Elec/Elec IO Build: What Defense Type?


Fury Flechette

 

Posted

Hey all, I planned out an E^3 build that I was pretty happy with, and had it up to about 31% defense to ranged damage, which usually cuts it pretty well for my other Blasters.

Since this guy is usually going to be more up close with mobs (I'm going with the mob draining route for him), I thought maybe I should try setting him up with Smash/Lethal defense. I got a little frustrated doing it, however, as the end use ended up being high for my tastes(might not be a big deal on an E^3). I don't know if I had all the powers nicely slotted, either, and all I got for it was 27% defense to Smash/Lethal. Anyone have ideas about how I could improve it, or is this a usual issue Smash/Lethal defenses on an Electricity Blaster?

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

Click this DataLink to open the build!

Z Smash Lethal Defense Blaster: Level 50 Natural Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg/Rchg(3), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5)
Level 1: Electric Fence -- Enf'dOp-Acc/EndRdx(A)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9)
Level 4: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(11), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(13)
Level 6: Combat Jumping -- Krma-ResKB(A)
Level 8: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(15), AdjTgt-ToHit/Rchg(15), AdjTgt-ToHit/EndRdx/Rchg(17)
Level 10: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(31), F'dSmite-Acc/Dmg/Rchg(31)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25), AdjTgt-ToHit/Rchg(27), AdjTgt-ToHit/EndRdx/Rchg(27)
Level 18: Tesla Cage -- NrncSD-Acc/Rchg(A), NrncSD-Acc/Hold/Rchg(19), NrncSD-Acc/EndRdx(19), NrncSD-EndRdx/Hold(21), NrncSD-Hold/Rng(21), NrncSD-Dam%(23)
Level 20: Stamina -- EndMod-I(A), EndMod-I(25)
Level 22: Lightning Field -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(33), Oblit-Dmg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(36)
Level 24: Short Circuit -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(29), C'ngBlow-Dmg/Rchg(29), Efficacy-EndMod/Acc(33), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/EndRdx(37)
Level 26: Voltaic Sentinel -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Acc/Dmg(31), ExRmnt-Dmg/EndRdx(36), ExRmnt-EndRdx/Dmg/Rchg(37), BriL'shp-Dmg/EndRdx(37)
Level 28: Thunder Strike -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(40), Oblit-Dmg(43), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-%Dam(48)
Level 30: Boxing -- F'dSmite-Acc/Dmg(A)
Level 32: Thunderous Blast -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(46)
Level 35: Power Sink -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Rchg(46), Efficacy-EndMod/Acc/Rchg(50)
Level 38: Shocking Grasp -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 41: Shocking Bolt -- NrncSD-Acc/Rchg(A), NrncSD-Acc/EndRdx(42), NrncSD-Acc/Hold/Rchg(42), NrncSD-EndRdx/Hold(42), NrncSD-Hold/Rng(43), NrncSD-Dam%(43)
Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(45), RctvArm-ResDam/Rchg(45), RctvArm-EndRdx(45), S'fstPrt-ResDam/Def+(46)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def(50)
Level 49: Maneuvers -- S'dpty-Def/EndRdx(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

33% s/l defense.

Changes: slotting on lightning field, dumped voltaic sentinel for charged brawl, changed slotting for shocking grasp. I would dump lightning field too, but that's personal preference. I would much rather have a well slotted charged armor instead.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Z Smash Lethal Defense Blaster: Level 50 Natural Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Charged Bolts -- Thundr-Acc/Dmg:32(A), Thundr-Acc/Dmg/EndRdx:32(3), Thundr-Acc/Dmg/Rchg:32(3), Thundr-Dmg/EndRdx:32(5), Thundr-Dmg/Rchg:32(5)
Level 1: Electric Fence -- Enf'dOp-Acc/EndRdx:32(A)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg:32(A), Thundr-Acc/Dmg/EndRdx:32(7), Thundr-Acc/Dmg/Rchg:32(7), Thundr-Dmg/EndRdx:32(9), Thundr-Dmg/Rchg:32(9)
Level 4: Ball Lightning -- Posi-Acc/Dmg:32(A), Posi-Acc/Dmg/EndRdx:32(11), Posi-Dmg/EndRdx:32(11), Posi-Dmg/Rchg:32(13), Posi-Dmg/Rng:32(13)
Level 6: Combat Jumping -- Krma-ResKB:30(A)
Level 8: Aim -- Rec'dRet-ToHit:18(A), Rec'dRet-ToHit/Rchg:18(15), AdjTgt-ToHit/Rchg:32(15), AdjTgt-ToHit/EndRdx/Rchg:32(17)
Level 10: Havoc Punch -- KntkC'bat-Acc/Dmg:32(A), KntkC'bat-Dmg/EndRdx:32(17), KntkC'bat-Dmg/Rchg:32(23), KntkC'bat-Dmg/EndRdx/Rchg:32(31), F'dSmite-Acc/Dmg/Rchg:32(31)
Level 12: Hurdle -- Jump-I:30(A)
Level 14: Health -- Numna-Regen/Rcvry+:32(A)
Level 16: Build Up -- Rec'dRet-ToHit:18(A), Rec'dRet-ToHit/Rchg:18(25), AdjTgt-ToHit/Rchg:32(27), AdjTgt-ToHit/EndRdx/Rchg:32(27)
Level 18: Tesla Cage -- NrncSD-Acc/Rchg:30(A), NrncSD-Acc/Hold/Rchg:30(19), NrncSD-Acc/EndRdx:30(19), NrncSD-EndRdx/Hold:30(21), NrncSD-Hold/Rng:30(21), NrncSD-Dam%:30(23)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(25)
Level 22: Lightning Field -- Erad-Acc/Dmg/Rchg:30(A), Erad-Dmg:30(33), Erad-Acc/Dmg/EndRdx/Rchg:30(34), Sciroc-Acc/Dmg/EndRdx:32(34), Sciroc-Dmg/EndRdx:35(34)
Level 24: Short Circuit -- C'ngBlow-Acc/Dmg:32(A), C'ngBlow-Dmg/EndRdx:32(29), C'ngBlow-Dmg/Rchg:32(29), Efficacy-EndMod/Acc:32(33), Efficacy-EndMod/Rchg:32(36), Efficacy-EndMod/EndRdx:32(37)
Level 26: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(37), F'dSmite-Acc/Dmg:35(37)
Level 28: Thunder Strike -- Oblit-Acc/Dmg/EndRdx/Rchg:32(A), Oblit-Acc/Rchg:32(40), Oblit-Dmg:32(43), Oblit-Dmg/Rchg:32(48), Oblit-Acc/Dmg/Rchg:32(48), Oblit-%Dam:32(48)
Level 30: Boxing -- F'dSmite-Acc/Dmg:32(A)
Level 32: Thunderous Blast -- Posi-Acc/Dmg:32(A), Posi-Acc/Dmg/EndRdx:32(33), Posi-Dmg/Rng:35(36), Posi-Dmg/EndRdx:32(40), Posi-Dmg/Rchg:32(40)
Level 35: Power Sink -- Efficacy-EndMod/EndRdx:32(A), Efficacy-EndMod/Rchg:32(46), Efficacy-EndMod/Acc/Rchg:32(50)
Level 38: Shocking Grasp -- KntkC'bat-Acc/Dmg:28(A), KntkC'bat-Dmg/EndRdx:28(39), KntkC'bat-Dmg/Rchg:28(39), KntkC'bat-Dmg/EndRdx/Rchg:28(39), HO:Endo(46)
Level 41: Shocking Bolt -- NrncSD-Acc/Rchg:30(A), NrncSD-Acc/EndRdx:30(42), NrncSD-Acc/Hold/Rchg:30(42), NrncSD-EndRdx/Hold:30(42), NrncSD-Hold/Rng:30(43), NrncSD-Dam%:30(43)
Level 44: Tough -- RctvArm-ResDam/EndRdx:32(A), RctvArm-ResDam:32(45), RctvArm-ResDam/Rchg:32(45), RctvArm-EndRdx:32(45), S'fstPrt-ResDam/Def+:18(46)
Level 47: Weave -- LkGmblr-Def/EndRdx:32(A), LkGmblr-Def/EndRdx/Rchg:32(50), LkGmblr-Def:32(50)
Level 49: Maneuvers -- S'dpty-Def/EndRdx:35(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance

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Posted

Blech, I hate Kinetic Combats... so bloody expensive and slow dropping, but pretty much needed to up your Smash/Lethal defense.

I see why you dropped Voltaic Sentinel for Charged Brawl, and I guess it makes sense for a Blapper, but I'd kind of miss ole' Sparky. I'll have to see if I can stomach that. Oy, and slotting a hold with melee IOs... *shudders* slotting for S/L is suggesting I do things on this guy that I don't like.

Don't get me wrong though, Fury. I really appreciate your help. I'm just running into personal preference, concept, etc. issues with this. So thanks, really!

Oh, and I forgot to put this in my first post. I realize the Ice Epic has a shield that could easily help this build plan, but I am not touching it with this guy. His name is 1.21 Gigawatts, and he is coursing with electricity... no ice allowed. I may drop Sparky, but I am not making this guy look like an ice cube (and you can make ice from the epics look clear yet like I did with my Ice Armor Tanker).


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
Oy, and slotting a hold with melee IOs... *shudders* slotting for S/L is suggesting I do things on this guy that I don't like.
I personally think that Shocking Grasp *should* be slotted for damage since you're often only going to be using it as a control when you're stacking magnitude. In other situations, you have tesla cage and shocking bolt. Shocking Grasp also does respectable damage, and considering that the electric primary is not exactly overwhelming in the damage department, I think it's a good way to slot it.


 

Posted

True, and it does do a fair amount of damage, too, about on par with Lightning Bolt, which isn't shabby. Just takes a little getting used to.

For the build, I'm shuffling things around so I get Tough and Weave sooner as well. That's one annoying thing with much of the defense coming from Weave and Maneuvers rather than IOs, too (my ranged defense builds don't have this issue). I have to put some things off that I'd rather not.

Thanks for your help again... I knew I just wasn't thinking out of my build box enough.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
Blech, I hate Kinetic Combats... so bloody expensive and slow dropping, but pretty much needed to up your Smash/Lethal defense.
Smashing Haymaker is the less expensive and less effective, but much easier to find, substitute. Kinetic Combats more or less have to be bought with merits; some parts of the set are just not available at any price.



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