Tweaking an Elec/Invul


dougnukem

 

Posted

So I've got this Elec/Invul I IO'd out last year some time, and then shelved him for no apparent reason. I'd like to use him for the high end SFs/TFs, but think he could use a little help. Here is what I'm looking at:

-High end SFs/TFs
-Maybe a Patron AoE
-Or some suggestions on how to strip him down and move the IOs to something more useful for what I want.

Thanks in advance.

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

Click this DataLink to open the build!

Dead Memories: Level 50 Natural Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting

Villain Profile:
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(7), F'dSmite-Acc/EndRdx/Rchg(21)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(7)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11), S'fstPrt-ResDam/Def+(11)
Level 4: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), F'dSmite-Acc/EndRdx/Rchg(15)
Level 6: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19), Dct'dW-Rchg(19)
Level 8: Combat Jumping -- Jump-I(A), DefBuff-I(21)
Level 10: Thunder Strike -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-Dmg/Rchg(25), Oblit-Dmg(25), Oblit-%Dam(27)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(43)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc(29)
Level 22: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), F'dSmite-Acc/EndRdx/Rchg(31)
Level 24: Boxing -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(33), S'ngH'mkr-Dmg/Rchg(46), S'ngH'mkr-Dmg/EndRdx/Rchg(48)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36)
Level 28: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(37), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Def(37)
Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rchg/Rng(39), Mocking-Acc/Rchg(39), Mocking-Taunt/Rng(40), Mocking-Rchg(40)
Level 32: Lightning Rod -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(34), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Rchg(34)
Level 35: Tough Hide -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Def(42)
Level 38: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(43), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-Rchg(45), AdjTgt-EndRdx/Rchg(45)
Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(45), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Def(46)
Level 44: Resist Elements -- ResDam-I(A)
Level 47: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam(48)
Level 49: Jacobs Ladder -- Erad-Dmg(A), Erad-Acc/Rchg(50), Erad-Dmg/Rchg(50), Erad-Acc/Dmg/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
Set Bonus Totals:

  • 5% DamageBuff(Smashing)
  • 5% DamageBuff(Lethal)
  • 5% DamageBuff(Fire)
  • 5% DamageBuff(Cold)
  • 5% DamageBuff(Energy)
  • 5% DamageBuff(Negative)
  • 5% DamageBuff(Toxic)
  • 5% DamageBuff(Psionic)
  • 25.5% Defense(Smashing)
  • 25.5% Defense(Lethal)
  • 6.13% Defense(Fire)
  • 6.13% Defense(Cold)
  • 15.5% Defense(Energy)
  • 15.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 17.1% Defense(Melee)
  • 9.25% Defense(Ranged)
  • 4.56% Defense(AoE)
  • 5.4% Max End
  • 36% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 22.5% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 230.5 HP (15.4%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 16%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 2.2%
  • 40% (2.5 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 5% RunSpeed




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Don't I know you???

 

Posted

Patron advice:
Go Thematic with Mu Mastery, or pick up Soul mastery for to-hit debuffs in dark obliteration and a little better damage. For the refit, that means dropping a melee attack or two. I suggest dropping either charged brawl or havoc punch. Jacob's Ladder is awesome. That said, if you want to do the ITF, drop Jacob's for more S/L def.

Either Mu Lightning or Gloom will help your single-target attacks.

Build advice:
-Upgrade your focused mite triple to mako's triple for a little bit more acc/end/rech
-Upgrade that smashing haymaker set.
-Slotting up health will help your natural regen.
-It isn't cheap, but your missing the eradication quads in your sets.
-Consider adding in a kismet 6% for better to-hit.
-Look like you're trying to keep a modet budget here, so I won't recommend the 7.5's.


 

Posted

Tonality, I very rarely slot the Erad quad; it's just not worth the infl, IMO. I generally go with 3 Erad for the E/NE bonus, then add 2 slots from another set with lots of end reduction. It means I miss out on the HP bonus, but I can live with that.

dougnukem, you have 2 attacks with absolutely no end reduction (LR, JL) which is likely to turn into a huge problem down the road. You need to add some end red to those Erad sets, either by using the Erad quad plus enhancements from another set, or just slot other set IOs with plenty of end red. I also think you should try to work JL in sooner; it wouldn't hurt to push the Fighting Pool back to make room for it.

IMO, Obliteration is a poor choice for a typed defense set; you need six slots for the same S/L def bonus you can get from Smashing Haymaker, and even 6-slotted it's very low in end reduction. If you can get your hands on another KC set, as Tonality suggested you could upgrade the SH to KCs. (If Boxing is just a set mule, you can replace the very expensive KC triple with the KD proc and save yourself a lot of infl.)

That will free up Thunderstrike for another set of Eradication to boost your E/NE def a bit more--and it will allow you to slot more end reduction by using another set for the final slots.

EDIT: Converting the Oblits in Thunderstrike to Eradication also means that you have the option to leave it 5 slotted, freeing up a slot to put in ResEn for the S/L def bonus. That, plus the KCs in Boxing will put you over the soft-cap for S/L.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Finduilas View Post
Tonality, I very rarely slot the Erad quad; it's just not worth the infl, IMO. I generally go with 3 Erad for the E/NE bonus, then add 2 slots from another set with lots of end reduction. It means I miss out on the HP bonus, but I can live with that.
You're right. It's easy to think up builds when you're not footing the bill!

That is some solid advice.