Lightning Guide

Discussion in 'Oracle’s Database (Guides)' started by Max Volt, Feb 15, 2013.

  1. Max Volt Well-Known Member

    Lightning Guide



    This guide is meant to be a starting point for new and old players embracing the powerset for the first time, and a place to discuss it, while giving you solid foundations on what Lightning it's all about.

    Please leave all the elitism and bikering out of this thread, be constructive, help your fellow players and let's enjoy DCUO together.

    1- Voltage
    2- Amperage
    3- Healing and Damage
    4- Community Loadouts
    5- Iconics
    6- Movement Modes
    7- Tactical Mods
    8- Mods
    9- Cosumables





    Special thanks to Alpha, Remander and Blklightning for their incredible help and wisdom.



    This guide has been updated to reflects the changes in GU38

    • Like x 27
  2. Max Volt Well-Known Member

    1-Voltage


    Tesla Blast:
    Blast an enemy with a bolt of electricity
    [Power Interaction] Electrifies enemies, making them vulnerable to Electrified Power Interactions
    [Damage Role]Increases all damage by 35% until hit counter resets(5 secs)

    Uses to Healers: Can be used to set up Electroburst for a heal and small heal over time.
    Uses to DPS: Can be used to set up Shockwave, Voltaic Bolt, and Electrocute.



    Bioelectric Surge:
    Instantly Restores Health to the most injured group mate and self
    [Damage Role] Increases all damage by 35% until hit counter resets(5 secs)
    [Power interaction] Bio-Charge, Heals any group member that has been Bio-Charged by Invigorate or Bio Capacitator

    Uses to Healers: Low cost single target heal that also has the benefit of healing you.



    Wired:
    Imbues yours and up to 3 group members weapon attacks with the power of electricity to increase the chance of causing more damage
    [Power Interaction] Each hit Electrify enemies, making the vulnerable to Electrified Power Interactions
    [Damage Role] Increases all damage by 35% until hit counter resets(5 secs)
    Increases your Might and critical attack chance

    Uses to Healers: Can be used to set up Electroburst for a heal and small heal over time. Also buffs the critical damage chance for you and three party members.

    Uses to DPS: Used to set up Shockwave, Voltaic Bolt, and Electrocute.



    Electroburst:
    Blasts out a wave of electricity to cause damage over time to nearby enemies and knock down your target
    [Healer Role] Electrified Enemies will Heal Nearby Allies
    [Damage Role] Causes Damage over Time to enemies; Increases all damage by 35% until the hit counter resets(5 secs)
    [Power Interaction] Add an Electro Charge to cause Damage Over Time
    Weapon Mastery Crit Excluded

    Uses to Healers: Used as a Heal to allies near Electrified enemies. Grows in strength with more electrified enemies in the power range. Also adds a small HoT to teammates in range of the electrified enemies comparable to Nature’s Pheromones. This power can also be used to debuff tanks in PvP.

    Uses to DPS: Used as a damage over time, and set up the Electro-charge power interaction for voltaic Bolt.



    Megavolt [50% Supercharge]:
    Blinds then shocks your enemies with a large explosion of electricity to cause widespread destructions

    Uses to Healers: None
    Uses to DPS: One of two electric DPS Supercharges. It is easiest to compare this Supercharge to a Super version of Electrogenesis. It will damage enemies nearby your target for some "splash" damage.



    Shockwave:
    Streams Electric Bolts at enemies
    [Power Interaction] Electrified Enemies take more damage and may become rooted or forcefully explode
    [Damage Role] Increases all damage by 40% until the hit counter resets(5 secs)

    Uses to Healers: None
    Uses to DPS: A very strong move if the PI is set up. It can be used as a good single target and AoE damager.



    Group Transducer[50% Supercharge]:
    Protects all teammates from damage with electrically charge barriers healing them with each incoming attack.and healing them over time.




    Electrogenesis:
    Depending on your role, creates an aura on 2 targets to damage enemies or heal allies
    [Damage Role] Increases all damage by 45% until the hit counter resets(5 secs)
    [Power Interaction] Add an Electro Charge to cause Damage Over Time
    Weapon Mastery Crit Excluded
    While in Damage role, Electrogenesis restores a portion of its power cost when activated immediately after Electroburst

    Uses to Healers: Unlike in Damage stance, while in healer stance this move will put the aura on you and the closest ALLY to you.

    Uses to DPS: Similar to how a healer use this, it is a great power for DPSing as well and is another one that you should try to always keep up. It is a strong steady stream of damage over time. In DPS stance it will be place on two enemies and damage any enemy near the targets, and set up the electro-charge power interaction for Voltaic Bolt



    Arc Lightning:
    Strikes an enemy with a bolt of electricity that can jump to and damage more enemies or jump to and heal allies
    [Damage Role] Increase Damage by 50% until the hit counter resets(5 secs)
    [Power Interaction] Electrifies enemies, making them vulnerable to Electrified Power Interactions
    While in Damage role, Arc Lightning deals additional damage when used after Electrogenesis on non electrified or electrocharged enemies. It also normally restores a portion of its power cost when activated immediately after Electrogenesis.

    Uses to Healers: This is an interesting power as even though you are in healer stance it will still damage enemies. This power acts on a chain so anything next to the initial target will be affected and anything next to the affected targets can also be affected. This can jump from enemy to ally, ally to ally, and ally to enemy and NPCs as long as they are in range.

    Uses to DPS: This move still heals in DPS stance and does really good damage, especially if there are multiple enemies near your target.



    Ionic Drain
    Drains energy from the environment to replenish yours and up to 7 group members Health; Damages and stuns target
    [Damage Role] Increases all damage by 50% until hit counter resets(5 secs)
    Deals more damage to enemies below 35% health
    Vulnerable to Interrupt

    Uses to Healers: Nice and fast HoT for the whole group.

    Uses to DPS: Single target damage, when the enemy's health is below 35% the damage will be greater.



    Voltaic Bolt:
    Strikes enemies in range with a bolt of electricity, possibly rooting or stunning them
    [Power Interactions] Electrified enemies will be Electrified again and cause damage over time to themselves and other enemies around them.
    [Power Interaction] Increase the potency of Electro-Charge effect on Electro-Charged enemies
    [Damage Role] Increases Damage by 50% until the hit counter resets(5 secs)
    Weapon Mastery Crit Excluded
    While in Damage role, Voltaic Bolt restores a portion of its power cost when activated immediately after Electrogenesis, Electroburst or Arc Lightning

    Uses to DPS: It does a burst damage and adds a DoT on electrified enemies. If the enemy has been Electro-charged it will combine the Electro-chrged DoT and the Voltaic Bolt Dot into a new stronger single DoT



    Tesla Ball:
    Creates ball of electricity to zap and stun enemies in its path
    [Power interaction] deals more damage to electrified enemies
    [Damage Role] Increases Damage by 50% until the hit counter resets(5 secs)
    • Like x 10
  3. Max Volt Well-Known Member

    2-Amperage



    Repulse:
    Lifts an enemy into the air and repels them away
    [Power Interactions] Polarizes the target causing objects to be attracted to them
    [Damage Role] Increases Damage by 35% until the hit counter resets(5 secs)
    Power Cost: 200

    Uses to DPS: Can be used to set up Attract, Electrostatic Bomb, and Electrocute. The polarized effect is really neat sometimes causing nearby objects to be "thrown" towards enemies.



    Spark Barrage:
    Unleashes 5 Projectiles at an enemy to damage and knock them down
    [Power Interaction] Deals more damage to polarized enemies
    [Damage Role] Increases all Damage by 35% until the hit counter resets(5 secs)



    Attract:
    Damages and pulls enemies toward you
    [Power Interactions] Polarized enemies are levitated for a short time
    [Damage Role] Increase all Damage by 35% until the hit counter resets(5 secs)

    Uses to DPS: Used with Repulse or Static Push to get a PI of levitation. It is similar to telekenesis except it pulls the target toward you if they are polarized.



    Overcharge:
    Strikes an enemy with a large electric blast causing additional attacks to charge them until they explode
    [Power Interaction] Deals more damage to polarized enemies
    [Damage Role] Increase all damage by 35% until the hit counter resets(5 secs)

    Uses to DPS: It will hit the enemy with an initial damage burst then after roughly 10 hits from either your weapon or team mates weapon the target will explode damaging surrounding enemies.



    Flux [Useable while Controlled]:
    Encases you in an electrically charged bubble to pushes enemies away and prevents damage.
    [Damage Role] Increases Damage by 40% until the hit counter resets(5 secs)

    Uses to Healers: In healer role it will also shield 3 other group members beside yourself.



    Invigorate [Useable while Controlled] [50% Supercharge]:
    Instantly restores Health and Power to you and your allies and protects against control effects; also restores health once each for you and up to 7 group members if their Health falls below 45% within the next 2 minutes.
    [Power Interaction] Bio electric surge will also heal any ally affected by Invigorate.

    Uses to Healers: This supercharge is great for healing a dying group. As an added bonus it will restore power and prevent from control effects. Also this places a charge on ALL group members that will heal when their Health drops below 45%. This charge is noted by thin blue static around the ally. It is important to note thought that it will not save them should they be “one-shotted” as they need to be alive still for the effect to work. At 50% Supercharge cost this is an amazing Supercharge for Electric Healers.



    Circuit Breaker [Useable while Controlled] [35% Supercharge]:
    Creates a localized burst of electricity to damage nearby enemies, dramatically increasing damage and critical strike chance, protects against control effects, and regenerates health over time
    [Power Interactions] Polarizes target causing objects to be attracted to them


    Uses to DPS: This is probably the better of the two dps supercharges. Does AoE damage at melee range and It does increase your damage, crit chance and magnitude, with an added bonus of a little healing.



    Bio-capacitor:
    Instantly Restores Health to the most injured group mate and yourself; also restores Health once for you and up to 3 group members if their Health falls below 45% within the next 2 minutes
    [Damage Role] Increases all Damage by 40% until the hit counter resets(5 secs)
    [Power Interaction] Bio electric surge will also heal any ally affected by Bio-Capacitator.

    Uses to Healers: This move is similar to Bioelectric Surge, but also has the secondary effect of placing a charge on you and 3 group mates closest to you that will heal them should they drop below 35%. Note, like the supercharge that has a similar effect the group mate must still be alive to receive the effect. This charge is noted by thin blue static around the ally.



    Electrostatic Bomb:
    Tosses an electric grenade that pulls enemies into the center of the explosion
    [Power Interactions] Polarized enemies take more damage and may be knocked into the air.
    [Damage Role] Increases all Damage by 45% until the hit counter resets(5 secs)

    Uses to Healers: Tank Debuff in PvP
    Uses to DPS: Quick AoE burst damage on Polarized enemies.



    Static Push [Vulnerable to Interrupt]:
    Forces enemies and Objects away from you
    [Power Interactions] Polarizes the targets causing objects to be attracted to them and deals more damage to already polarized enemies.
    [Damage Role] Increases all Damage by 50% until the hit counter resets(5 secs)

    Uses to DPS: This can be used set up Attract, Electrostatic Bomb, and Electrocute. It does great cone damage and is great to use with Electrocute because its a 50% modifier. The polarized effect gives you an extra DoT for Electrocute.



    Electrocute:
    Creates a field to damage enemies
    [Power Interactions] Electrified and Polarized enemies take addition damage
    [Damage Role] Increase all Damage by 50% until the hit counter resets(5 secs)
    Weapon Mastery Crit Excluded
    While in Damage role, Electrocute restores a portion of its power cost when activated immediately after Arc Lightning


    Uses to DPS: Good AoE DoT, Polarized and/or Electrified enemies will have a secondary DoT


    Galvanize:
    Creates a wave to heal yourself and allies within range, growing in strength with every ally healed
    [Healer Role] Heals over Time
    [Damage Role] Increases all Damage by 50% until the hit counter resets(5 secs)

    Uses to Healers: Galvanize is large a group heal with a small HoT. The amount healed depend on the amount of players in range. The range itself it's not very wide so in order to use it effectively the Healer have to be somewhat in the middle of the group. It doesn't work really well in very open raids, such as Prime where the group members are scattered everywhere. On the other hand in small spaces such has Gates stairways it will be an amazing group Heal. The HoT will also stack with Electrogenesis HoT.
    • Like x 8
  4. Max Volt Well-Known Member

    3. Healing and Damage


    Healing (by Blacklightning):

    Electric is a mid-range healing power. It's best to be between your ranged players and your tank. Unlike controlling, or the other healing powers, you can become significantly inefficient if you're too far away from your buddies.

    BASIC HEALS:
    Bioelectric Surge - single-target heal for you and the team member with the lowest health. Anyone with a Bio Charged PI (safety net) will also receive an additional heal. This heals at max range.

    Bio Capacitor - a small 4-man heal (you+3). It applies the Bio Charge PI to those same 4, which is a safety net. The safety net triggers when someone is hit and their health drops below 45%. The triggered heal can be quite large. You can plan for it to happen in 4-man content, but I wouldn't be so risky in harder 8-man content. This heals at max range.

    These two heals are your bread and butter as an electric healer.

    ALL OTHER HEALS:
    Flux - a 4-man shield that will mitigate damage = to 125% of your current restoration stat. The shield on the caster will actually push back adds. This does not happen for the others who get the shield. This will target at max range, I believe. This benefits from the Regenerative Shielding Home Turf hand mod.

    Electrogenesis - Is your AoE Heal over Time. It applies an aura to you and the nearest group member. Anyone w/in range of that rather large aura will receive heals over time. The duration of the power is just shy of its cooldown. So, you can essentially keep this up at all times. Use eGen to heal allies (non-group members and NPCs). To be effective w/ eGen, you must pay attention to your placement with the team and mindful of on whom you'd like the 2nd aura to land on. Strategery, baby!

    Arc Lightning - a 4-man heal that will give an instant heal to the caster. It will do decent might damage to any target it hits and a pretty impressive heal to any group member, ally, or NPC. Arc MUST pass through 2 group members before hitting allies/NPCs. I did see in the WT where it was arcing through me (groupless) and then to another player nearby. So, I think there may be certain exceptions to the rule. Again, positioning is key with this power. You'll find that many players are too far away from the adds to get an arc. So, place yourself between the mob and your team mates, so that the arc will pass through you and to them. Arc is fun and beautiful.

    Ionic Drain - is your channeled raid heal. It takes skill to pull of successfully in tough content, as you have to anticipate damage and start the heal before it comes in. ID will target 8 enemies and they will be knocked down at the end of the cast. If an enemy dies and another takes its place, the beam will connect to the new enemy. You can use ID for a version of heal tanking where you're trying to grab aggro AND do some knockdowns at the same time. The new animation of ID makes is plain sexy and I look for every opportunity to spam the heck out of it. This heals at max range.

    Galvanize - is your Oh Crap! raid heal. It's a heal that echoes and grows in strength, base upon how many allies are nearby. Proximity is key. The closer things are together, the stronger the heal. Use Galvanize to heal group members, allies, and NPC's. Another beautiful heal.

    Electroburst - this is one the more highly-skilled healing powers to use. It requires that the targets be electrified first. You can electrify using either Wired, or Arc Lightning. You also need to be at mid-range or closer for the heal to work. You need to be in melee range to get the DoT. If everything is electrified, the heal will look very similar to Galvanize and it has a considerable strength. Each time you use eBurst on an electrified target, it consumes the PI and you'll need to reelectrifiy before being able to heal again. I do believe that you must wait 4 seconds before getting another heal from eBurst after just using it.

    SUPERCHARGES:
    Group Transducer - this is your Group Shielding SC and costs 50% of your SC. It also heals a tiny bit based upon incoming damage. I use this as an Oh Crap, group shield.

    Invigorate - Heals the entire team, restores power to the team, and adds the Bio Charge safety net. Play with both SCs and figure out which you find mose fun/useful.

    Here are a few vids of my electric work of the past few months. I'm planning on getting some up of my battle healing build, as well as healing Survival Mode with it.

    This shows how pretty both AL and ID are. You'll be able to see rather large heals from AL and just how awesome ID looks, along with its knockdown and ability to take Brainiac's healer drones out of the air:


    This one shows the new Bio Charged power interaction between Bio Cap and Surge:


    With the exception of keeping eGen up at all times, there are no rotations to Electric healing. It's almost entirely reactive and situational. Fly by the seat of your pants! All heals can be clipped in any order, except that Arc can only be used at the beginning of clipping, and ID can only be used at the end. Use Surge to clip heals if you need something larger. It's very handy.


    Damage:

    Thanks to Weapon Mastery and GU 38 the way we do damage has changed drastically, but the basic of DPS remain the same.

    1. Damage Modifiers- This is one of the more overlooked aspects of DPSing and is a critical part of DPSing.
    A damage modifier is the % increase in damage that a move gives you for activating it. Its good to start low and get higher ending with the highest Damage Modifier to boost your weapon and power attacks.

    2. Power Interactions- Power Interactions are a very important part of Electric DPSing By electrifying and/or Polarizing your enemies not only you will be able to increase the damage on your enemies but you will also being able to set up our "awesome" mechanic called Electro-Charge.

    Power interactions for Dummies


    3- Weapon Mastery aka WM) - By specializing in Weapon mastery in the weapon trees you will gain a whole new set of weapon combos. These new weapon combos not only inflicts more damage than the regular combo, but also do create a timed window in which if you cast a power in that timed window the power will hit for a guaranteed crit damage. DoTs are excluded from WM, and for this reason everybody refers to WM as Burst damage. WM can be very effective and produce great numbers, but it does require very good timing (all the times) and can be very power consuming. It is possible to use clipping along with WM, but you can't clip the WM combo itself or you'll miss the timed window therefore not getting the burst damage from your power.

    4- Electro-Charge (aka AM) - What is AM? AM stands for Awesome Mechanic, a term created by the Devs to describe a special power mechanic. The basic idea is to give the players the chance to maximize their damage either via Weapon Mastery and Clipping or using the AM. Normally is not possible to use both techniques at the same time since the Devs made it so that any time we create DoTs we lose the guaranteed Power damage crit from WM, but it in certain circumstances it is possible to set up the AM via WM to get a little extra damage out.

    In our power set the AM it's called Electro-Charge and it consist in the blending of 3 DoTs into one, and then the ability to maintain this newly created DoT by simply casting Voltaic Bolt.
    AM has 3 levels, each DoT creates a level and increases the damage of the new DoT. The 3 powers that can create the AM Dot are Electrogensis, Elecotroburst and Voltaic Bolt, in which Voltaic Bolt not only works as 3rd DoT but it also blends the DoTs together to actually create the AM.
    Keep in mind your enemies have to be electrified in order for the Electro-charge to work, and that once your reached lv3 if you cast another AM DoT you'll be sent back to lv2.

    Below is a short video showing you the basic set up of the Electro-Charge


    Here's few other rotation that can be used to acheive lv3 AM.
    - Electroburst (1) > Voltaic Bolt ( 2 + AM start) > Electroburst (3) > Voltaic Bolt (AM lv3)
    - Electrogensis (1) > Voltaic Bolt ( 2 + AM start) > Electrogenesis (3) > Voltaic Bolt (AM lv3)

    3. Power Consumption- Although DPSing in general always required a good amount of power in GU38 we were introduced to a new power regeneration mechanic, and it's important to tailor your rotations around these basic rules (when possible) to maximize your power consumption when either playing alone or in group.
    Here's the rules:
    -Electrogenesis restores a portion of its power cost when activated immediately after Electroburst
    -Arc Lightning restores a portion of its power cost when activated immediately after Electrogenesis
    -Electrocute restores a portion of its power cost when activated immediately after Arc Lightning
    -Voltaic Bolt restores a portion of its power cost when activated immediately after Electrogenesis, Electroburst or Arc Lightning

    As you can can see by following these simple rotations you will also being able to set up Electro-Charge by using very little power, which does come really hand when playing solo or in Duo.
    • Like x 9
  5. Max Volt Well-Known Member

    4-Community Loadouts


    Healer Loadouts:

    Old School - Bio electric Surge, Bio-Capacitator, Electrogenesis, Invigorate, Ionic Drain, Galvanize.

    The Protector: Bio Surge, Bio Capacitator, Electrogenesis, Ionic Drain, Group Transducer

    Blacklightning Special: (by HeartOfSky) - Arc Lightning, Electroburst, Bio Capacitator, Wired, Voltaic Bolt, Galvanize

    The Aggressor: Bio Surge, Bio Capacitator, Galvanize, Wired, Arc Lightning , Electroburst

    Lokii SM - (By Lokii) - Bio capacitator, Bio electric Surge, Galvanize, Invigorate, Flux, Arc Lightning

    The Kamikaze - ( By Max Volt) - Bio Capacitator, Bio Electric Surge, Arc Lightning, Ionic Drain, Electroburst, Voltaic Bolt

    The Prophet (by Zikiel) - Bio electric Surge, Bio-Capacitator, Group Transducer, Arc Lightning, Ionic Drain, Galvanize.





    Damage Loadouts:

    The Super Charger (by Max Volt) - Wired, Electrogenesis, Electrocute, Arc Lightning, Voltaic Bolt, Tesla Ball.
    Keep Wired up to maintain the Might and crit boost. Set up Electro-Charge via Arc lightning, electrogenesis and Voltaic bolt. top it off with Electrocute.

    The Odd Ball (by Max Volt) - Wired, Static Push, Electrostatic Bomb, Circuit Breaker, Tesla Ball, Arc Lightning.
    Keep Wired up to maintain the Might, crit boost, and clip your powers. Use Weapon Mastery with Static Push and E.Bomb for quick damage burst while also maintaining PI. Use Arc Lightning and Tesla Ball on large groups of enemies for additional damage.

    The Loner (by Max Volt) - Wired, Electrogenesis, Arc Lightning, Electroburst, Voltaic Bolt, Electrocute.
    This loadout is designed for solo/duo content and takes advantage of AM the the power return mechanic. By starting off your fight with Electroburst>Electrogenesis>Arc Lightning>Electrocute>Voltaic Bolt (one power after each other no weapon attacks in between) you will virtually use no power and have all your dots in place with the AM running at its maximum strength.

    Best of Both Worlds - (by Not Again / Deus ex Tempestas)- Wired, Electrogenesis, Electrocute, Static Push, Voltaic Bolt, Circuit Breaker.
    This Loadout will allow you to both do damage via Wm>SP and setting up Electro-Charge (Awesome Mechanic) as needed.

    Cataclyzmic - (by Cataclyzm) - Tesla ball, static push, Circuit Breaker ( or Electrocute), Ionic Drain, Wired, Electrostatic Bomb

    Gengistronic - (by Gengistron) Static Push, Wired, Neo Venom, Tesla Ball, Robot Sideckick, Circuit Breaker

    The Aqua Burst with Finisher - (by Aqua Surge) – Ionic Drain, Circuit Breaker, Tesla Ball, Static Push, Robot Sidekick, Wired.







    .
    • Like x 10
  6. Max Volt Well-Known Member

    5- Active Iconic Powers


    Active Iconic Powers:

    Amazonian Deflection
    Power Cost: 275
    Deflects attacks, reducing your damage taken, while knocking down and possibly stunning enemies.


    Batarang Multishot
    Power Cost: 200
    Unleashes Batarangs to knock down and stun your enemies
    Damage Role: Increases all damage by 40% until the hit counter resets.


    Heat Vision
    Power Cost: 450
    Blast out ocular heat beams to ignite and repel your target.
    Vulnerable to Interrupt
    Power Interaction: Inflicts Burning to cause damage over time
    Damage Role: Increases all damage by 40% until the hit counter resets.


    Sonic Cry
    Power Cost : 200
    Unleashes a sound blast to damage, snare and stun enemies
    Damage Role: Increases all damage by 40% until the hit counter resets.


    Mesmerizing Lasso
    Snags and draws in an enemy, temporarily stunning, grounding and causing damage over time
    Damage Role: Increases all damage by 40% until the hit counter resets.


    Hard light Shield
    Encases you in a field that deflects most damage
    Damage Role: Increases all damage by 40% until the hit counter resets.


    Robot Sidekick
    Deploys a hovering security drone to assist in battle; hold the Robot Sidekick button for three seconds to banish it.


    Freezing Breath
    Power Cost: 300
    Unleashes a freezing blast to chill, slow, and eventually freeze your enemies
    Vulnerable to Interrupt
    Power Interaction: Inflicts Frostbite to make enemies vulnerable to freezing effects
    Damage Role: Increases all damage by 40% until the hit counter resets.


    Neo Venom Boost
    Power cost : 450
    Temporarily bestows increased strength and defense and damage to enemies from an experimental derivative of Venom
    Damage Role: Increases all damage by 40% until the hit counter resets.


    Word Of Power - 50% Supercharge
    Summons lightning to knock back and stun opponents while healing you and restoring power to you and up to 7 group members
    Power Interaction: Electrifies enemies, making them vulnerable to Electrified Power Interactions
    Uses for DPS : Can be used to set up Electrification, decent single target damage, but it splits on multiple enemies, good power return.


    Pheromone Bloom - 35% Supercharge
    Knocks down and stuns your enemies while healing you over time


    Sonic Shout
    Power Cost: 450
    Channels a cone of sonic energy to stun and damage enemies
    Vulnerable to interrupt
    Damage Role: Increases all damage by 40% until the hit counter resets.
    Uses for DPS : Excellent Aoe damage, its "cone" is much wider than Shockwave and requires no PI


    Gag Glove
    Power Cost: 300
    Launches a lead-filled glove to damage and knock enemies back
    Damage Role: Increases all damage by 40% until the hit counter resets.


    Clown Box
    Power Cost : 350
    Encloses you inside a giant box protecting you from damage and releases a deadly nerve gas when you finally emerge causing heavy damage and chocking nearby enemies.
    Usable while controlled
    Damage Role: Increases all damage by 40% until the hit counter resets.
    • Like x 4
  7. Max Volt Well-Known Member

    6- Movement Modes



    Flight

    Swoop Attack
    Power Cost :250
    Swoop down and knock over your opponent at blinding speed; Helpless enemies take additional damage
    Damage Role: Increases all damage by 35% until the hit counter resets.



    Whirlwind Attack
    Power Cost : 225
    Whips winds into a maelstorm fenzy as you circle enemies, knocking them down.
    Damage Role: Increases all damage by 35% until the hit counter resets.


    High Pressure
    Power Cost ; 250
    Creates a region of violent air flow to lift and throw enemies
    Power Interaction: recent vistims of Low Pressure take additional damage
    Damage Role: Increases all damage by 35% until the hit counter resets.
    Uses for DPS : Low Pressure and High pressure usually deal around 300-400 damage to a single target, but when used one after the other you can get crits in the 800-900 range with Crits as High as 1150 (with over 2000 Might). As much I don't see these being used in a normal DPS loadout they can be a valuable option for the Healers that does't want to respec to do Solo Challenges.


    Low Pressure
    Power Cost: 250
    Creates a backdraft to suck in nearby opponents
    Power Interaction: recent vistims of High Pressure take additional damage
    Damage Role: Increases all damage by 35% until the hit counter resets.


    Downdraft Attack
    Power Cost: 275
    A vengeful wind that knocks nearby enemies to the ground, inhibit movement modes, and cause damage over time
    Damage Role: Increases all damage by 40% until the hit counter resets.
    Uses for DPS : this is an intersting power, damage on single target is really poor, but with the right modifiers in place it can do decent damage to a group of enemies while knocking them down and preventing them from moving.


    Air Burst
    Power Cost: 300
    Usable while Controlled
    Violently detonates a low pressure region to blast enemies into the air and free you from control effects
    Power Interaction: Using the Air Burst while restrained or knocked into the air will gain you 200 power over 10 seconds
    Uses for DPS : As much as I like the idea specially in regard of PvP I haven't been able to use it effectively yet.


    Dustoff - 50% Supercharge
    Shoots you into the air, spreading a shockwave that knocks down enemies while rendering you immune to most control effects and damage for a short time
    Uses for DPS : None, although a nice idea in theory, ...Dustoff will shoot you up in the air and and putting you out of range, the enemeis won't be able to attack you, but neither will you...


    Vacuum Bubble - 50% Supercharge
    Releases a violent pressure wave to damage and stun enemies
    Uses for DPS : Excellent 50% Supercharge, Tesla Ball > Voltaic Bolt > Electrocute > Vacuum Bubble will create massive AoE damage on large groups of enemies





    Acrobatics

    Grapple Line Attack
    Power Cost: 250
    Snags and pull your target in close
    Damage Role: Increases all damage by 35% until the hit counter resets.


    Forward Flip Attack
    Power cost: 250
    Flips you forward at blinding speed to assault and knock down enemies, with Helpless enemies taking additional damage.
    Damage Role: Increases all damage by 35% until the hit counter resets.


    Zip Tie Attack
    Power Cost: 300
    Entangles an opponent in zip-line cable.
    Damage Role: Increases all damage by 40% until the hit counter resets.


    Backflip Attack
    Power Cost: 250
    Kicks your target into the air as you flip away backwards; Helpless enemies take additional damage.
    Damage Role: Increases all damage by 40% until the hit counter resets.


    Throwing Knives
    Power Cost : 250
    Throws an arc of knives to knock enemies down.
    Damage Role: Increases all damage by 45% until the hit counter resets.


    Launching Roll
    Power cost:300
    Usuable while Controlled
    Releases you from control effects and launches a counter attack against nearby enemies.
    Power Interaction: Using this power after being knocked into the air or stunned will allow you to recover 200 power over 10 seconds.


    Perfect Poise - 50% Supercharge
    Provides a swift escape and protection from crowd control and damage for a short time.




    Super Speed

    Tornado Pull
    Power Cost:250
    Creates a Tornado which pulls your target towards you.
    Damage Role: Increases all damage by 35% until the hit counter resets.
    Uses for DPS : Decent single target.


    Vortex Trap
    Power Cost: 300
    Encircles your target in a disorienting super-speed vortex.
    Damage Role: Increases all damage by 35% until the hit counter resets.
    Uses for DPS : 3 Tics Single target damage.


    Dash Attack - 25% Supercharge
    In Super Speed mode, dashes you forward at blinding speeds, knocks intervening enemies into the air and prevents damage.


    Cyclone Push
    Power Cost : 250
    By spinning your arms at terrifying speed, creates a horizontal funnel to blow back nearby enemies and cause Helpless enemies to take additional damage.
    Damage Role: Increases all damage by 40% until the hit counter resets.


    Phase DodgePower Cost: 300
    Deflects even block-breaking attacks by vibrating your molecules at fantastic speed, forcing the attack to simply pass through.


    Speed Drain - 50% Supercharge
    Drains kinetic and metabolic energy from nearby enemies to cause damage over time and restore power to you and your allies.
    Uses for DPS : First of the 2 most popular Superspeed moves, it does good damage and restore power


    Metabolic Boost - 50% Supercharge
    Accelerates your metabolism to heal damage, restore power, and rebuff control effects for a short time.


    Whirling Dervish
    Spins you like a maniacal gyroscope, tossing aside enemies as you turn; cancels most control effects and recovers 200 power over 10 seconds.
    Damage Role: Increases all damage by 50% until the hit counter resets.
    Uses for DPS : Second most popular Superspeed move, its 50% damage modifier, Power recovery, and damage makes it into an excellent DPS SC.
    • Like x 3
  8. Max Volt Well-Known Member

    7- Tactical Mods,


    Weapon

    Blaster Adapter -[Chance every 60s] 20 - 36 Dmg, Knockout - Area (2s), up to 6 enemies

    Restorative Adapter - [Chance every 60s] Chance to heal self and three member(w/weapon atack)
    (mimic the Spark weapon, when I used it on healer stance I never notice it going off, maybe the amount healed is minimal)

    Repleneshing Adapter - [Chance every 60s] 226 - 286 Power to Self; power restore w/weapon attack
    (this one works nicely, although I wish it would activate a little more often)

    Absorption Adapter -[Chance every 60s] Reduced dmg by 75% up to 1400 (w/weapon atack)
    (a shield will pop around you every time it activates)



    Neck

    Escalating Might - Increase Might by 87 for 8s after hitting enemy with a harmful super power (stacks up to 3 times)
    (this is a must in DPS stance)

    Escalating Repleneshing Procs - Crit Power Chance increases by 1% for 6s when Defib, PE, Recharge is used (stacks)
    (no use whatsover for us)

    Fortified Blocking - adds 7400 Def/Tough; prevent up to 80% of incoming dmg

    Focused Restoration - Increases healing by 192 until hit, applies every 10
    ( I love this one for Healing)

    Relentless Precision - Precision increases by 170 when Hit counter is 9+ for 6s



    Back

    Berserker - dmg increases by 30% when health drops below 35%

    Breakout Protection - 700 Def/Tough 4s after using Breakout

    Breakout Regeneration - Regenerate Health 4s after using Breakout

    Violent Breakout - Breakout knocks enemies down and away (every 30s)

    Weakening Field - Enemy Control Resistance reduced by 30% for 8s when being struck by an enemy



    Feet

    Dashing Combos (Super Speed)- After Vortex Trap, Tornado Pull, Cyclone Push, Whirling Dervish, or Phase Dodge, tap Melee to perform a Dash Attack
    ( I tried it, this one doesn't do much for me)

    Inertial Inversion (Super Speed) - Recover 6% of total power/3s after Inertial Flywheel(every 15s)
    (depending on your power pool this one will give you back around 100 power every 15 seconds by double jumping)

    Empowered Glide (Acrobatics)- Recover 2% of total pwr/s when using RAG

    Tumbling Master (Acrobatics) - Dodge Roll is no longer vulnerable to Interrupt; tap movement to cancel out into Acrobatic combo

    Exhilirating Dive Bomb (Flight)- Recover 6% of total power/3s after Divebomb (every 15s)

    Swooping Combos (Flight) - After Air Burst, Downdraft, High Pressure, Low Pressure, Swoop or Whirlwind, tap melee top perform a Swoop Attack

    Deadly Block - Blocking counter causes dmg = 25% of Precision

    Explosive Block - Block counter knocks further and increases helplessness 1s



    Chest

    Core Strength - 10 Dmg in Troll/Dmg Role; no penalty in Tank/Healer Role

    Enhanced Recovery - Blue Baubles = 200 pwr

    Extended Super Charge - Supercharge increase by 350 pts; effects requiring full charge will need min 1000 pts

    Penetrating Strikes - attacks ignore 528 Def/774 Tough

    Quick Healing - +10% healing received

    Reserve Tank- Increase Max Power by 845



    Hands

    Empowered Channeling - For Sandblast, Ionic Drain, Absorb Heat, Flame Cascade, Snuff Out, Photon Blast, Artic Gust, Glacier Flash, Avalanche, Impaling Ice, Freezing Breath, Heat Vision, Sonic Shout, Chain Saw, Minigun, Light Blast, Triage, Impaling Thorns, Roar, Final Ruin, Soulstorm: not vulnerable to Interrupt, prevents standard control effects, adds 3500 Def/2000 Tough

    Good for healing and DPs if you use Ionic Drain in your loadout.


    Enduring Damage (Dmg Role) - For Fireburst, Mass Det, Frost Blast, Mass Lev, Telekinetic Bolt, Bloom, Invoc of Renewal:
    60% dmg Bonus for 20s (unless overwritten)
    (no use for us)

    Improved Stealth- For Stealth, Invis, Sneak: Stealth Power prevents dmg/control effects and increases movement speed for 2.5s
    (no use for us)

    Mighty Smashing - Smashing Weaponized object adds Weap Rating = 25% of might, also adds 5% Crit Hit

    Regenerative Shielding - For Gemstone Shield, Flux, Energy Shield, Reflection, Light Barrier, Telekinetic Shield, Swarm Shield, Boon of Souls, Hard Light Shield: Heal Self

    Max Danage - Instead of the normal listed damage bonus, using a super power while in Damage Role always increases damage by 60% until the combo counter resets





    8-Mods

    Following are the typical mods you might want to use on that particular piece of gear in order both benefit your role and receive the socket affinity bonus.



    Healer Gear

    Head - Restoration & Precision

    Shoulders - Restoration & Precision

    Back - Restoration (PVE) / Restoration & Precision (PVP)

    Hands - Restoration (PVE) / Restoration & Precision (PVP)

    Waist - Restoration (PVE) / Restoration & Precision (PVP)

    Feet - Restoration (PVE) / Restoration & Precision (PVP)

    Chest - Restoration & Health

    Legs - Restoration & Health


    DPS Gear

    Head - Might & Power

    Shoulders - Might & Power

    Back - Precision and Might

    Hands - Precision and Might

    Waist - Precision and Might

    Feet - Precision and Might

    Chest - Might & health

    Legs - Might & health





    9-Consumables

    Flex Soder - Increases Precision for 30 minutes

    Nitro Soder - Increase Might for 30 minutes

    Electrostatic Pulse Device - Area Stun + Electrification PI

    Polarization Mechanism - Area Stun + Polarization PI







    • Like x 3
  9. Hennessyis1 Active Member

    Sticky request!
    • Like x 1
  10. recespieces31 Well-Known Member

    Good to see ya made it Max...where's that Filthy Hero, Yodadog at?
    Aww man, I can no longer copyright my term...lame
    • Like x 2
  11. Max Volt Well-Known Member


    good question, he hasn't been on the Rebels boards this morning either, maybe he is actually working for a change. :)
    • Like x 1
  12. The Saiyan Active Member

    I've been electric since it was introduced, i must not be seeing it or setting it up right but in single targets especially im only seeing 4 maybe 5 max dots. I go the electrified route. For the longest time I used wired to set up electrified enemies,then electrocute, followed by electro burst, then electro Genesis, after all those were cast I would go with voltaic bolt. I never saw more than 5 dots especially on single targets when I could count the dots. I started playing around with load outs recently now I'm running tesla ball, voltaic bolt, electro burst, electrocute, vacuum bubble and downdraft which is giving me 4 dots. On single targets especially I'm surprisingly getting crits up to 230 ish with downdraft obviously that splits with adds. I like downdraft over electro Genesis because it's almost instacast after you cast it so you can always keep a long range dot up.
  13. Max Volt Well-Known Member

    That's correct, on single targets you won't see more DOTs than that.
    Voltaic bolt will only add a dot on enemies in close proximity of the electrified target, that's why voltaic bolt is not really the best choice on single targets.

    On the other hand before GU18 Voltaic Bolt was not working correctly and the DoT was stacking onto itself when used on multiple electrfied enemies.
  14. The Saiyan Active Member

    So would you recommend putting elctrogenisis back on opposed to downdraft
  15. TrueMarvel Well-Known Member

    Like the new name, man.
  16. Max Volt Well-Known Member

    In all honesty even when I was a flier I never used downdraft, but Electrogenesis does gives you 9 Dots against the 4 of Downdraft.

    Single target and boss damage it's always been a tricky issue for Lightning since we are basically designed for AoE damage, and being effective also depends on your playstyle, and Trinkets.
    For example if you are a ranged type of player after setting up your DoTs you can use the CC trinket special attack (activate and hold or tap ranged) .....which it does a pretty good amount of damage on single targets.
    If you melee you can simply use weapon combos and clip em with your powers as you maintain your usual DoTs rotations.
  17. Max Volt Well-Known Member

    thanks... not really new...always been my actual in game name heh....the other is my PSN ID
  18. Max Volt Well-Known Member

    Sorry in the delay in fixing the format of this guiide....I'm having issues with the word count
  19. Max Volt Well-Known Member

    Sorry for the useless post....I was testing word count...again
  20. The Saiyan Active Member

    I changed my set up again and I enjoy it. Voltaic bolt, static push, electro burst, electrocute, downdraft, elctrogenisis. I have shock wave and vacuum bubble for situational events . This used 14 power points, leaving one for the inmates.

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