Anything generally skippable in Elec Armor?


Airhammer

 

Posted

I wouldn't assume Tough as a must have, sure it would be a good idea because you have to take something from the power pools and power surge may not, with its crashes be the thing for you.


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 Negescape View Post
Does it take long to climb off your high horse and talk down to people? I'd certainly hate to think I troubled you.

So, numbers. EA is a PURELY resistance based set. It takes EXTENSIVE IO slotting (even then breaking 45% on any specific is a stretch just because you're starting from 0) to even get it to stand up to the punishment most every other tank set but fire can stand up to because they all have at least some defense to build from. Having high resists (just short of 80% on a good day for EA is what I'm seeing) is great, but you're still getting hit 45% of the time and most tanks aren't just tanking one mob. Tanking 5 mobs (realistically 16) means you're getting hit at least once virtually every attack round, if not more than once, which means with no healing you're throwing in your cards early.

With standard SO slotting, which sets are "balanced around", an EA tank is simply going to be crushed in most every single pull without some major buffage.


PS. I hear hateraid goes good with vodka.
People used to tell me stupid crap like that all the time on my DA. And my FA.

Tanked boss farms with just SOs on both of them. In fact, tanked them well enough that people checked to make sure I was staying before they decided they were going to.

As far as hitting the softcap being a stretch, it's easier than you think. Did it with room to spare on my DA, the only base they have for defense is CoD. Not really a big base.

Hell, here is a build I put together in 10 minutes. S/L softcapped. Not particularly expensive. Pretty end efficient, just don't turn on FA, hell, even with it on, PS is up so fast shouldn't be that big a problem.

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: War Mace
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(9), S'fstPrt-ResDam/Def+:30(11), GA-3defTpProc:30(11)
Level 1: Bash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(46)
Level 2: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(9)
Level 4: Lightning Field -- EndRdx-I:50(A), Efficacy-EndMod/Acc:50(15), Efficacy-EndMod/Acc/Rchg:50(17)
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-ResKB:30(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(46)
Level 12: Energize -- Numna-Heal:50(A), Numna-Heal/Rchg:50(13), Numna-Heal/EndRdx:50(13), Numna-Heal/EndRdx/Rchg:50(42), RechRdx-I:50(42)
Level 14: Super Jump -- HO:Micro(A)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(19), Numna-Regen/Rcvry+:50(19), RgnTis-Regen+:30(40)
Level 20: Clobber -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(23), P'ngS'Fest-Acc/Dmg:30(23), P'ngS'Fest-Stun%:30(37)
Level 22: Lightning Reflexes -- Run-I:50(A)
Level 24: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(25), Mocking-Taunt/Rchg/Rng:50(25), Mocking-Acc/Rchg:50(43), Mocking-Taunt/Rng:50(43), Mocking-Rchg:50(45)
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(34)
Level 28: Whirling Mace -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(45)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:40(31)
Level 32: Power Sink -- P'Shift-EndMod/Acc/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(33), EnManip-EndMod/Rchg:20(33), Adrenal-EndMod/Acc/Rchg:20(33)
Level 35: Shatter -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-%Dam:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Dmg/EndRdx/Rchg:50(37)
Level 38: Crowd Control -- FrcFbk-Rechg%: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: Focused Accuracy -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(42)
Level 44: Weave -- HO:Cyto(A), HO:Cyto(45), LkGmblr-Rchg+:50(46)
Level 47: Physical Perfection -- Mrcl-Rcvry+:40(A), Numna-Heal:50(48), Mrcl-Heal:40(48), P'Shift-EndMod:50(48), P'Shift-End%:50(50)
Level 49: Maneuvers -- HO:Cyto(A), HO:Cyto(50), LkGmblr-Rchg+:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



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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

current price on that glad armor 3% your using is 1.5 billion deth

i however have looked into elec armor myself and going alittle of both routes..

with the glad strikes bonus's i can actually get my a/l resist to 89.7%..leaving me only .3% away from the cap

however i spread out the defense between postional and s/l so i got 34% s/l and 37% melee defense

i wont be soft capped but all that defense and being capped in s/l resist will help him more then i can say.

my build isnt easy though but he'll be a friggin monster for sure..yeah the price is crazy and im broke for sure now..hopefully i can get a few purple drops when i go back to reg mishs in iss 16 to help the pain of being broke.

but these numbers say alot about what you "could" build given the time...yeah its easier with some tanks then others..but who wants to be that bored


 

Posted

Quote:
Originally Posted by Coldmed View Post
current price on that glad armor 3% your using is 1.5 billion deth

i however have looked into elec armor myself and going alittle of both routes..

with the glad strikes bonus's i can actually get my a/l resist to 89.7%..leaving me only .3% away from the cap

however i spread out the defense between postional and s/l so i got 34% s/l and 37% melee defense

i wont be soft capped but all that defense and being capped in s/l resist will help him more then i can say.

my build isnt easy though but he'll be a friggin monster for sure..yeah the price is crazy and im broke for sure now..hopefully i can get a few purple drops when i go back to reg mishs in iss 16 to help the pain of being broke.

but these numbers say alot about what you "could" build given the time...yeah its easier with some tanks then others..but who wants to be that bored

If you had a more affordable alternative, I'd love to hear it. I'm a noob.


And could use the advice.


 

Posted

Quote:
Originally Posted by Coldmed View Post
current price on that glad armor 3% your using is 1.5 billion deth

i however have looked into elec armor myself and going alittle of both routes..

with the glad strikes bonus's i can actually get my a/l resist to 89.7%..leaving me only .3% away from the cap

however i spread out the defense between postional and s/l so i got 34% s/l and 37% melee defense

i wont be soft capped but all that defense and being capped in s/l resist will help him more then i can say.

my build isnt easy though but he'll be a friggin monster for sure..yeah the price is crazy and im broke for sure now..hopefully i can get a few purple drops when i go back to reg mishs in iss 16 to help the pain of being broke.

but these numbers say alot about what you "could" build given the time...yeah its easier with some tanks then others..but who wants to be that bored
lol, yeah, like I said, i tossed it together in like 10 min, forgot I threw that 3% gladiator in there. Other than that, it is pretty inexpensive. ElA/WM would be a monster in farming, so I don't see that one IO being out of reach for too long tho.

The point was tho, ElA is not some second rate useless set. Just takes a bit of ingenuity to make it glorious. And I forgot, people just don't take into account the end drain in the set. You can literally keep the groups on empty the whole fight.


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

Here is a much cheaper version, still softcapped.

If ya like, you can switch out Build Up for Stam with a PS +end proc.

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: War Mace
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(5), S'fstPrt-ResDam/Def+:30(5)
Level 1: Bash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(17)
Level 2: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(11)
Level 4: Lightning Field -- EndRdx-I:50(A), EndMod-I:20(19), EndMod-I:50(19)
Level 6: Static Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(11)
Level 8: Grounded -- S'fstPrt-ResKB:30(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(17), HO:Cyto(46)
Level 12: Energize -- Numna-Heal:50(A), Numna-Heal/Rchg:50(13), Numna-Heal/EndRdx/Rchg:50(13), Mrcl-Heal/Rchg:40(46), Dct'dW-Heal/Rchg:50(46)
Level 14: Super Jump -- HO:Micro(A)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Lightning Reflexes -- Run-I:50(A)
Level 20: Health -- Mrcl-Rcvry+:40(A), RgnTis-Regen+:30(21), Numna-Regen/Rcvry+:50(21), Numna-Heal:50(45)
Level 22: Clobber -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(25), P'ngS'Fest-Dmg/Rchg:30(25), P'ngS'Fest-Acc/Dmg:30(29)
Level 24: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(43), Zinger-Taunt/Rchg/Rng:50(48), Zinger-Acc/Rchg:50(50), Zinger-Taunt/Rng:50(50), Zinger-Dam%:50(50)
Level 26: Power Sink -- EnManip-EndMod/Rchg:20(A), Efficacy-EndMod/Rchg:50(27), Efficacy-EndMod/Acc/Rchg:50(27), P'Shift-EndMod/Acc/Rchg:50(31)
Level 28: Whirling Mace -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(40)
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(34)
Level 32: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(33)
Level 35: Shatter -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
Level 38: Crowd Control -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-%Dam:50(40), FrcFbk-Rechg%:50(40)
Level 41: Ring of Fire -- 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: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(45), HO:Cyto(45)
Level 47: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(48), HO:Cyto(48)
Level 49: Build Up -- HO:Membr(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



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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

Quote:
Originally Posted by _Deth_ View Post
.

The point was tho, ElA is not some second rate useless set. Just takes a bit of ingenuity to make it glorious. And I forgot, people just don't take into account the end drain in the set. You can literally keep the groups on empty the whole fight.
thats excatly what i said in another thread here..the issue is see is where people wont find it as "easy" as invuls or wp or stone so they automatically place it in the "sucks" category
or the sure you can make it tough put not as easy as my invul tank category

ive been playing fire tanks since day one i walked intop this game in dec of 04.. ive made my living off these "lower rated" tanks and saved some invuls and wp and stone along the way...sure it take alittle more ..but thats what makes each set different.

everyone knows im a high priced builder for tanks...you should see my final build cause im gonna be rocking


 

Posted

Electric will do just fine. I have played my electric brute since they first came out. It's my main and badger. I have tanked plenty of TF's as the only brute or tank as well and that's with aid self. I have even had to step up and take on the main role over a few stone brutes and yes a stone tank once on a ITF.

Yes my brute is all IO'd out, but must veteran players will do that anyway. Even before the IO's I was fine. Yes there are times you may need to watch your health and use a green or 2 but its fine. Plus its nice not haveing to worry about endurance, especially with I16 and being able to drop stamina. I cant wait till I16 hits and I will finally be able to softcap smash/lethal. I ran my new I16 build on test and had no problem solo with 8 man +2 (tried +4 and I could survive, just took to long to take them down)

Electric is not the easiest set in the game. It takes some time getting used to how far you can push it, when to use your mitigation tools as well. I had mine down to a science of when to hit Powersink so the mobs will get caught in the end drain animation giving me just enough time to hit aid self.


Freedom Server - Main = Lil Bug & way too many alts to list

 

Posted

Quote:
Originally Posted by Coldmed View Post
thats excatly what i said in another thread here..the issue is see is where people wont find it as "easy" as invuls or wp or stone so they automatically place it in the "sucks" category
or the sure you can make it tough put not as easy as my invul tank category

ive been playing fire tanks since day one i walked intop this game in dec of 04.. ive made my living off these "lower rated" tanks and saved some invuls and wp and stone along the way...sure it take alittle more ..but thats what makes each set different.

everyone knows im a high priced builder for tanks...you should see my final build cause im gonna be rocking
QFT.
I get my kicks on people admiring Tanks that are considered 'weak' by the uninformed, and upending things like "Looking for Stone Tank for [insert ream here]" It's not even just me either, I love it when people demonstrate competence with Tank builds other than Stone/ INV/ or WP/


GIVE TANKS DARKNESS/ELECTRICAL MASTERY! =3
Level 50's: Komrade Kommunism (T); King Darksource (T); Burning Red Star (T); Komrade Kosmonaut (WS); Vredesbyrd (Br); Anarchery (Bl)

 

Posted

Grounded might be 'skippable' it grants immobilize prot that can be granted with Combat Jumping. The KB prot only works on the ground and Acrobatics or IO's can grant you KB. It grants a little Energy/Negative res, but not much (and you will likely near or hit the cap for energy res without it). The thing Grounded does do that is hard to give up is Endurance drain resistance(not recovery debuff res, but actual drain prevention)

Converse Power was skippable, but it's becoming Energize. As it's the only heal the set will have....
Do not skip Energize.

Lightning Reflexes is great, but not absolutely necessary.

Power Surge is the only way this set has to get Toxic Resistance. Yes, you can skip it, but you will have a gap in your defenses. (Yes, you can get some with IO's, but it isn't much)

Lightning Field may be skippable is you have Taunt and take Power Sink, as it has a Taunt component. Power Sink itself isn't absolutely necessary since Tanks can take Conserve Power for Endurance. You can skip one or the other, but always take one of them for agro.


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

not only does physical perefction help tanks endurance but makes tihngs like powersink worthless later on

not only you be agble to skip it but you can have the exta end recov from pp and you have to take cp or f.a. first so pickng up cp AND pp..you could respec out of powersink later and never miss it.

from a end redcovery point of view anyways...i know some will use it as their taunt cause they wont actually pick taunt up


 

Posted

lol...soooooo true!


 

Posted

QR

Skippable? Depends on your goals.

  • Lightning Reflexes
  • Power Sink
  • Power Surge
Those 3 powers are "optional". You don't need them for survivability, Power Surge maybe but it's a situational thing.

Lightning Reflexes recharge is nice, and it adds on Energize's uptime, but you don't NEED it.

Power Sink is also darn nice, but you don't need it to survive.

That being told in my tests I have taken all powers but Power Surge, taken Tough and Combat Jump and cut back a bit on the secondary.

One thing to keep in mind wile building a character is that you can take all your primary, and all your secondary plus two pool powers by level 40 (intentional design at launch to have all powers and a travel power.)

To accomodate swift/health/stamina you just need to skip on 3 powers. If you want tough (and I recomend it) you need to skip on 5 powers.

My elec builds have so far skipped travel powers and gone the Hurdle/Combat Jump route (its as fast as flying and that is good enough for me.) Then skip power surge, thats 2 skiped powers, then skip on taunt for the solo builds, thats 3. And for rare situations there are more attacks than you need on all secondaries, you should be able to easily skip 2 attacks.

And this is all to have a solid build by 40 and to make full room for an epic by 50. If you care not for the epic you can take it all.


 

Posted

Quote:
Originally Posted by KomradeKommunism View Post
QFT.
I get my kicks on people admiring Tanks that are considered 'weak' by the uninformed, and upending things like "Looking for Stone Tank for [insert ream here]" It's not even just me either, I love it when people demonstrate competence with Tank builds other than Stone/ INV/ or WP/
That is half the reason I love my DA tank. The notes of disbelief when I can jump into stuff that "Dark can't handle" and not only live, but barely notice the damage is just awesome.

Quote:
Originally Posted by Coldmed View Post
not only does physical perefction help tanks endurance but makes tihngs like powersink worthless later on

not only you be agble to skip it but you can have the exta end recov from pp and you have to take cp or f.a. first so pickng up cp AND pp..you could respec out of powersink later and never miss it.

from a end redcovery point of view anyways...i know some will use it as their taunt cause they wont actually pick taunt up
You are forgetting one thing, the end drain of Power Sink is amazing. Mobs with no end can't hurt you as bad as mobs with full blue bars.

Also, with Energize and Power Sink, you really don't need PP for the end. Throw in a couple slots for regen. Stam is completely unnecessary on Elec Armor. With Energize and PP, you could even make a case for skipping health. With LR you can skip the whole fitness set and not notice it.

I am going from my experience with my 50 Elec/Elec brute. no stam, and with energize, I never missed it.


Quote:
Originally Posted by Starsman View Post
QR

Skippable? Depends on your goals.
  • Lightning Reflexes
  • Power Sink
  • Power Surge
Those 3 powers are "optional". You don't need them for survivability, Power Surge maybe but it's a situational thing.

Lightning Reflexes recharge is nice, and it adds on Energize's uptime, but you don't NEED it.

Power Sink is also darn nice, but you don't need it to survive.

That being told in my tests I have taken all powers but Power Surge, taken Tough and Combat Jump and cut back a bit on the secondary.

One thing to keep in mind wile building a character is that you can take all your primary, and all your secondary plus two pool powers by level 40 (intentional design at launch to have all powers and a travel power.)

To accomodate swift/health/stamina you just need to skip on 3 powers. If you want tough (and I recomend it) you need to skip on 5 powers.

My elec builds have so far skipped travel powers and gone the Hurdle/Combat Jump route (its as fast as flying and that is good enough for me.) Then skip power surge, thats 2 skiped powers, then skip on taunt for the solo builds, thats 3. And for rare situations there are more attacks than you need on all secondaries, you should be able to easily skip 2 attacks.

And this is all to have a solid build by 40 and to make full room for an epic by 50. If you care not for the epic you can take it all.
to get tough, you can just skip 2 powers as you don't need fitness. Really, you don't.


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

Quote:
Originally Posted by _Deth_ View Post
to get tough, you can just skip 2 powers as you don't need fitness. Really, you don't.
Here is the thing with Fitness, even if i need no stamina, the regeneration you get from 3 slotted Health makes a significant difference for a set with high resistances because your damage intake is low, meaning your regen means much more (its healing less damage.) It is so subtle you may not notice but it makes a big difference.

Then there is swift or hurdle. If i have no swift or hurdle with combat jump, I feel I am crawling from one spawn to the next or while manouvering in combat. This lack of movibility can slowly add up to a huge xp per hour hit. Again, subtle thing that adds up a LOT.

Once you take those two (and I'd never skip them) why not take stamina? It also is very steady.

Besides, I have managed to make elec builds that still are so heavily offensive they suck dry their endurance even with stamina 3 slotted, power sink 3 slotted for recharge and energize 3 slotted for recharge/heal. Its usually because of spamming AoE but as a tank and in I16, you will find yourself doing that a lot!


 

Posted

Quote:
Originally Posted by Starsman View Post
QR

Skippable? Depends on your goals.
  • Lightning Reflexes
  • Power Sink
  • Power Surge
Those 3 powers are "optional". You don't need them for survivability
My goal is going to be to need Powersink for survivability somewhere. Infact this is going to work out for me better in the long run. Mostly so that I can have a tank, which like all my tanks, doesn't play and feel like any of my other tanks. It throws me how anyone wants to or why people basically do, turn one tank into another tank that more or less plays and is trivialled the same as some other and lacking a distinguishing feature.

Ill be making Powersink return in less than 20 secs, if I am not economically doing my job right I might run out of end.


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

IMO Powersink is more than an end recovery tool. If slotted properly in conjunction with Lightning field it becomes a very good damage mitigation tool. Mobs with little to no end will tend to use their weakest attacks against you which aids your survivability.

I will be skipping PowerSurge and I probably wont take an Epic because that Phsyical Perfection sits too far down the tier and I really want to take Hasten in my build to get energize up faster. I could drop grounded because I can always get KB protection from an IO and Immobile protection from Combat Jumping.. However the end drain protection is a nice little help but then having Powersink in a way kinda makes up for that...


hmmmmm back to the drawing board...


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

this is my build as of now...im not changing anything at this point cause ive gone over everything100000 times now waiting for this issue.

but here my elec/sm build..you can see that with physical prefection i wont need powersink so ill be dropping it. lr is gone too since i can fit hasten late

this will be a 50 LVL respec build mind you..

ill be at

4.24 recov
518 regen
89.7% s/l resist
34% s/l defense
37% melee defense
102.5 % recharge
18.5 % damage buff as well..

its got alot of everything and i think its the best i can do with spending a ton of money.im happy with it.

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

Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Stone 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: Stone Fist
(A) Touch of Death - Accuracy/Damage: Level 40
(5) Touch of Death - Damage/Endurance: Level 40
(7) Touch of Death - Damage/Recharge: Level 40
(7) Touch of Death - Accuracy/Damage/Endurance: Level 40
(9) Touch of Death - Damage/Endurance/Recharge: Level 40
(9) Touch of Death - Chance of Damage(Negative): Level 40


Level 2: Lightning Field
(A) Obliteration - Damage: Level 50
(11) Obliteration - Accuracy/Recharge: Level 50
(11) Obliteration - Damage/Recharge: Level 50
(13) Obliteration - Accuracy/Damage/Recharge: Level 50
(13) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
(15) Obliteration - Chance for Smashing Damage: Level 50


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


Level 6: Static Shield
(A) Titanium Coating - Resistance: Level 50
(19) Titanium Coating - Resistance/Endurance: Level 50
(19) Titanium Coating - Resistance/Recharge: Level 50
(21) Titanium Coating - Endurance/Recharge: Level 50
(21) Titanium Coating - Resistance/Endurance/Recharge: Level 50
(23) Titanium Coating - Endurance: Level 50


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


Level 10: Heavy Mallet
(A) Gladiator's Strike - Accuracy/Damage: Level 50
(25) Gladiator's Strike - Damage/Recharge: Level 50
(25) Gladiator's Strike - Damage/Endurance/Recharge: Level 50
(27) Gladiator's Strike - Accuracy/Endurance/Recharge: Level 50
(27) Gladiator's Strike - Accuracy/Damage/End/Rech: Level 50


Level 12: Energize
(A) Panacea - Heal/Endurance: Level 50
(29) Panacea - Endurance/Recharge: Level 50
(29) Panacea - Hea/Recharge: Level 50
(31) Panacea - Heal/Endurance/Recharge: Level 50
(31) 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) Regenerative Tissue - +Regeneration: Level 30
(31) Panacea - +Hit Points/Endurance: Level 50
(33) Healing IO: Level 50


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


Level 24: Stone Mallet
(A) Gladiator's Strike - Accuracy/Damage: Level 50
(34) Gladiator's Strike - Damage/Recharge: Level 50
(34) Gladiator's Strike - Damage/Endurance/Recharge: Level 50
(36) Gladiator's Strike - Accuracy/Endurance/Recharge: Level 50
(36) Gladiator's Strike - Accuracy/Damage/End/Rech: Level 50


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


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


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


Level 32: Build Up
(A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
(40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
(40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
(40) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
(42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
(42) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50


Level 35: Tremor
(A) Obliteration - Damage: Level 50
(42) Obliteration - Accuracy/Recharge: Level 50
(43) Obliteration - Damage/Recharge: Level 50
(43) Obliteration - Accuracy/Damage/Recharge: Level 50
(43) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
(50) Obliteration - Chance for Smashing Damage: Level 50


Level 38: Seismic Smash
(A) Gladiator's Strike - Accuracy/Damage: Level 50
(45) Gladiator's Strike - Damage/Recharge: Level 50
(45) Gladiator's Strike - Damage/Endurance/Recharge: Level 50
(45) Gladiator's Strike - Accuracy/Endurance/Recharge: Level 50
(46) Gladiator's Strike - Accuracy/Damage/End/Rech: Level 50


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


Level 44: Physical Perfection
(A) Numina's Convalescence - Heal: Level 50
(46) Numina's Convalescence - +Regeneration/+Recovery: Level 50
(46) Miracle - +Recovery: Level 40
(48) Performance Shifter - EndMod: Level 50
(48) Performance Shifter - EndMod/Recharge: Level 50
(48) Performance Shifter - Chance for +End: 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: Taunt
(A) 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:
18.5% DamageBuff(Smashing)
18.5% DamageBuff(Lethal)
18.5% DamageBuff(Fire)
18.5% DamageBuff(Cold)
18.5% DamageBuff(Energy)
18.5% DamageBuff(Negative)
18.5% DamageBuff(Toxic)
18.5% DamageBuff(Psionic)
23.5% Defense(Smashing)
23.5% Defense(Lethal)
7.25% Defense(Fire)
7.25% Defense(Cold)
7.25% Defense(Energy)
7.25% Defense(Negative)
6% Defense(Psionic)
26.9% Defense(Melee)
8.5% Defense(Ranged)
8.5% Defense(AoE)
11.3% Max End (in PvP)
32.5% Enhancement(RechargeTime)
18% Enhancement(Accuracy)
7.5% Enhancement(Range) (in PvP)
15% FlySpeed
238.9 HP (12.8%) HitPoints
15% JumpHeight
15% JumpSpeed
Knockback (Mag -9)
Knockup (Mag -9)
MezResist(Confused) 20% (in PvP)
MezResist(Held) 25.5%
MezResist(Immobilize) 22.8%
MezResist(Repel) 500% (10% chance, in PvP)
MezResist(Sleep) 22.2%
MezResist(Stun) 26.6%
MezResist(Terrorized) 20% (in PvP)
15% (0.25 End/sec) Recovery
42% (3.29 HP/sec) Regeneration
10.2% Resistance(Smashing)
10.2% Resistance(Lethal)
3% Resistance(Fire)
3% Resistance(Cold)
3% Resistance(Energy)
3% Resistance(Negative)
3% Resistance(Toxic)
3% Resistance(Psionic)
15% 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)


Touch of Death
(Stone Fist)
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 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)


Gladiator's Strike
(Heavy Mallet)
2.5% (0.04 End/sec) Recovery, 2.25% Max End (in PvP)
21.1 HP (1.13%) HitPointsStatus Resistance 5% (in PvP)
2.5% DamageBuff(All)3.13% Defense(Smashing,Lethal) (in PvP), 1.56% Defense(Melee) (in PvP)
1.89% Resistance(Smashing,Lethal), MezResist(Repel) 100% (10% chance, in PvP)


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)


Performance Shifter
(Stamina)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed


Gladiator's Strike
(Stone Mallet)
2.5% (0.04 End/sec) Recovery, 2.25% Max End (in PvP)
21.1 HP (1.13%) HitPointsStatus Resistance 5% (in PvP)
2.5% DamageBuff(All)3.13% Defense(Smashing,Lethal) (in PvP), 1.56% Defense(Melee) (in PvP)
1.89% Resistance(Smashing,Lethal), MezResist(Repel) 100% (10% chance, in PvP)


Gladiator's Armor
(Tough)
2.5% (0.04 End/sec) Recovery, 2.25% Max End (in PvP) (Exceeded 5 Bonus Cap)
Knockback Protection (Mag -3), MezResist(Repel) 100% (10% chance, in PvP) (Exceeded 5 Bonus Cap)


Shield Wall
(Weave)
10% (0.78 HP/sec) Regeneration, 2.5% (0.04 End/sec) Recovery (in PvP)
3% Resistance(Smashing), 3% Resistance(Lethal), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Toxic), 3% Resistance(Psionic)


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


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 (Exceeded 5 Bonus Cap)
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
(Tremor)
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 Strike
(Seismic Smash)
2.5% (0.04 End/sec) Recovery, 2.25% Max End (in PvP) (Exceeded 5 Bonus Cap)
21.1 HP (1.13%) HitPointsStatus Resistance 5% (in PvP)
2.5% DamageBuff(All)3.13% Defense(Smashing,Lethal) (in PvP), 1.56% Defense(Melee) (in PvP)
1.89% Resistance(Smashing,Lethal), MezResist(Repel) 100% (10% chance, in PvP) (Exceeded 5 Bonus Cap)


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


Performance Shifter
(Physical Perfection)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
35.1 HP (1.88%) HitPoints


 

Posted

Quote:
Originally Posted by Starsman View Post
Here is the thing with Fitness, even if i need no stamina, the regeneration you get from 3 slotted Health makes a significant difference for a set with high resistances because your damage intake is low, meaning your regen means much more (its healing less damage.) It is so subtle you may not notice but it makes a big difference.

Then there is swift or hurdle. If i have no swift or hurdle with combat jump, I feel I am crawling from one spawn to the next or while manouvering in combat. This lack of movibility can slowly add up to a huge xp per hour hit. Again, subtle thing that adds up a LOT.

Once you take those two (and I'd never skip them) why not take stamina? It also is very steady.

Besides, I have managed to make elec builds that still are so heavily offensive they suck dry their endurance even with stamina 3 slotted, power sink 3 slotted for recharge and energize 3 slotted for recharge/heal. Its usually because of spamming AoE but as a tank and in I16, you will find yourself doing that a lot!
I will give you that health is a nice power. Energize has regen in it as well, so you aren't completely dead in the water as far as regen goes.

LR is swift with a boost to recharge. So if you don't skip LR, you wont miss swift/hasten.

I am not talking about making builds and looking at numbers, I am talking about actual play testing. Granted it was on a brute as opposed to a tank. A brute spamming a mostly AoE attack chain. Stam is completely unneeded. Power Sink is not just an end recovery tool, slotted for end draining does 2 jobs, it feeds you end, and a lot of it, and it drains the mobs end, decreasing their potential damage output a fair amount. With energize, which has a pretty fast recharge w/hasten in the build, your end use is not particularly bad, and you get it refilled regularly. Not a boost to recovery every so often, but a full end bar every 17-20 seconds or so.

If you go the PP route on a tank, stam is really a waste. Health is definitely worth getting as stacked with energize and PP it gives a very respectable amount of regen. I would still get LR for the boost in recharge. But, I would never, and I mean never skip Power Sink. As an end recovery tool it is hard to beat, as mitigation tool it is excellent as well.

Just my opinion on the matter. Different strokes for different folks. Only reason I am mentioning it at all is that Power Sink keeps being dismissed as solely an end recovery tool. I did the same thing when ElA was new, respec'd and found out that it helped out in survivability a lot.


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

Quote:
Originally Posted by _Deth_ View Post
I am not talking about making builds and looking at numbers, I am talking about actual play testing.
Seeing as how I made an electric tank with every single secondary and tested them quite a bit, I'd say I talk mostly based of play testing too.

Quote:
But, I would never, and I mean never skip Power Sink. As an end recovery tool it is hard to beat, as mitigation tool it is excellent as well.
I said it's Optional for survivability, I also noted how I always taked it on my builds. It is true that it can bring some strong survivability but as you face higher level foes purple patch makes you loose that benefit due to the binary nature of -end.

So I think the powers listed are indeed "optional" from a raw survivability standpoint, but they are not junk powers. They are good enough for me to skip on my travel power in order to accommodate other stuff before I dare skip on them.

The only power I actually skip on all my elec tank builds was Power Surge. Every time I found myself needing the extra survivability I would likely also die due to the crash and would had fared as well poping any type of inspiration or even crazier: running away and resting and running back in. Rare occurrence, though.


 

Posted

The big one I'm curious about is Grounded. Your Energy resist is already capped from Charged Armor and Conductive Shield, you've got capped End Drain resist from Static Shield (129.75% at level 50), and if you've got CJ you've already got Immob resist (that isn't dependent on being on the ground - god I hate jumping when hit by an immob). So all it's really good for is the 10% Negative Energy resist (whoo), and the mag 10 KB protection (which doesn't bring KB resist), which is incredibly easy to make up via sets nowadays (esp. if you're already abusing Blessings of the Zephyr for defense bonuses).

It's not an optimal drop - since stacking it with BotZs can help survive Nemesis blasts, and a bit more Neg. Energy is nice for the ITF and CoT - but I'd certainly drop it before Lightning Reflexes or Power Sink. On Brutes it's a good pick for capping your Energy, but for the other ATs, it feels rather superfluous.


Global @Diellan - 5M2M
Mids' Hero/Villain Designer Lead
Virtue Server
Redside: Lorenzo Mondavi
Blueside: Alex Rabinovich

Got a Mids suggestion? Want to report a Mids bug?

 

Posted

Quote:
Originally Posted by Coldmed View Post
well the only thing i could say is the drop powersink in order to get pp..

you can take powersink then respec into cp and pp later on.im using recov bonus's and unquies on top of cp and pp..all will take care of the missing powersink.
Drop POWER SINK? No. NO. A million times, NO. It's simply the best power in the set. You'd be a complete fool not to take it, ESPECIALLY as a tanker.


 

Posted

i have a 3.76 recovery rate plus i have conserve power.i also have taunt..

i also have 88.15 % s/l resistance and 33& defense

i "NEED" powersink why exactly???...


 

Posted

When I can cap my defense on my SR scrapper, it makes sense that I don't have elude. But there is no way to cap all your resists. I have tried and tried and tried on a scrapper and the only one I can hit 75% on is energy (duh). Put on power surge and everything is capped.

Why wouldn't I want this?