Katana/Electric Armor IO Build


Arcanaville

 

Posted

I wanted to roll a Kat/Ela Scrapper once i16 rolled around. I wanted to focus on getting him to the melee soft cap with two applications of DA, and then pack in as much recharge and regen in as possible. Any suggestions on alternative slotting methods to make him even better?

Here's the build:

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

Click this DataLink to open the build!

Tweakin': Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut -- 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(50)
Level 1: Charged Armor -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(7), ImpArm-EndRdx/Rchg:40(7), ImpArm-ResDam/EndRdx/Rchg:40(9)
Level 2: Flashing Steel -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(9), Erad-Dmg/Rchg:30(11), Oblit-Acc/Dmg/EndRdx/Rchg:45(11), Oblit-Acc/Dmg/Rchg:45(13), Achilles-ResDeb%:20(50)
Level 4: Conductive Shield -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(13), ImpArm-EndRdx/Rchg:40(15), ImpArm-ResDam/EndRdx/Rchg:40(15)
Level 6: Swift -- Flight-I:50(A)
Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(17), C'ngImp-Dmg/Rchg:50(17), C'ngImp-Acc/Dmg/Rchg:50(19), C'ngImp-Acc/Dmg/EndRdx:50(19)
Level 10: Hover -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(21), Zephyr-ResKB:50(21), LkGmblr-Rchg+:50(23), LkGmblr-Def:50(23), LkGmblr-Def/EndRdx:50(25)
Level 12: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(27), GSFC-ToHit/Rchg/EndRdx:50(29), GSFC-Rchg/EndRdx:50(29), GSFC-ToHit/EndRdx:50(31), GSFC-Build%:50(31)
Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(25), Zephyr-ResKB:50(27)
Level 16: Static Shield -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(31), ImpArm-EndRdx/Rchg:40(33), ImpArm-ResDam/EndRdx/Rchg:40(33)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(33), Numna-Heal/EndRdx:50(34), Mrcl-Rcvry+:40(34), Mrcl-Heal:40(34), RgnTis-Regen+:30(36)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(36), P'Shift-EndMod:50(36), Efficacy-EndMod/Rchg:50(37), Efficacy-EndMod/Acc/Rchg:50(37)
Level 22: Grounded -- S'fstPrt-ResDam/Def+:30(A)
Level 24: Energize -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(37), Dct'dW-Heal/Rchg:50(39), Dct'dW-Heal/EndRdx/Rchg:50(39), Dct'dW-Heal:50(39), Dct'dW-Rchg:50(40)
Level 26: Soaring Dragon -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(40), C'ngImp-Dmg/Rchg:50(40), C'ngImp-Acc/Dmg/Rchg:50(42), C'ngImp-Acc/Dmg/EndRdx:50(42), Mako-Dam%:50(48)
Level 28: Lightning Reflexes -- Flight-I:50(A)
Level 30: Boxing -- Empty(A)
Level 32: Golden Dragonfly -- Armgdn-Dmg:50(A), Armgdn-Acc/Dmg/Rchg:50(42), Armgdn-Acc/Rchg:50(43), Armgdn-Dmg/EndRdx:50(43), Oblit-%Dam:50(43), EndRdx-I:50(46)
Level 35: Tough -- TtmC'tng-ResDam:40(A), TtmC'tng-ResDam/EndRdx:40(45), TtmC'tng-EndRdx/Rchg:40(45), TtmC'tng-ResDam/EndRdx/Rchg:40(45)
Level 38: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(46), LkGmblr-Def/EndRdx:50(46), LkGmblr-Def/EndRdx/Rchg:50(48)
Level 41: Power Sink -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod/Rchg:50(48), P'Shift-EndMod/Acc/Rchg:50(50)
Level 44: Power Surge -- RechRdx-I:50(A)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- P'Shift-End%:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit


Edit: Changed colors to prevent bleeding-from-the-eyes.


 

Posted

Things jumping out to me :

The Impervium Armor sets look like they'd be wasted, with Stamina, Power Sink, Power Surge, Conserve Power and Physical Perfection, I doubt you'd have end troubles.

It's kind of a shame to stop at 4 out of 6 with the arma set, as a 5th one would give you a global 10% recharge.

I'm pretty sure the achilles heel proc isn't worth it in Flashing Steel, unless most of what you do is boss farming (even in that situation, I'm not sure it is worth it).

I'd add an additional slot in Divine Avalanche, a LotG +rech. You can grab one from Stamina, it's overslotted IMO.


 

Posted

Nihilii, you basically just summed up all of the insecurities I had about the build. Thanks for your help. You're right about the Armageddon set, I don't know what I was thinking. Also, as far as the Impervium Armor sets, I don't really know what I want to slot for with the resistance powers. Do you have any suggestions? This is my first time building a res. based toon.


 

Posted

You could try Reactive Armour for some Defense set bonuses.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

Quote:
Originally Posted by DSorrow View Post
You could try Reactive Armour for some Defense set bonuses.
Since the build seems to be aiming more for positional than typed, I'd say Aegis before Reactive. Aegis (Resist, Res/End, Res/Rech) will get you 54.16% +res enhancement (just shy of the redzone) and 1.56% +def(AoE). The fact that it's short slotting end redux shouldn't really matter since you're running with Elec Armor.


 

Posted

Grounded only works when you "close to the ground" I don't think I'd go hover/flight with this toon.


 

Posted

Funny this should come up, as i currently have a bs/inv scrapper i was going to roll to a bs/willpower. But since elec armor came about, with parry i just may consider it. Without parry/da i don't think elec armor is near ready for its own merit till they at least have energize lasting 60 seconds instead of 30. I like bs better for the combo though cause it gets more use out of the end reductions/gain powers from elec armor.

I came up with soemthing like this real fast. To be honest i could probably easily drop power sink once you get physical perfection.



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

Click this DataLink to open the build!

Broadsword Elec: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Hack -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(15), C'ngImp-Dmg/EndRdx/Rchg:50(46)
Level 1: Charged Armor -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(5), ResDam-I:50(7)
Level 2: Slice -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/Rchg:50(3), Sciroc-Acc/Rchg:50(11), Sciroc-Acc/Dmg/EndRdx:50(13), C'ngBlow-Dmg/EndRdx:50(15), C'ngBlow-Dmg/Rchg:50(43)
Level 4: Conductive Shield -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(5), ResDam-I:50(7)
Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 8: Parry -- Acc-I:50(A), Acc-I:50(9), LkGmblr-Def/EndRdx:50(9), LkGmblr-Def/EndRdx/Rchg:50(37), LkGmblr-Def:50(50), LkGmblr-Rchg+:50(50)
Level 10: Static Shield -- EndRdx-I:50(A)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(17), Numna-Heal/EndRdx:50(17), Heal-I:50(40), RgnTis-Regen+:30(48)
Level 18: Whirling Sword -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(19), Oblit-Dmg/Rchg:50(19), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(39), M'Strk-Dmg/EndRdx/Rchg:50(39)
Level 20: Energize -- Tr'ge-Heal/EndRdx:30(A), Tr'ge-Heal/Rchg:30(21), Tr'ge-Heal/EndRdx/Rchg:30(21), Numna-EndRdx/Rchg:50(25), Numna-Heal/Rchg:50(25), Numna-Heal/EndRdx/Rchg:50(34)
Level 22: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(23), Efficacy-EndMod/Acc/Rchg:50(23), Efficacy-EndMod/Acc:50(37)
Level 24: Grounded -- S'fstPrt-ResDam/Def+:30(A)
Level 26: Disembowel -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(27), C'ngImp-Dmg/Rchg:50(27), C'ngImp-Acc/Dmg/Rchg:50(31), C'ngImp-Acc/Dmg/EndRdx:50(31), C'ngImp-Dmg/EndRdx/Rchg:50(43)
Level 28: Lightning Field -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(29), Sciroc-Acc/Dmg/EndRdx:50(29), Sciroc-Dam%:50(31), C'ngBlow-Acc/Dmg:50(37), C'ngBlow-Dmg/EndRdx:50(39)
Level 30: Build Up -- RechRdx-I:50(A), RechRdx-I:50(40)
Level 32: Head Splitter -- 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), M'Strk-Dmg/EndRdx/Rchg:50(40)
Level 35: Power Sink -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(36), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-Acc/Rchg:50(36)
Level 38: Lightning Reflexes -- Run-I:50(A)
Level 41: Focused Accuracy -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(42), AdjTgt-ToHit/EndRdx/Rchg:50(42), AdjTgt-EndRdx/Rchg:50(42), AdjTgt-ToHit/EndRdx:50(43)
Level 44: Physical Perfection -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(45), Numna-Heal/Rchg:50(45), P'Shift-EndMod:50(45), P'Shift-EndMod/Rchg:50(46), P'Shift-EndMod/Acc:50(46)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Power Surge -- RechRdx-I:50(A), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit



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Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Windenergy21 View Post
. To be honest i could probably easily drop power sink once you get physical perfection.
Power sink isn't just a tool to get endurance. You drain end from the mob around you. Add lightning field and they will have a hard time getting it back.


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.

 

Posted

Quote:
Originally Posted by Windenergy21 View Post
have energize lasting 60 seconds instead of 30.
Yeah... Not gonna happen, I assure you. They're not going to make it SO-grade perma.


 

Posted

Quote:
Originally Posted by Rieze View Post
Power sink isn't just a tool to get endurance. You drain end from the mob around you. Add lightning field and they will have a hard time getting it back.

IN my tests on the test server slotted fully for power sink and running lightning field it was almost impossible to notice much use out of it. With capped melee defense, that of which are the ones you'd be draining endurance anyways, this should not be an issue either way.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Umbral View Post
Yeah... Not gonna happen, I assure you. They're not going to make it SO-grade perma.
After testing the set thoroughly, i can easily see this being sufficiently waged as to having it happen as far as performance goes. I'd only probalby side with you due to the devs being lazy and not wanting to change it at this point after working on all of i16 up till now.

The regen, would be sufficient to last that long for the value it gives. The problem comes with the end discount, which is resolved by dropping it down to 30% discount as it lasts twice as long for the same overall effectiveness.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Imaheroe View Post
Grounded only works when you "close to the ground" I don't think I'd go hover/flight with this toon.
I plan to use Hover directly on the ground with the enemies I'm fighting, not above them. Will it still work then, or will I have to take CJ/SJ?


 

Posted

Quote:
Originally Posted by Windenergy21 View Post
After testing the set thoroughly, i can easily see this being sufficiently waged as to having it happen as far as performance goes. I'd only probalby side with you due to the devs being lazy and not wanting to change it at this point after working on all of i16 up till now.
And I would side with myself having actually seen the comparative survivability numbers (via Arcanaville's survivability spreadsheet), I feel confident saying that it will never happen because it would be too friggin' strong. With only 7 powers directly devoted to survivability (Lightning Field and Lightning Reflexes aren't directly devoted) and 2 of them ignored by the spreadsheet (spreadsheet ignores Power Sink completely and Power Surge is only considered in the overdrive category; wherein Power Surge gets hit hard because of the relatively crappy Scrapper resist cap), Elec Armor would have better survivability at less endurance cost than SR, Invuln and Shields, all of which have every power and attribute factored into the spreadsheet (except the tier 9s, which are held in the overdrive area).

The numbers are perfectly fine where they are. Making Energize perma that easily would make the set too strong considering all of the other tools that the set brings to the table (loads of endurance assistance, +rech, end drain, damage aura).


 

Posted

Quote:
Originally Posted by Umbral View Post
And I would side with myself having actually seen the comparative survivability numbers (via Arcanaville's survivability spreadsheet), I feel confident saying that it will never happen because it would be too friggin' strong. With only 7 powers directly devoted to survivability (Lightning Field and Lightning Reflexes aren't directly devoted) and 2 of them ignored by the spreadsheet (spreadsheet ignores Power Sink completely and Power Surge is only considered in the overdrive category; wherein Power Surge gets hit hard because of the relatively crappy Scrapper resist cap), Elec Armor would have better survivability at less endurance cost than SR, Invuln and Shields, all of which have every power and attribute factored into the spreadsheet (except the tier 9s, which are held in the overdrive area).

The numbers are perfectly fine where they are. Making Energize perma that easily would make the set too strong considering all of the other tools that the set brings to the table (loads of endurance assistance, +rech, end drain, damage aura).

Spreadsheet, versus actually playing with the set. I think i'd trust my own judgement on this one. I'm a big numbers guy, and BARELY over fire armor levels of resistance for a heal that recharges in 3 times the lenght of healing flames for a short duration low regeneration buff. Is clearly not enough IMO.

As to Vs Sr and shields and invuln, you also are GRAVELY mistaking, the fact that those sets have high defense, which means you are going to be taking on the elec FULL secondary effects of EVERY SINGLE ATTACK that the enemies are throwing at you, as elec armor has zero defense to its name. The simplest -rech, and lightning reflexes is already thrown out the window and you're in the negatives.

-resistance, -REGEN, and -defense debuffs will all hit you with ease, making you even more vulnerable.

AS mentioned, the scrappers already have a lower base HP, and lower base resist/def values etc to begin with. I REALLY don't see the reason for scrappers to have a lower resistance cap as well, consdering outside of tier 9s, theyll never hit it anyways except for maybe very specified situations like energy on elec, and fire on fire armor.

Per SR and shieldds, you also can't get near the survivability when IOs are added into the equation that they can when stacking the positional defenses. Not that IOs should factor in to the base mitigation of a set, they never should. But elec is clearly outflanked in this regard as well.

P.S. i still see no reason why elemental defense bonuses are not as high as positional defenses.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
As to Vs Sr and shields and invuln, you also are GRAVELY mistaking, the fact that those sets have high defense, which means you are going to be taking on the elec FULL secondary effects of EVERY SINGLE ATTACK that the enemies are throwing at you, as elec armor has zero defense to its name.
While I disagree with most of Windenergy21's points, this I completely agree with. All survivability spreadsheets and analysis I've seen ignore this very important fact that simply can't be ignored in actual gameplay unless you stick to farms, which is why it's best not to rely on such methods to gauge survivability.


 

Posted

I generally don't like Armour sets without Defense for this very reason. Pretty much every Debuff out there is going to hit me and it's not gonna be nice after that...


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

Quote:
Originally Posted by DSorrow View Post
I generally don't like Armour sets without Defense for this very reason. Pretty much every Debuff out there is going to hit me and it's not gonna be nice after that...
What debuffs are you worried about? Elec armor has mountains of endurance drain and recovery debuff resistance and 40% recharge and move speed debuff resistance. It's not packing any defense debuff resistance, but, then again, it's not a defense set. It's also a resistance based set so it's naturally resistant to resistance debuffs. The only effect that it's bringing that would be debuffed would be the regeneration from Energize. You'd still have the heal, which is substantially stronger.

Elec Armor actually has better debuff resistance than most other sets out there. Are you really operating under the assumption that defense debuffs are the only debuffs worth mentioning? Elec Armor has great debuff resistance except that it doesn't have defense debuff resistance which makes sense.


 

Posted

Quote:
Originally Posted by Windenergy21 View Post
Spreadsheet, versus actually playing with the set. I think i'd trust my own judgement on this one. I'm a big numbers guy, and BARELY over fire armor levels of resistance for a heal that recharges in 3 times the lenght of healing flames for a short duration low regeneration buff. Is clearly not enough IMO.
Considering that Elec Armor brings massive endurance solutions, a damage aura, and a passive +rech power, I'm more than willing to say that they're equal. Elec actually has better survivability than Fire Armor does. And 100% +regen that is fully enhanceable isn't "low regeneration buff", especially on a mitigation based set. Health is a low regeneration buff. Energize is actually a rather substantial regeneration buff.

Quote:
As to Vs Sr and shields and invuln, you also are GRAVELY mistaking, the fact that those sets have high defense, which means you are going to be taking on the elec FULL secondary effects of EVERY SINGLE ATTACK that the enemies are throwing at you, as elec armor has zero defense to its name. The simplest -rech, and lightning reflexes is already thrown out the window and you're in the negatives.
Lightning Reflexes is 20% +rech and 40% res(slow). In order to debuff global recharge to normal levels, it would require a 33.33% -rech debuff and, from that point on, it's going to take 40% more recharge debuff to equal the reduction for a set without it. I assure you, 40% is more than enough.

[quote]-resistance, -REGEN, and -defense debuffs will all hit you with ease, making you even more vulnerable.[]

-Resistance is resisted by the resistance you've already got so Elec Armor, which its highly respectable resistance numbers, shouldn't really have much to fear, especially considering that almost all of those -res debuffs are Energy damage. -Regen is a remarkably small part of Elec Armors survivability so it makes sense for it not to have any resistance to those debuffs. Defense debuffs are going to hit Elec Armor just as hard as everything else because it's not a defense based set. The only sets that get defense debuff resistance are those sets that actually have that have defense in order to allow the set's defenses to actually exist (albeit at a lower level) when they're hit with substantial defense debuffs. Elec Armor doesn't have any defense so it doesn't have any debuff resistance.

Quote:
Per SR and shieldds, you also can't get near the survivability when IOs are added into the equation that they can when stacking the positional defenses. Not that IOs should factor in to the base mitigation of a set, they never should. But elec is clearly outflanked in this regard as well.
Good thing the sets aren't balanced around IOs though. Elec Armor does perfectly fine as is in SOs and receives roughly the same increase to survivability as every other non-positional defense based set out there. Allowing Energize to be permanent at SO levels would make the set stronger than it needs to be because the set brings so much more to the table than survivability.


 

Posted

Elec armor having resistances to many debuffs, while a great thing, is a moot point, because it still gets hit by these debuffs and doesn't resist all of them. SR and Shield simply don't get hit, and the only debuff that could change that (-def) is heavily resisted as well. To a lesser extent, Invul is in the same boat.

It's definitely arguable the damage options (I consider +rech and end management tools "damage" as well, here) in Elec make up for the weaker survivability ; that's a point of view I share, although I believe there's a much bigger gap in survivability between Elec and SR or Invul (avoiding Shield as, if you ask me, it's completely overpowered and can't be compared to normal scrapper powersets) than the damage difference. Of course, that's a pattern we can see everywhere - tankers are multiple times more survivable than scrappers and only lose a third of their damage for it, given the same powersets for both and give or take a few for specific powersets.

Whether that's fair or not is up to each individual to decide, personally I'm fine with it. Mitigation is quite often overkill, especially with insps being so strong and dropping so often, while more damage is always useful.

Still, ELA is nowhere close to SR, Shield or Invul for general survivability, that point can't be argued. To compare these powersets while ignoring debuffs is just as bad as completely ignoring resistances, defenses, regen and max HP. The reason debuffs aren't on spreadsheets isn't because they're meaningless, but rather because they're too hard to quantify in any reasonable timeframe anyone would want to invest for a video game.


 

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Originally Posted by Umbral View Post
What debuffs are you worried about? Elec armor has mountains of endurance drain and recovery debuff resistance and 40% recharge and move speed debuff resistance. It's not packing any defense debuff resistance, but, then again, it's not a defense set. It's also a resistance based set so it's naturally resistant to resistance debuffs. The only effect that it's bringing that would be debuffed would be the regeneration from Energize. You'd still have the heal, which is substantially stronger.

Elec Armor actually has better debuff resistance than most other sets out there. Are you really operating under the assumption that defense debuffs are the only debuffs worth mentioning? Elec Armor has great debuff resistance except that it doesn't have defense debuff resistance which makes sense.
You seem to be mistaking just how easily enemy attacks with -recharge will stack up on you. On any toon i have with -recharge protection, even sometimes when i play my ice tank, i see the numbers go in the red negatives. The resistance lightning reflexes is for the most part a joke for how low it is.

While it obviously is more than other sets grant (note again invuln does grant btw) it is still VERY easily trumped.

Also, try going up against anything that has even the slightest hint of -regen, its not pretty. Death mages in any low-mid-late game CoT, any arachnos you fight, carnie dark ring mistresses, and master illusionsist dark servants. All will make energize just a 120s base recharge heal, ugh.


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Lightning Reflexes is 20% +rech and 40% res(slow). In order to debuff global recharge to normal levels, it would require a 33.33% -rech debuff and, from that point on, it's going to take 40% more recharge debuff to equal the reduction for a set without it. I assure you, 40% is more than enough.
And i assure you, your assurance means nothing, when i've actually played the set at level 50 and 35 facing near every enemy type.


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Considering that Elec Armor brings massive endurance solutions, a damage aura, and a passive +rech power, I'm more than willing to say that they're equal. Elec actually has better survivability than Fire Armor does. And 100% +regen that is fully enhanceable isn't "low regeneration buff", especially on a mitigation based set. Health is a low regeneration buff. Energize is actually a rather substantial regeneration buff.
100% perma, isnt a low buff. When it is only on half the time, essentially making it only a 50% base buff overall, or you know 100%, then nothing for the next 30 seconds, easily long enough to die in a fight with nothing else to mitigate but the personally mediocre resists alone, i wouldnt consider it a "big" buff at all.


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Originally Posted by Nihilii View Post
Still, ELA is nowhere close to SR, Shield or Invul for general survivability, that point can't be argued. To compare these powersets while ignoring debuffs is just as bad as completely ignoring resistances, defenses, regen and max HP. The reason debuffs aren't on spreadsheets isn't because they're meaningless, but rather because they're too hard to quantify in any reasonable timeframe anyone would want to invest for a video game.
Nihilii, I agree with you. I've often brought up this exact same concern to Arcanaville in her use of the spreadsheet to demonstrate that */regen is balanced with every other set out there. Of course, I brought up the fact that */regen has no debuff resistance whatsoever rather than claiming that the debuff resistance that one set has is somehow fundamentally worse than what another set has. You can't really get around the fact that a defense based set has functional debuff resistance. That's unavoidable (and, honestly, makes defense based sets a bit more powerful than non-defense sets). It still doesn't allow anyone to completely discount the fact that Elec Armor has debuff resistance. It's got perfectly decent debuff resistance, especially considering the levels of it that most other sets have.

It's also reaching incredibly far to claim that, just because Elec Armor lacks defense debuffs, that the spreadsheet is completely wrong. I've never claimed that the spreadsheet (Arcanaville's) is completely accurate. In fact, I've claimed that it's actually wrong quite a few times under a specific subset of criteria because it discounts debuffs. I've always brought up these concerns when comparing the performance of sets that are inordinately affected by a debuff that they have no resistance to whatsoever (*/Regen to -regen and -rech). Elec Armor doesn't have a debuff that it is inordinately weak to (by "inordinately" I mean "weaker than it should have reason to be by performance of its powers").

Elec is a purely resistance based set so there's no reason for it to have defense debuff resistance (unless you're advocating for all melee toons to have some degree of defense debuff resistance, but that's a completely different topic). Resistance resists debuffs to itself, so that's another debuff it's not inordinately weak to. It's got a nice chunk of recharge debuff resistance, which is enough to ensure reasonable use of its 2 oft-used powers on reasonably low recharges. It's got unholy gobs of endurance drain resistance, which fits with the theme of the set (end drain is generally electric) and the functionality (endurance recovery and end redux).

There isn't any plausible reason for Elec to get defense debuff resistance nor is there any real balance reason for the improvements you want beyond "I think it should be stronger even though the mostly accurate spreadsheet that even Castle uses and checks out says that it would make Elec Armor more powerful than more than half of the other sets, even though the set discounts the additional non-survivability utility of the powerset as well as the additional survivability contributed by Power Sink".


 

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Originally Posted by Windenergy21 View Post
You seem to be mistaking just how easily enemy attacks with -recharge will stack up on you. On any toon i have with -recharge protection, even sometimes when i play my ice tank, i see the numbers go in the red negatives. The resistance lightning reflexes is for the most part a joke for how low it is.

While it obviously is more than other sets grant (note again invuln does grant btw) it is still VERY easily trumped.
I have a */regen scrapper. I live off of recharge. You're not really making much of a point whenever you're trying to claim that one of the guys that regularly claims that -rech is unfairly disadvantageous to a click based set is wrong because 20% +rech and 40% +res(rech) is not enough by your own standards.

Remember: debuff resistance isn't supposed to make the issue disappear completely. The only debuff resistance that does that is the defense debuff resistance on defense exclusive sets, which makes sense considering the threat of cascading defense failure rendering the set completely obsolete. 40% -rech is more than adequate when you remember that it's not supposed to nullify. It's supposed to ameliorate.

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Also, try going up against anything that has even the slightest hint of -regen, its not pretty. Death mages in any low-mid-late game CoT, any arachnos you fight, carnie dark ring mistresses, and master illusionsist dark servants. All will make energize just a 120s base recharge heal, ugh.
Once again, I play a */regen scrapper. You're trying to claim I don't know about stuff that I've known for way longer than you've even thought about them (Elec is only just now having to think about these issues). Besides, it's not even like -regen is a common debuff type. Unless you're trying to get */regen and */WP more regen debuff resistance, you're just asking for more stuff that has no real reason for being there beyond your own personal demand.

Debuff resistance is present to protect the important native attributes of the set (in general, */Invuln gets some of its more exotic protections simply because it's thematic and the powers needed some oomph to make them more popular). Energize, with it's relatively low -regen value (*/regen and */wp grant more than 250% +regen base at all times; */regen has no debuff resistance and */wp has only a pittance of it) has no real reason for having the debuff resistance whatsoever, especially considering that the same power that generates the +regen is also a self heal (the reason, straight from Castle, as to why */wp got regen debuff resistance and */regen didn't is because */regen has a self heal and */wp doesn't).


 

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Originally Posted by Windenergy21 View Post
And i assure you, your assurance means nothing, when i've actually played the set at level 50 and 35 facing near every enemy type.
Considering that you apparently think that the presence of any debuff resistance is supposed to completely and total remove the threat of the debuff, I'm pretty sure that I'll never convince you that it's enough. Honestly, if you think that debuff resistance is supposed to allow you to completely ignore the threat of the debuff, I'm curious as to how you feel about the debuff resistance of any set that isn't */SR or */SD. If 40% isn't enough, you must think that */Invuln's debuff resistances are useless because even it's defense debuff resistance only totals up to 50%.