Need Help with my PVP Elec/SS Tank


AresSupreme

 

Posted

Im in my 40's now and trying to figure out power picks for pvp tank.

So many choices, I just dont know what I can lose in the build. Do I need Powersink? Footstomp (for pvp). Wouldnt be so bad if I didnt have to fit in Aid Self. Id love to fit in stealth, but eh. Also, seems like I would want Taunt in there to combat ranged toons. Thanks in advance for your help. Nevermind the order at which i picked the powers, I just threw something together to get advice. Ive got around 1.6 billion to spend, Dont spend it all!

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Level 48 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Earth Mastery

Hero Profile:
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Level 1: Charged Armor Empty(A)
Level 1: Jab Empty(A)
Level 2: Lightning Field Empty(A)
Level 4: Conductive Shield Empty(A)
Level 6: Static Shield Empty(A)
Level 8: Grounded Empty(A)
Level 10: Haymaker Empty(A)
Level 12: Energize Empty(A)
Level 14: Swift Empty(A)
Level 16: Health Empty(A)
Level 18: Lightning Reflexes Empty(A)
Level 20: Knockout Blow Empty(A)
Level 22: Stamina Empty(A)
Level 24: Hasten Empty(A)
Level 26: Super Speed Empty(A)
Level 28: Rage Empty(A)
Level 30: Boxing Empty(A)
Level 32: Tough Empty(A)
Level 35: Hurl Empty(A)
Level 38: Stimulant Empty(A)
Level 41: Aid Self Empty(A)
Level 44: Stone Prison Empty(A)
Level 47: Fossilize Empty(A)
Level 49: Quick Sand Empty(A)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet


 

Posted

Don't need Medicine pool. Energize should cover you, if not there's always greens. Get Power Surge, you'll want Power Sink, and you'll want Taunt. Don't really need Footstomp. You'll also want Combat Jumping, Super Jumping, Acrobatics, unless you plan on always staying on the ground, even in which case you'll want to buy some -KB IOs. Elec doesn't have knockback resistance to complement its knockback protection like most other melee sets, so you'll get knocked around a bit unless you build into the 40-45 range. You might even be able to get away without taking Fitness, though I wouldn't necessarily recommend it.


@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

Quote:
Originally Posted by macskull View Post
Don't need Medicine pool. Energize should cover you, if not there's always greens. Get Power Surge, you'll want Power Sink, and you'll want Taunt. Don't really need Footstomp. You'll also want Combat Jumping, Super Jumping, Acrobatics, unless you plan on always staying on the ground, even in which case you'll want to buy some -KB IOs. Elec doesn't have knockback resistance to complement its knockback protection like most other melee sets, so you'll get knocked around a bit unless you build into the 40-45 range. You might even be able to get away without taking Fitness, though I wouldn't necessarily recommend it.
Thanks Mac. Thats a bummer, I just looked at mid's and saw what you were saying about KB Resistance. 40-45 kb is a ton. Guess I will head back to the drawing board and see what I can do.


 

Posted

Another quick question. If i wanted to skip acrobatics, and just slot kb io's, does the rule of 5 apply to those? As in can I slot 5 steadfast kb io's, and a couple karma kb io's?


 

Posted

No the rule of 5 doesn't apply to KB IOs.


@Intro lolPvP

 

Posted

Quote:
Originally Posted by snake1313 View Post
Another quick question. If i wanted to skip acrobatics, and just slot kb io's, does the rule of 5 apply to those? As in can I slot 5 steadfast kb io's, and a couple karma kb io's?
Quote:
Originally Posted by _Nanu_ View Post
No the rule of 5 doesn't apply to KB IOs.
It does, in a way - you can have up to 5 of each kind (15 total, were you able to actually slot that many).

Now that I'm looking in Mids, Elec/SS is actually kinda tough to fit everything in... I threw together some power picks quick, but I'm not sure if skipping Fitness is ultimately the best for a Tanker (I did in this build, as in a team scenario you'll basically be a tauntbot that uses Fossilize to contribute to spikes occasionally). I was able to build up a sizable amount of KB protection outside of Grounded via Acrobatics and Steadfast -KB's (in your armor toggles and Grounded, possibly one in Power Surge as well), Karma -KB's (Combat Jumping, Stealth, Grant Invis), and Zephyr -KB's (Super Speed, Combat Jumping, Super Jump). Obviously you won't need all of them, just enough to get 40-44 when Grounded isn't in effect, or closer to 30 if you plan on always staying on the ground.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 48 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Charged Armor -- Empty(A)
Level 1: Jab -- Empty(A)
Level 2: Conductive Shield -- Empty(A)
Level 4: Haymaker -- Empty(A)
Level 6: Static Shield -- Empty(A)
Level 8: Grounded -- Empty(A)
Level 10: Taunt -- Empty(A)
Level 12: Energize -- Empty(A)
Level 14: Hasten -- Empty(A)
Level 16: Super Speed -- Empty(A)
Level 18: Lightning Reflexes -- Empty(A)
Level 20: Knockout Blow -- Empty(A)
Level 22: Combat Jumping -- Empty(A)
Level 24: Super Jump -- Empty(A)
Level 26: Power Sink -- Empty(A)
Level 28: Rage -- Empty(A)
Level 30: Acrobatics -- Empty(A)
Level 32: Power Surge -- Empty(A)
Level 35: Hurl -- Empty(A)
Level 38: Stealth -- Empty(A)
Level 41: Grant Invisibility -- Empty(A)
Level 44: Stone Prison -- Empty(A)
Level 47: Fossilize -- Empty(A)
Level 49: Phase Shift -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:



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@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

If you are building this toon for 1 v 1 id forgoe haymaker and just slot boxing and jab + ko blow. I find that after procs and such this combo does more than enough damage.


 

Posted

Yeah..umm any decent build with Lightning reflexes and a moderate amount of global recharge bonuses won't need aid self. Energize will boost your regen and drop end usage for 30 seconds, and can easily, with cheap IO's, recharge after a minute, or sooner.

The build I have doesn't use hasten(though I do have a couple LOTG +rch IO's) and energize recharges in 46 seconds. Also, unless you fly/hover, grounded more than covers your kb protection. I plan on either dropping ONE Karma, KB protection, or slotting a set with a KB protection bonus in, just in case I'm Superjumpin after someone and they land a KB power.

With adding recharge, comes faster recharging attacks, so you won't need to take as many, and can just fire off the two or three hardest hitting, and have a fourth attack on standby just in case you're hit with -rch.

Also....A LOT of people take super jump...you might wanna consider tossing the Med pool for leaping, and grab CJ(decent immob/defense boost) and SJ, or at least ditch Swift and get Hurdle, otherwise you may be slightly frustrated runnin round while people are leaping over/away from you.