E^3 build critique


Fury Flechette

 

Posted

Just wanting to know what people think of this build, and where I can possibly improve. I'd like to maintain my focus on +recharge, but have no real desire for purple sets. Possible powers to drop are Static Discharge and Thunder Strike.

Hero Plan by Mids' Hero Designer 1.601
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Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Electric Fence -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
Level 2: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(13)
Level 4: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17)
Level 6: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(19), Posi-Dmg/EndRdx(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21)
Level 8: Short Circuit -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(23), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(25), Dmg-I(25), Dmg-I(27)
Level 10: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(27), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(31)
Level 12: Hover -- Flight-I(A), Flight-I(31), Flight-I(31)
Level 14: Fly -- Flight-I(A)
Level 16: Swift -- Flight-I(A), Flight-I(33), Flight-I(33)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(34)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-End%(34)
Level 22: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Rchg/Hold(36), BasGaze-EndRdx/Rchg/Hold(36)
Level 24: Aim -- RechRdx-I(A)
Level 26: Build Up -- RechRdx-I(A)
Level 28: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 32: Thunderous Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(40)
Level 35: Power Sink -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc/Rchg(42), P'Shift-Acc/Rchg(42), P'Shift-EndMod/Acc(43), RechRdx-I(43)
Level 38: Shocking Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(43), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45)
Level 41: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48)
Level 44: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48), BasGaze-EndRdx/Rchg/Hold(50)
Level 47: Charged Armor -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(50), ResDam-I(50)
Level 49: Teleport Foe -- Acc-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
------------
Set Bonus Totals:

  • 5.5% DamageBuff(Smashing)
  • 5.5% DamageBuff(Lethal)
  • 5.5% DamageBuff(Fire)
  • 5.5% DamageBuff(Cold)
  • 5.5% DamageBuff(Energy)
  • 5.5% DamageBuff(Negative)
  • 5.5% DamageBuff(Toxic)
  • 5.5% DamageBuff(Psionic)
  • 5% Defense(Energy)
  • 5% Defense(Negative)
  • 2.5% Defense(Ranged)
  • 6.75% Max End
  • 57% Enhancement(Accuracy)
  • 66.3% Enhancement(RechargeTime)
  • 15% FlySpeed
  • 112.9 HP (9.37%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 14.9%
  • MezResist(Stun) 2.2%
  • 15.5% (0.26 End/sec) Recovery
  • 4.73% Resistance(Fire)
  • 4.73% Resistance(Cold)
  • 15% RunSpeed


 

Posted

It's not a terrible build but it's far from the best. The things I dislike about it are:

1. The Decimation set already under-enhances damage on a primary that is already a bit underpowered: electric blast. 5 slotted Decimation only gives you 89% damage enhancement, which frankly stink as a blaster.

2. I dislike that you have aim and build up vastly underslotted. Even with 66% global recharge, they really need more slots, preferably 3 Recharge equivalent each. If you're going for recharge, 5 slots of Adjusted Targeting give you the 5% rech bonus.

3. You've violated the Law of Fives in slotting six 6.25% recharge bonuses. The sixth 6.25% recharge bonus doesn't count. Refer to Law of Fives.

4. You've gone way overboard on recovery bonuses. This isn't a bad thing per se, but electric already has ways to recovery end via power sink and electric blast/electric manipulation isn't anywhere close to being an endurance hog. I'd take slots away from power sink and put them to better use elsewhere.

5. I think swift is overslotted. The slots could go better in aim/build up. The flight speed buff that swift gives isn't going to be that noticeable in something like hover.

6. Teleport foe could be replaced with manuevers and used to place a LoTG +recharge. Hover can take that too. If you're looking for recharge bonuses, that's 15% right there you've overlooked. The difference between hover with 2 flight speed and 3 at level 50 is not very noticeable by the way.

Lastly, it's your build, but if I were to spend a ton of influence on an E^3, this isn't how I would build it. Besides the recharge and better than average global accuracy, there's really not much that distinguishes your build from a SO only build...maybe that's your intent. I would've instead gone with a more all around approach and built for some ranged defense (since you're a hover blaster) and taken less attacks. Also, I'm not a fan of short circuit for electric blasters since even a mob with 1 end can hit you back.