Elec/Elec? Any good?


Arctic_Force

 

Posted

Hey all,

So, I have an Elec/Elec scrapper I've been messing with. I just have a few questions. I'm not picking a movement power and instead using Ninja Run + Sprint + Swift + Hurdle. Works fine so far. I'm lvl 18 on him right now and I have Health and can't wait to get to 20 to get Stamina. I'm not super End starved, but I can't go from group to group to group without resting a lot. I'm also planning on getting the Elec Secondary power, Lightning Reflexes, since it seems like that will make me move even faster and increase my power recharge time. The elec primary seems pretty good. It allows for a lot of AoE kind of fighting if I can postion myself the right way. Between Jacob's Ladder, Chain Induction, and the one where you jump in the air (I can't remember the name) I can dish out lot's of damage to lot's of mobs at once. I'm just wondering if anyone has any tips/tricks for the elec/elec build. Stuff i'm not sure about is how much I should focus on getting the elec secondaries for the improved damage reduction? Should I pick up Hasten or will it not be so worth it with Lightning Reflexes? How much Accuracy do I need to put in my attacks? I'm used to Blasters which don't require much Acc bonuses but Scrappers seem to miss a lot more often.

I dunno, I've been playing for years but have been an alt-aholic. I've done more ranged characters than melee, so I don't understand what needs to be slotted as much for my attacks and defenses.

Any suggestions would be welcomed.

Thank you!

____________________________
- The Fragmented One -
Currently Playing:
Sinath - Fire/Fire Blaster Lvl 33
Assemblage 23 - Elec/Elec Scrapper Lvl 18


 

Posted

I'm working on an Elec/Elec scrapper as well. I find the template to be fun. It IS AoE friendly, which is something I enjoy on my scrappers (not that I have any above 25).

That being said, I can say that Lightning Reflexes provides a 20% Recharge Bonus, and a slight movement bonus. Slotting Lightning Reflexes only allows for Flight or Run enhancements, so there shouldn't be a need to add slots to it. Put them where they will do more good.

Hasten can be very helpful, but only if you feel it is. Many feel having the recharge is important, but overall it's a personal preference. Myself, I love having all my abilities as quickly as possible. I have forgone Hasten till 50 however, just to insure I get everything else that is more important for leveling.

Now, I'm not so sure about Chain Induction. I recall hearing about it's subpar performance. That being said, I'm still on the fence about it's effectiveness. I hear it's really quite good for single target fun, and has the added bonus of jumping to other random targets. Guess I'm just picky about how my powers should work.

The only defensive side powers I'd be hesitant to take is the Lightning Field. It's great as a PBAoE, but if you are tight for powers, I'd toss that to the curb. Then again, my experience is based off my Fire Tanker and his Blazing Aura. Could be that this power is super powerful awesome and fills you with warm candy goodness. I honestly don't know as I haven't tried it.

Anyway, I hope others with better insights can help accurately answer your questions. I'm just trying to provide an alternative outlook on the powerset (while hoping to get my own questions answered).


 

Posted

Lightning Field's definitely a keeper - but you should probably keep it off for general use and only whip it out while soloing when you've got spawns larger than the normal 2-3 foes. Once you have SOs and 3 EndRedux (and 2 Dam and 1 Acc, for non-set stuff), you can keep it up all the time.


 

Posted

ELM: I'd skip Havoc Punch, Confront and L. Clap

ELA: I'd skip Power Surge and that's it.

I'd take most powers at their immediate available levels, only delaying L. Field after Stamina (like, level 24) and tanking Energize at 22 (Since it's available at 20 but at this level you want stamina more than anything). I'd also look into fire mastery epic for fire blast because ELM's single target damage is very anemic.

Hasten is a very good pick because Energize has a looooooooooong recharge time and it's your heal. I won't get Hasten on my (currently 24) DB/Elec because I plan on IO'ing her for as much defense as I can without gimping recharge (35% melee, 30% s/l and 22% ranged) so I had to plan on getting CJ, Weave and Maneuvers. I can run all those toggles because of Power Sink, my mega end-heavy Stone Melee/Elec had no more end issues after I got power sink, even when I slotted it with only 1 recharge SO when I hit 35. Energize didn't exist at the time btw so no help with endreduction for her.

Oh, and if you look at the numbers, Hurdle+Ninja Run is much , much better than Swift + NR, but you have to move jumping, although your ground speed will be fine with L. Reflexes+NR , Swift enhances it so little (unless you 3-slot it which is hard for a tight build, all /ELA builds are kinda tight) and Hurdle enhances your jumping speed and height much more noticeably.

Quote:
The only defensive side powers I'd be hesitant to take is the Lightning Field. It's great as a PBAoE, but if you are tight for powers, I'd toss that to the curb. Then again, my experience is based off my Fire Tanker and his Blazing Aura. Could be that this power is super powerful awesome and fills you with warm candy goodness. I honestly don't know as I haven't tried it.
~

NEVER EVER EVER EVER skip a damage aura on a melee toon. Or even a fire/ controller. Skipping those on a blaster or a dominator (not Hot feet! But Mud Pots is kinda lame on a dom) is acceptable.


 

Posted

Thank you for that insight Fragmented One. That helps a lot and clears up a lot of the misconceptions I've had.

I hope it helped out Kioshi as well.


 

Posted

Ele/Ela is one of the most fun toons I have to play. I built for a mix of recharge and smash/lethal def. I have Energize buff nearly permanent, and 38.7% smash/lethal and 35% melee def. Any mobs without def debuff, and have either smash or lethal damage elements, I can solo at +4/8 with bosses. Take your heal and regen, plus resists/defense, knockdowns, and your power sink and Lightning Field end drain, its a force to behold.
Even without sets, the fact you can run so many toggles without endurance issues, lends you to being able to survive well. I highly recommend getting the four HP and +End accolades.
And I'm only talking about survival here, don't forget you're an AoE God as well.


 

Posted

Quote:
Originally Posted by Kioshi View Post
ELM: I'd skip Havoc Punch, Confront and L. Clap

ELA: I'd skip Power Surge and that's it.
I'd also skip Jacob's ladder, I personally have trouble with the shape and the long animation time isn't worth it, especially when you have Thunder Strike and Lightning Rod.

OMG, Thunder Strike and Lightning Rod, so much goodness...


Quote:
I'd take most powers at their immediate available levels, only delaying L. Field after Stamina (like, level 24) and tanking Energize at 22 (Since it's available at 20 but at this level you want stamina more than anything). I'd also look into fire mastery epic for fire blast because ELM's single target damage is very anemic.
Decent advice, but I'd propose Air Superiority from the flight pool. The knockdown stacks very nicely with your other big hitters, and it's a quick-cycle ST that fits well with the set.

Sadly, hover and flight are not so good.... But AS is such a good fit, look hard at it anyway.

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Hasten is a very good pick because Energize has a looooooooooong recharge time and it's your heal.
Well, it's your heal AND your native endurance reduction power. The first thing I do is put three rechargers in it, you want it up AS MUCH AS POSSIBLE. Cannot emphasize that enough!


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I won't get Hasten on my (currently 24) DB/Elec because I plan on IO'ing her for as much defense as I can without gimping recharge (35% melee, 30% s/l and 22% ranged) so I had to plan on getting CJ, Weave and Maneuvers. I can run all those toggles because of Power Sink, my mega end-heavy Stone Melee/Elec had no more end issues after I got power sink, even when I slotted it with only 1 recharge SO when I hit 35. Energize didn't exist at the time btw so no help with endreduction for her.
Noice!

Quote:
Oh, and if you look at the numbers, Hurdle+Ninja Run is much , much better than Swift + NR, but you have to move jumping, although your ground speed will be fine with L. Reflexes+NR , Swift enhances it so little (unless you 3-slot it which is hard for a tight build, all /ELA builds are kinda tight) and Hurdle enhances your jumping speed and height much more noticeably.
I will always advise a real travel power, but if you're deadset to skip it, this is very good advice. Hurdle is NICE.

~

Quote:
NEVER EVER EVER EVER skip a damage aura on a melee toon. Or even a fire/ controller. Skipping those on a blaster or a dominator (not Hot feet! But Mud Pots is kinda lame on a dom) is acceptable.
So true. Damage aura's are free damage, get them, slot them, love them.


 

Posted

Quote:
Originally Posted by mauk2 View Post
I'd also skip Jacob's ladder, I personally have trouble with the shape and the long animation time isn't worth it, especially when you have Thunder Strike and Lightning Rod.

Decent advice, but I'd propose Air Superiority from the flight pool. The knockdown stacks very nicely with your other big hitters, and it's a quick-cycle ST that fits well with the set.

Sadly, hover and flight are not so good.... But AS is such a good fit, look hard at it anyway.

I will always advise a real travel power, but if you're deadset to skip it, this is very good advice. Hurdle is NICE.
I deleted some of your post, leaving the part I want to comment on:

1) Air Sup is not a bad idea. Bad idea for my db/elec, yes, because of redraw and db is great on St and AoE and demanding on attacks already, but it does decent damage (a little more than Charged Brawl, CB recharges in 3 secs and AS in 4) in a set like ELM with terribad ST damage. I shelved a 50 elm brute because of the horrible ST damage, now I'm leveling an ELM/Regen Stalker and loving her because, you know, Assasin's Strike, lots of crits, Placate + guaranteed crit, Thunderstrike crits the smashing part all the time and the rest 50% of the time from hide... And in a few levels I'll have L. Rod which won't unhide me and I can follow up with an AS or critical attack.

Maybe AS is a good pick for leveling because after you can have CB-JL-CI-Fire Blast you may not need it anymore. I still didn't change my 50 DM/DA build (took a 1.5 year break, she still has Siphon Life slotted for healing, no tough, etc) and A. Sup helps my survivability SO MUCH on that toon (I'll respec her for defense and tough so I won't need it anymore, but it's nice - last +2 iTF i died thrice but the SM/WP Brute too, and all in the first mission, after the team adjusted none of us melee guys died).

2) Flight is good imo. Laziest travel power in the game, I like it.

3) I LOVE Jacob's Ladder, although it could use a reduction in the animation time (or at least deliver the damage earlier). But as I mentioned I have a 50 dm/da... and it took months to take her to 50 (before dev powerleveling... oops I mean 'xp smoothing'). So it's easy for me to hit 3-5 mobs with JL because of my large experience with Shadow Maul. But I think everyone should learn to use the melee cones because yuo can get a LOT of use from Sands of Mu if you have it on any toon in the low levels and even at later levels (like an earth troller with tons of -def, a rad defender/troller/blaster, my SS/Fire brute still uses it at 33 in Rage crashes, usually popping a yellow first because Sands is affected by tohit buffs, but not by damage buffs/debuffs)

4) Travel powers are cool and give you the superhero feeling, but on min/max builds I really don't see the need for them anymore if you have Ninja Run. Seriously, I dusted off a Rad/Psy defender I hadn't played since 2008 who has superjump... And i found myself using ninja run (he has hurdle too) instead of SJ because I was too lazy to change to SJ when traveling to missions, and I didn't find I was slow or anything. Sure, slower than SJ, but good enough for me. When I decided to use SJ to travel to a mission I thought 'meh, not much better'. Even redside I can navigate very well with NR, especially since nowadays you can buy a jetpack for that aberration of a map that is grandville. The only toon I respecced after my return that kept her travel power was my mind/emp because she has recall friend, stealth IO and SS for ghosting in TFs and she's so IO'ed out I can leave SS turned on all the time and have no end problems. Maybe I'll keep SS on my fire/kin too when I respec him, but only to get to mobs faster in farm maps.


 

Posted

I'd advise against any travel besides SS, Grounded loses its KD/KB protection in the air.
I agree about Jacobs ladder, I tend to skip it as well.


 

Posted

Quote:
Originally Posted by DR_EVIL_NA View Post
I'd advise against any travel besides SS, Grounded loses its KD/KB protection in the air.
I agree about Jacobs ladder, I tend to skip it as well.
Why? You're not gonna use Super Jump or Fly when fighting. Anyhow I tend to put a steadfast -KB IO in grounded, since slotting grounded for resistance wont do wonders for your neg resists, and energy res will be capped on DOs anyway on a scrapper (SOs on a Brute because they have a 90% cap). If you're building for defense, Grounded is a good place for 3 steadfasts, (unique, res/end and KB) because of the +hp bonus since the recovery bonus becomes irrelevant after Power Sink.

The reason I like a KB on Grounded is that (I don't know if this was fixed) sometimes you get KB'ed when you are on the ground but on some edge or irregular surface like caves. This happened a lot with my Brute till I put the KB IO, haven't experienced this on my DB/Elec scrapper but she's only 24 and I don't know if there was some fix because I took a 1.5 year break.

JL is good even as a ST attack. It has single-target attack recharge and end cost, like shadow maul. SM does more damage but JL has a wider cone and doesn't root you forever, 1.67 seconds versu 3 seconds from SM. Plus it's easy to hit 2-3 mobs solo and even 5 on big teams, just takes a lil practice, but it's not like the attack is wasted if you hit one. It's better than hitting one with Chain Induction, because CI has AoE end cost and recharge (14 sec vs JL's 8) and does less damage.


 

Posted

I would be interested in seeing mids build if any have them available


 

Posted

A couple of questions on this. Do you need tough in an Elec build? What about weave? If you ignore defense can you survive reasonably well?

Seems like a fun character, but I keep playing in Mids and thinking that it's a really really tight build that I'd have to give up a lot to make work.


 

Posted

Quote:
Originally Posted by Torrynt View Post
A couple of questions on this. Do you need tough in an Elec build? What about weave? If you ignore defense can you survive reasonably well?

Seems like a fun character, but I keep playing in Mids and thinking that it's a really really tight build that I'd have to give up a lot to make work.
I would try and fit in all the defense you can. At least Combat Jumping and Weave. What were wanting to fit you are having problems deciding on?


 

Posted

Quote:
Originally Posted by Torrynt View Post
A couple of questions on this. Do you need tough in an Elec build? What about weave? If you ignore defense can you survive reasonably well?

Seems like a fun character, but I keep playing in Mids and thinking that it's a really really tight build that I'd have to give up a lot to make work.
Yes for tough, yes for surviving well without defense.

Yes, Elec Armor makes tight builds no matter your primary.

As for Weave... unless you are shooting for at least 25% defense (preferably for melee or s/l) via Weave, CJ and especially IOs, it's not worth it.


 

Posted

An Elec Armor Scrapper without Tough and without defense will be pretty darn squishy, IMO. I'm in the camp that believes that Tough belongs on any Resist-based toon. I believe the numbers are with enhancements, No tough = 45% S/L Resist, with Tough, 60% S/L Resist. So Tough basically takes off over a quarter of incoming S/L damage. This is a good thing.


 

Posted

I was going to take most of the secondary, and doing an elec/elec, a good chunk of the primary.

Stamina is three picks. Tough is two.

As for picks, a travel would be nice. Hasten so LR is coming up more. Some sort of stealth power would rock with TP friend for Task Force running. I'm just used to sets where I can ignore 1/3 of the secondary and still be very effective.

I tried doing a IO defense build as well and could not really get more than 30% in one positional which left the rest of the powers woefully under slotted.

My Elec/Elec is lvl 12 now and faceplants more than the squishies on the team. For those that thought */shield lacked mitigation... well I'd point in this direction. Of course, I am also likely doing it very wrong as this is my second scrapper ever.