elec/elec build thoughts


Acemace

 

Posted

ok so ive been waiting forever for this to hit tanks.

one of the the issues i had with this build is too much to slot and not enough slots. ( which hapens alot)

as of now i got this as close as i can get it.

lemme know whatca think...ive already bought every enhancement for this build.but since im not use to elec armor at all ( stayed away from it totally) i need some thoughts..

thanks to an update for mids i was able to use mids

take a look please...im not using any purples but alot of rares.

lemme know about the armors like grounded....is it worth 3 resist i.o's?.


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

Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electric Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed

Hero Profile:
------------
Level 1: Charged Armor
(A) Gladiator's Armor - Resistance: Level 50
(3) Gladiator's Armor - Resistance/Rech/End: Level 50
(3) Gladiator's Armor - End/Resist: Level 50
(5) Resist Damage IO: Level 50


Level 1: Charged Brawl
(A) Accuracy IO: Level 50


Level 2: Lightning Field
(A) Obliteration - Damage: Level 50
(5) Obliteration - Accuracy/Recharge: Level 50
(7) Obliteration - Damage/Recharge: Level 50
(7) Obliteration - Accuracy/Damage/Recharge: Level 50
(9) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
(9) Obliteration - Chance for Smashing Damage: Level 50


Level 4: Conductive Shield
(A) Gladiator's Armor - Resistance: Level 50
(11) Gladiator's Armor - Resistance/Rech/End: Level 50
(11) Gladiator's Armor - End/Resist: Level 50
(13) Resist Damage IO: Level 50


Level 6: Jacobs Ladder
(A) Obliteration - Damage: Level 50
(13) Obliteration - Accuracy/Recharge: Level 50
(15) Obliteration - Damage/Recharge: Level 50
(15) Obliteration - Accuracy/Damage/Recharge: Level 50
(17) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
(37) Obliteration - Chance for Smashing Damage: Level 50


Level 8: Static Shield
(A) Gladiator's Armor - Resistance: Level 50
(17) Gladiator's Armor - Resistance/Rech/End: Level 50
(19) Gladiator's Armor - End/Resist: Level 50
(19) Resist Damage IO: Level 50


Level 10: Grounded
(A) Resist Damage IO: Level 50
(21) Resist Damage IO: Level 50
(21) Resist Damage IO: Level 50
(23) Gladiator's Armor - TP Protection +3% Def (All): Level 50
(50) Steadfast Protection - Resistance/+Def 3%: Level 30


Level 12: Energize
(A) Panacea - Heal/Endurance: Level 50
(23) Panacea - Endurance/Recharge: Level 50
(25) Panacea - Hea/Recharge: Level 50
(25) Panacea - Heal/Endurance/Recharge: Level 50
(27) Panacea - Heal: Level 50


Level 14: Combat Jumping
(A) Luck of the Gambler - Recharge Speed: Level 50


Level 16: Super Jump
(A) Jumping IO: Level 50


Level 18: Thunder Strike
(A) Obliteration - Damage: Level 50
(27) Obliteration - Accuracy/Recharge: Level 50
(29) Obliteration - Damage/Recharge: Level 50
(29) Obliteration - Accuracy/Damage/Recharge: Level 50
(31) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
(31) Obliteration - Chance for Smashing Damage: Level 50


Level 20: Swift
(A) Run Speed IO: Level 50


Level 22: Health
(A) Miracle - +Recovery: Level 40
(31) Panacea - +Hit Points/Endurance: Level 50
(33) Numina's Convalescence - +Regeneration/+Recovery: Level 50


Level 24: Stamina
(A) Endurance Modification IO: Level 50
(33) Endurance Modification IO: Level 50
(34) Endurance Modification IO: Level 50
(34) Performance Shifter - Chance for +End: Level 50


Level 26: Power Sink
(A) Mocking Beratement - Taunt: Level 50
(34) Mocking Beratement - Taunt/Recharge: Level 50
(36) Mocking Beratement - Taunt/Recharge/Range: Level 50
(36) Mocking Beratement - Accuracy/Recharge: Level 50
(36) Mocking Beratement - Taunt/Range: Level 50
(37) Mocking Beratement - Recharge: Level 50


Level 28: Boxing
(A) Accuracy IO: Level 50


Level 30: Tough
(A) Titanium Coating - Resistance/Endurance: Level 40
(33) Titanium Coating - Endurance: Level 50
(37) Titanium Coating - Resistance/Recharge: Level 50
(39) Titanium Coating - Endurance/Recharge: Level 50
(39) Titanium Coating - Resistance/Endurance/Recharge: Level 50
(39) Titanium Coating - Resistance: Level 50


Level 32: Weave
(A) Luck of the Gambler - Defense/Endurance: Level 50
(40) Luck of the Gambler - Defense: Level 50
(40) Luck of the Gambler - Recharge Speed: Level 50
(42) Shield Wall - +Res (Teleportation), +3% Res (All): Level 50


Level 35: Chain Induction
(A) Touch of Death - Accuracy/Damage: Level 40
(40) Touch of Death - Damage/Endurance: Level 40
(42) Touch of Death - Damage/Recharge: Level 40
(42) Touch of Death - Accuracy/Damage/Endurance: Level 40
(43) Touch of Death - Damage/Endurance/Recharge: Level 40
(43) Touch of Death - Chance of Damage(Negative): Level 40


Level 38: Lightning Rod
(A) Obliteration - Damage: Level 50
(43) Obliteration - Accuracy/Recharge: Level 50
(45) Obliteration - Damage/Recharge: Level 50
(45) Obliteration - Accuracy/Damage/Recharge: Level 50
(45) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
(46) Obliteration - Chance for Smashing Damage: Level 50


Level 41: Build Up
(A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
(46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
(46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
(48) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
(48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
(48) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50


Level 44: Taunt
(A) Accuracy IO: Level 50


Level 47: Hasten
(A) Recharge Reduction IO: Level 50
(50) Recharge Reduction IO: Level 50
(50) Recharge Reduction IO: Level 50


Level 49: Lightning Reflexes
(A) Run Speed IO: Level 50


------------
Level 1: Brawl
(A) Accuracy IO: Level 50


Level 1: Sprint
(A) Run Speed IO: Level 50


Level 2: Rest
(A) Recharge Reduction IO: Level 50


Level 1: Gauntlet
------------
Set Bonus Totals:
17% DamageBuff(Smashing)
17% DamageBuff(Lethal)
17% DamageBuff(Fire)
17% DamageBuff(Cold)
17% DamageBuff(Energy)
17% DamageBuff(Negative)
17% DamageBuff(Toxic)
17% DamageBuff(Psionic)
20.4% Defense(Smashing)
20.4% Defense(Lethal)
10.4% Defense(Fire)
10.4% Defense(Cold)
7.25% Defense(Energy)
7.25% Defense(Negative)
6% Defense(Psionic)
31% Defense(Melee)
8.5% Defense(Ranged)
10.1% Defense(AoE)
8.55% Max End (in PvP)
7.5% Enhancement(Range) (in PvP)
36% Enhancement(Accuracy)
50% Enhancement(RechargeTime)
5% FlySpeed
140.6 HP (7.5%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -9)
Knockup (Mag -9)
MezResist(Confused) 5% (in PvP)
MezResist(Held) 13.3% (in PvP)
MezResist(Immobilize) 7.75% (in PvP)
MezResist(Repel) 400% (10% chance, in PvP)
MezResist(Sleep) 7.2% (in PvP)
MezResist(Stun) 16%
MezResist(Terrorized) 5% (in PvP)
12.5% (0.21 End/sec) Recovery
20% (1.56 HP/sec) Regeneration
4.58% Resistance(Smashing) (in PvP)
4.58% Resistance(Lethal) (in PvP)
3% Resistance(Fire)
3% Resistance(Cold)
3% Resistance(Energy)
3% Resistance(Negative)
3% Resistance(Toxic)
3% Resistance(Psionic)
5% RunSpeed



------------
Set Bonuses:
Gladiator's Armor
(Charged Armor)
2.5% (0.04 End/sec) Recovery, 2.25% Max End (in PvP)
Knockback Protection (Mag -3), MezResist(Repel) 100% (10% chance, in PvP)


Obliteration
(Lightning Field)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


Gladiator's Armor
(Conductive Shield)
2.5% (0.04 End/sec) Recovery, 2.25% Max End (in PvP)
Knockback Protection (Mag -3), MezResist(Repel) 100% (10% chance, in PvP)


Obliteration
(Jacobs Ladder)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


Gladiator's Armor
(Static Shield)
2.5% (0.04 End/sec) Recovery, 2.25% Max End (in PvP)
Knockback Protection (Mag -3), MezResist(Repel) 100% (10% chance, in PvP)


Gladiator's Armor
(Grounded)
3% Defense(All)


Steadfast Protection
(Grounded)
3% Defense(All)


Panacea
(Energize)
2.5% (0.04 End/sec) Recovery1.58% Resistance(Smashing,Lethal) (in PvP)
10% (0.78 HP/sec) Regeneration, MezResist(Repel) 100% (10% chance, in PvP)
28.1 HP (1.5%) HitPointsStatus Resistance 5% (in PvP)
7.5% Enhancement(RechargeTime), 7.5% Enhancement(Range) (in PvP)


Luck of the Gambler
(Combat Jumping)
7.5% Enhancement(RechargeTime)


Obliteration
(Thunder Strike)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


Mocking Beratement
(Power Sink)
1.8% Max End
MezResist(Held) 2.75%
2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
7.5% Enhancement(RechargeTime)


Titanium Coating
(Tough)
MezResist(Sleep) 2.2%
28.1 HP (1.5%) HitPoints
MezResist(Stun) 2.2%
MezResist(Held) 2.75%
2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)


Luck of the Gambler
(Weave)
10% (0.78 HP/sec) Regeneration
21.1 HP (1.13%) HitPoints
7.5% Enhancement(RechargeTime)


Shield Wall
(Weave)
3% Resistance(Smashing), 3% Resistance(Lethal), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Toxic), 3% Resistance(Psionic)


Touch of Death
(Chain Induction)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
2.5% DamageBuff(All)
MezResist(Held) 2.75%
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


Obliteration
(Lightning Rod)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


Gaussian's Synchronized Fire-Control
(Build Up)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
35.1 HP (1.88%) HitPoints
2.5% (0.04 End/sec) Recovery
2.5% DamageBuff(All)
2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)


 

Posted

the 2nd build i wanted to do would be the same..however switching out maybe power sink and hasten for focused acc OR conserve power..not sure which one really and physical perfection

thoughts on that?...with the extra recov i wouldnt need powersink with all the recov bonus's covering it and all the recharges in my build along with lightning reflexes to help the missing of hasten

i think pp could really be something special for a elec tank with energize's regen and pp's regen. looks like it would be awesome together..i places in f.a. for this build but like i said..not married to it if cp may be a better choice

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

Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electric Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
------------
Level 1: Charged Armor
(A) Gladiator's Armor - Resistance: Level 50
(3) Gladiator's Armor - Resistance/Rech/End: Level 50
(3) Gladiator's Armor - End/Resist: Level 50
(5) Resist Damage IO: Level 50


Level 1: Charged Brawl
(A) Accuracy IO: Level 50


Level 2: Lightning Field
(A) Obliteration - Damage: Level 50
(5) Obliteration - Accuracy/Recharge: Level 50
(7) Obliteration - Damage/Recharge: Level 50
(7) Obliteration - Accuracy/Damage/Recharge: Level 50
(9) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
(9) Obliteration - Chance for Smashing Damage: Level 50


Level 4: Jacobs Ladder
(A) Obliteration - Damage: Level 50
(11) Obliteration - Accuracy/Recharge: Level 50
(11) Obliteration - Damage/Recharge: Level 50
(13) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
(13) Obliteration - Accuracy/Damage/Recharge: Level 50
(15) Obliteration - Chance for Smashing Damage: Level 50


Level 6: Conductive Shield
(A) Gladiator's Armor - Resistance: Level 50
(15) Gladiator's Armor - Resistance/Rech/End: Level 50
(17) Gladiator's Armor - End/Resist: Level 50
(17) Resist Damage IO: Level 50


Level 8: Static Shield
(A) Gladiator's Armor - Resistance: Level 50
(19) Gladiator's Armor - Resistance/Rech/End: Level 50
(19) Gladiator's Armor - End/Resist: Level 50
(21) Resist Damage IO: Level 50


Level 10: Grounded
(A) Resist Damage IO: Level 50
(21) Resist Damage IO: Level 50
(23) Resist Damage IO: Level 50
(23) Gladiator's Armor - TP Protection +3% Def (All): Level 50
(25) Steadfast Protection - Resistance/+Def 3%: Level 30


Level 12: Energize
(A) Panacea - Heal/Endurance: Level 50
(25) Panacea - Endurance/Recharge: Level 50
(27) Panacea - Hea/Recharge: Level 50
(27) Panacea - Heal/Endurance/Recharge: Level 50
(29) Panacea - Heal: Level 50


Level 14: Combat Jumping
(A) Luck of the Gambler - Recharge Speed: Level 50


Level 16: Super Jump
(A) Jumping IO: Level 50


Level 18: Swift
(A) Run Speed IO: Level 50


Level 20: Health
(A) Panacea - +Hit Points/Endurance: Level 50
(29) Numina's Convalescence - +Regeneration/+Recovery: Level 50
(31) Miracle - +Recovery: Level 40


Level 22: Stamina
(A) Endurance Modification IO: Level 50
(31) Endurance Modification IO: Level 50
(31) Endurance Modification IO: Level 50
(33) Performance Shifter - Chance for +End: Level 50


Level 24: Thunder Strike
(A) Obliteration - Damage: Level 50
(33) Obliteration - Accuracy/Recharge: Level 50
(33) Obliteration - Damage/Recharge: Level 50
(34) Obliteration - Accuracy/Damage/Recharge: Level 50
(34) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
(34) Obliteration - Chance for Smashing Damage: Level 50


Level 26: Boxing
(A) Accuracy IO: Level 50


Level 28: Tough
(A) Titanium Coating - Resistance/Endurance: Level 50
(36) Titanium Coating - Resistance/Recharge: Level 50
(36) Titanium Coating - Endurance/Recharge: Level 50
(36) Titanium Coating - Resistance/Endurance/Recharge: Level 50
(37) Titanium Coating - Resistance: Level 50
(37) Titanium Coating - Endurance: Level 50


Level 30: Weave
(A) Luck of the Gambler - Defense/Endurance: Level 50
(37) Luck of the Gambler - Defense: Level 50
(39) Luck of the Gambler - Recharge Speed: Level 50
(39) Shield Wall - +Res (Teleportation), +3% Res (All): Level 50


Level 32: Chain Induction
(A) Touch of Death - Accuracy/Damage: Level 40
(39) Touch of Death - Damage/Endurance: Level 40
(40) Touch of Death - Damage/Recharge: Level 40
(40) Touch of Death - Accuracy/Damage/Endurance: Level 40
(40) Touch of Death - Damage/Endurance/Recharge: Level 40
(42) Touch of Death - Chance of Damage(Negative): Level 40


Level 35: Build Up
(A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
(42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
(42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
(43) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
(43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
(43) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50


Level 38: Lightning Rod
(A) Obliteration - Damage: Level 50
(45) Obliteration - Accuracy/Recharge: Level 50
(45) Obliteration - Damage/Recharge: Level 50
(45) Obliteration - Accuracy/Damage/Recharge: Level 50
(46) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
(46) Obliteration - Chance for Smashing Damage: Level 50


Level 41: Focused Accuracy
(A) HamiO:Cytoskeleton Exposure
(50) HamiO:Cytoskeleton Exposure
(50) HamiO:Cytoskeleton Exposure


Level 44: Physical Perfection
(A) Healing IO: Level 50
(46) Healing IO: Level 50
(48) Healing IO: Level 50
(48) Endurance Modification IO: Level 50
(48) Endurance Modification IO: Level 50
(50) Endurance Modification IO: Level 50


Level 47: Lightning Reflexes
(A) Run Speed IO: Level 50


Level 49: Taunt
(A) Accuracy IO: Level 50


------------
Level 1: Brawl
(A) Empty


Level 1: Sprint
(A) Empty


Level 2: Rest
(A) Empty


Level 1: Gauntlet
------------
Set Bonus Totals:
17% DamageBuff(Smashing)
17% DamageBuff(Lethal)
17% DamageBuff(Fire)
17% DamageBuff(Cold)
17% DamageBuff(Energy)
17% DamageBuff(Negative)
17% DamageBuff(Toxic)
17% DamageBuff(Psionic)
17.9% Defense(Smashing)
17.9% Defense(Lethal)
7.25% Defense(Fire)
7.25% Defense(Cold)
7.25% Defense(Energy)
7.25% Defense(Negative)
6% Defense(Psionic)
29.8% Defense(Melee)
8.5% Defense(Ranged)
8.5% Defense(AoE)
6.75% Max End (in PvP)
7.5% Enhancement(Range) (in PvP)
36% Enhancement(Accuracy)
42.5% Enhancement(RechargeTime)
5% FlySpeed
140.6 HP (7.5%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -9)
Knockup (Mag -9)
MezResist(Confused) 5% (in PvP)
MezResist(Held) 10.5% (in PvP)
MezResist(Immobilize) 7.75% (in PvP)
MezResist(Repel) 400% (10% chance, in PvP)
MezResist(Sleep) 7.2% (in PvP)
MezResist(Stun) 16%
MezResist(Terrorized) 5% (in PvP)
12.5% (0.21 End/sec) Recovery
20% (1.56 HP/sec) Regeneration
4.58% Resistance(Smashing) (in PvP)
4.58% Resistance(Lethal) (in PvP)
3% Resistance(Fire)
3% Resistance(Cold)
3% Resistance(Energy)
3% Resistance(Negative)
3% Resistance(Toxic)
3% Resistance(Psionic)
5% RunSpeed



------------
Set Bonuses:
Gladiator's Armor
(Charged Armor)
2.5% (0.04 End/sec) Recovery, 2.25% Max End (in PvP)
Knockback Protection (Mag -3), MezResist(Repel) 100% (10% chance, in PvP)


Obliteration
(Lightning Field)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


Obliteration
(Jacobs Ladder)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


Gladiator's Armor
(Conductive Shield)
2.5% (0.04 End/sec) Recovery, 2.25% Max End (in PvP)
Knockback Protection (Mag -3), MezResist(Repel) 100% (10% chance, in PvP)


Gladiator's Armor
(Static Shield)
2.5% (0.04 End/sec) Recovery, 2.25% Max End (in PvP)
Knockback Protection (Mag -3), MezResist(Repel) 100% (10% chance, in PvP)


Gladiator's Armor
(Grounded)
3% Defense(All)


Steadfast Protection
(Grounded)
3% Defense(All)


Panacea
(Energize)
2.5% (0.04 End/sec) Recovery1.58% Resistance(Smashing,Lethal) (in PvP)
10% (0.78 HP/sec) Regeneration, MezResist(Repel) 100% (10% chance, in PvP)
28.1 HP (1.5%) HitPointsStatus Resistance 5% (in PvP)
7.5% Enhancement(RechargeTime), 7.5% Enhancement(Range) (in PvP)


Luck of the Gambler
(Combat Jumping)
7.5% Enhancement(RechargeTime)


Obliteration
(Thunder Strike)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


Titanium Coating
(Tough)
MezResist(Sleep) 2.2%
28.1 HP (1.5%) HitPoints
MezResist(Stun) 2.2%
MezResist(Held) 2.75%
2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)


Luck of the Gambler
(Weave)
10% (0.78 HP/sec) Regeneration
21.1 HP (1.13%) HitPoints
7.5% Enhancement(RechargeTime)


Shield Wall
(Weave)
3% Resistance(Smashing), 3% Resistance(Lethal), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Toxic), 3% Resistance(Psionic)


Touch of Death
(Chain Induction)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
2.5% DamageBuff(All)
MezResist(Held) 2.75%
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


Gaussian's Synchronized Fire-Control
(Build Up)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
35.1 HP (1.88%) HitPoints
2.5% (0.04 End/sec) Recovery
2.5% DamageBuff(All)
2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)


Obliteration
(Lightning Rod)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


 

Posted

A couple quick comments Cold before I pass out-

You certainly don't need to fully slot Grounded out with Res, it's a waste since you can cap your energy resistance easily. Slap the uniques in and use the other 3 slots elsewhere.

Sloitting Power Sink fully for Taunt on a tank is a bad use of it, even for the bonuses. PS is going to be one of your BEST agro management tools- slot it for End Mod, I'd suggest a full set of Efficacy. Draining all the foes around you will be the best use of PS, trust me, they will keep focused on you. On that note, strip 2 Slots from Physical Perfection, add those and the 3 from Grounded and 6-slot Taunt. (I speak as a massive abuser of a fully slotted taunt in PvP.. its FUN!) This way you keep the bonuses from Mocking Beratement AND get a nice boost from the bonuses of Efficacy.

One last comment. Actually more of a heads up. For whatever reason, slotting a damage proc in Chain Induction SEVERELY reduces the chance for "chain shock". I noticed it immediately on my Elec/Elec Stalker.. it really cuts into your AOE potential.




"Well, there's going to be some light music and a short note of apology saying, 'The universe ended last week, we're really sorry, we don't know what you're doing here, didn't you get the message?'"- Steve Moffat

 

Posted

forgot about that bug in chain shock with procs...i believe they working on it right?

i wasnt too happy with taunt in powersink ...mostly there for the melee defense .trying to soft cap it and this was a good way to help it along. ill relook into the bonus's too see if i can find another alternative to it.

thanks for the info on grounded though...i was worried about over slotting.


 

Posted

I found Electric Armor to be pretty squishy during closed beta operating on SO enhancements; it had considerably lower survivability than any other tanker primary I've played. I was toying with a build to punch S/L defense into the 40% range in Mids but on SO's it definitely had at best scrapper level durability. That was with all resist powers slotted to ED cap and Tough.

My level-bumped tank was Elec/SS... the KD in SS helped some but it wasn't enough to survive more than about 5 seconds against an 8 man spawn of +2 carnies. It was some better against 8 man/+2 Council but still went down in about 15 seconds. With enough IO defense bonuses I can see it being fairly potent but out of the box I wasn't impressed.

I was hoping it would have decent survivability because there's a lot of nice stuff in the primary and lots of utility but it's just too squishy to be a main tank on a big team.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

thats why i went the route with defense...i can be pretty much soft cap ( ok maybe like 40% melee defense) with an elec tank and with regen and physical perfection and energize im thinking i can get quite the bang for mybuck

3rd build here says i dropp lightning reflexes and picked up hasten. took cp and pp in my epic.

placed in a regen tissue in health and made some tweaks to get more regen and +hps

take a look and lemme know how i did.



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

Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electric Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
------------
Level 1: Charged Armor
(A) Gladiator's Armor - Resistance: Level 50
(3) Gladiator's Armor - Resistance/Rech/End: Level 50
(3) Gladiator's Armor - End/Resist: Level 50
(5) Resist Damage IO: Level 50


Level 1: Charged Brawl
(A) Accuracy IO: Level 50


Level 2: Lightning Field
(A) Obliteration - Damage: Level 50
(5) Obliteration - Accuracy/Recharge: Level 50
(7) Obliteration - Damage/Recharge: Level 50
(7) Obliteration - Accuracy/Damage/Recharge: Level 50
(9) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
(9) Obliteration - Chance for Smashing Damage: Level 50


Level 4: Conductive Shield
(A) Gladiator's Armor - Resistance: Level 50
(11) Gladiator's Armor - Resistance/Rech/End: Level 50
(11) Gladiator's Armor - End/Resist: Level 50
(13) Resist Damage IO: Level 50


Level 6: Static Shield
(A) Titanium Coating - Resistance/Endurance: Level 50
(13) Titanium Coating - Resistance/Recharge: Level 50
(15) Titanium Coating - Endurance/Recharge: Level 50
(15) Titanium Coating - Resistance/Endurance/Recharge: Level 50
(36) Titanium Coating - Resistance: Level 50
(36) Titanium Coating - Endurance: Level 50


Level 8: Grounded
(A) Gladiator's Armor - TP Protection +3% Def (All): Level 50
(17) Steadfast Protection - Resistance/+Def 3%: Level 30


Level 10: Jacobs Ladder
(A) Obliteration - Damage: Level 50
(17) Obliteration - Accuracy/Recharge: Level 50
(19) Obliteration - Damage/Recharge: Level 50
(19) Obliteration - Accuracy/Damage/Recharge: Level 50
(21) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
(21) Obliteration - Chance for Smashing Damage: Level 50


Level 12: Combat Jumping
(A) Luck of the Gambler - Recharge Speed: Level 50


Level 14: Super Jump
(A) Jumping IO: Level 50


Level 16: Energize
(A) Panacea - Heal/Endurance: Level 50
(23) Panacea - Endurance/Recharge: Level 50
(23) Panacea - Hea/Recharge: Level 50
(25) Panacea - Heal/Endurance/Recharge: Level 50
(25) Panacea - Heal: Level 50


Level 18: Thunder Strike
(A) Obliteration - Damage: Level 50
(27) Obliteration - Accuracy/Recharge: Level 50
(27) Obliteration - Damage/Recharge: Level 50
(29) Obliteration - Accuracy/Damage/Recharge: Level 50
(29) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
(31) Obliteration - Chance for Smashing Damage: Level 50


Level 20: Swift
(A) Run Speed IO: Level 50


Level 22: Health
(A) Panacea - +Hit Points/Endurance: Level 50
(31) Numina's Convalescence - +Regeneration/+Recovery: Level 50
(31) Miracle - +Recovery: Level 40
(34) Regenerative Tissue - +Regeneration: Level 30


Level 24: Stamina
(A) Endurance Modification IO: Level 50
(33) Endurance Modification IO: Level 50
(33) Endurance Modification IO: Level 50
(33) Performance Shifter - Chance for +End: Level 50


Level 26: Boxing
(A) Accuracy IO: Level 50


Level 28: Tough
(A) Gladiator's Armor - Resistance: Level 50
(34) Gladiator's Armor - Resistance/Rech/End: Level 50
(34) Gladiator's Armor - End/Resist: Level 50
(36) Resist Damage IO: Level 50


Level 30: Weave
(A) Luck of the Gambler - Defense/Endurance: Level 50
(37) Luck of the Gambler - Defense: Level 50
(37) Luck of the Gambler - Recharge Speed: Level 50
(37) Shield Wall - +Res (Teleportation), +3% Res (All): Level 50


Level 32: Chain Induction
(A) Touch of Death - Accuracy/Damage: Level 40
(39) Touch of Death - Damage/Endurance: Level 40
(39) Touch of Death - Damage/Recharge: Level 40
(39) Touch of Death - Accuracy/Damage/Endurance: Level 40
(40) Touch of Death - Damage/Endurance/Recharge: Level 40
(40) Touch of Death - Chance of Damage(Negative): Level 40


Level 35: Build Up
(A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
(40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
(42) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
(42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
(42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
(43) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50


Level 38: Lightning Rod
(A) Obliteration - Damage: Level 50
(43) Obliteration - Accuracy/Recharge: Level 50
(43) Obliteration - Damage/Recharge: Level 50
(45) Obliteration - Accuracy/Damage/Recharge: Level 50
(45) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
(45) Obliteration - Chance for Smashing Damage: Level 50


Level 41: Conserve Power
(A) Recharge Reduction IO: Level 50
(46) Recharge Reduction IO: Level 50
(46) Recharge Reduction IO: Level 50


Level 44: Physical Perfection
(A) Numina's Convalescence - Heal: Level 50
(46) Numina's Convalescence - Heal/Endurance: Level 50
(48) Healing IO: Level 50
(48) Efficacy Adaptor - EndMod: Level 50
(48) Efficacy Adaptor - EndMod/Endurance: Level 50
(50) Endurance Modification IO: Level 50


Level 47: Taunt
(A) Accuracy IO: Level 50


Level 49: Hasten
(A) Recharge Reduction IO: Level 50
(50) Recharge Reduction IO: Level 50
(50) Recharge Reduction IO: Level 50


------------
Level 1: Brawl
(A) Empty


Level 1: Sprint
(A) Empty


Level 2: Rest
(A) Empty


Level 1: Gauntlet
------------
Set Bonus Totals:
17% DamageBuff(Smashing)
17% DamageBuff(Lethal)
17% DamageBuff(Fire)
17% DamageBuff(Cold)
17% DamageBuff(Energy)
17% DamageBuff(Negative)
17% DamageBuff(Toxic)
17% DamageBuff(Psionic)
17.9% Defense(Smashing)
17.9% Defense(Lethal)
7.25% Defense(Fire)
7.25% Defense(Cold)
7.25% Defense(Energy)
7.25% Defense(Negative)
6% Defense(Psionic)
29.8% Defense(Melee)
8.5% Defense(Ranged)
8.5% Defense(AoE)
6.75% Max End (in PvP)
42.5% Enhancement(RechargeTime)
36% Enhancement(Accuracy)
7.5% Enhancement(Range) (in PvP)
5% FlySpeed
161.6 HP (8.63%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -9)
Knockup (Mag -9)
MezResist(Confused) 5% (in PvP)
MezResist(Held) 10.5%
MezResist(Immobilize) 7.75% (in PvP)
MezResist(Repel) 400% (10% chance, in PvP)
MezResist(Sleep) 7.2%
MezResist(Stun) 16%
MezResist(Terrorized) 5% (in PvP)
12.5% (0.21 End/sec) Recovery
32% (2.5 HP/sec) Regeneration
4.58% Resistance(Smashing) (in PvP)
4.58% Resistance(Lethal) (in PvP)
3% Resistance(Fire)
3% Resistance(Cold)
3% Resistance(Energy)
3% Resistance(Negative)
3% Resistance(Toxic)
3% Resistance(Psionic)
5% RunSpeed



------------
Set Bonuses:
Gladiator's Armor
(Charged Armor)
2.5% (0.04 End/sec) Recovery, 2.25% Max End (in PvP)
Knockback Protection (Mag -3), MezResist(Repel) 100% (10% chance, in PvP)


Obliteration
(Lightning Field)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


Gladiator's Armor
(Conductive Shield)
2.5% (0.04 End/sec) Recovery, 2.25% Max End (in PvP)
Knockback Protection (Mag -3), MezResist(Repel) 100% (10% chance, in PvP)


Titanium Coating
(Static Shield)
MezResist(Sleep) 2.2%
28.1 HP (1.5%) HitPoints
MezResist(Stun) 2.2%
MezResist(Held) 2.75%
2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)


Gladiator's Armor
(Grounded)
3% Defense(All)


Steadfast Protection
(Grounded)
3% Defense(All)


Obliteration
(Jacobs Ladder)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


Luck of the Gambler
(Combat Jumping)
7.5% Enhancement(RechargeTime)


Panacea
(Energize)
2.5% (0.04 End/sec) Recovery1.58% Resistance(Smashing,Lethal) (in PvP)
10% (0.78 HP/sec) Regeneration, MezResist(Repel) 100% (10% chance, in PvP)
28.1 HP (1.5%) HitPointsStatus Resistance 5% (in PvP)
7.5% Enhancement(RechargeTime), 7.5% Enhancement(Range) (in PvP)


Obliteration
(Thunder Strike)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


Gladiator's Armor
(Tough)
2.5% (0.04 End/sec) Recovery, 2.25% Max End (in PvP)
Knockback Protection (Mag -3), MezResist(Repel) 100% (10% chance, in PvP)


Luck of the Gambler
(Weave)
10% (0.78 HP/sec) Regeneration
21.1 HP (1.13%) HitPoints
7.5% Enhancement(RechargeTime)


Shield Wall
(Weave)
3% Resistance(Smashing), 3% Resistance(Lethal), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Toxic), 3% Resistance(Psionic)


Touch of Death
(Chain Induction)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
2.5% DamageBuff(All)
MezResist(Held) 2.75%
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


Gaussian's Synchronized Fire-Control
(Build Up)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
35.1 HP (1.88%) HitPoints
2.5% (0.04 End/sec) Recovery
2.5% DamageBuff(All)
2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)


Obliteration
(Lightning Rod)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


Numina's Convalescence
(Physical Perfection)
12% (0.94 HP/sec) Regeneration


Efficacy Adaptor
(Physical Perfection)
21.1 HP (1.13%) HitPoints


 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
I found Electric Armor to be pretty squishy during closed beta operating on SO enhancements; it had considerably lower survivability than any other tanker primary I've played. I was toying with a build to punch S/L defense into the 40% range in Mids but on SO's it definitely had at best scrapper level durability. That was with all resist powers slotted to ED cap and Tough.

My level-bumped tank was Elec/SS... the KD in SS helped some but it wasn't enough to survive more than about 5 seconds against an 8 man spawn of +2 carnies. It was some better against 8 man/+2 Council but still went down in about 15 seconds. With enough IO defense bonuses I can see it being fairly potent but out of the box I wasn't impressed.

I was hoping it would have decent survivability because there's a lot of nice stuff in the primary and lots of utility but it's just too squishy to be a main tank on a big team.
Less survivability than Fire?(SO). Energize helped with absorbing most of the alpha's I received in every group. The regen rate also helped with longer battles. With hasten and Lightning Reflexes, I had Energize coming up about , every minute or so. With Tough and charged armor(slotted) I had my lethal and smashing res at 75%, not bad with just SO's. I don't know about squishy, but I had no problem running mine on a 7 person team.

Secondly, on my brute I usually have to grab heal self, but with energize I noticed life as an Elec tank becomes very comfortable.


"If you can make a girl laugh, you can make her do anything"

"You're like Giraffe's, the way you look down on me, with your vegetarian scorn."

 

Posted

Can you give us the hash text so we can copy and paste into Mids?


 

Posted

| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1394;671;1342;HEX;|
|78DAA5934D4F53411486E7F6C3426969A140A1B485F221D08 F5BEA4A25D118C144A|
|5094664A14053EB581AEB85DC76213B7F001B57AE8C0BF990 9F60FC698AD773CE3B|
|251097DEA4EFD3993967CE3B67EEAD7E588D28F5F1BEB2220 FDBF54EA7B65977DE6|
|93758AD375B0D15524A6530535BD56FB5D3D1F65A5B37BA6E AB517BE0BEDF7727CD|
|6A55B7F59535190E3D76F6B4AB9DAEDDFB13D9D8DF6FDBEBB A7ED0729A183C6A751|
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|3C250D222E18CC5BB252100C16819260D606CA82338A0F21C B0ADD92FDE2491A67D|
|8B6EA376EFBE1360EB7C3703B0CB723703B02B763747D03E6 D803A3522249535133|
|155D14AFE7A4314C056269246680AC607C0A981658B4CF90B 132042B295849C14A1|
|A56D2B092859520D54DE0682A5192BA219A1A35BD1CCD4954 764B4C669F101654EE|
|9E9CBD8FE292262E392DA9D3D7F1592A591437618E36814BF 6D3D4A4499DC475E57|
|05D395CD72CAE2B4071191397898B87B911006D9B7B2AE17C F553E6EC532F159BBC|
|F90AD80676040BBB404DC0EFD98CC99A3917AF0BDF054B67C 0297022C81F0BF8F59|
|93759F3E8731E7DCEA3CF45F4B9883E17D1E7AFA48BC8F22D 16E470A56B58A16D0B|
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|ECB0ACB110785F8D31A6089B044590659622C719604CB184B 8AE50B8BF717A01DF8|
|2D|
|-------------------------------------------------------------------|


 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
I found Electric Armor to be pretty squishy during closed beta operating on SO enhancements; it had considerably lower survivability than any other tanker primary I've played. I was toying with a build to punch S/L defense into the 40% range in Mids but on SO's it definitely had at best scrapper level durability. That was with all resist powers slotted to ED cap and Tough.

My level-bumped tank was Elec/SS... the KD in SS helped some but it wasn't enough to survive more than about 5 seconds against an 8 man spawn of +2 carnies. It was some better against 8 man/+2 Council but still went down in about 15 seconds. With enough IO defense bonuses I can see it being fairly potent but out of the box I wasn't impressed.

I was hoping it would have decent survivability because there's a lot of nice stuff in the primary and lots of utility but it's just too squishy to be a main tank on a big team.

did you take tough and weave cma?..i know some like to rely on buffs like penn and stargazer and dont bother with maxing out the builds full protential


not that i dont trust you in a tank atomsphere...but playing a invul soft capped in defense and capped in s/l really hurts you playing other tanks that arent calable of either.

thats why i gotta ask.

also i dont think anyone plans s.o builds anymore.which may hurt your arguement in them being squishey.lvl bumps dont help the cause either although it was ok for wp...any guide including your own has little or nothing to do with s.o's at all

i got alot of faith in myself as a tanker that i can build a monster elec tank and be as successful as your invul tank. i.o build to i.o build.


plus with tough and weave and physical perfection and 40% defense...ill be around 85% s/l itll be darn good.tons of regen,hp,recov,acc and recharge to boot.

should cover every hole i got.


 

Posted

No offense meant by any of this, Coldmed.

However, not everyone has access to nearly unlimited funds, and might even be using SOs or mid-level common IOs for a majority of their game. So, basing a set's perceived power level on a maxed-out IO build is all well and good for determining the set's high survivability. However, determining how it fits in with the other sets without those IOs is also good.

I also tested it out with just SOs on test at level 50, setting myself to +1/+6 difficulty, and it felt a little squishy, to the point of several deaths over the course of testing that I didn't feel would happen with my current tankers. Maybe it was just bad luck, or maybe the set really does benefit more than some of the others from IOs.

Just saying that an SO to SO comparison is just as needed as a high-octane IO build versus a high-octane IO build. And in that realm, it still feels a little weak to me.


(And yes, this is taking a Shield Tanker, Ice Tanker, and WP Tanker all without Tough or Weave against the Elec Tank without Tough or Weave.)


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Coldmed View Post
did you take tough and weave cma?..i know some like to rely on buffs like penn and stargazer and dont bother with maxing out the builds full protential


not that i dont trust you in a tank atomsphere...but playing a invul soft capped in defense and capped in s/l really hurts you playing other tanks that arent calable of either.

thats why i gotta ask.

also i dont think anyone plans s.o builds anymore.which may hurt your arguement in them being squishey.lvl bumps dont help the cause either although it was ok for wp...any guide including your own has little or nothing to do with s.o's at all

i got alot of faith in myself as a tanker that i can build a monster elec tank and be as successful as your invul tank. i.o build to i.o build.


plus with tough and weave and physical perfection and 40% defense...ill be around 85% s/l itll be darn good.tons of regen,hp,recov,acc and recharge to boot.

should cover every hole i got.
My level bumped Elec/SS had Tough, but not Weave and was on straight SO's due to the total lack of any salvage to make IO's on Test... they gave us 9,999 merits with the bump to 50 but no tickets and salvage was nearly non-existent on the market.

I worked up a theoretical Mid's build that soft capped S/L def; with significant defense I can easily see Elec being a monster but you're building defense from scratch which isn't cheap or easy to do.

From memory, my Elec tanker looked roughly like this on Test with SO's:
  • S/L - 78% (with Tough)
  • F/C - 54%
  • E - 90%
  • N - 46%
  • Psi - 54%
That was with every power in the primary slotted to ED cap resist and Tough also slotted to ED cap. Energize is a nice power, but it wasn't coming back fast enough to handle the incoming damage... I had it slotted like old school Dull Pain; 3 rchg/3 heal.

All of my testing was done with mobs set to spawn at +2 levels for an 8 man team; I was testing solo simply to stress test the build.

Just to cover the bases I also tested an old, SO'd version of CMA from around issue 7 with the same difficulty settings against the same enemies I faced with the Elec/SS... in every circumstance the Invuln easily out-survived the Elec. I also had a Shield/Elec tanker in the level bump... interestingly enough it was tougher out of the box on SO's than either the Invuln or Elec comparing SO build to SO build.

Heh, I was just remembering I tested my BS/Shield scrapper vs the same missions with the same settings... it mopped the floor with the mobs. (Said BS/SD scrapper DID have about a $150 million IO build... possibly a relevant item)

Once you throw IO's into the mix of course the situation changes; I can see a soft capped Elec (If you can get there to more than one type/position) being tougher than a soft capped Invuln but it's going to be a lot harder to get done. The one I came up with used 5 sets of Kinetic Combat, 5 sets of Reactive Armor and a few other bonuses to get to about 44% S/L defense with Weave and Maneuvers. Doable, but difficult in today's market.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

I don't think its worth planning a build until it comes out and when Mids is properly updated but on the basis of simply reading what you have done, I think its an excessive amount of influence spent.


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

Even poor people shouldn't bother with SOs, making a single L25 base IO is far cheaper than buying 6 sets of SOs from 25-50.

PvP enh sets are pretty expensive, are you willing to spend a billion or more inf on this guy?
If you got 3 LotG enh in a power, may as well get the full 4 for Acc.
Obliteration is a nice set.
Combat Jumping doesn't really need a recharge, you could slot the Steadfast Protection Unique there.
Some none-PvP sets are also on the expensive side, might want to check out the markets.
Maxing out Def is fine, but not to the point of short changing yourself in other areas.

Stamina - I always get by 20, any character.
Charged Brawl may not be as exciting as Lightning Rod, but it isn't useless like plain Brawl.

4 slots to primary defense powers works out pretty good.

Should be interesting when finished!


 

Posted

i should pointout i have every enhancement already in my base ...so there is no cost as i spent it all already including all the rares and pvp i.o's

its not should i slot with these more along as does the slotting do ok


who says i dont plan huh


 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
No offense meant by any of this, Coldmed.

However, not everyone has access to nearly unlimited funds, and might even be using SOs or mid-level common IOs for a majority of their game. So, basing a set's perceived power level on a maxed-out IO build is all well and good for determining the set's high survivability. However, determining how it fits in with the other sets without those IOs is also good.

I also tested it out with just SOs on test at level 50, setting myself to +1/+6 difficulty, and it felt a little squishy, to the point of several deaths over the course of testing that I didn't feel would happen with my current tankers. Maybe it was just bad luck, or maybe the set really does benefit more than some of the others from IOs.

Just saying that an SO to SO comparison is just as needed as a high-octane IO build versus a high-octane IO build. And in that realm, it still feels a little weak to me.


(And yes, this is taking a Shield Tanker, Ice Tanker, and WP Tanker all without Tough or Weave against the Elec Tank without Tough or Weave.)
i think thats the issue that castle always uses as a comparison to fire tanks..it really may depend more so on the players

where one is "omf firetanks are awesome" the other is " omg fire tanks sux"


elec is clearly the same vision with its resistance base set, a new heal that needs some gettin use to i think.

i do however have big hopes for it and i think just playing with s.o's does hurt in closed betas.i know its not possible to get i.o sets really without wasting alot of time...doing a few myself it does kinda blow to have to use s.o.'s to test it out. but..i have faith!

even with so testing builds i believe it'll play great.ive plugged all the holes i could.like all other tanks i do.

i do believe not many just "s.o. build" anymore.which is why testing s.o builds on test hurts alittle. i mean really whens the last time anyone came n here from live serers and asked for a s.o. build...its been a loooong time. or even made a guide for s.o's

i think unless asked for..every builds given should be i.o built not s.o built....frankly the game has changed way too much to suffer on the lowest enhancements in the game as a vocal point to the build itself...the game simply just doesnt play the way of issue 5 anymore.


yeah having to spend soo much does stink a bit...but most of the pvp recipes i got ebfore the nerf so they financed it all.. not much out of pocket thankfully.

only thing my fire tank will have better is recov and recharge from the purples...however the elec tank will have more hp, 30% more def and more s/l resistance...so im excited.


*crosses fingers*


 

Posted

qr, Sorry didn't have time to read through, just wanted to add that on test I have Lightning Field and Power Sink both six slotted with Eff Adaptors, I found on my ss/ea Brute that it added a great deal of damg mitigation, it becomes like a melee sapper. It's very handy for a weaker set.






 

Posted

Coldmed,

I do agree with you that "just SO" builds are pretty infrequent nowadays, especially on the boards. I think that moderately-setted-out IO builds are much more common. However, as the test, it was hard to do anything but SOs. So that's what I was trying to compare. It was exactly why I made a WP/Elec, an Ice/Elec, and an Elec/Elec to compare them all on a base level. The Elec/Elec felt the weakest of the three on the setting I was on. Now, maybe that was bad luck. Certainly, it's just one data point, and I'm not trying to say that for sure it's the weakest set, just that it felt weaker to me in my testing.

Now, my other concern is this: for you (and there's nothing wrong with this), you have the influence to pretty much set up a new toon before he even starts (as you've admitted so far in this thread). I'd say that's probably atypical of players of the game to have that kind of influence laying about. And, as such, I think that you might go into a new set with the end build in mind, not realizing that there's a lot of "pre-end" players out there without that kind of influence.

The builds that you have presented are great. But, is it what an average player can achieve? I highly doubt it. They're probably going to be somewhere between an SO'd out build and your build. There's a lot of ground there, so that means a decent amount of survivability ranges too. We'll have to see where it falls as time goes on.


My last question is this: how much Influence would it take you to get an Invuln Tank to the level that you think is good? Did your Elec build go past that, or was it about the same range, or was it less? Compared to your Fire Tanks (or other Tanks)?

I'm just worried that you'll say that the set is fine if you put 2 billion influence towards it (or however much), but the other sets can be just as good if you only put 1 billion towards them, if that makes sense. If the set takes twice as much influence to get 'good', then that might indicate a problem.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
Coldmed,

I do agree with you that "just SO" builds are pretty infrequent nowadays, especially on the boards. I think that moderately-setted-out IO builds are much more common. However, as the test, it was hard to do anything but SOs. So that's what I was trying to compare. It was exactly why I made a WP/Elec, an Ice/Elec, and an Elec/Elec to compare them all on a base level. The Elec/Elec felt the weakest of the three on the setting I was on. Now, maybe that was bad luck. Certainly, it's just one data point, and I'm not trying to say that for sure it's the weakest set, just that it felt weaker to me in my testing.

Now, my other concern is this: for you (and there's nothing wrong with this), you have the influence to pretty much set up a new toon before he even starts (as you've admitted so far in this thread). I'd say that's probably atypical of players of the game to have that kind of influence laying about. And, as such, I think that you might go into a new set with the end build in mind, not realizing that there's a lot of "pre-end" players out there without that kind of influence.

The builds that you have presented are great. But, is it what an average player can achieve? I highly doubt it. They're probably going to be somewhere between an SO'd out build and your build. There's a lot of ground there, so that means a decent amount of survivability ranges too. We'll have to see where it falls as time goes on.


My last question is this: how much Influence would it take you to get an Invuln Tank to the level that you think is good? Did your Elec build go past that, or was it about the same range, or was it less? Compared to your Fire Tanks (or other Tanks)?

I'm just worried that you'll say that the set is fine if you put 2 billion influence towards it (or however much), but the other sets can be just as good if you only put 1 billion towards them, if that makes sense. If the set takes twice as much influence to get 'good', then that might indicate a problem.

as far as high price builds go...i get alot of pm's asking for higher price builds for the "future" or when i "get the cash" ...its very odd cause they usually say i dont have it BUT would love to see what it looks like or when i get the money i need to know what to do with it.

so maybe thats my calling i guess..higher priced builds. breakin the gap and filling in the holes with the higher priced i.o's *shrugs*


just let hope they dont make any new tanks after this for a bit...im broke again


as for the invul question...im more mad cause they buffed it to s/l cap resist.( reminds me of the one slotted tough for fire tanks in issue 2 to cap s/l for them)

but on top they get defense out of the box. so it makes an easier day to play and make a invul just "good"

they really do have an edge over fire tanks primary wise.which i guess is why i see more wp and invuls then fire tanks.

using cmas guide or just the "basic" i.o.'s like titanium coatings and such would easily make a invul damn good.

for a fire tank though?...not as much...there lies in the issues between primaries


 

Posted

If I had to go beyond SOs, to theoretically do any PvE content, in a typical team (say 1 of each AT and another blaster), on any tank I would say the game is broke. Which is why I find some builds well excessive on spending influence but there can be intentions to be met. IOs and IO sets do help in making a character just so and/or overly more efficient but to be needed to simply get things done would be borked. I'd sooner have a just so build that helps to keep things fun and spread the remaining influence on other characters.


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

Quote:
Originally Posted by Aett_Thorn View Post
No offense meant by any of this, Coldmed.

However, not everyone has access to nearly unlimited funds, and might even be using SOs or mid-level common IOs for a majority of their game. So, basing a set's perceived power level on a maxed-out IO build is all well and good for determining the set's high survivability. However, determining how it fits in with the other sets without those IOs is also good.

I also tested it out with just SOs on test at level 50, setting myself to +1/+6 difficulty, and it felt a little squishy, to the point of several deaths over the course of testing that I didn't feel would happen with my current tankers. Maybe it was just bad luck, or maybe the set really does benefit more than some of the others from IOs.

Just saying that an SO to SO comparison is just as needed as a high-octane IO build versus a high-octane IO build. And in that realm, it still feels a little weak to me.


(And yes, this is taking a Shield Tanker, Ice Tanker, and WP Tanker all without Tough or Weave against the Elec Tank without Tough or Weave.)

This is exactly what I did and I know for a fact that Electric didnt survive anywhere near as long as even my /fire tank does. I didnt like this set with SO's even less than when I played my fire/fire with SO's back in the day.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Quote:
Originally Posted by New Dawn View Post
If I had to go beyond SOs, to theoretically do any PvE content, in a typical team (say 1 of each AT and another blaster), on any tank I would say the game is broke. Which is why I find some builds well excessive on spending influence but there can be intentions to be met. IOs and IO sets do help in making a character just so and/or overly more efficient but to be needed to simply get things done would be borked. I'd sooner have a just so build that helps to keep things fun and spread the remaining influence on other characters.
some of the reasons why not everyone plays every tank..

thats why some wont play the "squishey" ones. i.e. fire or dark .

invul is a easy one..takes aplhas with dull pain and capps s/l..before the last buff all there was was crys of doom.now i have to justify the "weaker" ones to it.

i have no doubt some wont play elec armor just like i know cma wont play a fire tank over his invul...we play the same server and known him for years now. he might make one but getting him to 50 or putting the money in it like he did in his invuyl wont happen.

funny thing is im the reverse....im one of those players that will play a fire over an invul.so this elec armor is right up my alley.

the game isnt broke .it just simply gonna be "easier" tanks for you to play on.

not a big deal if a guy like cma who plays a softcapped s/l capped invul says a pure resist base tank is kinda squishey.

sure it'll cost more to "help" out fire tanks more then invul's cause they are lower on the tank chain...but thats why i like it.

either way squishey or not...ill fix it to not be but of course itll be alittle more costly beucase it HAS to be.


 

Posted

yep, i feel the same way as coldmed.

I like the sets that are harder to play, because they are harder to play.

I had an elec/elec brute from the time they hit live, and tested them when they were still on test. They can be a lot of fun, but they can be squishy as can be. If you slot for end drain, they are pretty solid against most opponents, if for no other reason than they dont have the end to attack you as much. I haven't tried the tank version yet, but I know what to expect.

Anywho, here is my more budget oriented build for an elec/elec. No stam, I ran my brute with energize and PS and it was fine, it especially shouldn't be needed with PP. PS+Energize will have you covered well, I threw in CP for those just in case moments. If you switch one of the steadfasts in grounded to GA 3% you will be just under S/L softcap.

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

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electric Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam:40(46)
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), P'ngS'Fest-Acc/Dmg:30(42), P'ngS'Fest-Dmg/Rchg:30(43)
Level 2: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam:40(19)
Level 4: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(11), P'ngS'Fest-Acc/Dmg:30(11), P'ngS'Fest-Dmg/Rchg:30(37)
Level 6: Static Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(15)
Level 8: Grounded -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(9)
Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 12: Energize -- Numna-Heal/Rchg:50(A), Numna-Heal:50(13), Numna-Heal/EndRdx:50(13), Numna-Heal/EndRdx/Rchg:50(42), RechRdx-I:40(45)
Level 14: Super Jump -- HO:Micro(A)
Level 16: Thunder Strike -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(17), Oblit-Dmg:50(17), Oblit-Acc/Rchg:50(19), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(45)
Level 18: Lightning Reflexes -- Run-I:50(A)
Level 20: Hasten -- RechRdx-I:50(A), RechRdx-I:50(21), RechRdx-I:50(21)
Level 22: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(23)
Level 24: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(25), Mocking-Taunt/Rchg/Rng:50(25), Mocking-Acc/Rchg:50(40), Mocking-Taunt/Rng:50(42), Mocking-Rchg:50(43)
Level 26: Power Sink -- Efficacy-EndMod/Acc/Rchg:50(A), Efficacy-EndMod:50(27), Efficacy-EndMod/Rchg:50(27), Efficacy-Acc/Rchg:50(34), Efficacy-EndMod/Acc:50(34), Efficacy-EndMod/EndRdx:50(34)
Level 28: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(29), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Dmg/EndRdx/Rchg:35(45), P'ngS'Fest-Acc/Dmg:30(46), P'ngS'Fest-Dmg/Rchg:30(46)
Level 30: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(31)
Level 32: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33)
Level 35: Lightning Field -- EndRdx-I:50(A), Dmg-I:30(36), Dmg-I:30(37), Dmg-I:30(37)
Level 38: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
Level 41: Weave -- LkGmblr-Rchg+:50(A)
Level 44: Conserve Power -- RechRdx-I:50(A)
Level 47: Physical Perfection -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(48), RgnTis-Regen+:30(48), Numna-Heal/Rchg:50(48), Mrcl-Rcvry+:40(50), Numna-Regen/Rcvry+:50(50)
Level 49: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet


Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.