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Quote:Soooo maybe (if you have the slots) Dark Blast/Mu Bolts could have a place in an attack chain as fillers? Dark Blast/Mu Bolts do 55.5 damage on a 6 sec recharge, same as Havoc Punch. Mu Lightning does 55 dmg and Gloom 73ish (of course more because of Fury), but Mu is on a 9 sec rech and Gloom, 12 sec.The limiting factor in using Charged Brawl instead of Havoc Punch for the same chain has to do with needing ~254% recharge in Chain Induction for faster cycling - it's fairly easy (~152% recharge) to get Charged Brawl down to the ~1.19 second recharge to squeeze it around CI.
For Brutes it's even easier - Mu Lightning has higher DPA than anything below Chain Induction, and Gloom is higher DPA than anything in the whole set; they make nice attack chain fillers. -
So, yeah, didn't work out very well... Terrible frame rate if I use the settings I use on Win XP, and still worse than on Win if I use minimum gfx settings. I'm using OS 10.5.8.
And to top it off, some of my toons are missing their boots (my DB/Elec is missing the arms too lol), plus there are a lot of cars on the streets that are basically only wheels running. Lots of buildings were 'weird', like blue wireframes (dunno if that's the best word, English's not my native language). I didn't even try to play a villain after having so many problems on an old and simple zone like Steel Canyon.
Edit: tried my stalker, framerate was a slideshow on Cap au Diablo (min gfx settings). On Windows I never lagged on GVille even on my custom settings (which are quite high). My Arachnos soldier is just a floating cape, and my Widow a floating head. The Stalker was 'complete' tho.
Oh, the game takes forever and a day to load to the login screen too. -
Quote:The scrapper experts say that on high recharge buils, C. Brawl is better than Havoc Punch in terms of DPS.The only subpar power in Elec Melee is Lightning Clap, which Stalkers don't even get due to Assassin's Strike, and maybe Charged Brawl, depending on various factors.
I'd advise getting CI, CB and HP and after SO's or some IO'ing, like level 30ish or something when you can get good recharge on your attacks, replace CB or HP with Jacob's Ladder. -
Glad to help
Well that's the general purpose, to give you ideas, not to say 'use mah build it r0xx0rs!'
I don't actually have a ELM/EA, only one planned that's quite different, but I have a 50 ELM brute and an EA Stalker. TBH I suggested you to cap your neg energy defense because I find it's more important than fire/cold (which I actually have at 35%ish).
And yeah, 7.33 seconds is an eternity, idk why they did this to Stalker snipes. Really everyone hates them
And well since you mentioned PvP... I'm no expert because last time I did it was i12, but you'd need Stealth (the pool power) + a Stealth IO in sprint, and SS+SJ as travel powers. If you wanna PvP you better ask around in the forums there, but afaik the bonuses to go after in defensive stalkers are +dmg and +rech, and not softcapping defense, recharge to be in your godmode as often as possible, plus reworking all your build to get only a few attacks like TS, AS, Spirit Shark... I don't even know if LRod is decent for PvP (I'm on a mac now so no access to Mid's). -
Quote:That depends. If you are on a team and have an acc and taunt slotted Provoke (because it lasts much less than the Tanker version unslotted), it's much better to hold aggro from the team's squishies than any other method.Provoke. I made sure I took the Tanker taunt equivalent
. I still think that if you want to stay in BG mode it is better to take an attack. You aren't able to choose which foe or foes your pets attack and they generally choose different targets and negate your taunt aura. If you do more damage though you can hold the attention of the higher con foe.
Solo I see no reason to take any taunt on a MM. -
Thank you for the answer, Cuppa, I'm downloading the client right now. Although I think even if it works, I'll play on Win XP anyway, because I'm addicted to Mids and I like Herostats too.
BTW great Mac guides! (+rep for ya) -
Quote:Yeah, I totally agree with you. I had played a PB till 6 or so, it didn't bother me at all. That was a long time ago.People have explained the technical sides of it much better than I could, and linked to the guides.
So, I'll add in the one thing no ones mentioend yet;
Sound effects.
It sounds petty. But I cannot physically play Peacebringers. Why? Because the sound effect on EVERY attack gives me a headache during even a short fight. Seriously. It's persistant, longer than it should be and it stacks up.
Warshades, on the other hand, have a low muted drone sound fx on their attacks, which you barely notice.
Just one last thing to toss into the mixer.
I returned to the game three days ago and had 2 PBs on a team, level 15-20ish. I had to turn my sounds way down because I felt a headache coming with all the PB Nova blasts.
I don't think I'll ever play a PB because of this... -
The lazy way (what I do lol)
Slot hide however you like. It should give you 2%-2.9% defense suppresed, and deactivate it on Mids (the dot in the power bar). Then just go build your toon and ad up the numbers+suppressed Hide numbers, if your slotted Hide shows you're getting 2% defense, when you get your other defs to 43% you're good to go. -
Chain induction is not a subpar power, I find it worth taking. It does decent ST damage and is fast-activating. The problem may be that you'll want to use it in a ST attack chain (because I find it good ebough for that) but it eats endurance up like an AoE attack, so slot it with some end reduction.
Oh, and if you kill the first mob you hit with CI, it won't jump, after some prctice you will know hen to switch targets to use CI on a mob that won't die thus allowing CI to jump and damage other nearby enemies. -
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Thorntrops is a Caltrops clones, that's it.
With yous AoE Stun, quicksand, earthquake, I don't see how Caltrops can be very effective, their radius is so small... I skipped it on my Plant/Thorns and my Em/Nin Stalker, I only liked it for my Fire/Traps Corr because of the Caltrops+Rain of Fire combo so it slowed the enemies more to get hit by Rof, Acid Mortar, PGT...
Earth/Thorns seems like a great combo, basically all your attacks and controls do -defense and you can slot some Achiles Heel -res procs on the thorny attacks.
My P/T felt like a Spines scrapper with controls, and I liked having Aid Self for her because I was always in melee. But I deleted her, when I played her doms didn't do the damage they do now outside of domination, got her to 37 and I liked all the /Thorns powers except for Throntrops which I couldn't find a use for, and I never got Thorn Barrage, the 38 power, but never heard very great things about it like say, Blaze. -
Sooo I played for 2 years running CoX on my 1.66 core duo mac mini with 2 GB of ram, on windows XP via bootcamp. My video card is the old Intel GMA950, but the game always ran very well, on higher-than performance gfx, I was always the first or second to load the mission, etc.
I just returned but I haven't tested the Mac Client on the Intel GMA 950 card on Mac OS X, the client was released just before I left but I didn't bother with it because I was already barely playing the game and the official page says that this card is not supported by my gfx card, even though it still runs CoX pretty well (no lag on Gville, Rikti raids, etc).
So anyone had success running it on the Intel GMA 950 card?
Thanks! -
Elec Armor:
- damage aura, some people say you can do good end draining slotting it for endmod, I personally haven't tried and think it's a waste
- resistance based set and you'll probably cap your energy resistance with SOs at 22
- 20% rech bonus + runspeed + slow resist on l. reflexes (just like quickness from /SR)
- psionic resistance on the mez shield (so, great against Rikti with the nrg and psi resists)
- end drain resistance in one of the shields and Grounded
- self heal (longish recharge timer tho) which boosts your regen and gives you an end discount for 30 secs.
- Power Sink for never having to worry about end after 35
- lackluster tier 9 because scrapper resists cap at 75% and not 90% like Brutes/Tankers, with a harsh crash like Unstoppable and a tiny-radius EMP Pulse at the crash.
- knockback hole when you're jumping/airborne or sometimes even standing on the floor when it's not perfectly flat (I use a steadfast -KB IO on grounded because of this)
- tight build depending on primary, difficult to get everything you want at the 'right' levels like if you want your travel at 14 and stamina at 20, you may have to delay grounded or some other nice power. I skipped the travel power b/c of Ninja Run + Hurdle + L. Reflexes and it works great. Oh and you'll want Tough too.
Shields:
- +max HP/resistance power
- a little bit of resistance against all but psi
- hard to cap defenses because of lower def numbers than SR
- aggro aura that boosts your damage and lets you hold aggro like invul so you can be a mini tank, especially with over 35% defenses
- telenuke (shield charge), some people think /shields is overpowered because of this
- Defense Debuff Resistance that can get to 95% on high recharge IO builds
- no self heal (with DM, siphon life makes up for that) and no +end power (Physical perfection can help a lot)
- mez resistance to EVERYTHING
- perhaps the best build with a 2billion+ investment, I haven't played a Shields toon yet but some people say it feels rather squishy while leveling because of low def numbers.
- if you look at the Rikti pylon results thread, which measures single target damage, all the top guys are /shields because of the +dmg taunt aura.
Well hope I didn't forget anything, I'm on Mac OS X so no Mid's to check the powers accurately, don't feel like booting to Windows XP just for that -
I understand Des, DM/DA is not lacking on AoE damage, I just think that there is at least one contender that does great ST DMG like DM and has better AoE, which is Fire Melee. I can't really comment on MA because I haven't played it far. But I like DM far more than FM because FM is all damage and nothing else. Haven't taken my new DB far yet (since I returned I'm only playeing lowbies to get a feeling of 'freshness' from the game, I'm afraid I'll get burned out quickly if I get my permadom or some other IO'ed toon and go run STFs, RSfs and ITFs, but it seems like DB could be a contender for good ST and good AoE too. I didn't mention Spines on my other post because Spines is lacking in ST and I wanted to compare the sets that also do good ST (FM and probaby MA, well Claws too but Claws/Dark is the OP's main scrapper).
As for Tankers... Yeah never liked them. I kinda liked the damage output on my Ice/Fire because of dmg aura + Aoes (FSC, Combustion) + decent ST damage, plus being a defensive set on Tankers, the survivability is great in your 30s, but even so I didn't take him to 50 (but I saw Ice/Fires with very good damage in the game, especially with Fireblast and Fireball added). -
Quote:While I loved playing my DM/DA all the way to 50 (you even said you liked my build like 1.5 years agoCelidya, I know you say you've played a DA/DM tank but I would still strongly recommend DM/DA. DM/DA is far stronger as a scrapper than it is as a tanker. After years of playing DM/DA I was eager to play DA/DM as a tanker. Needless to say I was very disappointed with the combo tanker side.
Combined with Dark Armor, DM/DA becomes a rather impressive AoE machine. I never understood why folks considered DM such a single target set until I played it with something other than Dark Armor. Simply put, Soul Drain + Deathshroud adds to to an impressive amount of damage.
For aggressive, spawn diving scrappers, DM/DA is a fantastic choice.) I don't think it can be labeled as an impressive AoE machine. Soul Drain takes too long to recharge compared to any normal attack PBAoEs. I agree it's a great spawn diving scrapper and very controllerish (<3 controllers and domis), but on frequently used attacks, only Shaow Maul can reliably hit 3-5 targets especially with the newish 7' melee range. I had some AoE fun with Tenebrous Tentacles (no Blaze Mastery back then), but any scrapper can get that or Fireball.
And in the middle of a mob you can easily hit 10 foes with FSC, Fire Melee being the best contender on ST damage compared to DM. Or Dragon's Tail, although MA isn't as good as DM for ST pwnage.
What I really liked about DM/DA, the only scrap I took to 50, is the controllerish aspect of the combo and having to handle thinks instead of Tankers sometimes (psi damage shredding the Fire tanker, -def rad blasts destroying the Ice Tanker's def in another arc), so I had to take point instead of them because of my psi resists, mez aura, siphon life, D. Regen, ToF and the awesome ST damage for bosses, the energy rad blasts didn't even bother me (DA having pitiful nrg res) because of all the tools I had. I felt really proud of my DM/DA when I had to 'tank' with Tankers in the team -
Hey Shred, is it better than the best ELM attack chain? Have an 50 ELM Brute that I hate because I take too long to kill bosses, so I'd like to know how elm compares to spines on scrappers.
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Quote:I love DA. DM/DA is the definition of a scraptroller so it was my first 50 scrapper (and only so far) because I usually play trollers and domis.so im want to do something with Kat seems to be one of the better looking ones hows is DA for a 2nd?
Now, DA is very end hungry and you said you don't want that. I love secondaries that require some clicking, so /WP and /SR I didn't like so much, took them to 30ish. I'm loving my new DB/Elec scrapper, which is a bit clicky, I already liked Elec Armor on a Brute before they got the heal/endredux/regen power (Energize). So after Energize and especially Power Sink, your end problems will not be significant. But some people (maybe a lot) consider Elec Armor a bit squishy.
BTW DB is awesome. Lots of AoE and great single target damage. Katana will be very survivable even in your teens no matter the secondary because of Divine Avalanche. -
Quote:Heh, that reminded me of a LGTF (we had 4 /dark toons, my DM/DA, two Spines/Dark and a SM/Dark Brute).This isn't availble to scrappers, but conceptually, I've always liked how stone melee went with dark aura. Oppressive gloom stacking with the AoE stuns, plus knockdowns and a hold for further control. Both sets are very endurance heavy, though.
I complained about my endurance usage on the DM/DA and the Stone Melee/Dark Brute replied 'I don't know what is this endurance thing you speak of, I never have it... Other Brutes say something about Fury but I never have it either because everything's always mezzed...' (and yeah he was a good player, not some random guy I had just met). -
Well I'll bite, here's a soft-capped s/l def build that's even good for teaming! Perma-capped HP with Earth's Embrace and all sorts of shenanigans with only one purple set, only buff it's missing is Increase Density but it's not exactly an unskippable power. My current build is at 35% s/l def but it uses maneuvers and tactics instead of tough/weave for better teamage, plus it has ID. And yes I leveled him from 1-50 the regular way, and back when leveling was hard!
I made this build more than one year ago so I'm not sure I'd plan it the same way nowadays, but here it goes:
Hero Plan by Mids' Hero Designer 1,621
http://www.cohplanner.com/
Click this DataLink to open the build!
Yet Another Fire Kin 3: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), G'Wdw-Acc/Rchg(5)
Level 1: Transfusion -- Acc-I(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob(7), Enf'dOp-EndRdx/Immob(13), Enf'dOp-Acc/EndRdx(13), Enf'dOp-Immob/Rng(15), Enf'dOp-Acc/Immob/Rchg(15)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(19), RechRdx-I(21)
Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-ToHitDeb%(17), Amaze-Acc/Stun/Rchg(21), Amaze-Acc/Rchg(23), Amaze-EndRdx/Stun(23)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Knock%(27)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(29)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(31), P'Shift-End%(31)
Level 22: Speed Boost -- EndMod-I(A)
Level 24: Hot Feet -- M'Strk-Dmg/EndRdx(A), M'Strk-Dmg/EndRdx/Rchg(25), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Acc/Dmg(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(43)
Level 26: Tough -- S'fstPrt-ResDam/Def+(A)
Level 28: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(33), LkGmblr-Rchg+(34), LkGmblr-Def/EndRdx/Rchg(34), Ksmt-ToHit+(40)
Level 30: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36), RechRdx-I(46)
Level 32: Fire Imps -- SvgnRt-Acc/Dmg(A), ExRmnt-Acc/Rchg(36), ExRmnt-Acc/Dmg(37), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg/Rchg(37)
Level 35: Transference -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(39), Efficacy-Acc/Rchg(39)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(40), RechRdx-I(40)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/EndRdx(43), FrcFbk-Rechg%(43)
Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg/Rchg(46), Mako-Acc/EndRdx/Rchg(46)
Level 47: Earth's Embrace -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Rchg(48)
Level 49: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(50), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 0: Ninja Run
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Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 15,5% Defense(Smashing)
- 15,5% Defense(Lethal)
- 3,94% Defense(Fire)
- 3,94% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 5,5% Defense(Ranged)
- 4,88% Defense(AoE)
- 4% Enhancement(Heal)
- 3% Enhancement(Immobilize)
- 61,3% Enhancement(RechargeTime)
- 42% Enhancement(Accuracy)
- 10% FlySpeed
- 91,6 HP (9%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2,5%
- MezResist(Held) 2,5%
- MezResist(Immobilize) 8%
- MezResist(Sleep) 4,15%
- MezResist(Stun) 4,15%
- MezResist(Terrorized) 6,9%
- 15,5% (0,26 End/sec) Recovery
- 20% (0,85 HP/sec) Regeneration
- 6,3% Resistance(Fire)
- 6,3% Resistance(Cold)
- 1,88% Resistance(Negative)
- 10% RunSpeed
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Quote:But he's right, Footstomp+FF rech > all of elec melee AoE.TDL, you'll understand if I never want to take your word for something.
And don't be surprised if your ELM toon takes so long to kill a boss that you'll end up draining all his end before he dies... That's why I stopped playing my ELM Brute. -
I ran an Ice/Psi dom to 50 without Stamina (only got it after a respec for pvp, now the toon is useless for pvp because it relied on slows, woohoo), and slotting DP always for heal. And running the mega expensive toggle Arctic Air 24/7 with no problems thanks to DP.
My preferred slotting is also 1 acc + 5 doctored wounds (all but the heal/end) - I hit the recovery cap several times with this slotting, but the regen cap is much harder to achieve even with heal slotting. What I'm saying is that even running one of the most expensive toggle in the game all the time without stamina and attacking like mad, the recovery of heal-slotted DP was more than enough for me.
Plus, slotting for heal let me go to the middle of mobs and spam PSW (oh the good old days of PSW...), and the big regen bonus (about 1000% regen hitting 5 mobs if you slot for heal) allowed me to survive amidst the chaos. -
Nope, range enhancers are great on cones but it just improves the range, not the arc, therefore improving the final width at the end, think of a 1-meter cone and a 2-meters one with the same original angle, the 2-meter one will be wider at the end only because it is longer, but the original arc won't change. Well you should give it a try since leveling is so easy nowadays and you get BoF at level 8. I remember I deleted a dark/traps corr, when I got T. Tentacles I thought 'awesome power' (40 range, 40 degree cone) and when I got Nightfall I thought 'this sucks' (60 range, 20 degree cone). The DoT nature of Dark blast was the main reason I deleted the toon but my nerdrage over the 20 degree cone helped too.
As for ST DPS I'll leave it to the experts, but I really hated my ELM Brute as I said, I took him to 50 because it was a DXP weekend from 1-38 (Granite) and it was a breeze to 50 because everyone wanted him on ITFs to tank. -
I'd switch Tough and Energy Protection slotting.
L. Rod needs as much rech as possible, with my slotting I gave you almost capped neg energy defense, and if you want fire/cold def capped (with my changes f/c gets 44%ish with hide supressed), just replace the multistrike dam/rech in L. Rod with the 6th eradication.
The 12% regen bonuses from the Serendipities I took out are compensated by the pair of Numinas I put in Energy Drain.
I also added 20%ish recharge with LoTGs in your toggles instead of Serendipities.
And seriously, Moonbeam SUCKS. It has a 7.33 sec cast time with 6 sec interrupt, you have any idea how long it takes? Stalker snipes are terrible, terrible powers. And Dark Blast can round your ST attack chain especially since you're Elec.
I personally skip Stamina on /EA and slot Energy Drain for endmod but I just did some fine tuning to your build, didn't change anything drastically. Hope it helps some
Btw you could replace the LoTG defense for a common def IO in Hide since with my mods you're over the cap for 10% regen bonuses.
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Well I capped your ranged def (was a bit under the cap with suppressed hide) by adding the 6th slot in the confuse set, gave you 5% more recharge and better slotting on Total Focus' stats (you could use Touch of Deaths in TF and change the slotting to Energy Transfer, whichever you like up more often) and gave you 9.39% more AoE, so your AoE def is now almost 41% when Hide is suppressed. I kinda gutted your health slotting for that so regen is lower, but you'll be at the hit point cap with accolades.
I also question having Hibernate when you could get Dark Blast and Shadow Meld, or Mu bolts+Ball Lightning, although the latter option would need a rework on slotting since they need 4 slots at least each. Anyway, I changed a bit the IOs in Waterspout, recharge is better than endurance for it.
And well if you wanna PvP you'd need Stealth, a Stealth IO and probably 41 pts of KB protection, at least from what I read in the PvP boards, I haven't PvP'ed since i12 but even before PvP was changed you needed both the Stealth IO and the pool power.
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Reiraku answered your Q's, but just to nitpick, we use 'ELM' as an acronym for Electric Melee and 'EM' for Energy Melee, so when asking questions about it use ELM so people won't get confused
My only high-end experience with ELM is on a 50 Brute, and it SUCKS for killing bosses. Really, I managed to drain all the end from some of them before killing them because it was taking so long, and my secondary wan't elec armor to help sapping their endurance. On Stalkers AS should help tons with that, I'd only play Elec Melee again on a Stalker, or maybe on a fully IO'ed Elec/Shield scrapper for farming so I could alternate the telenukes, I bet it would be a much less click intensive farmer than my firekin.