Best ways to sure up Electric Armor add duribility


Duck Dim Sum

 

Posted

I'm curious how to make Electric Armor as durable and strong as possible. I'm probably going to make a Claws/Electric Brute when they come out for Brutes.

I'm trying to make him as tough as possible. With an all resist set that can be pretty hard. There is a little mitigation in Claws, but not a lot and I want to make my toon as tough as possible.

What suggestions do you all have?


 

Posted

With the proliferation, is this a brute or a scrapper?
If it's a brute, head to the brute forum for better advice.

I personally wouldn't roll a claws/elec - an endurance-friendly set on an armor built for endurance management.

Quick Options:
-Both Tough/Aid Self help soloing and teaming. Aid Self less-so on teams.
-Pick up weave if you decide on a melee defense (or S/L) build.
-You want the +HP accolades
-You can also slot for +HP/Regen. This route is a little more consistent than defense.


 

Posted

For durability, the only thing you need is some healing. Taking Aid Self will do it, though it is ultimately at the cost of two powers.

You could also go the IO set bonuses route, and try either to softcap your defenses or to maximize your health regen. Depending on how you feel your survivability is by the time you get there, just five-slotting Heath with two Heal SOs, the unique +Regen Regenerative Tissue and both the Heal and the +Regen Numina's puts you at pretty strong passive Regen (even before other set bonuses).

Also, I think this can be a great combo. Claws plus Lightning Reflexes means a potential buzzsaw build (same as you get with the classic Claws/SR), and the End management powers give a lot of flexibility as far as which powers to ultimately take (making it easier to throw in an Aid Self, or something similar).


 

Posted

Well, for one, you won't be taking as much damage because Shockwave and Focus have very reliable knockbacks (or downs).

If you are soloing, you can knockdown easily with Focus and hit Aid Self in time with no problem.

I have a lvl 50 Claw/Will and it is a very safe sets against things that you can kb.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

The OP reposted in the brute forum to get more help. I'm not sure if he's been back here to read it or not.

Same Topic


 

Posted

[ QUOTE ]
With the proliferation, is this a brute or a scrapper?
If it's a brute, head to the brute forum for better advice.


[/ QUOTE ]

I posted in the Brute forum as well, since you suggested it. I figured since Brutes didn't have Claws currently, this was the best place to get good answers. But I'll take a good answer from where ever I can find it, I'm reading both and checking both.

I'm sure the Scrappers and Tankers are trying to figure out how to make the set as durable as possible too.

I've heard a lot of add Defense and adding Defense really does little for you because of amount of defense reduction present.

I think everyone agrees that additional health and regeneration are great to use, but can those get to meaningful levels?

How much help is Aid Self really? Can I really fire it off?


 

Posted

[ QUOTE ]
[ QUOTE ]
With the proliferation, is this a brute or a scrapper?
If it's a brute, head to the brute forum for better advice.


[/ QUOTE ]

I posted in the Brute forum as well, since you suggested it. I figured since Brutes didn't have Claws currently, this was the best place to get good answers. But I'll take a good answer from where ever I can find it, I'm reading both and checking both.

I'm sure the Scrappers and Tankers are trying to figure out how to make the set as durable as possible too.

I've heard a lot of add Defense and adding Defense really does little for you because of amount of defense reduction present.

I think everyone agrees that additional health and regeneration are great to use, but can those get to meaningful levels?

How much help is Aid Self really? Can I really fire it off?

[/ QUOTE ]

That's kinda the problem, "meaningful" is subjective, and there's ALWAYS more you can do to increase your survival (at the cost of giving up other things). The question is really, where does your character start to feel right to you?

Aid Self can either be saved for between fights, or a bit of interrupt reduction can be slotted into it to make it do-able in battle IF you're careful. It's potentially a big help because you get it when you need it, an active response rather than a passive, general boost to your overall toughness (like the passives and pool-power toggles are going to be). Is it a big help? Try it on the test server and see how well it complements how you tend to play.

Seriously, play it by ear. If you go too far towards your character's durability, there will come a point where you'll start noticing the tradeoffs you're making to get there. Also, decide whether spending Inf is an eventual issue for you. ANYONE can potentially get one or two positional defenses close to the softcap using IO set bonuses, but it's not cheap.

As an aside, thanks to the person who pointed out the other post. Just plain helpful, that there.


 

Posted

I've gotten very good at aid self on my SS/Elec:

Footstomp->Powersink->Aid Self is nearly 100% guaranteed to successfully fire in the midst of a mob. Powersink causes a forced animation which gives you a very brief window of time to those enemies that weren't knocked down with footstomp.

Now for a claws, I imagine if you got shockwave lined up well, it would do the exact same thing.

As to slotting for defense, you have to know the game well enough to understand which enemies debuff your defenses. The combat attributes monitor lets you make sure your defense is in the green. At around 25% melee defense, you're looking at an estimated 50% reduction in damage incoming. Try popping a medium purple sometime. That should give you a similar idea to the added benefits of melee defense. Also, it is important to note that if you have 25%+ melee defense, popping another luck will softcap your melee defense, making you 10x more survivable than if you had no defense.

So, yes, I think melee defense is worth it.


 

Posted

"...sure up?" Are you trying to say shore up?


If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Sailboat View Post
"...sure up?" Are you trying to say shore up?
He might have been mixing up the usage of "shore up" with "ensure". Of course now that I look at it, the thread title is pretty poor in terms of both grammar and spelling, so I don't know how much good dissecting it is going to do.


Storm Summoning is great because it makes you better than everyone else in the game. - Camma

Knockback is mitigation. It won't be removed just because meleers ***** and moan. - Chaos Creator