Elec/Elec/Elec


Amperrie

 

Posted

I have a love/hate relationship with my Elec^3 Blapper. While I love his concept and the electricity powers themselves, I hate how long I get rooted when trying to drain a spawn of enemies solo. By the time I get off my drain, I am either dead or half dead. It's really annoying >_<. he is great on teams though the endurance drain really adds a lot to survivability of your group. here build i am aiming for once hits decided go with fighting pool instead medicine just because feel tough would be form proactive mitigation while aid self reactive which less reliable.>
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Volt Velocity: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Electrical Mastery

Hero Profile:
------------
Level 1: Lightning Bolt Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(45)
Level 1: Electric Fence Dmg-I(A)
Level 2: Charged Brawl Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(25)
Level 4: Ball Lightning Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(17), EnManip-Stun%(23)
Level 6: Swift Run-I(A)
Level 8: Aim RechRdx-I(A), RechRdx-I(9)
Level 10: Havoc Punch T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(25), T'Death-Dam%(43)
Level 12: Hasten RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed Run-I(A)
Level 16: Health Heal-I(A)
Level 18: Tesla Cage BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(50)
Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Build Up RechRdx-I(A), RechRdx-I(23)
Level 24: Boxing EndRdx-I(A)
Level 26: Tough HO:Ribo(A), HO:Ribo(27), HO:Ribo(43), S'fstPrt-ResDam/Def+(46)
Level 28: Thunder Strike Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(46)
Level 30: Short Circuit Efficacy-EndMod(A), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(31), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(34)
Level 32: Thunderous Blast Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(46)
Level 35: Power Sink Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Shocking Grasp T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(40)
Level 41: Static Discharge Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Charged Armor HO:Ribo(A), HO:Ribo(45), HO:Ribo(45)
Level 47: Surge of Power Aegis-ResDam(A), Aegis-ResDam/Rchg(48), ImpArm-ResDam(48), ImpArm-ResDam/Rchg(48), ImpSkn-Status(50)
Level 49: Combat Jumping Zephyr-ResKB(A), LkGmblr-Rchg+(50)
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Level 1: Brawl Acc-I(A)
Level 1: Sprint EndRdx-I(A)
Level 2: Rest RechRdx-I(A)
Level 1: Defiance
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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)
8.62% Defense(Smashing)
8.62% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
9.25% Defense(Energy)
9.25% Defense(Negative)
3% Defense(Psionic)
14.3% Defense(Melee)
8% Defense(Ranged)
3% Defense(AoE)
48.8% Enhancement(RechargeTime)
43% Enhancement(Accuracy)
4% FlySpeed
81.3 HP (6.75%) HitPoints
4% JumpHeight
4% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Confused) 12.5%
MezResist(Held) 21.3%
MezResist(Immobilize) 21.3%
MezResist(Sleep) 12.5%
MezResist(Stun) 14.7%
MezResist(Terrorized) 12.5%
17% (0.28 End/sec) Recovery
20% (1.01 HP/sec) Regeneration
4.73% Resistance(Fire)
4.73% Resistance(Cold)
9% RunSpeed


 

Posted

Quote:
Originally Posted by Amperrie View Post
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)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
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[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
No one critiqued your build, but my first question would be what are you hoping to do with this build?
Range? ST? AoE? Control? Blapping? Sapping?

My E3 is a Sapper/AoE with light control and I look at your build and see power after power that I would never take, but you might have an entirely different goal.


 

Posted

Quote:
Originally Posted by TriNitroToluene View Post
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.
Have you tried Lightning Field for keeping the npcs recovery down? End Target -2% with each tick.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

In my experience Lightning Field doesn't tick fast enough to be used for flooring enemy endurance. Every two seconds not 'nuff.


 

Posted

Lightning field isn't good for initially flooring mobs, but once you've floored them with SC and PS if you stay in LF range and have a couple endmods slotted into it they should stay pretty well floored. Another power that is underrated for putting an endmod or two into is ball lightning. It also have a -Recovery aspect to it and since you're already standing there doing AoE with SC and LF to drain adding a little to BL only helps in that regard. All that combined you can keep mobs drained and keep the AoE damage ticking.



50s - Energyman, Elec^3 Blaster - Light Bringer Prime, Triform PB - OxyStorm, Robo/Storm/Mace MM - Widow Lotone, NW - Psi-Vox, Ill/FF/Earth Control

 

Posted

Elec ^ 3 is ridiculously awesome, and is probably going to always remain my favorite blaster. Lots of aoe, control, damage. Its also thematically one of the only power sets that ACTUALLY compliments eachother perfectly. Unlike fire/fire for example. Fire blast is all damage, so is fire manipuation, whereas due to fire blast lacking mitigation you'd be better off pairing it with something like /ice or /dev.

Elec/Elec/Elec however, fits perfectly. Elec manipulation has the best ST attacks to make up for the fact that elec blasts lacks a 3rd tier ST blast. Static discharge adds a 3rd aoe attack to make your blaster beastly at killing mobs. Shocking grasp adds another hold to stack with tesla cage on bosses, as does later shocking bolt. Obviously power sink + short circuit lets you drain mobs fully.

Do it, love it.


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