Flight Speed IO

Level 16: Increase Density

  • (A) Steadfast Protection - Resistance/+Def 3%

Level 18: Paralyzing Blast

  • (A) Superior Will of the Controller - Recharge/Chance for Psionic Damage
  • (23) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
  • (25) Superior Will of the Controller - Accuracy/Control Duration/Endurance
  • (25) Superior Will of the Controller - Endurance/Recharge
  • (27) Superior Will of the Controller - Control Duration/Recharge
  • (27) Superior Will of the Controller - Accuracy/Control Duration

Level 20: Speed Boost

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (29) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 22: Static Field

  • (A) Pacing of the Turtle - Accuracy/Endurance

Level 24: Kick

  • (A) Superior Blistering Cold - Recharge/Chance for Hold
  • (31) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (31) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (33) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (33) Superior Blistering Cold - Damage/Endurance
  • (33) Superior Blistering Cold - Accuracy/Damage

Level 26: Synaptic Overload

  • (A) Coercive Persuasion  - Contagious Confusion
  • (34) Coercive Persuasion  - Confused/Endurance
  • (34) Coercive Persuasion  - Accuracy/Recharge
  • (34) Coercive Persuasion  - Accuracy/Confused/Recharge
  • (36) Coercive Persuasion  - Confused/Recharge
  • (36) Coercive Persuasion  - Confused

Level 28: Inertial Reduction

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (37) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 30: Tough

  • (A) Gladiator's Armor - End/Resist
  • (37) Gladiator's Armor - TP Protection +3% Def (All)

Level 32: Gremlins

  • (A) Sovereign Right - Resistance Bonus
  • (37) Sovereign Right - Accuracy
  • (39) Sovereign Right - Accuracy/Damage/Endurance
  • (39) Sovereign Right - Accuracy/Endurance
  • (39) Sovereign Right - Damage/Endurance
  • (40) Sovereign Right - Accuracy/Damage

Level 35: Transference

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

Level 38: Fulcrum Shift

  • (A) Accuracy IO

Level 41: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (43) Reactive Defenses - Defense/Endurance
  • (43) Reactive Defenses - Defense/Endurance/RechargeTime
  • (43) Reactive Defenses - Scaling Resist Damage

Level 44: Scorpion Shield

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

Level 47: Maneuvers

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

Level 49: Hover

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

Level 1: Containment 


Level 1: Brawl

 

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Edited by USCI
Posted (edited)

Hi there, are you looking for feedback on the build or just sharing with the community? Overall defense numbers look solid. Hope you don't mind me making some comments on areas you could press the advantage further.

 

 

Overall:

  • Most Kinetics builds are proc builds. You're going to want to proc what you can and try to obtain enough global accuracy to still hit things. It's okay to still build some powers with base Damage. AoE attacks in particular are places to proc out.

 

APP choice:

  • The Scorpion APP is fine. I'd recommend at least looking at the Earth and Ice APPs tho. Both, to me, have more attractive additional powers for a /Kin, while retaining a Defense shield if that is what you want. In particular, you are currently missing an AoE blast to take advantage of the big damage boost from Fulcrum Shift. Grabbing Ice Storm + Frost Breath or Fissure will help you out a lot. Also, procced out Seismic Smash on a Kinetics build hits like a concentrated nuclear bomb.

 

Specific powers:

  • Transfusion rolls Accuracy. If you slot this power with a set, make sure you have enough Accuracy for it to hit reliably. Numina's has no Accuracy built in so you'll need to change that set or get a lot of extra Accuracy somewhere.
  • Jolting Chain has low base damage and does not benefit from Containment. If you take this, I would proc it out and rely on Fulcrum Shift to fill in the majority of the damage.
  • Siphon Speed: I'd one slot this with enough Accuracy for it to hit and leave the rest alone.
  • Speed Boost: Slotting this with +Run Speed is a bit of a troll move, lol. It's fine to slot this with KB protection. You're over the soft cap for Ranged defense currently so should be okay losing a bit here.
  • Chain Fences: The Controller Overpower Presence ATO isn't worth it's price IMO. I'd slot this with something like Power Transfer to enhance the -Endurance aspect of this power.
  • Fulcrum Shift is auto hit in PVE. I'd put 1 Recharge here.
  • Static Field is a bit weird. It's a 100% Chance for Mag 3 Sleep, pulsing every four seconds. The Sleep lasts a base of 4.0 seconds, so against same level enemies its perma. Against +level enemies, enemies will wake up mid pulse. Put sleep enhancements here to keep them asleep.  
Edited by oedipus_tex
Posted
9 hours ago, oedipus_tex said:

Fulcrum Shift is auto hit in PVE. I'd put 1 Recharge here.

The debuff portion and (potentially) the +damage% per enemy hit aren't auto-hit. Only the flat +damage% applied to your allies within 20 yards is auto-hit.

  • Like 1
Posted (edited)
On 5/20/2022 at 9:28 AM, oedipus_tex said:
  • Jolting Chain has low base damage and does not benefit from Containment. If you take this, I would proc it out and rely on Fulcrum Shift to fill in the majority of the damage.

I believe that procs only apply to the first foe hit with Jolting Chain - they do not continue through the chain.  So loading it with procs doesn't do much.

Jolting Chain really isn't much of a damage power - it is more a short-term control power.  It knocks down a bunch of foes, giving the controller time to cast a new control power like Static Field, or the Confuse, Synaptic Overload.  It is also good to allow the Tank or other melee fighters to grab aggro.  It works best if you target a low level foe to start the chain, as if it misses, it does nothing.

Overall, Electric Control likely has the second lowest damage of all controller sets, after Ice.

If you are interested, here is the Electric Control Guide I wrote for the Live forums.  For the most part, the powerset has not changed.  (I was "Local Man" on the old forums, but someone took my Global here.)

https://web.archive.org/web/20120907044159/http://boards.cityofheroes.com/showthread.php?t=287903

 

Edited by Area Man
Posted
5 hours ago, Area Man said:

I believe that procs only apply to the first foe hit with Jolting Chain - they do not continue through the chain.  So loading it with procs doesn't do much.

Nope, it can proc on jumps. Literally just tested it on a couple of x8 spawns. Not sure on how effective it is overall though. 

 

image.thumb.png.c516937f8a961351f3f236cc508c54bc.png

 

 

Posted
On 5/20/2022 at 6:35 PM, Hjarki said:

The debuff portion and (potentially) the +damage% per enemy hit aren't auto-hit. Only the flat +damage% applied to your allies within 20 yards is auto-hit.

 

 

Thanks for the clarification.

So, ignore what I said about Fulcrum Shift. 🙂

 

 

RE: Jolting Chain, @Carnifax is correct that it procs per jump. What @Area Man may be remembering is that Jolting Chain doesn't drain endurance on the jumps. I have no idea why. 

Nice to see you back again by the way @Area Man/Local Man.

Posted

You've made a kin. Awesome choice. And its elec, more fun. You skipped hasten (uh oh) . You 6 slotted kick (hmmmm). It looks like your going for some aoe defence on a toon that sits in melee, can spam a heal (no accuracy slotted though) that will instantly fill your health. And you want to be in melee for everything a kin does and 99% of everything an elec troller does. 6th slot in jolting doesnt get you a useful bonus. Found a very old build. Great control. Useless dps but teams love it. Agility is pretty much essential sadly. It does have fly which i wouldn't take on mine:

 

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

ELEC KIN MACE: Level 50 Technology Controller
Primary Power Set: Electric Control
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
------------
Level 1:    Tesla Cage            UnbCns-Dam%(A), GhsWdwEmb-Dam%(3), Apc-Dam%(3), GldJvl-Dam%(5), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(7)
Level 1:    Transfusion            TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(7), TchoftheN-Acc/Heal(9), TchoftheN-Acc/EndRdx/Heal/HP/Regen(9), TchoftheN-Acc/EndRdx/Rchg(11)
Level 2:    Chain Fences            SprWiloft-Rchg/Dmg%(A), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(13), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15), SprWiloft-EndRdx/Rchg(15), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(17), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(17)
Level 4:    Siphon Power            Acc-I(A), RechRdx-I(19)
Level 6:    Jolting Chain            OvrFrc-Dam/KB(A), FrcFdb-Rechg%(19), GldJvl-Dam%(21), SprWntBit-Acc/Dmg(21), SprWntBit-Acc/Dmg/EndRdx(23), SprWntBit-Dmg/EndRdx/Acc/Rchg(23)
Level 8:    Conductive Aura            PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/Acc/Rech(25), PreOptmz-EndMod/Acc/End(25), PreOptmz-EndMod/Rech(27), PreOptmz-EndMod/End(27), PreOptmz-Acc/Rech(29)
Level 10:    Fly                BlsoftheZ-Travel(A), BlsoftheZ-ResKB(29)
Level 12:    Static Field            FrtHyp-Plct%(A)
Level 14:    Siphon Speed            Acc-I(A), RechRdx-I(31)
Level 16:    Hover                LucoftheG-Def/Rchg+(A), Ksm-ToHit+(31), BlsoftheZ-Travel(31), BlsoftheZ-Travel/EndRdx(33)
Level 18:    Paralyzing Blast        BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(33), BslGaz-EndRdx/Rchg/Hold(33), BslGaz-Acc/EndRdx/Rchg/Hold(34), Lck-%Hold(34)
Level 20:    Speed Boost            EndMod-I(A)
Level 22:    Evasive Maneuvers        LucoftheG-Def/Rchg+(A)
Level 24:    Kick                Empty(A)
Level 26:    Synaptic Overload        CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(34), CrcPrs-Conf(36), CrcPrs-Conf/Rchg(36), CrcPrs-Acc/Conf/Rchg(36), CrcPrs-Acc/Rchg(37)
Level 28:    Tough                StdPrt-ResDam/Def+(A), GldArm-3defTpProc(37), UnbGrd-Max HP%(37), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx/Rchg(39)
Level 30:    Weave                LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(40), ShlWal-Def(40), ShlWal-Def/EndRdx(40)
Level 32:    Gremlins            ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(42), ExpRnf-Dmg/EndRdx(42), ExpRnf-Acc/Dmg/Rchg(42), ExpRnf-EndRdx/Dmg/Rchg(43), ExpRnf-+Res(Pets)(43)
Level 35:    Transference            PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/Acc/Rech(43), PreOptmz-EndMod/Acc/End(45), PreOptmz-EndMod/Rech(45), PreOptmz-EndMod/End(45), PreOptmz-Acc/Rech(46)
Level 38:    Fulcrum Shift            Acc-I(A), RechRdx-I(46)
Level 41:    Scorpion Shield            LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), LucoftheG-Def/EndRdx(47)
Level 44:    Hasten                RechRdx-I(A), RechRdx-I(47)
Level 47:    Maneuvers            LucoftheG-Def/Rchg+(A), Rct-ResDam%(47), Rct-Def/EndRdx(48), Rct-Def(48)
Level 49:    Tactics                HO:Cyto(A)
Level 1:    Containment    
Level 1:    Brawl                Empty(A)
Level 1:    Sprint                Empty(A)
Level 2:    Rest                Empty(A)
Level 1:    Swift                Empty(A)
Level 1:    Hurdle                Empty(A)
Level 1:    Health                Pnc-Heal/+End(A), Mrc-Rcvry+(11), Prv-Absorb%(48)
Level 1:    Stamina                PrfShf-End%(A), PrfShf-EndMod(13)
Level 50:    Agility Core Paragon    
Level 10:    Afterburner    
------------

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Posted (edited)

Here's one based on my Elec/Poison (with the Kin part mostly coming from a DP/Kin Corruptor). 

 

More emphasis on damage (eventually) with Cross Punch and the Earth epic. Obviously you can yay or nay Earths Embrace, I like it on Elec/Poison but you could go for a travel power or Increased Density instead. I'd probably shuffle Transference into the 40s to open Fissure & Seismic a wee bit earlier. 

 

Spoiler

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Malwire: Level 50 Technology Controller
Primary Power Set: Electric Control
Secondary Power Set: Kinetics
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Tesla Cage -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SprWiloft-EndRdx/Rchg(3), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5), SprWiloft-Rchg/Dmg%(7)
Level 1: Transfusion -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(7), Pnc-Heal/Rchg(9), Pnc-Heal/EndRedux/Rchg(9), Pnc-Heal(11), Acc-I(13)
Level 2: Siphon Power -- Acc-I(A)
Level 4: Chain Fences -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(19), PreOptmz-EndMod/Rech(19), PreOptmz-EndMod/Acc/End(21), PreOptmz-EndMod/End/Rech(21), PreOptmz-EndMod/Acc/Rech(23)
Level 6: Jolting Chain -- Acc-I(A), Apc-Dam%(15), GldJvl-Dam%(15), ExpStr-Dam%(17), FrcFdb-Rechg%(17)
Level 8: Conductive Aura -- PreOptmz-EndMod/End(A), PreOptmz-EndMod/Acc/End(23)
Level 10: Siphon Speed -- Acc-I(A)
Level 12: Static Field -- FrtHyp-Acc/Sleep/Rchg(A), FrtHyp-Sleep/Rchg(13)
Level 14: Kick -- Acc-I(A)
Level 16: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam/EndRdx(25), GldArm-3defTpProc(25), UnbGrd-Max HP%(27), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx/Rchg(29)
Level 18: Paralyzing Blast -- Lck-Acc/Hold(A), Lck-Acc/Rchg(29), Lck-Rchg/Hold(31), Lck-EndRdx/Rchg/Hold(31), Lck-Acc/EndRdx/Rchg/Hold(31), Lck-%Hold(33)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 22: Speed Boost -- Empty(A)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), DefBuff-I(33), LucoftheG-Def(34)
Level 26: Synaptic Overload -- CrcPrs-Conf/EndRdx(A), CrcPrs-Acc/Rchg(34), CrcPrs-Acc/Conf/Rchg(34), CrcPrs-Conf/Rchg(36), CrcPrs-Conf(36), CrcPrs-Conf%(36)
Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), DefBuff-I(33)
Level 30: Cross Punch -- Obl-Dmg(A), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(50)
Level 32: Gremlins -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Rchg(37), ExpRnf-Dmg/EndRdx(37), ExpRnf-+Res(Pets)(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(39)
Level 35: Transference -- PreOptmz-EndMod/Acc/Rech(A), PrfShf-EndMod/Acc/Rchg(40)
Level 38: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(42)
Level 41: Fissure -- Artl-Acc/Dam(A), Artl-Acc/Dam/Rech(43), Artl-Dam/End(43), FrcFdb-Rechg%(45), Bmbdmt-+FireDmg(45), PstBls-Dam%(45)
Level 44: Seismic Smash -- HO:Nucle(A), HO:Nucle(46), NrnSht-Dam%(46), GhsWdwEmb-Dam%(46), UnbCns-Dam%(48), Hct-Dam%(48)
Level 47: Rock Armor -- DefBuff-I(A), LucoftheG-Def/Rchg+(50), LucoftheG-Def(50)
Level 49: Earth's Embrace -- Prv-Absorb%(A), Prv-Heal/Rchg(49), DctWnd-Heal/Rchg(49)
Level 1: Containment 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Stamina -- PrfShf-End%(A), EndMod-I(11)
------------

 

Edited by Carnifax
  • 2 weeks later
Posted
On 5/21/2022 at 6:13 PM, Carnifax said:

Nope, it can proc on jumps. Literally just tested it on a couple of x8 spawns. Not sure on how effective it is overall though. 

 

image.thumb.png.c516937f8a961351f3f236cc508c54bc.png

 

 

OK, I was incorrect.  Good to know.  I remember there being discussions when the Electric Control set first came out that only the first target would proc.

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