SD/ElecMelee Build Critique


Finduilas

 

Posted

Still fairly new to Shield and Electric Melee, and threw this build together while a little tired, but seems like it'll be ok. Just asking for some advice on what I can do better, if there is much. First and foremost, I want this tanker to be a team tank, but the damage should be pretty decent too I would think. Soft-capped the defenses, and has decent resists with Tough on also. Here's the build, let me know what you guys think.

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Nika Tesla IO Build: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(43), RedFtn-EndRdx(45)
Level 1: Charged Brawl -- CSndmn-Acc/Rchg(A), CSndmn-Acc/EndRdx(43), CSndmn-EndRdx/Sleep(46), CSndmn-Acc/Sleep/Rchg(46), CSndmn-Heal%(50)
Level 2: True Grit -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(3), Mrcl-Rcvry+(3), S'fstPrt-ResDam/EndRdx(5), S'fstPrt-ResDam/Def+(5)
Level 4: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def(43), RedFtn-EndRdx(45)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Against All Odds -- EndRdx-I(A), Taunt-I(46)
Level 10: Taunt -- Zinger-Taunt/Rng(A), Zinger-Taunt/Rchg(11), Zinger-Taunt(11), Zinger-Taunt/Rchg/Rng(15)
Level 12: Phalanx Fighting -- DefBuff-I(A)
Level 14: Hurdle -- Jump-I(A)
Level 16: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(17), M'Strk-Dmg/Rchg(23), M'Strk-Acc/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(33)
Level 18: Health -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Regen/Rcvry+(19)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(25)
Level 22: Build Up -- AdjTgt-ToHit(A), AdjTgt-Rchg(31), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(37)
Level 24: Grant Cover -- EndRdx-I(A)
Level 26: Shield Charge -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(29), M'Strk-Acc/Dmg/EndRdx(29), M'Strk-Dmg/EndRdx/Rchg(31)
Level 28: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(48), C'ngImp-Acc/Dmg/Rchg(50)
Level 30: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37)
Level 32: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(34)
Level 35: Tough -- ImpArm-ResPsi(A), ImpArm-ResDam/EndRdx(36), ImpArm-ResDam(36), ImpArm-ResDam/EndRdx/Rchg(36)
Level 38: Lightning Rod -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(42)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(48), RechRdx-I(50)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
Level 49: Physical Perfection -- P'Shift-End%(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 6: Ninja Run



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Posted

The main problem I see is that using Red Fortune sets for your Ranged defense means that those powers are overslotted for defense, and Deflection is underslotted for resistance. True Grit is also underslotted for both +HP and resistance.

So I'd recommend replacing the Call of the Sandman set in Charged Brawl with a full set of Mako's bite for the Ranged defense. (This will have the secondary advantage of slotting CB for damage.) That will allow you to drop the End and End/Rchg slots in BA and Deflection and replace the slots in Deflection and TG with resistance IOs.

I'd also move the Miracle +Recovery to Health to make room for another slot that will enhance TG's +HP. You can pull a slot from Hasten to put in Health since it is currently way overslotted. IMO, either Doctored Wounds or Numina's would work better in TG because they go to level 50, but you can base your decision on the cost and which bonuses you prefer.

Since you're no longer using the RF sets for the Ranged bonus, you can replace them with another defense set with better bonuses; either LotG or GotA would be my preference.

Oh, and drop the Psi Resistance IO from Tough and replace it with an Imperv Armor Res/Rchg so Tough is slotted to the ED cap.

Here's what it will look like with those changes:

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Nika Tesla IO Build: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-Def(13), RedFtn-Def/EndRdx/Rchg(15), ResDam-I(43), ResDam-I(45)
Level 1: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(43), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(50)
Level 2: True Grit -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(3), Mrcl-Heal/Rchg(3), S'fstPrt-ResDam/Def+(5), S'fstPrt-ResDam/EndRdx(5), ResDam-I(43)
Level 4: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def(7), RedFtn-Def/Rchg(9), RedFtn-Def/EndRdx/Rchg(13)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(17)
Level 8: Against All Odds -- EndRdx-I(A), Taunt-I(46)
Level 10: Taunt -- Zinger-Taunt/Rng(A), Zinger-Taunt/Rchg(11), Zinger-Taunt(11), Zinger-Taunt/Rchg/Rng(15)
Level 12: Phalanx Fighting -- DefBuff-I(A)
Level 14: Hurdle -- Jump-I(A)
Level 16: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(17), M'Strk-Dmg/Rchg(23), M'Strk-Acc/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(33)
Level 18: Health -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Regen/Rcvry+(19), Mrcl-Rcvry+(48)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(25)
Level 22: Build Up -- AdjTgt-ToHit(A), AdjTgt-Rchg(31), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(37)
Level 24: Grant Cover -- DefBuff-I(A)
Level 26: Shield Charge -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(29), M'Strk-Acc/Dmg/EndRdx(29), M'Strk-Dmg/EndRdx/Rchg(31)
Level 28: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(48), C'ngImp-Acc/Dmg/Rchg(50)
Level 30: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37)
Level 32: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(34)
Level 35: Tough -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam/EndRdx(36), ImpArm-ResDam(36), ImpArm-ResDam/EndRdx/Rchg(36)
Level 38: Lightning Rod -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(42)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(50)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
Level 49: Physical Perfection -- P'Shift-End%(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 9% DamageBuff(Smashing)
  • 9% DamageBuff(Lethal)
  • 9% DamageBuff(Fire)
  • 9% DamageBuff(Cold)
  • 9% DamageBuff(Energy)
  • 9% DamageBuff(Negative)
  • 9% DamageBuff(Toxic)
  • 9% DamageBuff(Psionic)
  • 5.81% Defense(Smashing)
  • 5.81% Defense(Lethal)
  • 5.81% Defense(Fire)
  • 5.81% Defense(Cold)
  • 5.5% Defense(Energy)
  • 5.5% Defense(Negative)
  • 4.88% Defense(Psionic)
  • 8.62% Defense(Melee)
  • 8% Defense(Ranged)
  • 8.62% Defense(AoE)
  • 2.25% Max End
  • 3% Enhancement(Stun)
  • 25% Enhancement(Accuracy)
  • 28.8% Enhancement(RechargeTime)
  • 196.8 HP (10.5%) HitPoints
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 9.9%
  • MezResist(Sleep) 4.95%
  • MezResist(Stun) 4.95%
  • MezResist(Terrorized) 2.75%
  • 10.5% (0.18 End/sec) Recovery
  • 42% (3.29 HP/sec) Regeneration
  • 5.36% Resistance(Fire)
  • 5.36% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)

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My Characters

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

 

Posted

Thanks for the bit of a build change, I'm always looking for ways to optimize, and I'm by no means an expert build planner, I just typically throw stuff together that can get me where I'm wanting it to be, but maybe not always in the most effective ways. I'll certainly change up to the build you made up, and try and find other ways to improve on it even more.