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Elec/... Time/Energy/Elec?


Lyrium

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Elec/Energy Blasters are among the least powered Blasters in the Game. And one of the powers Voltaic Sentinel is Broken. VS probably wont be fixed any time soon as it s one of the least used powers in the game.

 

Just something to chew on.  

Being constantly offended doesn't mean you're right, it just means you're too narcissistic to tolerate opinions different than your own.

 

With Great Power Comes Great Responsibility.

 

Let's Go Crack a Planet.

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Elec Blast used to be very weak, but an update greatly improved it.

If you plan to use it as  pure range, you will seriously gimp your toon.  The reason is that one of Elec's great abilities is draining endurance.  This will weaken your opponents.  Of course, this is only useful if you drain them entirely.  I don't know if this is true or not but someone told me that you get a large dmg bonus after you drain all of their end.

Short Circuit from Elec Blast and Power Sink from Elec Manip are your two main drainers and they are both PBAOE.  I run in  quickly and hit them with both and then run a distance and hit them with distance attacks.  Most other Elec attacks also drain, but not much.

I don't always do this.  Sometimes I just distance attack, especially if it is just a bunch of weak trash mobs that won't last long.

 

I prefer Elec/Elec.  Some people prefer Elec/Energy because Power Boost will greatly strengthen the End Drain.

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I'd place elec blast at no. 2 dps wise, at least in the top 3 with fire and ice although a procced out dual pistols can push it down to 4. Elec/nrg is one of my favourite combos, power boost nuke- ball lightning - short circuit- powersink and dynamo running in melee range and you've drained everything with SC making it tough for them to recover. Voltaic is pumping out small amounts of dps while your blasting with decent heavy hitting single targets stuff thats using the new shock mechanic for extra damage. Doesnt hurt that power boost just bumped your defence massively high as well as bumping your end drain. Second place goes to elec/elec although i'm having a ton of fun right now with elec/dark despite not being much of an end drainer. Its easily my fav blast set on every AT and even more so since it got 'bumped' up.

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23 hours ago, Arc-Mage said:

Elec/Energy Blasters are among the least powered Blasters in the Game. And one of the powers Voltaic Sentinel is Broken. VS probably wont be fixed any time soon as it s one of the least used powers in the game.

 

Just something to chew on.  

How is it broken? I have an Elec/Time and it seems to be working perfectly. 

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22 hours ago, Drop Zone said:

How is it broken? I have an Elec/Time and it seems to be working perfectly. 

A pet that stops following randomly and continues to us END is just a waste on multiple levels. After complaining about this bug a while back I just dealt with it. Now that the new content is out the uselessness of this power is overwhelming. For the first time in 15 years I'm seriously considering on changing my primary build.

If you have Voltaic Sentinel and are playing incarnate content or playing with the new difficulty system forget about it. The pet will stop following, you will continue to waste END and unless you keep looking behind you, you will wrongfully believe you are being supported to the fullest of your build.

And as long as I'm Bitching about Voltaic Sentinel changes. Why is it that now when I get stunned it detoggles and turns off? The entire purpose of that pet has been changed. Voltaic Sentinel is now almost completely useless as a power due to the changes made to it.

The tracking problem is a must fix. The detoggle is a close second. If Voltaic Sentinel is changed back to a timed cast at least ill know when it is working.

 

I'm not the only one who has noticed this. it's been posted on the Bug Forums too.

Being constantly offended doesn't mean you're right, it just means you're too narcissistic to tolerate opinions different than your own.

 

With Great Power Comes Great Responsibility.

 

Let's Go Crack a Planet.

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  • 3 weeks later
On 9/6/2022 at 10:43 PM, Arc-Mage said:

A pet that stops following randomly and continues to us END is just a waste on multiple levels. After complaining about this bug a while back I just dealt with it. Now that the new content is out the uselessness of this power is overwhelming. For the first time in 15 years I'm seriously considering on changing my primary build.

If you have Voltaic Sentinel and are playing incarnate content or playing with the new difficulty system forget about it. The pet will stop following, you will continue to waste END and unless you keep looking behind you, you will wrongfully believe you are being supported to the fullest of your build.

And as long as I'm Bitching about Voltaic Sentinel changes. Why is it that now when I get stunned it detoggles and turns off? The entire purpose of that pet has been changed. Voltaic Sentinel is now almost completely useless as a power due to the changes made to it.

The tracking problem is a must fix. The detoggle is a close second. If Voltaic Sentinel is changed back to a timed cast at least ill know when it is working.

 

I'm not the only one who has noticed this. it's been posted on the Bug Forums too.

 

Is this a font made for ants!?

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Does it look smaller on your computer? On my phone it’s all the same size fonts. 

Being constantly offended doesn't mean you're right, it just means you're too narcissistic to tolerate opinions different than your own.

 

With Great Power Comes Great Responsibility.

 

Let's Go Crack a Planet.

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  • 2 weeks later

Elec/energy is a good combo, voltaic sentinel doesn't break the build if you lean into playing in melee range. Powerboost + short circuit is the premier combo for alpha endurance drain and that can be used to start every fight.

 

Lean into playing in melee range and take advantage of the above and the build will perform just fine even if VS tracking is borked. If you just want to keep at range, this build has a lot less to offer.

Edited by Nemu
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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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What makes you think that Elec/Eng is designed for ranged play? I see all the hard hitting melee attacks + powerboost + short circuit and think "this is meant to punch stuff in the face, and it has the tools to supplement that strategy to help survival via end drain." But since we have ranged attacks in our arsenal, we can ALSO shoot stuff from range as well.

 

I think exactly the opposite, blasters does not equate ranged only and to pigeonhole the AT into that playstyle when your toolkit screams otherwise is the real unrewarding part. If you really embrace that thought then /tactical arrow is best suited for pure range play as that secondary offers toys that truly synergize with pure range play.

 

With IO sets it is not difficult to build a tankmage with blasters for normal content, there's absolutely no reason to avoid melee when you can leverage both the art of movement and softcap defenses plus any other tools in your actual toolkit to augment survival.

 

Here are some videos to help you understand the nuances of playing melee blasters. It's a rewarding experience like no other. Once you can play a melee blaster well, you can play just about any other AT save khelds and masterminds well, (both of those have more of a technical learning curve in the form of binds) because you will have picked up all the tricks of the trade in being an absolute badass who not only understands game mechanics but also has the skills to back it up.

 

 

Edited by Nemu
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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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I ended up going Elec/Energy and learning to live in melee range. Short Circuit is just amazing.

 

I'm currently in the process of getting incarnated, and I have a question: is it worth going Musculature Radial for the 33% endmod (33% damage) or just go Musculature Core (45% damage and no endmod)?

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2 hours ago, Erhnam said:

I ended up going Elec/Energy and learning to live in melee range. Short Circuit is just amazing.

 

I'm currently in the process of getting incarnated, and I have a question: is it worth going Musculature Radial for the 33% endmod (33% damage) or just go Musculature Core (45% damage and no endmod)?

     I'd start with Radial but work towards having Core as an option as well.

 

     Mine on HC is an Elec/Fire PBAoE monster I'd also made late on Live.  Both made it to the late 20's before real life interfered.  Looking forward to picking up where he left off on HC

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4 hours ago, Erhnam said:

I ended up going Elec/Energy and learning to live in melee range. Short Circuit is just amazing.

 

I'm currently in the process of getting incarnated, and I have a question: is it worth going Musculature Radial for the 33% endmod (33% damage) or just go Musculature Core (45% damage and no endmod)?

This is an interesting question due to the Shocked mechanic - does quicker/higher Shocked values produce more damage than 12% (past ED) damage increase?

 

Presumably if you're mostly blasting and not using your /Energy melee attacks I would guess that the extra endmod provides greater value in both damage, sapping mitigation, and End recovery

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On 9/4/2022 at 1:11 PM, Erhnam said:

I want to be full range! Primary gonna be Electric Blast, but I dont know which secondary to get. Currently debating between /Elec, /Temporal, and /Energy. But I'm open to other ideas

 

Suggestions?

Fully Ranged, with 52% Ranged Defense.

 

Panic Buttons included!

 

This Hero build was built using Mids Reborn 3.4.6
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Blanker: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Temporal Manipulation
Power Pool: Concealment
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Lightning Bolt

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (3) Thunderstrike - Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Endurance
  • (7) Thunderstrike - Damage/Endurance/Recharge

Level 1: Time Wall

  • (A) Trap of the Hunter - Accuracy/Recharge
  • (7) Trap of the Hunter - Endurance/Immobilize
  • (9) Trap of the Hunter - Accuracy/Endurance
  • (9) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (11) Trap of the Hunter - Chance of Damage(Lethal)
  • (11) Trap of the Hunter - Immobilize/Accuracy

Level 2: Ball Lightning

  • (A) Artillery - Accuracy/Damage
  • (13) Artillery - Damage/Endurance
  • (15) Artillery - Damage/Recharge
  • (15) Artillery - Accuracy/Damage/Recharge
  • (17) Artillery - Accuracy/Recharge/Range
  • (17) Artillery - Endurance/Recharge/Range

Level 4: Stealth

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

Level 6: Charged Bolts

  • (A) Superior Defiant Barrage - Accuracy/Damage
  • (21) Superior Defiant Barrage - Damage/RechargeTime
  • (21) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
  • (23) Superior Defiant Barrage - Accuracy/Damage/Endurance
  • (23) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
  • (25) Superior Defiant Barrage - RechargeTime/+Status

Level 8: Charge Up

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (27) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (29) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 10: Chronos

  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO

Level 12: Zapp

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

Level 14: Fly

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

Level 16: Grant Invisibility

  • (A) Reactive Defenses - Scaling Resist Damage

Level 18: Phase Shift

  • (A) Recharge Reduction IO

Level 20: Temporal Healing

  • (A) Preventive Medicine - Chance for +Absorb
  • (34) Preventive Medicine - Heal
  • (34) Performance Shifter - Chance for +End
  • (36) Performance Shifter - EndMod
  • (36) Endurance Modification IO

Level 22: Time Stop

  • (A) Lockdown - Accuracy/Hold
  • (36) Lockdown - Accuracy/Recharge
  • (37) Lockdown - Recharge/Hold
  • (37) Lockdown - Endurance/Recharge/Hold
  • (37) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (39) Lockdown - Chance for +2 Mag Hold

Level 24: Kick

  • (A) Force Feedback - Chance for +Recharge

Level 26: Tough

  • (A) Reactive Armor - Resistance/Endurance
  • (39) Reactive Armor - Resistance/Recharge
  • (40) Reactive Armor - Resistance

Level 28: Weave

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

Level 30: Hasten

  • (A) Recharge Reduction IO
  • (43) Recharge Reduction IO

Level 32: Thunderous Blast

  • (A) Superior Blaster's Wrath - Accuracy/Damage
  • (43) Superior Blaster's Wrath - Damage/Recharge
  • (43) Superior Blaster's Wrath - Accuracy/Damage/Recharge
  • (45) Superior Blaster's Wrath - Accuracy/Damage/Endurance
  • (45) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
  • (45) Superior Blaster's Wrath - Recharge/Chance for Fire Damage

Level 35: Personal Force Field

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

Level 38: Time Lord

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

Level 41: Repulsion Bomb

  • (A) Bombardment - Damage
  • (46) Bombardment - Damage/Recharge
  • (46) Bombardment - Accuracy/Damage/Recharge
  • (48) Bombardment - Accuracy/Damage/Recharge/Endurance
  • (48) Bombardment - Chance for Fire Damage
  • (48) Sudden Acceleration - Knockback to Knockdown

Level 44: Temp Invulnerability

  • (A) Reactive Armor - Resistance/Endurance
  • (50) Reactive Armor - Resistance/Recharge
  • (50) Reactive Armor - Resistance

Level 47: Time Shift

  • (A) Impeded Swiftness - Accuracy/Slow
  • (50) Impeded Swiftness - Chance of Damage(Smashing)

Level 49: Force of Nature

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

Level 1: Defiance 


Level 1: Brawl

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