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Gale’s Electricity Mastery Guide

Last Modified: July 28, 2010

Electricity Mastery was the only set that really made sense for a Storm/Sonic based on the electric powers in the storm set. It also nicely synergizes with the powers I already have.

Electric Fence

Hold still
Hold still
Score1 of 5
Unslotted Strength3.3 x Brawl

Summary

This is the same single-target immobilize power that blasters are forced to take in their secondary. It's low power and of little use.

How to Use

If you're desperate to keep something from running away, perhaps this will have some use for you. Also, you can immobilize them and let Tornado and Lightning storm rip them a new one (assuming you're not here just to read about the pool and not building a Storm/Sonic).


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancement( Default Slot Only )
There's not much you can do with this so you won't need many slots.
40%
 
Accuracy (40% Minimum)
Default: 75%
With max 100% enhancement: 150%
Standard attack percentages. Make it accurate so it will hit.
0%
 
Range (0% Minimum)
Default: 50 Feet
With max 60% enhancement: 80 Feet
I think 50 is enough, but if you want to stop a runner, adding some distance might not be a bad idea.
0%
 
Damage (0% Minimum)
Default: 43.2 points
With max 100% enhancement: 86.4 points
So it's a decent attack. By the time you can get this, you'll have many much better attacks to use.
0%
 
Endurance Reduction (0% Minimum)
Default: 9.75 end
With max 100% enhancement: 4.875 end
If you were to spam this power, the end cost would get pretty bad, but I don't know anyone that would do this.
0%
 
Recharge (0% Minimum)
Default: 4 sec
With max 100% enhancement: 2 sec
It already comes back 5 times faster than its immob duration.
0%
 
Immobilize (0% Minimum)
Default: 22.4 sec
With max 100% enhancement: 44.8 sec
This lasts a really long time. No enhancement necessary.
0%
 
Endurance Modification (0% Minimum)
Default: 2.5%
With max 100% enhancement: 5%
Drains an itty bitty little bit of endurance from the enemy and lowers their recovery rate for a while. If you already have a theme of controlling the enemy via their endurance, this would be helpful.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Thunder Strike

Blammo!
Blammo!
Score6 of 5
Unslotted Strength8.27 x Brawl

Summary

With a long activation delay, you jump into the air and drop down with a strong electrical melee blast. It hits your target, but also any other enemies that are close. Like most electrical powers, this also lowers the affected enemy's endurance recovery rate.

How to Use

First, this is the strongest attack you're going to get as a Defender and second, it's not single target! Besides being an attack, you can also use this to stack stun on enemies (if you have stun in your primary or secondary like I do).


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 6 Slots )
This power has a lot going for it. Give it 6 slots minimum
40%
 
Accuracy (40% Minimum)
Default: 75%
With max 100% enhancement: 150%
Standard attack percentages. Make it accurate so it will hit.
80%
 
Damage (80% Minimum)
Default: 91.1 points
With max 100% enhancement: 182.2 points
So it's a decent attack. By the time you can get this, you'll have many much better attacks to use.
50%
 
Recharge (50% Minimum)
Default: 40 sec
With max 100% enhancement: 20 sec
Bring it back as fast as you can for control and high damage.
50%
 
Stun (50% Minimum)
Default: 7.45 sec
With max 100% enhancement: 14.9 sec
Stun is a great secondary power particularly when dealing with tough enemies.
30%
 
Endurance Reduction (30% Minimum)
Default: 23.1 end
With max 100% enhancement: 11.55 end
Lowering endurance is good. Do it as much as you can afford after everything else.
0%
 
Knockback (0% Minimum)
Default: 6 Feet
With max 180% enhancement: 16.8 Feet
I've never thought I wanted more knockback on this. I kinda don't want the KB I have...

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Charged Armor

Protection at last.
Protection at last.
Score5 of 5

Summary

What's there to say? It's the damage reduction armor every Defender gets access to in the Epic pools. Smashing and Lethal resistance like normal with a side of energy resistance.

How to Use

Turn it on. Keep it on. Enjoy.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 4 Slots )
You can fully slot this with 3 or 4 slots. I went with 4.
50%
 
Damage Resist (50% Minimum)
Default: 27.5%
With max 60% enhancement: 44%
Take it as high as you can.
80%
 
Endurance Reduction (80% Minimum)
Default: .33 end per second
With max 100% enhancement: 0.165 end per second
Toggles are a constant drain and add up.
0%
 
Recharge (0% Minimum)
Default: 2 sec
With max 100% enhancement: 1 sec
Comes back fast already. Don't worry about it.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Shocking Bolt

Same as the Clockwork power we all hate.
Same as the Clockwork power we all hate.
Score4 of 5
Unslotted Strength2 x Brawl

Summary

At good distance, you shock the enemy with electricity and hold them in an electrical field (exactly the same as the power that the Clockwork knights are always using at low levels).

How to Use

It's not hugely powerful as an attack so don't take it for that reason. The main reason you want it is for what it was intended: a hold. If you already have some good stuns, sleep, or holds in your other sets, maybe this is superfluous, but I like the ability to stack holds or handle more enemies.

If you DON'T already have control powers, you really, really need this. Shocking Bolt will let you take problem enemies (like sappers) out of the battle for a bit. When fighting Archvillains and monsters, let your other team members focus on attacks while you help the controllers and other defenders spam holds.


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 5 Slots )
You'll only need 5 to buff most aspects of this power. If you want more damage, give it 6.
60%
 
Accuracy (60% Minimum)
Default: 75%
With max 100% enhancement: 150%
If you fire this, it's because you need something to stop moving. Make sure you hit it.
60%
 
Recharge (60% Minimum)
Default: 16 sec
With max 100% enhancement: 8 sec
Bring it back as fast as you can for control and high damage.
40%
 
Hold (40% Minimum)
Default: 17.9 sec
With max 100% enhancement: 35.8 sec
Lengthen the duration of the hold effect to help support stacking with multiple applications.
10%
 
Endurance Modification (10% Minimum)
Default: 5.33%
With max 100% enhancement: 10.66%
Use of this power can actually restore endurance to you. Slot this up some if you can.
10%
 
Endurance Reduction (10% Minimum)
Default: 10.7 end
With max 100% enhancement: 5.35 end
This isn't a huge priority, but you should easily be able to drop the endurance a little with everything else.
0%
 
Damage (0% Minimum)
Default: 21.6 points
With max 100% enhancement: 43.2 points
It's ok for an attack, but I think other attributes take priority.
0%
 
Range (0% Minimum)
Default: 80 Feet
With max 60% enhancement: 128 Feet
It's plenty long. Leave it alone.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Power Sink

Slurp!
Slurp!
Score3 of 5

Summary

Drains endurance from nearby enemies and recovers some of your own endurance.

How to Use

As someone who uses a LOT of endurance, it doesn't hurt to be able to have some more. However, I did such a good job of controlling my endurance use, I didn't really need this power and thought about not taking it.

However, if you have a Nova power, it drains all your endurance. The best combo is Nova + Blue inspiration + End recover power. This is the last in the chain. With it, you can fire your Nova whenever you want in the middle of any battle since you can just get your endurance back in a second.

Remember you have to be in melee range to use this (which you will be if you just used your Nova so that works out just fine).


Recommended # of Slots and Enhancement Priority

City of Heroes: empty enhancementCity of Heroes: empty enhancementCity of Heroes: empty enhancement( 3 Slots )
3 is good, 4 is better, more is kind of a waste.
80%
 
Recharge (80% Minimum)
Default: 120 sec
With max 100% enhancement: 60 sec
The ONLY disadvantage to this power is the long recharge so fix that first.
40%
 
Endurance Modification (40% Minimum)
Default: 25%
With max 100% enhancement: 50%
You regain 25 percent of your end (unenhanced) PER target hit. It's still good to bump this up in case you only have one or two enemies around to suck from AND because the end mod attribute also increase the amount the enemy is drained (41% unenhanced, 80% fully slotted).
0%
 
Endurance Reduction (0% Minimum)
Default: 16.3 end
With max 100% enhancement: 8.15 end
You'll gain plenty of endurance from using this so this is not necessary.

Help

The enhanceable properties of this power are listed in order of importance. Hover the mouse over each for detailed information and a description.

Tags and Categories

Categories: Archetypes, Charged Armor, Electric Fence, Electricity Mastery, Guides, Power Sink, Powersets, Shocking Bolt, Thunder Strike, Uncategorized

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Nova

Nova is a high level attack power for energy blasters that does a massive amount of damage and knockback in an AoE around the caster. Eventually, all similar powers came to be referred to as Novas.