Elec/Elec/Elec


Amperrie

 

Posted

This build seems to have the potential of unlimited endurance and the ability to render groups unable to attack.

What are some opinions from people who have done this combo?
It seems this could solo fairly well with just a little tactics.


 

Posted

The very first character I ever played to 50 was exactly this build. Here are my impressions:

*The character was very easy to solo, as long as you were smart about it. Heavy use of the snipe plus the holds meant that most of the time foes couldn't fight back. The E3 build definitely trades raw damage for more control.

*The endurance drain aspect was, for me, most useful in battles with bosses, I actually didn't use it so much in normal fights: I'd hit a boss with tesla cage and shocking grasp (or, later, shocking bolt), run up and drain out all his or her end, and then just keep attacking normally to keep the boss' end floored.

*My build did use stamina - without it, it was too easy to run out of endurance before power sink recharged, especially because I very frequently fired off ball lightning - almost treating it as a single target attack (it is very fast animating, but since it's an AOE it isn't endurance efficient), since you actually lack the third single target blast found in many other blaster sets. I certainly would never make the claim that was the best or most efficient way to play, but it was fun, and helped me defeat things faster than just alternating charged bolts and lightning bolt over and over again.

Hope this helps!


M.A. Arcs
Intended for high level play: The Primus Trilogy (Arc #s 10931, 283821, 283825), "Freakshow U" (Arc #189073), Purification (Arc #352381, Dev's Choice! )
Intended for low level play: "Learning the Ropes" (Arc #100304), "Cracking Skulls" (Arc #115935), "The Lazarus Project" (Arc #124906)

 

Posted

I have an E3 build on pinnacle and gaurdian...I love the build.

They can solo well but they shine on teams.

I use stamina in my build too.


 

Posted

[ QUOTE ]
The very first character I ever played to 50 was exactly this build. Here are my impressions:

*The character was very easy to solo, as long as you were smart about it. Heavy use of the snipe plus the holds meant that most of the time foes couldn't fight back. The E3 build definitely trades raw damage for more control.

*The endurance drain aspect was, for me, most useful in battles with bosses, I actually didn't use it so much in normal fights: I'd hit a boss with tesla cage and shocking grasp (or, later, shocking bolt), run up and drain out all his or her end, and then just keep attacking normally to keep the boss' end floored.

*My build did use stamina - without it, it was too easy to run out of endurance before power sink recharged, especially because I very frequently fired off ball lightning - almost treating it as a single target attack (it is very fast animating, but since it's an AOE it isn't endurance efficient), since you actually lack the third single target blast found in many other blaster sets. I certainly would never make the claim that was the best or most efficient way to play, but it was fun, and helped me defeat things faster than just alternating charged bolts and lightning bolt over and over again.

Hope this helps!

[/ QUOTE ]

Yeah an Elec/Elec blaster was my first character...I made to level 30 then I found out about Tanks and Scrappers and I have only been playing those two ATs ever since.

I've always wanted to level up an E3 because the concept is badass.

What is really going to make me actually level one all the way up now is the use of Short Circuit and Power Sink to be able to drain all enemies of endurance.

This seems increadibly fun and looks on paper like I could "easily" stand in the middle of the group and take it down with...Short Circuit-Power Sink-Ball Lightning-Thunder Strike...also with the added help of Lightning Field.

This build actually seems so fun to play that I'm almost about to take off work early haha.


 

Posted

My current elec/elec blaster is 35, so I can't offer advice "from the top," but the melee attacks are what make it fun for me. They hit like trucks and can compensate for the primary lacking a heavy-hitting single-target blast outside the snipe.

Please be aware that END sapping won't become reliable until you have both Short Circuit and Power Sink, although SC actually does decent damage as well but with a long animation time.

Strategy-wise, my elec/elec usually plays hit-and-run, opening at range, closing to melee to finish one or two targets and kiting the rest.

Have fun!


 

Posted

[ QUOTE ]
My current elec/elec blaster is 35, so I can't offer advice "from the top," but the melee attacks are what make it fun for me. They hit like trucks and can compensate for the primary lacking a heavy-hitting single-target blast outside the snipe.

Please be aware that END sapping won't become reliable until you have both Short Circuit and Power Sink, although SC actually does decent damage as well but with a long animation time.

Strategy-wise, my elec/elec usually plays hit-and-run, opening at range, closing to melee to finish one or two targets and kiting the rest.

Have fun!

[/ QUOTE ]

The build I have planned does not take Charged Brawl nor Havoc Punch. I'm thinking it will still be a fun build though.


 

Posted

What are your opinions on dropping Thunderous Blast for Charged Brawl?

I know what TB can do but I just don't care for the end drain and CB seems extremely powerful.


 

Posted

After messing around with Mids...this is what I have came up with so far.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Electrocore: Level 50 Mutation Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Electric Fence -- Dmg-I(A)
Level 2: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
Level 4: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(11), Ragnrk-Acc/Dmg/Rchg(11), Ragnrk-Acc/Rchg(13), Ragnrk-Dmg/EndRdx(13)
Level 6: Swift -- Run-I(A), Run-I(15), Run-I(15)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), GftotA-Run+(17), Ksmt-ToHit+(17)
Level 10: Charged Brawl -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(21)
Level 12: Zapp -- Apoc-Dmg(A), Apoc-Dmg/Rchg(23), Apoc-Acc/Dmg/Rchg(23), Apoc-Acc/Rchg(25), Apoc-Dmg/EndRdx(25)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(27), Numna-Regen/Rcvry+(27), Numna-Heal(29), RgnTis-Regen+(29), RgnTis-Heal/EndRdx(31)
Level 18: Tesla Cage -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(33)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(33), P'Shift-EndMod(34), P'Shift-EndMod/Rchg(34)
Level 22: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36)
Level 24: Havoc Punch -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(37), Hectmb-Acc/Dmg/Rchg(37), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(39)
Level 26: Acrobatics -- EndRdx-I(A)
Level 28: Thunder Strike -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(40), Armgdn-Dmg/EndRdx(40)
Level 30: Maneuvers -- LkGmblr-Rchg+(A)
Level 32: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(40), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx(42)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(43), Efficacy-EndMod/Acc/Rchg(43), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Acc(45), Efficacy-EndMod/EndRdx(45)
Level 38: Short Circuit -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(45), Efficacy-EndMod/Acc/Rchg(46), Efficacy-Acc/Rchg(46), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(48)
Level 41: Shocking Bolt -- RechRdx-I(A)
Level 44: Charged Armor -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(48), ImpArm-ResDam/Rchg(48), ImpArm-ResDam/EndRdx/Rchg(50)
Level 47: Aim -- RechRdx-I(A)
Level 49: Build Up -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A), Run-I(50), Run-I(50)
Level 2: Rest -- Empty(A)
Level 1: Defiance


 

Posted

This is my current build with my main/favorite toon. My goal was perma-hasten without too many sacrifices to the character concept. I only recently got the Blessing of the Zephyr KB protection so I'm considering swapping the Steadfast out of Charged Armor in favor of the Aegis Mez Resistance IO. Enjoy.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Chromium Man III: Level 50 Technology Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Fitness
Power Pool: Flight
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Charged Bolts -- Thundr-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(7)
Level 1: Electric Fence -- Acc-I(A)
Level 2: Lightning Bolt -- Apoc-Dmg(A), Apoc-Dmg/Rchg(7), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(11), Apoc-Dam%(11)
Level 4: Charged Brawl -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(15), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Acc/Rchg(17), Hectmb-Dmg/EndRdx(19), Hectmb-Dam%(19)
Level 6: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(13), Ragnrk-Acc/Dmg/Rchg(21), Ragnrk-Acc/Rchg(21), Ragnrk-Dmg/EndRdx(23), Ragnrk-Knock%(23)
Level 8: Swift -- Run-I(A)
Level 10: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Dmg/EndRdx/Rchg(27)
Level 12: Hover -- LkGmblr-Rchg+(A)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(29)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
Level 18: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(31), Lock-Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(50)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(33)
Level 22: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(34)
Level 24: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(34)
Level 26: Short Circuit -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(34), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(36), Efficacy-EndMod/EndRdx(37)
Level 28: Thunder Strike -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(29), Armgdn-Acc/Dmg/Rchg(37), Armgdn-Acc/Rchg(37), Armgdn-Dmg/EndRdx(39), Armgdn-Dam%(39)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Thunderous Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(40), RechRdx-I(42)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
Level 38: Shocking Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(45), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 41: Shocking Bolt -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(46), UbrkCons-Acc/Hold/Rchg(48), UbrkCons-Acc/Rchg(48), UbrkCons-EndRdx/Hold(48)
Level 44: Charged Armor -- S'fstPrt-ResKB(A)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
------------
[u]Set Bonus Totals:[u]

    [*]16% DamageBuff(Smashing)[*]16% DamageBuff(Lethal)[*]16% DamageBuff(Fire)[*]16% DamageBuff(Cold)[*]16% DamageBuff(Energy)[*]16% DamageBuff(Negative)[*]16% DamageBuff(Toxic)[*]16% DamageBuff(Psionic)[*]1.56% Defense(Fire)[*]1.56% Defense(Cold)[*]4.06% Defense(Energy)[*]4.06% Defense(Negative)[*]5% Defense(Psionic)[*]4.38% Defense(Ranged)[*]3.13% Defense(AoE)[*]2.25% Max End[*]83% Enhancement(Accuracy)[*]112.5% Enhancement(RechargeTime)[*]5% FlySpeed[*]103.9 HP (8.62%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Immobilize) 7.15%[*]23.5% (0.39 End/sec) Recovery[*]36% (1.81 HP/sec) Regeneration[*]11.7% Resistance(Fire)[*]11.7% Resistance(Cold)[*]15% Resistance(Toxic)[*]5% Resistance(Psionic)[*]5% RunSpeed[/list]


Chromium Man Model Designations
I - Fire/Fire/Fire Blaster, II - Fire/Energy/Fire Tank, III - Elec/Elec/Elec Blaster,
IV - Elec/Elec/Mu Brute, V - Elec/Elec/Mu Stalker, VI -Elec/Elec/Energy Tank, VII - Elec/Elec/Body Scrapper, VIII - Elec/Elec/Mu Dominator
Co-founder of Riders of Apocalypse - Triumph Server

 

Posted

To the OP:

From my own experiences playing an Elec3 build:

Running Manuvers just for the LoTG +Rech is going to be tough. The Leadership pool toggles use a good amount of endurance (about twice that of most regular toggles at .39 end/sec). Even with Stamina, the Perf. Shifter proc, and Power Sink, you WILL find yourself hurting for endurance if you string together attacks in a chain like most Blasters to.

If you're going to go the Leadership route, might I suggest the following to tweak your build a tiny bit:

1) invest some slots into Maneuvers, a couple for End redux and Defense, and then 2-3 for uniques (namely, the LoTG _Rech, a Karma -KB, and possibly a Kismet +Acc). FYI, you could also stick any of these IO's in Combat Jumping as well.

2) consider skipping Tactics and taking either Aim, Build Up, or both much earlier. Tactics is a GREAT power, but if you're soloing most of the time it will be hard on your endurance, and the Acc from your enhancements plus Aim/BU/both, and possibly the Kismet +Acc unique could make up for most of the benefit of Tactics (not entirely, I realize, and also you wouldn't get the +Perception that you'd get from Tactics, but it bears noting).

3) This is just me, but considering you've got Swift 3x slotted and have Super Jump, you could save yourself the slots in Sprint and instead go with Blessing of the Zephyr in Super Leap or Combat Jumping (or both if you can slot it multiple times... don't remember if you can slot the full set multiple times or not) and get decent Defense bonuses to Ranged and AoE as well as -4mag KB protection. If you slotted the Karma -4mag KB protection in Maneuvers, plus 1-2 of the -4mag KB BotZ IO (in Combat Jumping and/or Super Leap) you'd get -8-12mag KB protection, which would more or less preclude the need to get Acrobatics for PvE play.

4) Charged Armor is pretty helpful except when you're mezzed. One thing you may want to consider doing (again, this is to help you skip Acrobatics in your build and save yourself a power slot and some endurance in the process) you could drop the Steadfast Protection -4mag KB IO in CA for extra KB protection in addition to the other suggested powers... as well as possibly the Steadfast Res/Def unique for +3 Def global.

So many options...


 

Posted

[ QUOTE ]
What are your opinions on dropping Thunderous Blast for Charged Brawl?
I know what TB can do but I just don't care for the end drain and CB seems extremely powerful.

[/ QUOTE ]

CB is powerful, and if you're planning on soloing mostly, you won't miss TB. However, you can mitigate the END crash by popping a blue and using Power Sink on any survivors.


 

Posted

My first toon to 50 and still my main toon is an Elec/Elec/Elec. It's a powerful toon that is so underplayed, people still scream about not being able to target enemies because they're dancing in my Thunderous Blast. They also ask, quite often, why the enemies aren't hitting back and if they're glitched.

What you have to do is not look at this from a blaster's standpoint. Elec^3 is a Blaptroller (Blaptrollanker when you have Surge of Power going). You have 3 st holds, 1 st imob, two AoE soft controls (endurance drain), you have some VERY hard-hitting melee attacks, good ranged attacks, and you're a god when SoP is going. If you were to take the Medicine pool, you could fill in for ANY missing AT in the team, or help any one that's having trouble.

The trade off is that you don't particularly excel at anything. You can be a big knife, a big screwdriver, a big saw, a big cork screw, a big pair of tweezers, or you can be a Swiss Army Knife and be a little version of each.

Still holding my breath for Electric Control because there isn't enough electric love in the game.


Victory
Schattenbolt - Blaster Elec/Elec/Elec
Pierce Steele - Blaster Arch/MM/Munitions

Paragons of Victory

 

Posted

Electricity Control would be cool, and it would seem easy to assemble, given all the electric control type powers that are already in the game. They're just spread out among NPCs (Freaks, Mu), Electricity Manipulation and the Electrical Mastery and Mu Mastery pools.


 

Posted

[ QUOTE ]
[ QUOTE ]
What are your opinions on dropping Thunderous Blast for Charged Brawl?
I know what TB can do but I just don't care for the end drain and CB seems extremely powerful.

[/ QUOTE ]

CB is powerful, and if you're planning on soloing mostly, you won't miss TB. However, you can mitigate the END crash by popping a blue and using Power Sink on any survivors.

[/ QUOTE ]

My wife has an E3 and the way she has her nuke slotted the end doesn't crash completely if she hits enough targets. She put an End Mod IO in the 6th slot. The nuke has the same chance to return endurance to you as the rest of the attacks in the set. If you hit enough targets with it a lot of times you will have enough end left to fire Power Sink without needing to eat a blue first.

I have seen this phenomenon with my own eyes on her screen, so I know that it DOES happen. She nukes and I glance over and see her with a little bit of endurance still. My guess to why this happens is the end crash DOES happen, and THEN the end return effect kicks in, returning a small amount of endurance, which does not count as recovery because it is a different source.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

My first blaster is an Elec/Elec/Elec and still my favorite.
You should definitely take Build Up a lot sooner, if not both Build Up and Aim.
I didn't see Shocking Grasp in your build. It's a nice melee attack that gives you a third hold as well as some decent damage and endurance drain. Possibly replace Lightning Field or Zapp with it.
I had LF in my build for awhile, but found it to be pretty lackluster for the endurance cost. Although it's one of the coolest looking powers in the game.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
What are your opinions on dropping Thunderous Blast for Charged Brawl?
I know what TB can do but I just don't care for the end drain and CB seems extremely powerful.

[/ QUOTE ]

CB is powerful, and if you're planning on soloing mostly, you won't miss TB. However, you can mitigate the END crash by popping a blue and using Power Sink on any survivors.

[/ QUOTE ]

My wife has an E3 and the way she has her nuke slotted the end doesn't crash completely if she hits enough targets. She put an End Mod IO in the 6th slot. The nuke has the same chance to return endurance to you as the rest of the attacks in the set. If you hit enough targets with it a lot of times you will have enough end left to fire Power Sink without needing to eat a blue first.

I have seen this phenomenon with my own eyes on her screen, so I know that it DOES happen. She nukes and I glance over and see her with a little bit of endurance still. My guess to why this happens is the end crash DOES happen, and THEN the end return effect kicks in, returning a small amount of endurance, which does not count as recovery because it is a different source.

[/ QUOTE ]

interesting, I'd have to see this to believe it. Mid's doesn't mention anything about "A portion of the drained endurance might be given to you" like it does for the tier 1 and tier 2 blasts..

Wonder if it was a Performance Shifter Proc? unlikely. very interesting..

I've got a Kin/Nrg Defender I built all around nuking and filling blue bar with Transferance, and I've noticed several times I didnt have to pop a blue to Transference right after a nuke..always thought i was imaging it or maybe someone SB'd me with a PerfShifter proc..


perma jump is ---> /up 1

 

Posted

you could remove 2 slots from Sprint and Swift and put them in Aim and Build Up. With Guassians you keep some of the movement, gain much needed HP, and increase the recharge of Aim and BU.

I would put Manticore's in Zapp instead of Apoc's..that's a 300mil difference? and not much loss in performance.


perma jump is ---> /up 1

 

Posted

My First Super was a triple Elec. And I love him still. I love to use Thunderous Blast, pop a blue and then use Power Sink on any remaining enemies to top off my endurance again.

It can be tons of fun and you don't see too many toons playing sapper. I use Short Circuit and Power Sink then start firing off my blasts, when I don't have my nuke up. It can be dangerous though, because I can't completely drain a group with just one shot, I need both SC and PS and that can give the enemy a chance to hit HARD.

Still, it is good clean fun.


@TriNitroToluene.
@DynaMight

 

Posted

3e is nice but i made a ele/eng/elec and with power boost that you can use at every mob you can complety drain every mob u run to its a very fun build to play its still a 3e lol either type is very fast and fun to play and keep in mind some critters ignore the fact they have no endurace to pull off an atk so its not fool proff but i luv this blaster and the rechage on the elec aoes is nice very fun to play once again


 

Posted

ahh, i just noticed Thuderous Blast isn't 100% end crash like other nukes

-1000.00% recovery rate for 20.00s on self (like most nukes)
-40.00 endurance on self

the nuke itself cost about 15 end to activate, so @55 end + recovery drops to zero..not bad

definetely worth getting +max end accolades (Portal Jockey and Atlas Medallion)


perma jump is ---> /up 1

 

Posted

While we're on the subject of the E3 build, I was hoping that y'all could check out this proposed build and critique. My first 50 was an E3, but haven't played her in a while. I know there are a lot of purples in this build, but I don't mind the challenge and I have patience.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Amperrie: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(34)
Level 1: Electric Fence -- Acc-I(A)
Level 2: Lightning Bolt -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(7), Apoc-Dam%(9), Apoc-Acc/Rchg(11), Apoc-Dmg/EndRdx(31)
Level 4: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(5), Ragnrk-Acc/Dmg/Rchg(7), Ragnrk-Acc/Rchg(15), Ragnrk-Dmg/EndRdx(31), Ragnrk-Knock%(34)
Level 6: Hover -- LkGmblr-Rchg+(A), Zephyr-ResKB(42), Frbd-Stlth(43)
Level 8: Charged Brawl -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(15), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(40), Hectmb-Dam%(40)
Level 10: Swift -- Flight-I(A)
Level 12: Zapp -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(13), Mantic-Acc/ActRdx/Rng(13), Mantic-Dmg/ActRdx/Rchg(17), Mantic-Dmg/EndRdx/Rchg(29), Mantic-Dam%(40)
Level 14: Fly -- Flight-I(A)
Level 16: Short Circuit -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(33), Efficacy-EndMod/Acc(36), Efficacy-EndMod/EndRdx(42)
Level 18: Health -- Heal-I(A), Mrcl-Rcvry+(19), Numna-Regen/Rcvry+(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(21)
Level 22: Tesla Cage -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(23), UbrkCons-Acc/Hold/Rchg(25), UbrkCons-Dam%(27), UbrkCons-Acc/Rchg(48), UbrkCons-EndRdx/Hold(48)
Level 24: Build Up -- AdjTgt-ToHit/Rchg(A), GSFC-ToHit/Rchg(25)
Level 26: Voltaic Sentinel -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(27), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-Dmg/EndRdx(48)
Level 28: Lightning Clap -- Rope-Acc/Stun/Rchg(A)
Level 30: Thunder Strike -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(31), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(37), Armgdn-Dmg/EndRdx(43), Armgdn-Dam%(50)
Level 32: Thunderous Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(45)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(46), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(46)
Level 38: Shocking Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(50), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 41: Hasten -- RechRdx-I(A)
Level 44: Shocking Bolt -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-EndRdx/Rchg/Hold(45), Lock-Rchg/Hold(45)
Level 47: Charged Armor -- Aegis-Psi/Status(A)
Level 49: Static Discharge -- Dmg-I(A)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
------------
[u]Set Bonus Totals:[u]

    [*]18% DamageBuff(Smashing)[*]18% DamageBuff(Lethal)[*]18% DamageBuff(Fire)[*]18% DamageBuff(Cold)[*]18% DamageBuff(Energy)[*]18% DamageBuff(Negative)[*]18% DamageBuff(Toxic)[*]18% DamageBuff(Psionic)[*]4.69% Defense(Energy)[*]4.69% Defense(Negative)[*]5% Defense(Psionic)[*]5.63% Defense(Ranged)[*]92.5% Enhancement(RechargeTime)[*]2.5% Enhancement(Held)[*]83% Enhancement(Accuracy)[*]4% FlySpeed[*]76.8 HP (6.37%) HitPoints[*]4% JumpHeight[*]4% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 2.5%[*]MezResist(Immobilize) 4.7%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 2.5%[*]MezResist(Terrorized) 2.5%[*]23.5% (0.39 End/sec) Recovery[*]58% (2.92 HP/sec) Regeneration[*]11.7% Resistance(Fire)[*]11.7% Resistance(Cold)[*]23.1% Resistance(Toxic)[*]4.6% Resistance(Psionic)[*]4% RunSpeed[/list]




    edited with correct datalink


Goodbye, City of Heroes...I'll miss you.

On Justice as @Amperrie (well, for a little while longer...)

 

Posted

I have noticed the lack of crash every once in a while. It only ever happens to me when in an AV fight and just the AV is hit. Once I hit multiple targets my endurance drops like a stone. The number of targets must multiply the endurance cost to the caster.


@TriNitroToluene.
@DynaMight

 

Posted

My first toon and my first hero 50 was E3, and I loved her--once I figured out that she was a blaptroller, and how to use end drain. Since she was my first, I ended up respeccing her *a lot*, because I had no clue what I was doing when I started. I did about half team and half solo with her; I think soloing would be even easier now with the Hollows redesign. Especially once I got Power Sink, she was a, well, blast.


"No boom *today*. Boom tomorrow. There's always boom tomorrow."
--Lt. Commander Susan Ivanova

 

Posted

My version is a blapper & doesn't have short circuit, voltaic sentinal or power sink (or ball lightning for that matter) and rolls easily solo.

Charged Brawl is a great power & my build also utilizes stamina. Other than when I use TB, the build rarely encounters endurance issues and I have no qualms about entering combat at 1/4 endurance.


 

Posted

[qutoe]My wife has an E3 and the way she has her nuke slotted the end doesn't crash completely if she hits enough targets. She put an End Mod IO in the 6th slot. The nuke has the same chance to return endurance to you as the rest of the attacks in the set. If you hit enough targets with it a lot of times you will have enough end left to fire Power Sink without needing to eat a blue first.

I have seen this phenomenon with my own eyes on her screen, so I know that it DOES happen. She nukes and I glance over and see her with a little bit of endurance still. My guess to why this happens is the end crash DOES happen, and THEN the end return effect kicks in, returning a small amount of endurance, which does not count as recovery because it is a different source.

[/ QUOTE ]

I have a 2 IO End Mod set in my TB and often I have some end left over after a TB. If I'm aware enough I click off my toggles and dump any survivors before my toggles drain the end. I've had upwards of 20 after hitting TB.