Spines/Elec softcapped s/l
Endurance will be very, very tight in this build, possibly a serious limitation with so little net recovery (even with Energize and the P.Shifter proc it's only 1.88eps). I'm not convinced the single Endmod in the base slot of Power Sink is going to be adequate, but I can't say for sure. You might be just barely OK.
Also you have only 4 points of -KB as I'm sure you know. Depending on what you choose to fight, you could get knocked around some. That's ok I guess, but it seems like yet another limitation on a pretty expensive build.
I agree with Chaos. that 1 end mod in Power sink will not be able to keep you alive. You only recover 1 end point/s with all your toggle on. Power sink gives you back 35.6end point to which you need to remove the 13 end it cost, so you only get 22 point of end if you have 1 enemy near. Of course having more than 1 when PS is used is the idea behind the power but it's not always possible.
I'd try to work with maybe a bit less S/L defense say drop 3 Kinetic combat IO from Kick or jump kick and use them in both PS and Stamina. also try to get more end redux in elec field since this is the biggest end hog you have.
You can make up the smaller S/L defense with your heal already without issue. You have a great recharge on it already so it should be available when you need it.
My elec/elec brute has 35% S/L def and is nearly unkillable as long as I don't do something stupid like forget to use heal.
Ok, I appreciate the concern about endurance and I'm a bit bored as well so I did some number crunching.
First off I'm honestly not worried about power sink only having 1 target.
I'm not interested in soloing AVs. When I solo I'm doing +x/x8, so there will be plenty of targets. On a team in a situation where we're fighting one lone AV with no adds I'm confident that at least one of the following circumstances will be met:
A)Someone on the team will have recovery buffs
B)I won't be tanking the AV, so I'll be able to safely turn off a number of toggles
C)I'll have or be able to borrow some blues
So I'm going to examine this with the assumption that Power Sink will mean a full end bar when I use it. This might not be 100% accurate but I feel it's a much closer examination than using 1 target.
Energize is up for 30 out of every 36-46 seconds depending on whether hasten is up, but hasten is up way more often than it's down. For the sake of convenience and time I'm going to assume it will be up 3/4 of the time and adjust recovery and power cost to reflect this.
Power Sink is up every 23-32 seconds, again dependent on hasten, here I'm going to assume an even 28 second recharge.
So with a base of 110 End and an average recovery of 1.73/s, minus 9.36 to activate Power Sink, I can spend 149.08 end on non-toggle non-power sink powers during the 28 seconds between Power Sinks, or 5.32eps.
The only power averaging more end per activated second than that is Energize, which is slightly over (5.53eps,) has a chance to proc for +end and has a long recharge. All of the attack powers fall under 5.32eps easily, with only Throw Spines coming anywhere close, but it's still under and I couldn't spend 100% of the time casting Throw Spines even if I wanted to (I really do.)
You may argue that no one wants to hit Power Sink every 28 seconds and you would be right, however there should be a fair bit of spare endurance if I didn't horribly fudge a number somewhere, in which case it won't strictly need to be used every 28 seconds. Energize will actually be up a bit more than I accounted for as well, as it's a headache for me to figure out the exact number when hasten isn't perma and I went on the conservative side.
Wow, that turned out longer than expected, sorry!
Like I said upthread, endurance will be very tight, but you may be just barely OK.
It looks like you've worked out that you will, in fact, be just barely OK.
And that's fine. Speaking from experience though, it's a bit blithe to assume you're going to use Energize for the conserve power functionality the instant it's up every time; often times you'll wish you could hold it for the heal. To a lesser extent this applies to Power Sink as well: your calculations establish the need to go from empty to full endurance every time you hit it, which may be a disincentive for you to go ahead and finish off a scattering group of enemies with a well-placed Throw Spines; instead you'll want to grab the endurance first, even if that means you'll then have to pick them off one by one.
(And enemies are going to do their damnedest to scatter out of your twin damage auras.)
So again, I'm not saying that you won't be OK on endurance. You might be, but it will be just barely OK, without much benefit of leeway on when to use Energize and Power Sink.
I expect that I would feel constrained by what I forsee being a quite delicate balance of endurance management vs. healing vs. mob killing. And I predict that when the time comes, you will feel that constraint too, whatever your calculations may be telling you now. But perhaps I am wrong.
Nevertheless, I personally wouldn't allocate the resources to this build knowing that endurance management might cause me to feel unduly constrained; nor would I invest the resources knowing beforehand that I might feel frustrated at being ponged around by Fake Nemesis or uplevel Council Archons or Rikti Pylons. So I thought I'd raise the issues of endurance and knockback protection. If you think you'll be OK on endurance and knockback, then it's fine; go ahead and build it. It's a strong build with softcapped S/L defense and plenty of recharge for a strong attack chain.
As the title suggests I'm working on a build for my spines/elec with softcaped s/l. The goal after that is max +recharge, and I don't have an inf limit.
This is what I have so far, a build with 45% s/l and 67.5% (87.5% with LR) +rech. It sacrifices patron powers (I'm not huge on them for spines as a matter of taste anyways but fireball would be nice) and some recovery, but the end bar ought to be fine with energize up the majority of the time and power sink available so often.
Can any of you improve on it?
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Spiny Toad: Level 50 Natural Scrapper
Primary Power Set: Spines
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36), S'fstPrt-ResDam/Def+(37), S'fstPrt-ResKB(37)
Level 2: Spine Burst -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(3), Armgdn-Acc/Rchg(3), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34)
Level 4: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(31)
Level 6: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(7), RechRdx-I(7)
Level 8: Impale -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(17), Apoc-Dam%(23)
Level 10: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(15), GA-3defTpProc(17)
Level 12: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(15)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
Level 18: Quills -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
Level 20: Stamina -- P'Shift-End%(A)
Level 22: Energize -- Panac-EndRdx/Rchg(A), Panac-Heal/Rchg(43), Panac-Heal/EndRedux/Rchg(45), Panac-Heal(46), Panac-Heal/+End(46)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(45)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Throw Spines -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(34)
Level 35: Power Sink -- EndMod-I(A)
Level 38: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Knock%(39)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 44: Weave -- HO:Enzym(A), LkGmblr-Rchg+(45)
Level 47: Jump Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Knock%(48)
Level 49: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Knock%(50)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Knock%(43)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
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Set Bonus Totals: