Issue 16 and my Elec/Elec Brute


Black_Marrow

 

Posted

When VEAT's were getting ready to come out, I hauled *** to hit 50 on my then-Level 35 Elec/Elec Brute. He was an awesome toon and I love him dearly, but the way i built him was horrendous. He had terrible survivability, and was just a PitA t play. now that i:16 is coming and I can ditch Red Lightning for something a little more natural-looking, plus the addition to Energize to Electric Armor, i'm feeling like breathing a little life into the poor guy.

Using the 'unofficial' Mid's Update for Issue 16 (http://boards.cityofheroes.com/showthread.php?t=188393) I was attempting to work on a build, but, I became frustrated and eventually gave it up.

Is there anyone out there that has an Elec/Elec build that is both survivable, and not gimped in the Damage department?


"Iron defenses and a crappy attitude do not, a tanker, make."

Proud Leader and founder of The Gangbusters Super Group and The Madhouse Villain Group: Ask me about becoming a member!

 

Posted

Define Survivable and Gimped and I'll give it a go.


 

Posted

Well, near soft capped positional defenses, if possible, would be nice, but I want to do respectable damage for a brute.

EDIT: I guess since it's a resistance based AT, the best bet would probably be resistance cap, right? I really don't know too much about IO'ing builds, I'm still learning! I just want something that can survive and do a lot of damage.


"Iron defenses and a crappy attitude do not, a tanker, make."

Proud Leader and founder of The Gangbusters Super Group and The Madhouse Villain Group: Ask me about becoming a member!

 

Posted

Quote:
Originally Posted by Flarecrow View Post
Well, near soft capped positional defenses, if possible, would be nice,
Not sure how to do that nothing to work with on a resistance-based build

Quote:
Originally Posted by Flarecrow View Post
but I want to do respectable damage for a brute.
Procs in brawl

Here is the build I'm trying:

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

Click this DataLink to open the build!

Electric Labrat: Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Charged Brawl -- F'dSmite-Acc/EndRdx/Rchg:40(A), F'dSmite-Acc/Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(11), T'Death-Dmg/EndRdx/Rchg:40(17), Mako-Acc/Dmg/EndRdx/Rchg:50(42)
Level 1: Charged Armor -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(5), ImpArm-EndRdx/Rchg:40(11), ImpArm-ResDam:40(19)
Level 2: Havoc Punch -- F'dSmite-Acc/EndRdx/Rchg:40(A), F'dSmite-Acc/Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(7), T'Death-Dmg/EndRdx/Rchg:40(17), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
Level 4: Jacobs Ladder -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Dmg:50(5), Oblit-Acc/Rchg:50(7), Oblit-Acc/Dmg/Rchg:50(13), Oblit-Dmg/Rchg:50(15), EndRdx-I:50(40)
Level 6: Swift -- Run(A)
Level 8: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(9), Oblit-Dmg/Rchg:50(9), Oblit-Acc/Dmg/EndRdx/Rchg:50(13), Oblit-Acc/Dmg/Rchg:50(15), EndRdx-I:50(23)
Level 10: Static Shield -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResPsi:40(23), ImpArm-EndRdx/Rchg:40(39), ImpArm-ResDam/EndRdx/Rchg:40(40), ImpArm-ResDam:40(48)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Grounded -- ResDam-I:50(A)
Level 18: Health -- Heal-I:50(A), Heal-I:50(19), Heal-I:50(43)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Lightning Reflexes -- Run-I:50(A)
Level 24: Conductive Shield -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(25), ImpArm-ResDam/Rchg:40(25), ImpArm-EndRdx/Rchg:40(37)
Level 26: Lightning Field -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(27), Sciroc-Dmg/Rchg:50(27), Sciroc-Acc/Dmg/EndRdx:50(31), Sciroc-Acc/Rchg:50(34), M'Strk-Acc/EndRdx:50(37)
Level 28: Energize -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(29), Dct'dW-Heal/Rchg:50(29), Dct'dW-Heal/EndRdx/Rchg:50(34), Dct'dW-Rchg:50(40)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 32: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34)
Level 35: Power Sink -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(36), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-Acc/Rchg:50(36), Efficacy-EndMod/Acc:50(37), Efficacy-EndMod/EndRdx:50(46)
Level 38: Power Surge -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39)
Level 41: Build Up -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 44: Lightning Clap -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(45), Stpfy-Acc/EndRdx:50(45), Stpfy-Stun/Rng:50(45), Stpfy-Acc/Stun/Rchg:50(46)
Level 47: Taunt -- Insult-Dsrnt%:20(A), Mocking-Taunt/Rchg:50(48), Mocking-Taunt/Rchg/Rng:50(48), Zinger-Dam%:50(50)
Level 49: Electrifying Fences -- Enf'dOp-Acc/Immob/Rchg:50(A), TotHntr-Acc/Immob/Rchg:50(50), TotHntr-Acc/EndRdx:50(50)
------------
Level 1: Brawl -- Acc-I:50(A), T'Death-Dam%:40(43), Mako-Dam%:50(46)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
Set Bonus Totals:
  • 11.5% DamageBuff(Smashing)
  • 11.5% DamageBuff(Lethal)
  • 11.5% DamageBuff(Fire)
  • 11.5% DamageBuff(Cold)
  • 11.5% DamageBuff(Energy)
  • 11.5% DamageBuff(Negative)
  • 11.5% DamageBuff(Toxic)
  • 11.5% DamageBuff(Psionic)
  • 1.56% Defense(Fire)
  • 1.56% Defense(Cold)
  • 5.63% Defense(Psionic)
  • 3.13% Defense(AoE)
  • 8.55% Max End
  • 3% Enhancement(Stun)
  • 4% Enhancement(Heal)
  • 36% Enhancement(Accuracy)
  • 5% Enhancement(Immobilize)
  • 38.8% Enhancement(RechargeTime)
  • 45 HP (3%) HitPoints
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 8.8%
  • MezResist(Stun) 6.6%
  • MezResist(Terrorized) 2.2%
  • 11.5% (0.19 End/sec) Recovery
  • 20% (1.25 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 3.13% Resistance(Negative)
  • 2.25% Resistance(Psionic)




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Posted

Quote:
Originally Posted by Flarecrow View Post
Well, near soft capped positional defenses, if possible, would be nice, but I want to do respectable damage for a brute.
While it is possible to soft-cap a resistance set, you will have gimped yourself in the process, sacrificing attacks and efficient slotting for unique set bonuses.

Instead of seeking to softcap, aim for about half of that so that you can softcap your defense with a single inspiration when you need it.

Quote:
EDIT: I guess since it's a resistance based AT, the best bet would probably be resistance cap, right? I really don't know too much about IO'ing builds, I'm still learning! I just want something that can survive and do a lot of damage.
IO sets are not very helpful at increasing resistance. Therefore, there are three routes players go with electric armor:

1) Layered defense by adding S/L or Melee defense. This works great until you run into defense debuffs. Just track it with the combat attributes monitor and know when to run.
2) Significant HP and Regen bonuses. If you have enough health and regen, you can last a bit longer - hopefully long enough for teammates to help.
3) Significant recharge. If you have attacks that are good for mitigation, such as footstomp, you can reduce the incoming damage by being able to fire your attacks more frequently.

For your powerset combination, the third option is not a good option.

Here is a build done in my modified version of mids (so it probably won't open properly). It's designed for a tremendous amount of AoE capability. It sports 31.4% melee defense, which will be safely soft-capped with a single luck. What makes this build highly unusual is I have chosen to drop stamina in favor of energize and powersink. Power Surge is there for fun at times, and I usually never bother with it. I suppose you could switch it out for taunt if you wanted.

You want that Knockback IO in grounded if you like firing lightning rod and jumping.

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

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Charged Brawl
  • (A) Touch of Death - Accuracy/Damage
  • (3) Touch of Death - Damage/Endurance
  • (7) Touch of Death - Damage/Recharge
  • (17) Touch of Death - Accuracy/Damage/Endurance
  • (19) Touch of Death - Damage/Endurance/Recharge
  • (46) Touch of Death - Chance of Damage(Negative)
Level 1: Charged Armor
  • (A) Titanium Coating - Endurance
  • (5) Titanium Coating - Resistance
  • (15) Titanium Coating - Resistance/Endurance
  • (37) Titanium Coating - Resistance/Recharge
  • (40) Titanium Coating - Endurance/Recharge
  • (43) Titanium Coating - Resistance/Endurance/Recharge
Level 2: Jacobs Ladder
  • (A) Obliteration - Damage
  • (3) Obliteration - Accuracy/Recharge
  • (7) Obliteration - Damage/Recharge
  • (13) Obliteration - Accuracy/Damage/Recharge
  • (19) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (21) Obliteration - Chance for Smashing Damage
Level 4: Conductive Shield
  • (A) Titanium Coating - Resistance/Endurance
  • (5) Titanium Coating - Resistance/Recharge
  • (15) Titanium Coating - Endurance/Recharge
  • (37) Titanium Coating - Resistance/Endurance/Recharge
  • (40) Titanium Coating - Resistance
  • (43) Titanium Coating - Endurance
Level 6: Hurdle
  • (A) Jumping IO
Level 8: Thunder Strike
  • (A) Obliteration - Chance for Smashing Damage
  • (9) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (9) Obliteration - Accuracy/Damage/Recharge
  • (13) Obliteration - Damage/Recharge
  • (17) Obliteration - Accuracy/Recharge
  • (21) Obliteration - Damage
Level 10: Hasten
  • (A) Recharge Reduction IO
  • (11) Recharge Reduction IO
  • (11) Recharge Reduction IO
Level 12: Boxing
  • (A) HamiO:Nucleolus Exposure
Level 14: Super Speed
  • (A) Endurance Reduction IO
Level 16: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (50) Miracle - +Recovery
  • (50) Numina's Convalescence - Heal
  • (50) Numina's Convalescence - Heal/Endurance
Level 18: Grounded
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (48) Steadfast Protection - Knockback Protection
Level 20: Static Shield
  • (A) HamiO:Ribosome Exposure
Level 22: Chain Induction
  • (A) Crushing Impact - Damage/Endurance/Recharge
  • (23) Crushing Impact - Accuracy/Damage/Endurance
  • (23) Crushing Impact - Accuracy/Damage/Recharge
  • (25) Crushing Impact - Damage/Recharge
  • (25) Crushing Impact - Damage/Endurance
Level 24: Lightning Reflexes
  • (A) Run Speed IO
Level 26: Tough
  • (A) Titanium Coating - Resistance/Endurance
  • (27) Titanium Coating - Resistance/Recharge
  • (27) Titanium Coating - Endurance/Recharge
  • (37) Titanium Coating - Resistance/Endurance/Recharge
  • (40) Titanium Coating - Resistance
  • (46) Titanium Coating - Endurance
Level 28: Energize
  • (A) Doctored Wounds - Recharge
  • (29) Doctored Wounds - Heal
  • (29) Doctored Wounds - Heal/Endurance/Recharge
  • (31) Doctored Wounds - Heal/Recharge
  • (34) Doctored Wounds - Endurance/Recharge
Level 30: Build Up
  • (A) Adjusted Targeting - Recharge
  • (31) Adjusted Targeting - To Hit Buff/Recharge
  • (31) Recharge Reduction IO
Level 32: Lightning Rod
  • (A) Obliteration - Chance for Smashing Damage
  • (33) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (33) Obliteration - Accuracy/Damage/Recharge
  • (33) Obliteration - Damage/Recharge
  • (34) Obliteration - Accuracy/Recharge
  • (34) Obliteration - Damage
Level 35: Power Sink
  • (A) Performance Shifter - EndMod/Recharge
  • (36) Efficacy Adaptor - EndMod/Recharge
  • (36) Efficacy Adaptor - EndMod/Endurance
  • (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
Level 38: Lightning Field
  • (A) Scirocco's Dervish - Damage/Endurance
  • (39) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (39) Multi Strike - Damage/Endurance
  • (39) Multi Strike - Accuracy/Damage/Endurance
Level 41: Electrifying Fences
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (42) Positron's Blast - Accuracy/Damage/Endurance
  • (42) Positron's Blast - Accuracy/Damage
  • (42) Positron's Blast - Damage/Endurance
  • (43) Positron's Blast - Damage/Recharge
Level 44: Ball Lightning
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (45) Positron's Blast - Accuracy/Damage/Endurance
  • (45) Positron's Blast - Damage/Recharge
  • (45) Positron's Blast - Damage/Endurance
  • (46) Positron's Blast - Accuracy/Damage
Level 47: Weave
  • (A) HamiO:Cytoskeleton Exposure
  • (48) HamiO:Cytoskeleton Exposure
  • (48) HamiO:Cytoskeleton Exposure
Level 49: Power Surge
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) HamiO:Nucleolus Exposure
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Fury


 

Posted

I like the suggestions put forth here. I've got a few /Elec characters and have been tooling around trying to come up with good builds for them (my Stone/Elec Brute is used for Hami raids and so needs enough KB protection to stop the KB from a yellow mito while I'm off the ground, and needs enough extra HP to keep me alive when things go bad. I built for +HP, +recharge, and +melee defense: his I16 build has somewhere around 1800 HP before accolades, 50% recharge including the 20% from Lightning Reflexes, and roughly 25% melee defense. Factoring in Hasten cycles, Energize should be up every 45 seconds or so.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

This is what I am gonna go with, there are a few other ways of going about this, and I may try out one that I put together when I was building an Elec/Elec Tanker.

If you have the cash, grab the pvp 3% def IO as well.

*Edit: Reworked my build, made it a bit closer to my tanker build. Damage should not be an issue. Oh, and yeah, with those recharge IOs in Thunderstruck and Lighning Rod, you won't quite get the recharge listed in Mid's, but it should be close. Have one of those in Tremor on my SM/WP, and with just that and the recharge in Hasten, Hasten is only down for a little bit, with the LoTGs, it will be perma.

and ignore the levels, this is not a build for Malefactoring down. I will eventually rework it with that in mind.

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

Click this DataLink to open the build!

chromatic deth: Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery

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


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.

 

Posted

I would take tough and then go for as much +recharge as you can get. Getting Energize close to 30 seconds as you can get it. Other than that, inspirations will get you through pretty much anything normal PvE can throw at you.


 

Posted

I totally agree with the above post. Ive been toying around with my ss/ela build with a view to changes coming in i16 and i am inclined to the opinion that slotting for defense bonus' on your /ela build will be something of a wasted effort.

I started doing my build in mids with a view to getting the rechg up as high as poss and then trying to get as much melee def as i could fit in around the rechg bonus'. But after i got hasten to almost perma levels i only really had room for about 20% def to melee...which considering the amount of slots it took to obtain i decided wasn't really going to be worth it. So, i did the build again and forgot about defense completely slotting for as much +rechg and +regen as i can get (with some a few +dmg res sprinkled here and there) and i am alot happier with how the build now looks on paper, in addition to that (and aside from the obvious benefits perma haste will have on energize and powersink) i recon with foorstomp rechg'ing every 5 or 6 seconds that will provide enough dmg mitigation that willl far outweigh the benefit of a meagre +20% to melee def.

Ofcourse you could sacrifice in other areas to gain a higher def, say around the 30% mark for a significant benefit. And in the past thats been a perfectley viable option as it was one of the scant few ways of increasing survivability on your /ela (one of the reasons it's being fixed i guess). But, with the changes in i16 slotting for +def is no longer the only way to beef yourself up. So i would urge you to look for ways to better enhance what you've already got in your trick bag before looking to incorperate completely new things to it.

To surmise..slot for recharge, recharge, recharge..... And if you got room to slot some extra defense, forget about it and slot more recharge xD

Just my two english pence


 

Posted

Okay, I finally got around to toying with a potential build that I liked and this is what I came up with.

I hate hasten, therefore I skipped Hasten. I went the Melee Defense route, took Power Surge for those "Oh noes!" moments, and Managed to get a pretty decent build, in my opinion. Questions, comments, critiques? Also planning on using a similar build for a EA/WM Tanker, but, that's later.


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

Click this DataLink to open the build!

Red Voltier: Level 50 Science Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting

Villain Profile:
Level 1: Havoc Punch -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(5), T'Death-Dmg/EndRdx/Rchg:40(5), T'Death-Dam%:40(7)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-EndRdx/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42)
Level 2: Lightning Field -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(7), M'Strk-Dmg/Rchg:50(9), M'Strk-Acc/EndRdx:50(9), M'Strk-Acc/Dmg/EndRdx:50(11), M'Strk-Dmg/EndRdx/Rchg:50(11)
Level 4: Jacobs Ladder -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(17), Oblit-Dmg/Rchg:50(19), Oblit-Acc/Dmg/Rchg:50(19), Oblit-Acc/Dmg/EndRdx/Rchg:50(21), Oblit-%Dam:50(21)
Level 6: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(37), RctvArm-EndRdx/Rchg:40(46), RctvArm-ResDam/EndRdx/Rchg:40(50)
Level 8: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(13), Oblit-Dmg/Rchg:50(13), Oblit-Acc/Dmg/Rchg:50(15), Oblit-Acc/Dmg/EndRdx/Rchg:50(15), Oblit-%Dam:50(17)
Level 10: Static Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(39), RctvArm-EndRdx/Rchg:40(40), RctvArm-ResDam/EndRdx/Rchg:40(50)
Level 12: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(23), Zephyr-ResKB:50(23)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(25), Zephyr-ResKB:50(25)
Level 16: Swift -- Run-I:50(A)
Level 18: Health -- Heal-I:50(A)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(36), P'Shift-End%:50(37)
Level 22: Grounded -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(43), RctvArm-EndRdx/Rchg:40(43), RctvArm-ResDam/EndRdx/Rchg:40(43)
Level 24: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(40), Mocking-Taunt/Rchg/Rng:50(46), Mocking-Acc/Rchg:50(46)
Level 26: Chain Induction -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(27), T'Death-Dmg/Rchg:40(27), T'Death-Acc/Dmg/EndRdx:40(34), T'Death-Dmg/EndRdx/Rchg:40(36), T'Death-Dam%:40(36)
Level 28: Energize -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(29), Mrcl-Heal:40(29), Mrcl-Rcvry+:40(31), H'zdH-Heal/EndRdx:40(31), H'zdH-Heal:40(31)
Level 30: Build Up -- RechRdx-I:50(A), RechRdx-I:50(40)
Level 32: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
Level 35: Power Sink -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(37), P'Shift-EndMod/Acc/Rchg:50(39), P'Shift-End%:50(39)
Level 38: Power Surge -- S'fstPrt-ResKB:30(A)
Level 41: Boxing -- Acc-I:50(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-EndRdx/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45)
Level 47: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(48), LkGmblr-EndRdx/Rchg:50(48), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Rchg+:50(50)
Level 49: Lightning Reflexes -- Run-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury



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"Iron defenses and a crappy attitude do not, a tanker, make."

Proud Leader and founder of The Gangbusters Super Group and The Madhouse Villain Group: Ask me about becoming a member!

 

Posted

I find it interesting that, in a discussion related to optimizing Elec/Elec survivability, nobody has mentioned endurance drain. I've found that Power Sink, Lightning Field, and Ball Lightning can sap out minions quite quickly, greatly reducing incoming damage. It's also effective at dropping toggles on certain problem enemies, particularly Cimerorans who lose their mez protection when drained and thus become vulnerable to KD. Is this no longer considered a viable survival tool for some reason?


@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs

 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
I find it interesting that, in a discussion related to optimizing Elec/Elec survivability, nobody has mentioned endurance drain. I've found that Power Sink, Lightning Field, and Ball Lightning can sap out minions quite quickly, greatly reducing incoming damage. It's also effective at dropping toggles on certain problem enemies, particularly Cimerorans who lose their mez protection when drained and thus become vulnerable to KD. Is this no longer considered a viable survival tool for some reason?
Probably because saps are mostly ineffective against higher levels, and lets be honest, even a SO build doesn't have too much trouble with equal level minions to have to rely on sap; not to mention after Lightning Rod, Thunderstrike and Ball Lightning, all the minions should be dead and you should be left with just the boss/lt. Power Sink doesn't recharge fast enough to use it as a full draining tool and LF and BL drains aren't enough by themselves to drain mobs fully (although they are good enough to take care of recovery in order to keep the mobs low on end). In addition, sapping doesn't do anything to help you deal with the alpha any better in group situations, so.. umm.. it's nice slotting it for PvP.


 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
Weird. That hasn't been my experience at all.

Well, carry on.
What level of difficulty do you run your elec at? If you're fighting +2 or +3's, you will not be able to easily sap enemies in one application.


 

Posted

Quote:
Originally Posted by SpittingTrashcan View Post
I find it interesting that, in a discussion related to optimizing Elec/Elec survivability, nobody has mentioned endurance drain. I've found that Power Sink, Lightning Field, and Ball Lightning can sap out minions quite quickly, greatly reducing incoming damage. It's also effective at dropping toggles on certain problem enemies, particularly Cimerorans who lose their mez protection when drained and thus become vulnerable to KD. Is this no longer considered a viable survival tool for some reason?
This is what my Elec/Elec does, and it works fine in big mobs, but against single EBs or AVs, not so much. With Power Sink, Ball Lightning, Lightning Field and Elec Fences all slotted with at least 1 End Mod I can keep almost everything without END. I also slot Stun Procs in Lightning Field and Power Sink, and it makes tanking large mobs a Breeze. I plan on slotting for +HP and +Regen with +Recharge and +Recovery as a backseat objective. I doubt I'll even bother with Defense besides taking Weave.


@Mazzo Grave
Webmaster Grave, Virtueverse!
Energy/Energy Blaster Guide
Quote:
Originally Posted by BackAlleyBrawler View Post
you *******!!!!