Capping a Ele/Ele


ColdWarRelic

 

Posted

Guys This build is capped to s/l and ranged. Am I giving up too much damage and Sapping for Defense? Can anyone offer some alternate slotting suggestions? Thanks guys


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SyPHon Surge: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Flight
Power Pool: Concealment
Ancillary Pool: Cold Mastery

Hero Profile:
Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(27)
Level 1: Electric Fence -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(37), TotHntr-Acc/EndRdx(37), TotHntr-Immob/Acc(40), TotHntr-Acc/Immob/Rchg(42), TotHntr-Dam%(42)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(29)
Level 4: Ball Lightning -- Efficacy-Acc/Rchg(A), Posi-Acc/Dmg(5), Posi-Dmg/Rchg(5)
Level 6: Short Circuit -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(7), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(46), Oblit-Dmg(48)
Level 8: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 10: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 12: Swift -- Flight-I(A)
Level 14: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Health -- Heal-I(A)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(43)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(23), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(25), RedFtn-EndRdx(27)
Level 24: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(43)
Level 26: Tesla Cage -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(33)
Level 28: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(37)
Level 30: Zapp -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(36)
Level 32: Thunderous Blast -- RechRdx-I(A), RechRdx-I(36)
Level 35: Power Sink -- RechRdx-I(A), RechRdx-I(36)
Level 38: Shocking Grasp -- Lock-Acc/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(40)
Level 41: Flash Freeze -- RechRdx-I(A), RechRdx-I(46)
Level 44: Frozen Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(50)
Level 47: Stealth -- DefBuff-I(A), DefBuff-I(50)
Level 49: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(43)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance



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Posted

6 slotting Thunderstirke instead of TrapotHunter in Electric Fence will give you more ranged defense, not a lot but more.

Look into dropping the fighting pool. 6 slotting Manuvers is gonna get you in the same ballpark defense wise as 6 slotting weave, and it doesn't cost 3 power picks. I see you're using tough for the res/def unique and your knockback protection. If you consider picking up Charged Brawl or Air Superitoy over boxing you still have a place to slot that Kinetic Combat, and if you pick up Combat Jumping you could two slot it with Zepyhrs for more Ranged Defense. Adding a third slot to CJ would give you a place to slot KB protection.

Those slots you have in Brawl, what if they weren't there. What if you slotted that set of Kinetic Combats into Shocking Grasp? The 3.75% from the lockdown is better then the 3.13% you get from my CJ suggestion, but it looks like it would free up enough slots to 6 slot Gausians in either Aim or BU, giving you a small boost to Ranged and a little boost to S/L.

I'd like to suggest the Elec Epic Pool over Cold but you want the Cold Epic Armour for the S/L defense. Super Cool, I'd just suggest Snow Storm over the Sleep and Hibernoob over Stealth. Hibernoob gives really really good defense to all when you're using it. Drop the Red Fortune from the Armour, slot the Res/Def Unique and then frankkenslot some Def/End IOs form random IO sets. Place an extra slot in CJ and Hover and slot a level 50 defense IO.

I see you have Zapp 6 slotted, well Zapps cool, I have zapp on my Elec/elec. I just think Thunder Stike is a better power to have then Zapp. Now you can't slot Zapp with Thunder Strike but you can slot Thunder Strike with 3 Erads for a minor Ranged Def boost.

Oh well just some ideas I'm throwin out there.

Happy Blasting.


 

Posted

Thank you so much I'm working on it right now.