Lightning Guide

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

  1. Max Volt Well-Known Member

    Lightning Guide

    Some of you might remember me from the old board as Drunkbiker, here I chose to post with my in game name Max Volt.

    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
    10- Damage and Healing Calculations




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

    • Like x 21
  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)
    Power Cost: 200

    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 Cost: 250

    Uses to Healers: Low cost single target heal that also has the benefit of healing you.
    Uses to DPS: Early on can help with healing your self while leveling or during duos.



    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 has a chance to Electrify enemies, making the vulnerable to Electrified Power Interactions
    [Damage Role] Increases all damage by 35% until hit counter resets(5 secs)
    Power Cost: 125

    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 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 Cost: 200

    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. Note that using this on adds that you electrify will CONSUME the PI.

    Uses to DPS: Used as a damage over time. May also cause knockdown on target.



    Megavolt[100% 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)
    Power Cost: 265

    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.

    Uses for Healers: Since Electricity has no normal group shielding powers, if you are looking for something similar this is a great supercharge for you. Not only does it negate damage following the same rules as other shields in this game it will also heal every time it is hit. What distinguishes this power from other shields in other powers is that this is an 8 man shield that only costs 50% of your supercharge gauge. Definitely a viable choice for a healer. The shields do scale equivalent to 125% resto.

    Uses to DPS: Can be used as a shield when leveling or for duos. It does do some damage to anyone who strikes the shield while its up, so I can see it has pretty useful to a melee DPS.



    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 Cost: 270

    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. Treat this move as a mobile Circle of Protection. Anyone within its healing radius will be healed for a respectable amount. The power lasts for 75% of its cooldown time so it can be used fairly soon after the aura diminishes. The cost for this power is also small for the amount of healing it potentially can give. This move WILL stack with other healers if you place it on different allies.

    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. They are placed on the two closes enemies. The auras do not stack with other dps auras when placed on the same targets, but will if placed on different targets.



    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 Cost: 350

    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. Note though that for some reason the arc cannot come back to you, so you receive no personal heal from this power.

    Uses to DPS: This move still heals in DPS stance and does really good damage, especially if there are many 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)
    Power Cost: 350

    Uses to Healers: This power is comparable to Nature’s and Sorcery’s Interruptible Group Heals. Interesting to note with this power that it can be used while not targeting and enemy and will sometimes continue to cast if the target dies.

    Uses to DPS: This is a slow build up to burst damage. Its pretty much just the opposite of what the move does in healing stance.



    Voltaic Bolt:
    Strikes enemies in range with a bolt of electricity, possibly rooting or stunning them
    [Power Interactions] Electrified enemies will cause damage to other enemies around them
    [Damage Role] Increases Damage by 50% until the hit counter resets(5 secs)
    Power Cost: 350

    Uses to Healers: None

    Uses to DPS: This is the best DPS move electricity has for AoE damage. It does a burst damage and then adds a damage overtime to enemies for each enemy in proximity that was electrified. After GU18 only 1 DoTs will be applied no matter how many enemies are electrified, on a postive note the Electrification PI won't be any longer consumed by VB.



    Tesla Ball:
    Creates a slow-moving ball of electricity to zap and stun enemies in its path
    [Power Interaction] Electrifies enemies, making the vulnerable to Electrified Power Interactions
    [Damage Role] Increases Damage by 50% until the hit counter resets(5 secs)
    Power Cost: 350

    Uses to Healers: Can be used to set up enemies for Electroburst, but the power seems to not apply its’ effects on end game bosses and some mobs.

    Uses to DPS: Can be used to set up enemies for Shockwave, Voltaic Bolt, and Electrocute. After GU11 Tesla Ball now correctly applies the electrified PI even if the targets are not stunned by the move. This move is now very reliable when using an Electrified PI loadout. It is the fastest way to electrify a group of enemies.
    • Like x 5
  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
    [Damage Role] Increases all Damage by 35% until the hit counter resets(5 secs)
    Power Cost: 250



    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)
    Power Cost: 220

    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
    [Damage Role] Increase all damage by 35% until the hit counter resets(5 secs)
    Power cost : 200

    Uses to DPS: Single target damage power. It will hit the enemy with an initial damage burst then after roughly 14-15 hits from either your weapon or team mates weapon the target will be affected by a second damage burst (the explosion). Currently Overcharge is STACKABLE and it does damage surrounding enemies as well.



    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)
    Power Cost: 285

    Uses to Healers: Can be used as a personal shield to prevent damage to self.




    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 35% within the next 2 minutes.

    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 35%. 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][100% 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. Similar to how Megavolt does a little bit of AoE this will also do that around you. It does increase damage, crit chance and magnitude, and gives a little bit of health. 50% Critical Weapon Attack Damage, 25% Critical Weapon Attack Chance, 15-18 Health per second.



    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 35% within the next 2 minutes
    [Damage Role] Increases all Damage by 40% until the hit counter resets(5 secs)
    Power Cost: 285

    Uses to Healers: This move is similar to Bioelectric Surge, but also has the secondary effect of placing a charge on you and 3 groupmates 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)
    Power Cost: 300

    Uses to Healers: Tank Debuff in PvP

    Uses to DPS: If you are running content which requires less than 400 required Dominace it will pull enemies towards the initial target, which comes really handy for keeping a group of enemies all tucked in under Electrocute. If the enemies are also Polarized they will take more damage and explode.



    Static Push[Vulnerable to Interrupt]:
    Forces enemies and Objects away from you
    [Power Interactions] Polarizes the targets causing objects to be attracted to them
    [Damage Role] Increases all Damage by 50% until the hit counter resets(5 secs)
    Power Cost: 375

    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)
    Power Cost: 350

    Uses to DPS: No question this is one of the better DPS moves electricity has. It is possible to make it do extra damage when the target/s is/are polarized or electrified. With average Might the normal ticks will be around 50 while the secondary damage will be around 20. Those are not split numbers. I find the damage doesn't start spliting till 3 targets are in the AoE and stops splitting at around 6-7 enemies. This is another move that doesn't stack with other DPSes.



    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)
    Power Cost: 350

    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 somehwat 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 4
  4. Max Volt Well-Known Member

    3. Healing and Damage



    Healing:

    As an Electric Healer you will start to notice really quickly that you need to be more active in your healing. In my experience I feel as though Electric healers need to pay even more attention to detail in raids and large group. Some things to note while Healing as an Electric Toon:

    1. Spacing- I can't stress this aspect enough. As an Electric Healer you want to make sure you are spaced correctly in the group. We are most effective when in the middle of the group and close enough to the tank to get heals to them. Because a few of our heals require proximity to allies we need to have that correct spacing. A prime example of this is with Electrogenesis. Because the power requires allies to be in range of the auras spacing is key to ensuring the most effective healing. You want to space yourself close enough to the tank so he can receive heals as well as close enough to the group to make sure they have heals. A common tactic of mine is to place to aura on myself and the tank. If I do this I am always ensuring the tank is receiving a heal and allowing me to move within the group healing those that need it. Galvanize is another heal that needs correct spacing. In order to get the most out of the power make sure you are standing within range of enough people to get a large heal. Make the power cost count and also make sure your group mates are aware of this spacing you require as well. A helpful hint would be to zoom out your camera and keep and eye on the mini map. The mini map is a great way to verify your location to other group members.

    2. Power- This is another aspect that Electric Healers need to pay closer attention to than other powers. Some of our heals can cost a lot of power especially Bio-Capacitor and Galvanize. Seeing as both those powers have good healing and secondary effects you may find yourself using them often. It is important to maintain a steady flow of power to yourself. You don't want to rely on the controller too much so try and build up your hit counter as much as possible to regenerate power yourself too. There is a guide on weapon power regeneration as well so I will not go into detail on that.

    3. Health Percentages- This is something new to the game and new to what an Electric Healer must pay attention too. Invigorate and Bio-Capacitor both add an effect that will Heal an ally should they drop below 35% so you want to conserve power if you know they have a charge and are close to that tipping point. Don't waste this effect by healing someone close to that marker as there is a reason it was given to us. Pay attention to who has this charge and the environment. If you know the ally is in a position to be "one-shotted" you may want to just go ahead and heal them anyway but if they are in the back of the pack let the effect do the work and save the power.

    4. Pulling Unwanted Aggro-This section will go over how to deal with unwanted aggro as an Electric Healer. Sometimes because we are constantly healing we will manage to pull unwanted attention from enemies. This happens when we, by chance, manage to cast a healing power during the time period that a tank is trying to gain aggro from enemies. I.E. When the tank needs to maintain his aggro, right when an add spawns, or before the tank can gain the initial aggro. When this occurs you want to first and foremost CALL OUT to the the tank that you are being attacked. Secondly you want to start to block, you aren't going to be able to continue to heal through an attacking add usually. Lastly, inorder to keep healing the group you want to quickly cast a heal and go back to blocking. For Electric Healers Bio-Capacitor, Bioelectric Surge, Electrogenesis, and Galvanize all are quick heals that can be used and then go back to blocking. Only after the tank has successfully grabbed the aggro back should you stop blocking.



    Damage:

    1-Damage Over Time- In order to Maximize damage as an Electric DPS you MUST STACK DOTS. It is EXTREMELY important to electrify your targets before starting the DoTs. Both Voltaic Bolt and Electrocute benefit from electrified enemies. Voltaic Bolt will act as an extra DoT if used on electrified groups of enemies and Electrocute has the possibility of providing TWO DoTs per enemy if they are electrified or polarized. Your main DoT moves are Electroburst, Electrocute, Electrogenesis, and Voltaic Bolt. If you use Electrostatic bomb that last long enough to be called a DoT as well. In all it is possible to get 1 DoT from Electroburst, 2 DoTs from Electrogenesis(on non auraed enemies), 2 DoTs from Electrocute, and 1+ DoT from Voltaic Bolt. If you count Electrostatic bomb that is 1 more DoT for a total of 7 DoTs.

    2. Power Interactions- Power Interactions are also a very important part of Electric DPSing. To put in into perspective a DPS utilizing PIs will get the 6-7 DoTs described above, but if they aren't using PIs they will only get 4-5 DoTs max. That is an over all difference of 2 DoTs. They may not sound like a lot, but over the course of a raid that could mean 100k-200k damage considering all the DoTs you're losing are from moves that cause an AoE DoT. It is important to note that Voltaic Bolt CONSUMES the PI and requires it to be reapplied so always cast Electrocute before you cast Voltaic Bolt. A great Electric DPS utilizing DoTs to the max is where you get all these people complaining about Electricity needing a nerf. The PIs are extremely important to an Electric DPS so keep that in mind.

    3. Power Consumption- It is true that electric DPSes use a lot of power, but DPSes in general use a lot of power. One of the best was to make sure you are refilling your own power to help out is to use weapon attacks. The best time is to attack after you have set your DoTs up and are waiting for the cooldowns. Since all your DoTs are going to be set up very quickly you will have a good 5-10secs where you can be waiting and using weapon attacks to regen power. I recommend doing this while Wired is up to boost damage and reapply the Electrified effect to the targets.

    4. 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 attacks while regening power. So, for example 35% modifier will boost the next powers/attacks damage by 35% or multiply the damage of the normal power by 1.35.
    • Like x 5
  5. Max Volt Well-Known Member

    4-Community Loadouts

    Healer Loadouts

    Standard Healing Loadout: Bioelectric Surge-Ionic Drain-Electrogenesis-Galvanize-Bio Capacitor-Invigorate

    I personally try and keep Electrogenesis up at all times and use it in the ways describe above. This is my main heal and gets me the most bang for my buck so to speak. I try to either place an aura on the tank and go back to standing in the group or place an aura on someone in the group and then go to the tank. I lean more towards on the tank so I can be certain he is receiving heals without endangering myself. I will use Ionic Drain to keep the group up should Electrogenesisnot be enough. I'll use Bio Surge and Bio-Capacitor form my strong single target heals. I also see its uses as a pre battle power using it as a shield instead of a healing power. Bioelectric Surge is my spammable single target heal and the cooldown is almost nothing so it's easy to bring someone back up though it only heals most injured and self so you have to pay attention to who the most injured is. Galvanize I use when someone is revived because there will be three people around (including myself) when they stand up meaning they will get healed three times and get a HoT after coming up. I'll also use it when the group is in need of a heal and everyone is spaced accordingly. It is probably my least used power though so it's replaceable in my opinion. Lastly I chose Invigorate over Group Trans. because of the multiple effects of the Supercharge. It's extremely hard to pass up health regen, power regen, control immunity, and a safety net and at least with this supercharge it is guaranteed to heal unlike with the group shield.



    Aggressive Healer Loadout Wired-Ionic Drain-Electogenesis-Electroburst-BioCapacitor-Invigorate

    This loadout substitues Electroburst in for Galvanzie to help save on power and has the added bonus that using Wired may help give your dpses crit more often if they are able to recieve the buff. With this loadout you want to focus on keeping Wired active as much as possible and making sure you have the adds electrified for when you need to use Electroburst to heal. It helps to have a midranged weapon like Rifle so you can get in and out quickly using Electroburst and then backflipping out of harms way. Aside from that aspect this loadout plays similarly to the previous one.



    Unconventional Loadout: Arc Lightning-Ionic Drain-Electrogenesis-Galvanize-Biocapcitor-Invigorate

    This loadout subsitutes Arc Lightning for BioSurge allowing you to possible add extra healing that BioSurge couldn't give you through Arc Lighting jumping between adds and allies. Because Arc has the capability to heal more than just two people some prefer to use it over Surge. Arc is also clippable with Electrogenesis and BioCapacitor so you can still to quick large burst heals. Since Arc requires an add to initiate the heal it works best in raids with lots of adds or in closed in raids will small hallways and rooms. The other powers should be treated the same as in the previous loadouts.

    These are not the only good healing loadouts. Others use many different kinds of loadouts and that’s the best part about Electric healing; we can use pretty much all the healing powers given in any combination and still be effective.





    Damage

    Electrification Specific Loadout: Tesla Ball-Voltaic Bolt-ShockWave-Electrocute-Wired-MegaVolt

    Use Tesla Ball to get the electrified effect on the enemies. It is fast and extremely effective. It has a better capability to electrify large groups compared to wired and it is important to note that this has a pretty decent cooldown. While not spammable it can be used twice in a rotation. Now that Tesla ball is your go to group electrifier you can now use wired to boost your crit chance whenever you see fit. I suggest using it before moves like VB and Electrocute to boost the number of crits. Of course doing this will mess with the damage modifying because wired is only a 35%, so it may be better to go Wired-Tesla-VB and Wired-Tesla-Electrocute. My suggested rotation would be Wired-Tesla-VB-Attack-Wired-Tesla-Electrocute. When there is only a single target you can use Wired-Attack-Shockwave-Attack-Electrocute. The key with that rotation is electrifiying and getting the added bonuse from Shockwave then reapplying the PI and getting the extra dot from Electrocute. This means you will have to be quick on the trigger and need a quick hitting weapon. This loadout uses 13 of your 15 powerpoints when spec'd correctly.



    Polarization Loadout Wired-Voltaic Bolt-Static Push-Electrocute-Repulse/Electrostatic Bomb-MegaVolt/Circuit Breaker

    With this loadout the focus is on the PI between Static Push/Repulse and Electrocute/Electrostatic Bomb. Both Electrocute and Electrostatic Bomb give added damage against polarized enemies. Electrocute gives an extra dot(stronger than that of electrified enemies) and increased damaged on Electrostatic Bomb. The reason I say electrostatic bomb and repulse should be swapped on and off is because on boss fights that have little to no adds it is more power efficent to you Repulse than Static Push and the added damage on Electrostatic Bomb is not that noticeable so it's a personal preference weither you want to use it or not. Circuit Breaker of course would complement this loadout well because of its Polarizing effect caused by activation, but some still like MegaVolts damage so to me they are interchangeable as well. WIred and Voltaic are there for the added damage and dots. A good rotation for this loadout is Wired-Voltaic-Static Push-Electrocute then follow with Static Push-Electrostatic Bomb while Electocute is on cooldown. This loadout also uses 12 of your 15 power points when



    Dual PI Raid Loadout: Wired, Static Push, Electrostatic Bomb, Electrogenesis, Voltaic Bolt, Electrocute

    I use Wired to set up VB which I stack on top of Electrogenesis. after that I switch the PI to Polarization via SP and use EB and Electrocute. This rotation is pretty power hungry but the results are pretty good. This loadout will leave you with 2 Power Points to allocate to iconics. After GU18 VB doesn't consume the Electrification PI any longer, so you won't need to re-apply the PI if you wanna use VB again at the end of the rotation to maintain your 50% damage modifier trough your weapon combos.



    Electric Whiz!: (by Whizzkidd) Shout Iconic, Voltaic, Wired, Electroburst, Tesla and Megavolt

    Telsa Ball clip to Wired then cast VB --> Weapon combo to E.Burst --> Weapon Combo to Sonic Shout --> rinse & repeat.Sonic shout's frontal AoE cone does faster and greater damage to groups than Electrocute AND it's a viable single target attack. Since Sonic Shout has a longer cooldown than E.Burst, you can pull off two E.Burst weapon combos before the Sonic Shout cools down if you have a fast enough weapon. I use the 1-handed clip though I previously used the 3-hit MA clip.



    Amped Up! (By Elusian) Overcharge, Attract ,Static Push, Electrocute ,Electrogenesis, Electrostatic Bomb

    You can technically spam after every weapon combo the following kind of powers: Attract /clip Overcharge /clip Power 3-6 or Static Grenade Consumable (depending on sitution). The practical side will tell you pretty quick that this is hardly doable cause Overcharge and Attract consume on its own already 200 (Overcharge) + 220 (Attract) = 420 Power. Combined with the 3rd Power which can varies between 270 (Electrogenesis) and up to 375 (Static Push) you are pretty quick low on power and even with two controllers at your side it requires you to be on top of the defib table to get all the time power from both controllers. While the theory offers you to use 3 powers at once in every rotation, you most-likely will fall back into a 2 power at once rotation which will depend on what kind of opponent you face in the raid.
    • Like x 5
  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 3
  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.
    Uses for PvP: Removes Tank type defensive effects, including shields, from one target regardless of role.


    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.
    Uses for PvP: Removes Controller type shielding effects from one target regardless of role. When the target is in Controller role their Vitalization is reduced hampering their ability to restore power to allies and themselves.


    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.
    Uses for PvP: Removes Healing type shielding effects from one target regardless of role. When the target is in Healing Role their ability to Heal is reduced.


    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.
    Uses for PvP: Removes Controller type shielding effects from one target regardless of role. When the target is in Controller role their Vitalization is reduced hampering their ability to restore power to allies and themselves.


    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.
    Uses for PvP: Removes Healing type shielding effects from one target regardless of role. When the target is in Healing Role their ability to Heal is reduced.


    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.
    Uses for PvP: Removes Tank type defensive effects, including shields, from one target regardless of role.


    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.
    Uses for PvP: Removes Healing type shielding effects from one target regardless of role. When the target is in Healing Role their ability to Heal is reduced.


    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.
    Uses for PvP: Removes Controller type shielding effects from one target regardless of role. When the target is in Controller role their Vitalization is reduced, hampering their ability to restore power to allies and themselves.


    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.
    Uses for PvP: Removes Controller type shielding effects from one target regardless of role. When the target is in Controller role their Vitalization is reduced, hampering their ability to restore power to allies and themselves.


    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 2
  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
    (great for Healing if you use Ionic drain)


    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






    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





    10- Damage and Healing Calculators





    Damage Calculator (link)

    Fill free to add in your stats to see the average numbers that every power will produce.

    (Special thank to Sore and TheDCUOBook.com)


    Healing Calculator link


    (i'm still in the progress of testing these numbers, feel free to let me know if you see any discrepancies. As much as I believe the fomulas are correct I pulled the Base healing numbers from another Guide and I'm not 100% sure they are correct)
    • Like x 2
  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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