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Posts
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Quote:Nuclear, this is roughly the build I play, though not exactly - I'm doing this from memory; I haven't bought my purples yet; the levels at which I slotted each enhancement shouldn't be paid attention to. A few notes:Panzerkunst, Not that I doubt your build but would enjoy seeing your toon in action as well as looking at the build.
MaxLongstreet, any chance you can post your build?
-- This is obviously an expensive build, but I'm NOT saying it's the best possible build; a fair bit was done for theme reasons, such as Lightning Clap. There's a number of things you could tweak and I wouldn't fight you about it, such as taking some of the resist slotting out and adding more numina/miracle type stuff to Health, or adding a Karma + to hit in there somewhere (though the accuracy is already very strong).
-- I believe that APP's aren't necessary for Electric tanks. Going Fireball for more AoE goodness is certainly works, but there isn't too much more you need - the usual route of energy mastery is pretty much wasted on an Electric.
-- The build is obviously going for high damage through + damage, recharge and accuracy, combined with high melee defense (currently 43.7%) for high survivability as well.
-- I didn't emphasize Regen and Recovery on purpose - no need in my view on an Electric tank (Regen already gets near perma energize for almost +200% there).
-- I solo more often than not, so no Taunt here. Obviously it's self-sufficient for mowing through x8. Fine for most groups though.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Hero Profile:
Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(7), TtmC'tng-EndRdx/Rchg(9), TtmC'tng-EndRdx(11), TtmC'tng-ResDam(31), TtmC'tng-ResDam/EndRdx/Rchg(50)
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dam%(13), T'Death-Dmg/EndRdx/Rchg(17)
Level 2: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Dam%(15)
Level 4: Lightning Field -- Armgdn-Dmg(A), Armgdn-Acc/Rchg(17), Armgdn-Acc/Dmg/Rchg(25), Armgdn-Dmg/EndRdx(33), Armgdn-Dmg/Rchg(34)
Level 6: Static Shield -- HO:Ribo(A)
Level 8: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 10: Hurdle -- Jump-I(A)
Level 12: Energize -- Dct'dW-Heal/Rchg(A), Mrcl-Heal/Rchg(13), Numna-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(45)
Level 14: Health -- Heal-I(A), Heal-I(34)
Level 16: Conductive Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(31), TtmC'tng-EndRdx(31), TtmC'tng-EndRdx/Rchg(33), TtmC'tng-ResDam/EndRdx/Rchg(43), TtmC'tng-ResDam(46)
Level 18: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(23), Oblit-%Dam(23), Oblit-Acc/Dmg/EndRdx/Rchg(25)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Lightning Reflexes -- Run-I(A)
Level 24: Boxing -- Empty(A)
Level 26: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(27), RechRdx-I(27)
Level 28: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(29), TtmC'tng-EndRdx/Rchg(29), TtmC'tng-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam(36), TtmC'tng-EndRdx(46)
Level 30: Chain Induction -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(37), Hectmb-Acc/Dmg/Rchg(37), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(46)
Level 32: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(33)
Level 35: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(40)
Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
Level 41: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Rchg(42), Oblit-%Dam(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Lightning Clap -- Amaze-Stun(A), Amaze-Stun/Rchg(48), Amaze-Acc/Stun/Rchg(48), Amaze-Acc/Rchg(48), Amaze-EndRdx/Stun(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
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Set Bonus Totals:- 16% DamageBuff(Smashing)
- 16% DamageBuff(Lethal)
- 16% DamageBuff(Fire)
- 16% DamageBuff(Cold)
- 16% DamageBuff(Energy)
- 16% DamageBuff(Negative)
- 16% DamageBuff(Toxic)
- 16% DamageBuff(Psionic)
- 16.1% Defense(Smashing)
- 16.1% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 29.3% Defense(Melee)
- 3% Defense(Ranged)
- 3% Defense(AoE)
- 60% Enhancement(RechargeTime)
- 81% Enhancement(Accuracy)
- 182.7 HP (9.75%) HitPoints
- MezResist(Held) 13.8%
- MezResist(Immobilize) 5.5%
- MezResist(Sleep) 6.6%
- MezResist(Stun) 11%
- MezResist(Terrorized) 2.2%
- 12% (0.2 End/sec) Recovery
- 20% (1.56 HP/sec) Regeneration
- 7.56% Resistance(Fire)
- 7.56% Resistance(Cold)
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I couldn't agree more that there's a game balance issue in that the Fitness pool is required for maximum performance with many builds. Electric Armor does give an opportunity to make a decent toon without it, though I confess that I still use the crutch everywhere - not having to worry about the blue bar is just too convenient. While Regen is of course helpful, I maintain that if you have Health already, that and Perma Energize give you plenty.
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Quote:You don't HAVE to have Stamina with Electric Armor, but it's still a solid choice, and it enables you get to completely take Endurance out of the equation in power choices - for instance, I love Obliteration, and I have it in all my AoE's, and happily ignore that it has terrible Endurance reduction. You can go either way, though.If you need Stamina on an Elec/Elec tanker you're doing it wrong. Seriously. Once you get Power Sink, at least, so I run my second build as a 'low level TF' version that does have Stamina.
Slot end reducers into your attacks and drop the Fitness Pool. Get Tough, maybe Weave, earlier (right after Power Sink). I skipped Weave personally...too little defense for my liking when every minion with a SMG debuffs def, and Elec Armour has no def debuff resistance or defense powers of it's own to stack with (I slotted primarily for +HP and +Regen).
When my new PC gets here and I can get my files I can share my build. And if anyone doubts me about not needing Stamina, I'd be willing to demonstrate, as well.
Weave, I disagree with you on. I don't turn down 8% defense, particularly when Endurance isn't an issue. With Combat Jumping, which this build will have if it wants to keep Super Jump, and the Steadfast piece which anyone can easily throw into Grounded, that's close to 15% defense right there, which makes a solid difference, even if you don't do much with sets.
As I've said on other threads, I don't get the slotting for heavy + Regen, given what perma Energize gives you. Of course, I also have Health, which you also dumped when you didn't take Fitness.
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I have to say, although Fin's build makes some decent improvements, like getting Tough/Stamina/Weave earlier, I don't think it's particularly good for the price. I feel it falls into some cliched tank building that doesn't really work all that well for electric armor (kinetic combat, Erad/Scir for pbaoes). Here's why I say this:
-- As mentioned by others, the energy pool is a complete waste of time for an electric armor tank. With Stamina and Power Sink, you'll have more Stamina than you know what to do with. Stuff like Conserve power is a completely useless, wasted, power choice.
-- The build puts a lot of its eggs in the regen basket. Great for most tanks, meh for Electric Armor. Energize gets close to permanent on Electric tanks, and it gives an enormous regen bonus; combined with Health it should put you at about 275% Regen. Set regen bonuses could be better spent elsewhere.
-- Building for Energy defense on an Electric Armor tank? I'd never do it. You're putting a lot of work into dealing with one pretty rare damage type (NE).
-- I've had this argument before, but I much prefer building for Melee Defense over S/L on Electric tanks. For one thing, it helps you build a more well-rounded toon - you start using sets that rock all around like Obliteration, which will help you get your accuracy out of the gutter, and get your recharge up. For the same levels of spending, you should be able to get more accuracy, recharge and damage, while not sacrificing much besides some regen - you can still get the good defense that's your goal. If you just want to be a damage sponge and don't care about your own damage at all, then it's not terrible, but I think you can do better here.
-- If Lightning Field isn't in the build, then it's kind of like, why play an Electric Tank? Having a damage field is one of the strengths of the Electric Armor, especially since the extra endurance drain means nothing. It helps for aggro as well as damage, and Lightning Field + Power Sink gives some decent mitigation through sapping against stuff that doesn't die fast.
This build doesn't play to the strengths of Electric Armor, IMO. -
Couple things:
As has been said, you don't need endurance. The energy pool is pretty much superfluous. I'd try to get in Tough much sooner - it makes a HUGE difference. Weave also helps. -
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Quote:Interesting you mentioned this - just started playing a BS/Elec, partly because I don't see the combo mentioned anywhere. It's fun so far - post a build if you have the time and interest.I will throw this out just for fun. I made a BS/Ele (Pandoman) and at lvl 38 he's starting to shine. Static Shield Resists TP, End Drain, snf Psionics, Lightning Reflexes plus Hasten helps the slow moving broad sword, Energize Self is a great self heal, Power Sink keeps your blue bar full which helps since BS is end heavy. With tough my S/M resist is pretty good and my Energy resist is through the roof. So far a pretty strong build.
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Quote:I love how you almost say my comparison of Fearsome Stare to Flash Arrow is unfair because Fearsome Stare is a much higher level, while being happy to compare Acid Arrow and Disruption Arrow to a much lower level power in Tar Patch.I'm not sure why you're comparing Trick Arrow to Dark Armor
But you're missing the point. Tar Patch does -30% res and -90% run speed. Acid Arrow does -15% res and -20% def (and DM has no -def) with Disruption Arrow applying an additional -15% res. Glue Arrow inflicts the same slow effect as Tar Patch, plus -20% recharge (which DM can't do). To a single target, Entangling Arrow applies an additional -10% spd and -10% rech. Ice Arrow and Petrifying Gaze are the same... except Ice Arrow applies -10% spd and -10% rech as well. Poison Gas Arrow applies -20% damage, while Darkest Night applies -30% and Twilight Grasp applies -10%.
The long animation times in TA are it's biggest issue, because while TA's effects make it comparable to other debuff sets, TA's effects are spread out among multiple powers. The only place TA can shine with a single power is EMP Arrow, but that's almost identical to Radiation Emission's EM Pulse and it's not a power you can use every spawn.
I'm not sure why you're asking me to compare Flash Arrow (T2, an average power normally) with Fearsome Stare (T6, one of the best tohit debuff powers in the game). FA is much closer to Twilight Grasp (T1) -- in fact, they apply the same tohit debuff.
I wasn't cherrypicking with my earlier side comment. I was pointing out a quirk of Flash Arrow that is often missed when people look at the power. Flash Arrow has an unresistable -tohit. IIRC, the only unresistable -tohit available to players. Dark Miasma, lauded as the tohit debuffing set (rightly earned: on a Corruptor or Mastermind, DM has 35% tohit debuffs, plus a pet which can apply an additional 55% -- base values). A level 50 AV will resist 85% of most debuffs (including tohit), lowering DM to 5.25% (self, unslotted) and 8.25% (Dark Servant, unslotted). Flash Arrow remains 5%. With slotting, the numbers change to ~7.875% (self), ~12.375% (Dark Servant), and ~7.5% (Flash Arrow).
My point was that while Flash Arrow normally has little effect in preventing team damage (in normal gameplay, it's more useful for stealthing due to the -perception and the fact that it doesn't cause aggro), that small quirk of its design makes the single power on-par with 2 click powers and a toggle from the set known for its tohit debuffs (and two of those 3 powers in DM are tied for third-strongest -tohit powers available to players, behind Dark Servant's Chill of the Night and Dark Blast's Blackstar).
Let's see, acid arrow hits one or two guys and Tar Patch has a monster AoE...and provides the 90% slow. So you add in Disruption Arrow you're making a nice argument that two TA powers can almost do the job of one Dark power - nice!
Let me repeat: having to cast two debuffs to have the effect of one from another set isn't an animation time problem. It's a power sucking problem. -
Aett, thanks for the thoughtful response. In the spirit iof your post, I offer some very specific recommendations for TA. It's easy to recommend fixing the OSA bug, but given that this appears to be a system issue that's been very hard to fix, this may not be practical.
Simply tweaking the numbers, however, shouldn't be hard at all, and would really handle the whole thing. Here are a few suggestions - these numbers are based for Corruptors, which I play - they'd have to be tweaked for other classes appropriately.
Flash Arrow - adjust from 5% to 8%.
Disruption Arrow - adjust from 15% to 22.5%.
Poison Gas Arrow - adjust from 15% to 22.5%.
Acid Arrow - adjust resist debuff from 15% to 20%.
Glue Arrow - adjust minus recharge from 20% to 30%.
Entangling Arrow - MIDS doesn't list its minus recharge, but increase it significantly.
Make these kinds of changes and Trick Arrow would become respectable again. -
Quote:Hey, I've got an idea - why don't you discuss the power sets instead of attacking someone for posting a thread on a topic others have written about before? It's not about ranting; it's about continuously putting game problems front and center.Except, that you still admitted that you weren't posting this to be constructive. Just saying that something should be changed is fairly useless. It's exactly like saying something like this:
"I think my car is broken. I don't care to fix it, but I just wanted you to know."
To which the only response can be: "Well, okay then."
As such, the point of your OP was just to rant. Granted, you're kindly allowing us to use your thread to point out suggestions (how nice of you), but the point of your original post was NOT to do that. Hence why your OP is useless, not this thread. Especially given the much longer thread on TA that happened very recently here, and offered a lot of good suggestions on that, and that you seem to admit that there are lots of EM threads out there, any one of which you could have posted this in, if they are as rampant as you say. -
Quote:Do you actually play a high level TA Corruptor? I tend to doubt it, based on your post.Err... TA is not like Dark Miasma at all. I wouldn't say TA is the best support set available, but it's not bad, either.
TA's biggest problems are animation times and an unreliable OSA.
(Also, worth noting: While DM is lauded as the super duper awesome -tohit set, against a lv50 AV all of DM combined is about as effective as slotted Flash Arrow)
TA's biggest problems are NOT animation times and an unreliable OSA. These are minor issues. TA's biggest problems are that its numbers stink. Run the numbers vs. DA, since as debuff sets they are very comparable. One example: Tar patch, a level 2 power gives -30% resist and 90% slow, while Disruption arrow, a level 28 TA power, gives -15% resist and no other effects. Compare Flash Arrow with Fearsome Stare while your at it. TA numbers just suck.
Your blatant cherrypicking regarding Flash Arrow doesn't speak well of your argument - level 50 AVs are not what one is fighting most of the time. As others point out, TA is still far worse here. But against normal targets, things like Fearsome Stare are game changing while Flash Arrow is barely noticeable. -
Hey, I won't resist another opportunity to take a potshot at TA as currently designed.
As the rare person who has actually played a TA Corruptor up to high levels, I'd like to point out that I've yet to meet anyone else who has done so and thinks TA is any good. It's motto should be 'It's like Dark, except half the numbers and no pet and no heal'. -
Quote:This pretty much sums it up. Nerf bat! Swing, batter, batter!Maybe people have just realized that the mitigation threshold necessary to cruise through the game gets lower and lower due to IO's shoring up the value. At which point damage is the most desirable trait to seek.
In other words, I can make a fire/x troller tough enough to handle pretty much anything in the game, but I will never make an ice troller do anywhere near the damage that fire does.
Either that or forest fire season is kicking off and it is being reflected on the boards. -
Quote:As a Tank who does just find without even Taunt, I couldn't fathom taking two more power slots just to generate a bit more Aggro.Because it's a way to get the attention of something over there while you're tanking stuff over here. Because Taunt + Ranged attack is a guaranteed way to hold aggro of an AV from range... something that's frequently useful (<cough> Ghost Widow). There are quite a number of foes who are much more dangerous in Melee than at range, and several that have a nasty AOE that can one-shot a scrapper that they won't use if you have aggro from range... Infernal is an example of this. Or there's the Arachnos Flier... unless your tank flies you'll be on the ground trying to hold aggro... taunt alone won't do it if you've scrappers or melee blasters on the team.
I find a use for a ranged attack nearly every room on every mission... yeah, I could use other tools to handle the job but it's a tool that works. You have a group that's scattered... jump into the biggest bunch, toss Taunt on some stragglers over there and toss a ranged attack on more stragglers elsewhere and most of the group will clump nicely around you. As a bonus most APP ranged attacks are fast animating and do decent damage so they slot nicely into your regular attack chain.
Is it absolutely necessary? No, but it's quite useful often enough to have it and it's a nice attack to boot.
What this points to, however, is that it's worth asking what people actually want to use the Toon for. I solo a lot, so three powers just to build aggro would be crazy for me. Often folks just ask for the best build, which begs the question, 'best build for what?' Neither of us have any idea if Starkitten wants to maximize Recharge, Damage, Survivability, Aggro or what, whether teaming or soloing is the priority, AV fights, etc., etc.
In the case of the ranged attacks, it's moot here since Starkitten wants the Laser Eyes for thematic reasons, but it's always entertaining how we (myself included) give a lot of passionate advice to people without knowing what they even intend to do with the toon. -
Quote:This is not true. Oblits is NOT a poor choice for Lightning Field, for the simple reason that an Electric Armor build with Stamina has endurance to burn. It's Eradication that's generally a poor choice for Electric Armor - + Endurance? Not needed. Big Energy Defense? Not needed. You give up stuff like Accuracy, Recharge, Melee Defense and Damage for stuff that's probably not as important.
An Obliteration set is a very poor choice for Lightning Field; LF is a very high end-cost toggle and Oblit has less than 20% end reduction in 6 slots. A much better choice would be to use 3 or 4 Eradication for the E/NE bonus and then add Scirocco's Dervish Dam/End and Acc/Dam/End to finish out the slotting and give you a 10% regen bonus. If you wish, you can replace the lost S/L bonus from the Oblits by slotting 2 Rectified Reticle in Build Up. -
Quote:This is a serious question - why on earth is a ranged attack a very helpful power? Can't fathom it.If I can make just a couple of observations, you're really not gaining all that much from the 5th slot of Reactive Armor... you may well be better off using that slot elsewhere. I'd drop the endurance IO and leave all 4 of the resist IO's in the set. As a suggestion you could use another slot or two in Weave, and it wouldn't hurt to toss a couple more into Power Sink
I'd also change Swift for Hurdle, particularly since you're a jumper. Hurdle stacks nicely for jump speed and distance. In the same vein I'd skip the 2nd slot in Super Jump unless you want to toss a couple Blessing of the Zephyr in there; slots are more valuable elsewhere.
I don't know the Electric set well enough to offer a lot of thoughts, but I'd consider trying to move Lightning Reflexes earlier. Looking things over I think I'd probably move a few powers around to be more exemplar friendly... you're going to have a lot of trouble holding aggro below level 22... the new Positron will be tough to do with that build.
I'm not sure just how much bang for the buck you're getting with those two Hecatomb in GFS... that's a lot of inf for a 4% recovery bonus. If I were spending that kind of inf I'd either go to 5 slots of Hecatomb or not slot it at all.
I do have to disagree with MaxLongstreet about the APP... a ranged attack is a very helpful power for a tanker to have and very few secondaries provide you with one. The secondaries that do provide you with a moderately poor one at that so I always try to find at least two slots for an APP on all my tanker builds.
Anyway, I hope you've some pretty deep pockets as your build won't be cheap... unfortunately to get meaningful amounts of defense the Kinetic Combat set is your best choice as expensive as it is. -
Ah, the red-headed stepchild. Castle's ex-girlfriend must play TA or something.
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Here's my recommendation: don't take an APP, respec out of it. There's often a mindset on the boards like APPs are an automatic choice, but they're really not - APP's are not all that great for tanks, (particularly electric tanks, which don't need endurance) especially in comparison to what you're passing up.
If you want laser eyes for theme reasons, go for it and love it.
But if you want the best powers, scrap laser eyes and conserve power (no need for an electric tank) and take really useful stuff like Hasten, Build Up, and Incinerate. There's no way I'd pass up Incinerate, unless you're going to fight solo/no bosses all the time.
Your general power choices/slotting seems otherwise fine, though I might quibble with a few minor points - I might take a slot less in Static Shield and Super Jump, perhaps adding them to Combat Jumping, Weave and/or Health. I'd also take Lightning Reflexes a lot earlier than 49 if you're going to exemp down much. -
I've been playing an Electric/Electric tank non-stop for the last six weeks, and have enjoyed him as much as any toon as I've ever played in CoX. Electric Armor in particular is a fun, effective, good-looking set. And yet, with the relatively recent port to this class, there's not a single guide out there about Electric Armor for Tanks. There's not even much out there for other classes - a few outdated, pre-energize Brute guides - and Electric plays differently enough for Tanks that it really deserves its own guide.
I claim no great level of authority here, but it doesn't look like any guides are getting written any time soon, and there should definitely be one for this great set.
Reading the Electric Armor thread below makes me think there's quite a few folks out there who are as happy with the set as I am. I would love the contributions of other Electric Armor tanks, particularly in discussing its synergies with secondaries, since I haven't played that many different types of tanks. I'm getting off my duff in the next few days to write something up, and the thoughts of the community on Electric Armor would be greatly welcomed. -
Hello and welcome to the world of Electric Armor Tanks - I think you'll find them quite excellent. A key question to ask yourself is what you want your primary to do - single target damage, AoE damage or added survival capability.
As others have noted, Endurance is simply not an issue after Power Sink, so Stone is a solid choice for single target damage.
If you want single target damage and some extra mitigation, go Dark Melee.
If you want AoE damage and damage period, go Fire.
I for one don't believe that Electric Armor needs mitigation from its attack set, particularly if you are adding defense through IO sets and stuff like Combat Jumping/Weave - my Electric/Electric has been at 0/x8 from 20-50 without much difficulty.
For this reason, I think Fire would be a fun and fairly rare combo that would deal high damage for a Tank.
I have little experience with SS so I can't comment on it or the rage thing.
Whatever you take, be prepared for a pretty tight build - Power Surge is really the only skippable power in Electric Armor, and things like Tough/Weave/Combat Jumping/Hasten are also very good for the set. -
An Elec Armor Scrapper without Tough and without defense will be pretty darn squishy, IMO. I'm in the camp that believes that Tough belongs on any Resist-based toon. I believe the numbers are with enhancements, No tough = 45% S/L Resist, with Tough, 60% S/L Resist. So Tough basically takes off over a quarter of incoming S/L damage. This is a good thing.
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This morning I made the brilliant move of accidentally deleting a Luck of the Gambler recipe (Defense, not 7.5, but still). I managed to pull of this brilliant feat when I was at the workbench and realized I needed to get a piece of salvage for it, and accidentally right-clicked on the recipe as I was hitting the 'D' key to turn towards the salvage shelf...and the rest is history.
This bit of stupidity got me thinking: what's the dumbest thing you've ever done playing the game? It could be something along these lines, like accidentally clicking 'Group Fly' as a power choice, or accidentally slotting a power over a purple or something, or something entirely different. Tales of woe and brainlessness on a Monday, anyone?
(Archetypes might be the wrong forum for this, but I don't know what would be better...) -
Regarding Shield Charge:
Give me an N...Give me an E...Give me an R...Give me an F...
Nerf...NERF...NNNNNNNEEEEEEERRRRRRRRFFFFFFFF!!!!!! !!!!!!! -
I love Electric Armor, but one drawback is that there is really nothing at all to skip - it leads to tight builds. You need your three Resist toggles, your pbaoe toggle adds damage, grounded is needed to negate knockback, Lightning Reflexes is a bomb power adding huge recharge, Energize keeps you alive, and Power Sink solves all your endurance problems. You could theoretically skip Power Surge, as you don't need god powers, but this one is better on Brutes than any other class, since it puts you at that beautiful 90% resist cap that you rarely approach otherwise.
Not only that, you are going to also want the fighting pool, since Tough is pretty key on resist-based armors.
Electric is fun, but it demands power choices. -
If you are going to pay no holds barred for the IOs, then Resist sets, which ordinarily have a bit of a squishy reputation, can be the absolute bomb, since high resists + soft capped defenses are just ridiculous. Dechs has already pointed out how Dark can be a beast this way; Electric can also get extremely tough.
Also, different powers will always be a bit weaker/stronger against different stuff - there's no one choice that's going to be the best tank vs. everything.