Breog

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  1. I dug this out of my Emails ... It's not my final biuld. But will give you a idea for now until I can copy over the final Mids biuld.

    Other things that came to mind... the final biuld is just about 4 End/Sec Recovery, useing only .93 end/sec. So positive 3 End incoming. Perma Hasten, letting the Heal be up every 15 secs.

    Ops I lied.. thiers 1 Purple set in Blinding Powder. But thats a fairly cheap purple set (most are cheaper then a Gold recipe).
    Thats another thing to keep in mind, Blinding Powder besides it confusion, also has a -15% to Hit Debuff. So stacking that with your High Def adds an additional Layer or Protection.

    Placate at 49 might seem strange to some.. but I really didn't have a good place to put it earlyer. As such leveling up this Stalker played a bit more Scrappish, since it didn't have access to Placate. But honestly.. didn't miss it much.

    Level 50 Natural Stalker
    Primary Power Set: Ninja Blade
    Secondary Power Set: Ninjitsu
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool:
    Ancillary Pool: Weapon Mastery
    Alpha: Spiritual

    1- Gambler's Cut OOOOOO
    * Mako's Bite

    1 - Hide O
    * Luck of the Gambler (Def/Global)

    2 - Flash of Steel OOOOOO
    * Obliteration

    4 - Ninja Reflexes OOOOOO
    * Red Fortune

    6 - Assassin's Blade OOOOO
    * Crushing Impact (Not Acc/Dam)

    8 - Danger Sense OOOOOO
    * Red Fortune

    10 - Combat Jumping OO
    * Karma (Knockback)
    * Luck of the Gambler (Def/Global)

    12 - Biuld Up O
    * IO Recharge

    14 - Caltrops O
    * Ragnarok (Chance for Knockdown)

    16 - Kuji-In Rin OO
    * IO Recharge

    18 - Divine Avalanche OOOOO
    * Luck of the Gambler (Def/Global)
    * Kinetic Combat (Not Proc)

    20 - Kuji-In Sha OOOO
    * Numina's (Heal/Rech, Heal/End/Recharge)
    * Docktored Wounds (Heal/End/Recharge)
    * Miracle (Heal/End/Recharge)

    22 - Boxing O
    * IO Damage

    24 - Tough O
    * Steadfast Protection (Res/Def)
    + All Def 3%

    26 - Soaring Dragon OOOOOO
    * Mako's Bite

    28 - Weave OOO
    * Luck of the Gambler (Def/Global, Def, Def/End)

    30 - Hasten OO
    * IO Recharge x2

    32 - Golden Dragonfly OOOOOO
    * Obliteration

    35 - Blinding Powder OOOOOO
    * Coercive Persuasion

    38 - Kuji-In Retsu O
    * Luck of the Gambler (Def/Global)

    41 - Physical Prefection OOOOO
    * Efficenacy Adaptor (EndMod, EndMod/End, EndMod/Rech)
    * Miracle (Rec, Heal)

    44 - Shuriken OOOOO
    * Decimation (Not Proc)

    47 - Exploding Shuriken OOOOO
    * Positrons Blast (Not Dam/Range)

    49 - Placate O
    * IO Recharge

    2 - Health OOO
    * Numina's (Reg/Rec, Heal, Heal/End)

    2 - Stamina OOO
    * Efficenacy Adaptor (EndMod, EndMod/End, EndMod/Rech)
  2. Please dont take anything I am about to post as rude or nasty.

    My personal view on these kind of biulds, If your not pushing for your softcaps then dont bother with purples sets. I see a couple of purple sets (some expensive ones) yet your biuld lacks softcap Def. Which really isn't to expensive to biuld towards with a Ninjitsu, especialy if your planning to put the influence into getting purple sets.

    Caltrops I strongly advice going for the Proctrops route. That is slot it with Procs. Its one of the biggest bang for bucks I have found with Caltrops. Its slow component is already very high. if your crazy to 4 slot it, you can drop Ragnarok (chance for Knockdown), Positrons Blast (Chance for En Damage), Javelin Volley (Chance for Lethal) and Imped swiftness (Chance for Smash).

    It turns Caltrops into a Death Mire, as things can't escape it quickly and are flopping around as they get eaten by triple procs. This is magnified even more with the new Incarnate Proc that can be added that will Proc off Caltrops for yet another proc.

    Now Javelin Volley and Ragnarok arn't "cheap" but thier not bad in price. Ragnarok Proc goes between 40-60 million. Javelin I forget.. but didn't recall it being bad ether. Certainly for a 2 slot investment you could go Cheap.. and just do Positrons and Impede Swiftnesss procs. Both go pretty cheap in comparison. At the very least (1 slotting Caltrops) I really like Ragarnok Proc in it. Since it turns it basicly into a Ice Patch.

    I dont have access to my Mids program atm, but when I do Ill post up my Stalker that doesn't use any purple sets. She hits 45% Melee, 52.5% Range, and 35% AoE Def with Capped Stalker Hps (1606... Her real total would be 1607). Shes a NB/Nin/WM.

    Other quick thoughts....
    4 slotting Mako's bites isn't bad for effect, but for 6 slots you gain the massive Def Boost from the set. (3.75% Range), especialy on AS were you 5 slotted it... At 5 slots ether swap it out for something like Crushing Impact or find the 6th slot to gain your Range Def boost.

    The Biuld over all looks a tad End hungry to. My Stalker has those Defs without useing Manuver, Manuver is nice for more Def but its also more End consumption. And unlikie my Stalker your not packing Physical Prefection to help. So any additional End drain has to be be weighed vs what it does for you vs starviing your attack chains due to end (or worse Detoggling in the middle of a fight.. bleh).


    Bleh Im rambling now At the very least I think you might get some idea's from my biuld.
  3. If my memory is correct here....


    Lamda

    1 Astral merit for defeating Security Team (EB Warwalker)
    1 Astral merit for Destroying 10 Weapon Cache (In Phase 3 only)
    1 Astral merit for Destroying 10 Containers (In Phase 3 only)
    1 Astral merit for completeing both in the time limit (In Phase 3 Only)
    1 Astral merit for Defeating Marauder in the time limit

    Current Thread averge per completion: 5

    *was awarded a bonus uncommon salavge the first time completing the Destroying 10 each.

    BARF

    1 Astral merit for Defeating Nightstar
    1 Astral merit for completeing Escapee Phase
    1 Astral Merit for Defeating Seige
    2 Astral merits for Completing Trial (aka killing both Nightstar and Seige within 10 secs)

    Current Thread averge per completion: 4


    Lost count number of Trials I have completed, but easy to say 90% of my Salvage drops have been Rare, 10% Uncommon.

    So per Run:

    5 Threads
    5 Astral Merits
    1 Salvage
  4. I felt very guilty when Confuse hit me jsut as I hit Power Sink followed by a qued up Footstomp around 4 teammates and a bunch of Escapes.

    Much " OMG!!" ...." WTH happened to my end" ...." detoggled bleh " etc was had as Teammates went flying into the air drained of thier end.
  5. Quote:
    Originally Posted by Jibikao View Post
    I thought the reward in the end is very well done. So far, I've had 4 Uncommon lists and 1 Rare list. You get to pick the specific Uncommon/Rare from the list which is not really random.

    And even if I don't get Rare ones, I still get exp and Thread/Astral Merits. The Uncommon/Common ones will always be needed.

    And I believe you can break down Rare ones into Uncommon or maybe Threads? I haven't looked through the whole conversion because I don't have many yet.

    Rares can be broken down into 20 threads.. which just happens to be the amount needed to craft a Common.

    Also, I was surpised at how uncommon Threads seem to drop. The Vast majority of Threads I get come from breaking down Salvage and Astral Merits along with doing 10 for 10 conversions of Shards.
  6. Quote:
    Originally Posted by Vanden View Post
    The Seer Seeker is the worst, its Fortitude gives negligible damage and tohit buffs, and its recharge is so long that it can only keep one out at a time, and half the time it gives it to the other pet. Its heal is the weakest, though on the shortest recharge (8 vs. 10 vs. 16 secs)

    .
    15% Damage Boost is Negligible? Maybe my preception of damage boosts are skewed by my low damage cap of +300% (tanker). So far I havn't seen the Seeker use Fortitude on other other Seer yet. It always throw it on me. I do wish it had better recharge, from what I have seen the Warworks outdamages the Seers by a lot, and it would be nice little bonus if the Seeker could keep Fortitude up on both you and the other Seer.

    I really find myself wishing thier was a 3rd choice in T4 for options. Because neither is really spot on for what I want /sigh
  7. I've had the opposite problem... been grinding down extra Rare Salvage because I never get commons. I have all the Rares I will even need stockpiled, the rest get ground up just so I can make commons and Uncommons from Threads.


    RNG indeed
  8. Quote:
    Originally Posted by Call Me Awesome View Post
    Getting hit for ~250 unresistable damage per turret every 2 seconds isn't happy making. .
    Really? ... Those turrents were only hitting me for 2 ticks of 15 dmg. My Tanker can stand out in the open getting shot at by those turrents all day long and not care *shrug*.

    I'll have to pay more attention to the damage type. But prehaps its the type of damage they are and not that they are unresisitable.
  9. Quote:
    Originally Posted by Auroxis View Post
    Regen Rebirth is great, especially if you took the spiritual alpha.
    I'm waiting to hear about a 8 man team all with T4 Rebirth Reg. All cycleing thier rebirth... evil
  10. Im a sucker for theme...

    As such I was forced to take Barrier.


    Rebirth however I think would have given my tank a bigger bang for buck. But didn't fit the theme of the character.
  11. Quote:
    Originally Posted by Syntax42 View Post
    I think it would be better to have S/L and E/N at the same level. It is probably not possible for both to be at 45%, so aim for 32.5% on both. Encounters like Neuron, Lord Recluse, and tanking groups of enemies can have a good mix of S/L and energy damage. Arachnos are one enemy group that really mixes it up. If you want to soft cap energy, your defense spent on going from 32.5% to 45% S/L would be wasted when you use an inspiration. Leave both at 32.5% so you can fit more recharge in the build.
    As a Elec/SS Tanker, I'll give you a reason to Soft Cap S/L. No DDR. So even if you have to use a small purple to soft-cap your En/Neg and your "wasting" Def on your smash/lethal. It allows you to pop a small purple to counteract Def debuffs vs your Soft-cap S/L. Were as if your normaly 32.5% you might have to eat 2-3 small purples (or a bigger purple) to get yourself back to softcap. Being at 45% already lessens the chance of cascading failure right off the bat. 32.5% Can Suddenly and very quickly end up being -12.5% Def. Much moreso then 45%.
  12. The Dot Damage is very nice, but I did want to throw this out thier. The To Hit Debuff should't be underrated. Toons with Aura (FA, Spines, Elec etc) can very quickly have mobs around them at -10% to -20% To Hit Debuff easyly. (Considering the Debuff can be made to be 100%, and between auras and AoEs very quickly and easyly stacked up)

    Thats a nice Surviability boost.
  13. Considering I see a massive AoE Def in those numbers, be careful with those totals as if your Hide is turned on its giving you full value of Hide. Not its Def bonus for when your attacking.

    So your not really softcapped by those numbers (asumeing full hide is in them).

    Turn off hide, then add 1.88% (if you didn't slot Def Ench into hide) to the numbers you see. Thats were you sit when your atttacking.

    You want to hit Soft-Cap Def with your stalker in Attack mode. (Melee and Range at least. Thiers debate about soft-caping your AoE as well. Generaly however if you dont soft-cap your AoE you at least want it in the mid 30s range still)
  14. I dont see any glaring issues with the biuld (and I have just started up a Nin/Nin stalker and planned out a biuld).

    Sting of the Wasp vs Gambler's Cut

    Might be my only question... how are you finding SotW working for you?
    It was very hard to deside between the 2, I finaly went with the one that i felt looked "cooler" on activation (helped it had the higher DPA).

    But seeing as your 50 with good recharge, hows it been working for you?
  15. Found out the hard way about thier Location Superior Dot Toxic attack as well. I was over 100% DEF and Capped out Res and was getting mudered until I realized I was standing in a pool of this stuff x 6 O_o. Combine Superior Dot Toxic, with all thier Neg Reg debuffs = Big Ouchies for a Elec Tanker.
  16. Well.. just did 3 back to back failed Lamda Trails.

    /flame on

    2 Letters sum up the experience rather well for me.

    B S

    Apparently no Aggro cap
    Mobs that will litteraly chase you across the map
    Tankers being 1 shotted
    Tankers being put down by a hand full of mobs (makes you feel realy incarnate when you see minions rip a tanker apart... let alone all the squishes in the team)
    Elec Tanker being End Drained... yeah figure that one out.
    Alpha Slot disabled during trial (I bugged them.. and pray its just a bug)
    Being lucky if group gets 1 temp power during middle part, having to
    Aggro issues with attack one group completely out of range of main group and gaining aggro.
    Swarm factor... 1 mess up and your basicly done .
    More Debuffs being thrown at the players then a ITF all Defender/controller team.
    Elite boss Warwalker... basicly unkillable with non-debuffs (seriously.. what with that huge heal it has??)

    I seriously would rather Tank 4 Enraged Bobcats + the 2 Goliths and Neruon. Why? ... it would be easyer O_o

    Now with all the negative... I do really like the concept of the Lamb Trial. First part fine.. second part fine (if you fix the Elite Boss). Third part not bad... but very very rough to most team formats. Could use some work...
    FInal part has many of the issues above.

    I wanna like the trial.. but as of RIght now. I hate it... and to think Im going to be forced to do these trials a good 32+ times if I want to further my incarnate (shard method is a joke so dont even go thier).

    /flame off

    Prehaps the biggest fail!!>...... Not letting players use the Commander's Armor when making characters

    I think this trial does have a lot of potential. Its just not thier yet, and needs work.
  17. Yeah my Dom is a Elec/Psi/Mace (planned anyways), The Biuld ends up with Softcapped Smasth/Lethal/Energy/Range Def. With basicly Perma Drain Psyche (30.52 sec recharge, still trying to see if I can squeeze just a tab bit more recharge in without messing up all the Def and everything else I biult in), with Drain Psyche and Conductive Aura up she hits 2480% Reg O_o which translates into 136.76 hps/sec. Recovery I forget the % but its just a smig shy of 31 End/Sec O_o.

    Technicaly from a mechanical prespective I think Ice does it better then Mace. Do to its debuffs, along with Storm and Hiberante. However I really hate Frozen Armor from a Graphic standpoint for this toon. So Mace became a auto, its got a light pinkish aura effects, which works prefectly with the toon. As I have biuld her as a Psi/Psi style dominator (everything is colored that Psi pink/purple color for powers, background story shes a Psionic Vampire from the BAF... with a goal of devouring Mother Mayhem ).
  18. Im currently really enjoying my Elec/Psi Dom. Elec seems to Synergize well with Psi.
    '
    But yeah Plant anything works well lol, and Fire/Psi definitely has some nice damage output.
  19. Quote:
    Originally Posted by Ice_Ember View Post
    It is the same damage as Foot Stomp...
    Not exactly It 3pts more then footstomp. (base damage) Close enough


    My First 50 here was a FA/IM tanker. The biggest call was the Ice Patch + Burn combo.


    I have to say SD/Ice sounds like a nice combo. I would suggest going ether Mu or Soul as a Epic for a nice ST attack with some kick (Gloom or Mu lightning).

    SD/Ice/Soul would be a very solid biuld.
  20. I have Manuver on my high end tank for 2 reasons.

    1) Its more Def... yeah its not huge but its still something and I have more then enough end to run it. Adding to teammates is just a bonus.

    2) Its a great mule power for Luck of the Gambler 7.5 recharge.

    3) I had the power free to use somwere... why not use it for something that provides some kind of bonus (Def and Mule Slot).
  21. Quote:
    Originally Posted by untoldhero View Post
    I dont think he missed your point at all man... i think you got abit upset at the fact that someone was able to provide a answer that you couldnt come up with.... none the less 1-2% is nothing when you have the cardiac alpha to consider.... and if 1-2% was a big deal then frankenslot for resist's instead of adding bonus sets.....??????


    Loreal because your worth it
    Sorry wrong as well better luck next time. You missed the point as well.
  22. Ok got Mids to finaly Like my computer LOL
    So heres the biuld Mids style. Forgive the wrong level slotting, the end result was the important part.
    This biuld can hit nearly 2500% Reg Boost!! (2483%) Nearly 137 hp/sec and 32 End/Sec. Best of all... its basicly perma (just a smiget over 30s) All you need are targets to keep this up.

    I Did find one problem with a pet slotting... Kinda fixed it, but lost a bit of recharge so going to see if I can repair the issue. Enjoy

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kira Mayhem: Level 50 Science Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Psionic Assault
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), Dmg-I(11), Dmg-I(11)
    Level 1: Psionic Dart -- Range-I(A)
    Level 2: Mind Probe -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(13)
    Level 4: Telekinetic Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(13)
    Level 6: Jolting Chain -- Dev'n-Hold%(A)
    Level 8: Conductive Aura -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(15)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Static Field -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Sleep/Rchg(17), FtnHyp-Sleep(17), FtnHyp-Acc/Sleep/Rchg(19), FtnHyp-Acc/Rchg(19)
    Level 14: Boxing -- Acc-I(A)
    Level 16: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 18: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Rchg+(21), LkGmblr-Def(23)
    Level 20: Drain Psyche -- Nictus-Heal(A), Nictus-Acc/Heal(23), Nictus-Heal/HP/Regen/Rchg(25), Efficacy-EndMod/Rchg(25), P'Shift-EndMod/Rchg(27), Dct'dW-Heal/Rchg(36)
    Level 22: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def(29), LkGmblr-Rchg+(29)
    Level 24: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Acc/EndRdx/Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31)
    Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(33), CoPers-Acc/Conf/Rchg(33), CoPers-Acc/Rchg(33), CoPers-Conf/EndRdx(34), CoPers-Conf%(50)
    Level 28: Subdue -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(36)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(37), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(39), ExRmnt-+Res(Pets)(39)
    Level 35: Chain Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(39), Enf'dOp-Acc/EndRdx(40), Enf'dOp-Immob/Rng(40), Enf'dOp-Acc/Immob/Rchg(40), Enf'dOp-Acc/Immob(42)
    Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 41: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(45), LkGmblr-Def(45), LkGmblr-Def/EndRdx/Rchg(45)
    Level 44: Poisonous Ray -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(46)
    Level 47: Summon Tarantula -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(48), BldM'dt-Acc/EndRdx(48), BldM'dt-Acc/Dmg/EndRdx(48), BldM'dt-Dmg(50), BldM'dt-Acc(50)
    Level 49: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Spiritual Radial Boost
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Domination
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)
  23. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Well I'm having one heck of a time trying to come up with an Electric build
    throwing in the towel... here's where I'm at

    Code:
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    Might be a better choice going DN and try to leverage that to get you to the softcap. A couple of end mod on PS as well wouldn't hurt for foe draining. Going Spiritual could be an option as well to get Energize back faster.
    Its interesting... but I see things I dont think anyone playing a Elec Tanker would do. Like Badly Under slotting Power sink.

    But a valiant effort


    Heres my biuld in case my other link didn't work.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Praetor Imperium: Level 50 Natural Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Flight
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(7), ResDam-I(7)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 2: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(25)
    Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 6: Lightning Field -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(46), Erad-Acc/Dmg/EndRdx/Rchg(46), Erad-%Dam(48), Sciroc-Dmg/EndRdx(48), Sciroc-Acc/Dmg/EndRdx(48)
    Level 8: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(15)
    Level 10: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 12: Energize -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), H'zdH-Heal/Rchg(15)
    Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(19)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(50)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), DefBuff-I(23)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(25)
    Level 26: Power Sink -- Zinger-Acc/Rchg(A), Zinger-Dam%(27), Zinger-Taunt/Rchg(27), Zinger-Taunt/Rchg/Rng(33), EndMod-I(33)
    Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), RechRdx-I(33)
    Level 30: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), BasGaze-Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37)
    Level 32: Power Surge -- GA-3defTpProc(A)
    Level 35: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(36), Zinger-Taunt/Rchg/Rng(36), Zinger-Acc/Rchg(36), Zinger-Taunt/Rng(37), Zinger-Dam%(40)
    Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Rchg(39), Erad-Acc/Dmg/Rchg(39), Sciroc-Dmg/Rchg(40), Sciroc-Dam%(40)
    Level 41: Mu Lightning -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
    Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Acc/Rchg(45), Ragnrk-Knock%(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Dmg/EndRdx(46)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A)
    Level 49: Hover -- LkGmblr-Rchg+(A)
    Level 50: Cardiac Core Boost
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(50), Numna-Heal/EndRdx(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A)