Elec Armor Priorities
I gave up on building for defense. I felt the build was gimped trying to get enough set bonuses for Defense. So I went with building up enough Smash/lethal defense, again gimped.
I dropped going for defense all together and started to build up Resist/recharge.
What I noticed? The only way to cap all resists is with Power Surge, so I am taking that. I am paired with Dark Melee so I have a heal in the attack chain and my end game build has enough recharge to make hasten only down about 13 seconds and my energize recharging in about 35 seconds. I am happy with what I have here.
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Infernal Voltage: Level 50 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Dmg/Rchg(11)
Level 1: Charged Armor -- ResDam-I(A), ResDam-I(7), HO:Ribo(7), HO:Ribo(19)
Level 2: Shadow Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/EndRdx/Rchg(13)
Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 6: Swift -- Run-I(A)
Level 8: Siphon Life -- HO:Nucle(A), HO:Nucle(9), HO:Golgi(9), HO:Golgi(19), Dct'dW-Heal/Rchg(23), C'ngImp-Dmg/Rchg(25)
Level 10: Static Shield -- ResDam-I(A), HO:Ribo(23), HO:Ribo(25)
Level 12: Conductive Shield -- ResDam-I(A), ResDam-I(17), HO:Ribo(33), HO:Ribo(33)
Level 14: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(33)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 18: Health -- Numna-Regen/Rcvry+(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 24: Energize -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31), Dct'dW-Rchg(31), RechRdx-I(40)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(34)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Lightning Field -- Sciroc-Dmg/EndRdx(A), Efficacy-EndMod(37), Efficacy-EndMod/Acc/Rchg(40), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(46), Sciroc-Acc/Dmg(46)
Level 32: Midnight Grasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(34), T'Death-Dmg/Rchg(36), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(37)
Level 35: Power Sink -- RechRdx-I(A), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/Rchg(39)
Level 38: Power Surge -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(43), Stpfy-KB%(46)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45), RechRdx-I(45)
Level 47: Tough -- HO:Ribo(A), HO:Ribo(48), ResDam-I(48), ResDam-I(48)
Level 49: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(50), S'dpty-Def/EndRdx(50), S'dpty-Def(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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This is with no purple sets. If you but 3 purple sets in here with the 10% Recharge, everything just gets better.
I'd go for defense (melee being the priority) and go all out on Obliterations. Being an end pig of a set (nearly no end redux) isn't much of an inconvenient since elec armor has all the tools needed for endurance management
I hope Silverado and Imaheroe discuss, because that advice was "Give up building for defense" followed immediatly by "Build for defense" and when I see things like that I start getting scared of making a /elec myself.
"Fascinating. I'm not bored at all, I swear." -Kikuchiyo
Some "hard" data, if it helps anyone.
I've found my DB/elec character built with insp usage in mind can actually solo some AVs without insps (and it could well be "many" instead of "some", I just haven't much interest in the "no insp" thing anymore so didn't try a lot). That's with 27% defense and a ~48s recharge on Energize.
On the other hand, most +3/x8 and +4/x8 missions will annihilate this character if I don't use insps - no active mitigation from the primary except for VS' KD every 6.5 seconds, no DDR and low defense meaning if there's multiple defense debuffers I end up with negative defense fast.
That alt doesn't have Power Surge or Power Sink.
I've only just recently gotten Power Surge, but I can honestly say, from what little experimentation I've done with it, that it's quite easily one of the best tier 9 god modes I've ever dealt with. All you have to do is make sure you've got Power Sink and Energize up and you'll be fine and dandy to deal with the crash, which has the added benefit of pretty much anything near you in case you don't have either of those powers up.
Of course, all of this comes from my experiences on a Tanker, which means I'm getting a much greater benefit out of the mondo huge amounts of energy resistance as well as a greater benefit from Energize, so I'm not so sure how it applies to Elec Armor Scrappers.
I think end drain is likely to be a very viable strategy on scrappers as well, especially while soloing missions with the virtual team slider cranked up. Each group takes quite some time to defeat even with the best AoE primaries, which means you're likely to have power sink up at least once for every fight.
As for Power Surge, I think a tanker gets a lot more of it than a scrapper. The 75% res cap is just too low for it to make enough of a difference in my opinion - especially as you're likely with Tough to be at 60% S/L so it's a tiny boost at best against the most common damage type, nothing against Energy being already capped, and doesn't give resistance to psi. That leaves fire, cold, negative and toxic for which it's a great resistance boost... Enough to make up for the harsh crash or not, that's for each player to decide.
On my brute I found the crash was a bit rough even with Power Sink to manage it, but that was before Energize (I used Aid Self, but it's slower to activate obviously). The hold has like a 12 feet radius which is a bit tiny to catch ranged attackers and it's a 50/50 chance to hold bosses. Without a taunt effect in scrapper ELA mobs run very, very often so I'm thinking with this and the lower base HP, it might not be as easy for a scrapper to manage the crash.
Then again, my arguments against Unstoppable on scrappers were sort of the same concerns and other people pointed out they do just fine with it and haven't any problems, it's definitely the kind of power everyone should try to see if it fits with their playstyle.
I hope Silverado and Imaheroe discuss, because that advice was "Give up building for defense" followed immediatly by "Build for defense" and when I see things like that I start getting scared of making a /elec myself.
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So my point being: When I built for defense I hated the build.
If I were going to go defense based resistance armor set? no brainer its BS or Kat for capping out Melee Defense with Parry/DA.
Thanks guys!! What about an option of going with physical perfection to boost regen rate as well? Although in the few builds I worked on I had to skip power surge as well as lightning field in order to take it. I guess I could have kept lightning field and possibly dropped hasten although that has its negatives as well.
I Would think with power surge and stamina, you would be ok. especially with enough +rec IO sets.
Post the build you are thinking of. How many attacks are you taking? I don't like the idea of dropping power surge and hasten. LF is a personal choice. I can see either way on a scrapper(must have for a tank though). I ended up taking it because I can get 20damage per tic and have ok set bonus with frankenslotting. Not to mention the end drain on all the baddies sound like fun as well.
I've found on my Elec/Stone Tanker that Power Sink and Lightning Field (for the continual -end) are vital portions of your survivability. I've got Power Sink slotted with 3 rech/3 end mod and Lightning Field slotted with 2 acc/2 dam/2 end mod which allows me to keep most groups attacking substantially less than they normally would without all of my end drain, which is a great boon when I'm fighting anything that isn't energy damage.
I've only just recently gotten Power Surge, but I can honestly say, from what little experimentation I've done with it, that it's quite easily one of the best tier 9 god modes I've ever dealt with. All you have to do is make sure you've got Power Sink and Energize up and you'll be fine and dandy to deal with the crash, which has the added benefit of pretty much anything near you in case you don't have either of those powers up. Of course, all of this comes from my experiences on a Tanker, which means I'm getting a much greater benefit out of the mondo huge amounts of energy resistance as well as a greater benefit from Energize, so I'm not so sure how it applies to Elec Armor Scrappers. |
I started building a stone/elec brute with a similar strategy. I'm going for maximum recharge to get power surge and other click powers up faster. Also, stone has some good active mitigation. Brutes have access to different epic pools, too that add some interesting concepts for survival. The other thing I really like about this concept is that the buffs I get from teams will actually give me a benifit. Teams typically bring lots of +defense buffs, and -tohit debuffs. Most of my toons don't benifit from that at all. +Resist buffs will be more significant since a boost from 50% to 70% is a lot more noticable then 0% to 20%.
The thing that really sold me on stone/electric was the huge amounts of endurance I could grab to fuel some very expensive stone attack chains... and +recharge seems to be doing double duty both on the damage output andn the survival.
At the moment, I think my toon is level 8... not much exprience yet, but I like the theory... I don't think he'll be a solo monster... but I do thnk he'll be a fun toon.
I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.
I started building a stone/elec brute with a similar strategy. I'm going for maximum recharge to get power surge and other click powers up faster. Also, stone has some good active mitigation. Brutes have access to different epic pools, too that add some interesting concepts for survival. The other thing I really like about this concept is that the buffs I get from teams will actually give me a benifit. Teams typically bring lots of +defense buffs, and -tohit debuffs. Most of my toons don't benifit from that at all. +Resist buffs will be more significant since a boost from 50% to 70% is a lot more noticable then 0% to 20%.
The thing that really sold me on stone/electric was the huge amounts of endurance I could grab to fuel some very expensive stone attack chains... and +recharge seems to be doing double duty both on the damage output andn the survival. At the moment, I think my toon is level 8... not much exprience yet, but I like the theory... I don't think he'll be a solo monster... but I do thnk he'll be a fun toon. |

Seriously though, I made a DB/WP Brute right after I11 went live but was very disillusioned with Dual Blades and that didn't make it past level 6 or so. Deleted it and made a Stone/Elec on a whim (I was fairly new to the game at that point, didn't follow the forums, and really had no idea what I was doing). Managed to make it to 50 after tweaking the build several times to fit in Tough and Aid Self, but DoT attacks were still killer. Focused my set bonuses around +HP and +melee defense, which was respectable when combined with the active mitigation from Stone and the extra healing Aid Self gave. Did a respec when I16 hit, dropped Aid Self, picked up Hasten and Weave. Kept the same build goals but added a bit more melee defense (think I'm up to about 25% now) and a little more recharge. Sitting at about 50% global recharge now and just shy of 2000 HP with all the accolades except Invader. Added some -KB IOs so I can do yellow mito duty on Hami raids without having to use Power Surge.
"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."
I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.
Hi,
I'm working on my elec/elec scrapper and wanted to know what you guys thought would be the top priorities when trying to get the most out of elec armor. Is recharge the most important - making sure energize and power sink are rdy as often as possible... Or should increasing defense be the main focus? I know it's good to have a little of both but I just wanted to get a sense of what would make the biggest difference. If defense is important, what is a good % to shoot for (whether positional or typed)? I messed around with a couple of builds on Mid's and got around 25% defense on positional defense without making too much sacrifice to regen, dmg, and recharge... I just didnt know if that was good enough. Also, although I love the look of power surge, I just dont think it should be something to hold on to... any thoughts? |
Virtue: @Santorican

Dark/Shield Build Thread
Hi,
I'm working on my elec/elec scrapper and wanted to know what you guys thought would be the top priorities when trying to get the most out of elec armor. Is recharge the most important - making sure energize and power sink are rdy as often as possible... Or should increasing defense be the main focus? I know it's good to have a little of both but I just wanted to get a sense of what would make the biggest difference. If defense is important, what is a good % to shoot for (whether positional or typed)? I messed around with a couple of builds on Mid's and got around 25% defense on positional defense without making too much sacrifice to regen, dmg, and recharge... I just didnt know if that was good enough. Also, although I love the look of power surge, I just dont think it should be something to hold on to... any thoughts?