Electric Armor should be slotting for what?
Despite the +Regen in Energize, you will see a lot more survivability from adding Defense.
Energize is only going to give you a little less than 200% added Regen for 30 seconds. With maxed out Recharge and Lightning Reflexes, it recharges in about 55 seconds. This is pretty good... but Energize's 49% heal is much more important to you than the drop in the bucket of its +regen.
Basically, with maxed out health and Energize up, you're looking at about... 375% regen, or 23.5 hp/sec (Not considering any +HP from Accolades.) On the other hand, lets look at a set where Regen is an integral part of its survivability: Willpower. With Fast Healing, Health, and Rise to the Challenge with no one in range... all unenhanced, WP has a Regen rate of 315% (19.7 HP/Sec without HPT; 23.7 HP/Sec with HPT unslotted; 25.6 hp/sec HPT maxed out.) Max the regen for each, without enemies in RttC range... 523% Regen (32.7 HP/Sec without HPT; 39.2 HP/Sec with HPT unslotted; 42.4 HP/Sec when HPT is maxed for Heal.)
And, of course, the more enemies around, the more Regen for WP.
Now, I don't know for certain (I certainly haven't tried this before), but I think if you can't get around 40 hp/sec Regen, then you aren't going to see any more benefit from it than as a downtime reduction. (Exact % will depend on your total HPs...) Does anyone have a more precise number?
Furthermore, there isn't a huge amount of +Regen you can really build into a /ElA Brute (er... depending on your Primary...) I simply don't think it's worth it.
Defense, on the other hand, will be (relatively speaking) easy to build into your character. And grabbing even 20% defense to all positions will make a big difference to you survivability.
-This Space Intentionally Left Blank.-
I've come to the conclusion that I just can't figure the answer out for myself. What direction will lead Electric Armor to being most survivable: regeneration/hp or defense?
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But from my experience with the little I've played my ELM/ELA after words...
Lightening Field...slot this for END DRAIN. This is to stack it with Power Sink's END DRAIN.
Power Sink will drain them, LF will keep it drained.
Best set bonuses, +Defense (you tend to get +HP from alot of set you would normally use anyways).
So for my experience, +Def and +Rch are what to get set bonus wise.
I was able to successfully tank (ie hold aggro...I also used taunt on my brute) the ITF, as llong as I was able to keep using PS on the mobs. If I went into a spawn without PS up, it was a hard fight.
Haven't tried to tank it since the heal was added, on my ELM/ELA, but the heal should make it better.
BrandX Future Staff Fighter
The BrandX Collection
Lightening Field...slot this for END DRAIN. This is to stack it with Power Sink's END DRAIN. Power Sink will drain them, LF will keep it drained.
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Best set bonuses, +Defense (you tend to get +HP from alot of set you would normally use anyways). |
My SS/Elec build has 39% S/L def, and is about a 4 billion inf build. I built it to be able to deal tremendous amounts of AoE damage and take very little damage in return. However, endurance on that build is a serious problem. If you aren't looking for the absolute best in high-end performance, aim for 32.5% defense and then focus on hp/recovery, and you'll be much happier. My SS/Elec requires constant attention to powersink and energize for endurance management while I watch for rage crashes. If you don't want a very intense playstyle, don't build for 40% defense, and sacrifice about 8% of that defense to add some recovery.
I was able to successfully tank (ie hold aggro...I also used taunt on my brute) the ITF, as llong as I was able to keep using PS on the mobs. If I went into a spawn without PS up, it was a hard fight. Haven't tried to tank it since the heal was added, on my ELM/ELA, but the heal should make it better. |
I'm a big proponent of using Lightning Field's damage aura for..damage. If you have room to slot for end drain after damage (you can!), go right ahead. I've done a lot of recording for performance in herostats on various /Elec builds, and that aura puts out more AoE damage than a lot of attacks (footstomp, lightning rod, and similar ones still deal more). If it pulses every 2 seconds and deals around 25 dmg per tick per 10 enemies hit, that's 250 dmg every 2 seconds while you're using other attacks. I would argue one would see a 25% boost to kill speed simply by slotting and using damage auras. It's incredible when you have plenty of enemies around you.
Yes, however there are builds that can focus on HP/regen. I can think of a handful of circumstances that my multi-billion inf defensive builds crumple while that regen build still is standing. But, if my defenses hold, I'm significantly more survivable than a regen build. My SS/Elec build has 39% S/L def, and is about a 4 billion inf build. I built it to be able to deal tremendous amounts of AoE damage and take very little damage in return. However, endurance on that build is a serious problem. If you aren't looking for the absolute best in high-end performance, aim for 32.5% defense and then focus on hp/recovery, and you'll be much happier. My SS/Elec requires constant attention to powersink and energize for endurance management while I watch for rage crashes. If you don't want a very intense playstyle, don't build for 40% defense, and sacrifice about 8% of that defense to add some recovery. Without a VEAT or a bubbler to stack my defense enough to avoid cascade failure, I have not liked taking my /Elec brutes on the ITF. It trashes their defense in about 5 seconds, and I am dead in 10. Those cims really debuff your defense quick. But a single VEAT gets me well above cap, so I'm safe. |
In fact, playing my ELM/ELA before the heal, I found myself crumbling alot.
BrandX Future Staff Fighter
The BrandX Collection
http://www.chriffer.com/node/51
There's my SS/Elec doing the RWZ Challenge before Rage crashes.
2124 Hit Points and 43 HP/sec.
I would build for a combination of melee defense, recharge, and hit points. With your self-heal on a long-ish timer (relative to Reconstruction) you're going to want it up as often as possible, plus more recharge means more usage out of Power Sink both as an offensive and defensive tool, and then there's the bonus you're getting to your primary attacks; and you're going to want that extra HP to make your resistances and the regen from Energize go farther (you'll get much more mitigation out of, say, 45% resistance and 300% regen when you have 2000 HP than you would with 1600 HP, because your enemies will have more HP to chew through, and you'll be regenerating more HP per tick of regen). The melee defense is nice because it means things crowded around you aren't hitting you quite as often, again making that resistance and regeneration do more work for you.
"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."
I've come to the conclusion that I just can't figure the answer out for myself. What direction will lead Electric Armor to being most survivable: regeneration/hp or defense?
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If you've more inf, then +HP and +recharge should be the second best thing you can maximize. I use the power sink and lightning-field end drain combo as well. It's not very reliable as a mitigation but it helps. When I solo large spawns, it takes a while to beat down all the mobs, so there is time to do some end draining.
The funny thing is that the advice in this build generally corresponds to my dual build strategy.
Without a doubt, stacking Smashing/Lethal defense offers the most survivability between my two builds (as I posted earlier). My DM/ELA has a "Tank" build that runs soft-capped Smashing/Lethal and can layer -15% ToHit in a 25' radius through Darkest Night. This build can safely be the sole agro magnet on Master runs for every SF that I've participated in. Cimmerorans have a hard time penetrating the -ToHit of Darkest Night, which functions as ablative protection against their defense debuffs. During the rare moments of cascade failure, the majority of the spawn is running on 0 endurance thanks to LF having ticked away their blue bar. Siphon Life and Energize more than cover the green bar.
My primary build is more Brutish, relying on procs, recharge, regeneration, +hp, and resistance. This build is still quite tough, but is also far more fun to play. You don't get to be a 200+ DPS brute when you build from 0% to 45% Smashing/Lethal.
Ok, what should I change in this:
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(37), C'ngImp-Acc/Dmg/Rchg:50(39)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(5)
Level 2: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(40), C'ngImp-Acc/Dmg/Rchg:50(40)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(7)
Level 6: Hurdle -- Empty(A)
Level 8: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(9), Oblit-Dmg/Rchg:50(9), Oblit-Acc/Dmg/Rchg:50(13), Oblit-Acc/Dmg/EndRdx/Rchg:50(19), Oblit-%Dam:50(19)
Level 10: Static Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(13)
Level 12: Boxing -- Empty(A)
Level 14: Health -- RgnTis-Regen+:30(A), Numna-Heal/EndRdx:50(15), Numna-Heal/Rchg:50(15), Numna-Heal:50(17), Numna-Regen/Rcvry+:50(17)
Level 16: Grounded -- S'fstPrt-ResDam/Def+:30(A)
Level 18: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(46), C'ngImp-Acc/Dmg/Rchg:50(46)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-End%:50(23)
Level 22: Lightning Reflexes -- Empty(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam:40(31)
Level 26: Weave -- Ksmt-ToHit+:30(A), LkGmblr-Def:50(27), LkGmblr-Rchg+:50(27)
Level 28: Energize -- Dct'dW-EndRdx/Rchg:50(A), Dct'dW-Heal/Rchg:50(29), Dct'dW-Heal/EndRdx/Rchg:50(29), Dct'dW-Heal:50(31), Dct'dW-Rchg:50(31)
Level 30: Lightning Field -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
Level 32: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-%Dam:50(37)
Level 35: Power Sink -- Efficacy-EndMod/Rchg:50(A), P'Shift-EndMod/Rchg:50(46)
Level 38: Build Up -- RechRdx-I:50(A), RechRdx-I:50(39)
Level 41: Gloom -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(42), Decim-Dmg/Rchg:40(42), Decim-Acc/EndRdx/Rchg:40(42), Decim-Acc/Dmg/Rchg:40(43)
Level 44: Darkest Night -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(45), DarkWD-ToHitDeb/EndRdx:50(45), DarkWD-Slow%:50(45)
Level 47: Dark Obliteration -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
If we're counting Darkest Night as defense, may as well count Dark Obliteration too.
I'd recommend a couple of small changes:
Currently, Weave is underslotted for defense and unslotted for end reduction. I'd pull a slot from Hasten and use it for a LotG Def/End in Weave.
I know Power Sink will be a significant help for end recovery, but I think it's still a bad idea to have a high-end toggle like Lightning Field slotted for so little end reduction. I'd change the slotting in LF to 3 Eradication, including the Acc/Dam/End/Rchg, and Scirocco's Dervish Dam/End and Acc/Dam/End.
That will free up a slot you can move to Build Up. Slot BU with two Rectified Reticle and one recharge common IO, and you'll have made up the S/L defense you lost from LF. After all, LF doesn't need the high recharge of Oblit, so with this change it'll be better slotted, and you'll have gained a 3.13% E/NE def and a 10% regen bonus.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Basically, with maxed out health and Energize up, you're looking at about... 375% regen, or 23.5 hp/sec (Not considering any +HP from Accolades.) On the other hand, lets look at a set where Regen is an integral part of its survivability: Willpower. With Fast Healing, Health, and Rise to the Challenge with no one in range... all unenhanced, WP has a Regen rate of 315% (19.7 HP/Sec without HPT; 23.7 HP/Sec with HPT unslotted; 25.6 hp/sec HPT maxed out.) Max the regen for each, without enemies in RttC range... 523% Regen (32.7 HP/Sec without HPT; 39.2 HP/Sec with HPT unslotted; 42.4 HP/Sec when HPT is maxed for Heal.)
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If i were you i would slot for defense. LoTG is a very good set as it gives a pretty descent regen and hp increase as well as being a defense enhancing set. i've got combat jumping and weave 4 and 3 slotted with LoTG.
I also have 33% defence to S/L and 28% defence to melee which will defend against about 2/3 of attacks without concidering the tohit chance, but feel free to correct me if thats wrong =P
Anyhow my point is, go for defence. if you have a ST based primary kinetic combat is a descent set, and can ge gotten from lvl 35 rare recipie rolls pretty nicely, if you can't pay the colossal price for them on the market.
I have my /WP scrapper build on about 74 hp/s with one enemy in range. so maxing out regen in ElA is not going to be worth the effort concidering what you can accomplice with regen based sets. |
I've come to the conclusion that I just can't figure the answer out for myself. What direction will lead Electric Armor to being most survivable: regeneration/hp or defense?
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Electric Armor really benefits the most from +rech because of Power Sink and Energize.
I've come to the conclusion that I just can't figure the answer out for myself. What direction will lead Electric Armor to being most survivable: regeneration/hp or defense?