Need help with Elec/SuperStrength Tanker build
Could you please pot the link or the data chunk so we could see the build in Mid's? Also, if you have a specific goal for this build--defense, recharge, etc.--let us know what it is so we can point you in the right direction.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
My goal is more defense, thanks for the help.
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Zeus from freedom here (global friend).
- I aimed for 30% def S/L/N/E which i find is enough for a reisistance based tank. YMMV. (some may debate N/E on electric armor but I prefer it...especially for negative energy)
- Powers could be organized in different order and used dynamic mode so not a leveling guide...more a respec.
- I aimed to keep your regen/recovery about the same (although I dont think it is necessary with regen/recovery powers you have)
- I aimed to improve accuracy/damage of your powers (major improverment here)
- I like the damage aura. DPS on this power makes it a winner.
- It is very very expensive but your original build looked expensive so i figured it was okay
- I would get all my accolades asap to get my HPs/max end. Those will make all perform even better and tougher.
- No travel power but with lightning reflexes, ninja run and etc... you honestly dont need it. Raptor pack when you need vertical movement.
- This is a first try so I am sure it can be improved upon
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Elec SS: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
Level 2: Conductive Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(7), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(9)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(19), Mako-Dmg/Rchg:50(46)
Level 6: Static Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(9), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(11)
Level 8: Grounded -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(13), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(15)
Level 10: Taunt -- Insult-Taunt/Rchg:20(A), Insult-Taunt:20(15), Insult-Dsrnt%:20(17)
Level 12: Energize -- Numna-Heal/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(21), Numna-Heal:50(21)
Level 14: Swift -- Run-I:50(A)
Level 16: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(23), Numna-Heal/Rchg:50(23), RgnTis-Regen+:30(27)
Level 18: Lightning Reflexes -- Run-I:50(A)
Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(34), Efficacy-EndMod/Rchg:50(34), Efficacy-EndMod/EndRdx:50(34)
Level 22: Boxing -- Acc-I:50(A)
Level 24: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(25), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(27)
Level 26: Power Sink -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod/Acc/Rchg:50(31)
Level 28: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29)
Level 30: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(31)
Level 32: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/Rchg:50(33)
Level 35: Lightning Field -- Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(36), Erad-Dmg/Rchg:30(36), C'ngBlow-Dmg/EndRdx:50(36), C'ngBlow-Dmg/Rchg:50(37), C'ngBlow-Acc/Dmg:50(37)
Level 38: Foot Stomp -- Erad-%Dam:30(A), Erad-Dmg:30(39), Erad-Dmg/Rchg:30(39), C'ngBlow-Dmg/Rchg:50(39), C'ngBlow-Acc/Rchg:50(40), C'ngBlow-Dmg/EndRdx:50(40)
Level 41: Knockout Blow -- Mako-Acc/Dmg/EndRdx/Rchg:50(A), Mako-Acc/Dmg:35(42), Mako-Dam%:50(42), Mako-Dmg/EndRdx:50(42), Mako-Dmg/Rchg:50(43), Mako-Acc/EndRdx/Rchg:50(43)
Level 44: Focused Accuracy -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(45), GSFC-ToHit:50(45), GSFC-ToHit/Rchg:50(45), GSFC-ToHit/Rchg/EndRdx:50(46), GSFC-Rchg/EndRdx:50(46)
Level 47: Physical Perfection -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(48), Mrcl-Rcvry+:40(48), Mrcl-Heal:40(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(50), LkGmblr-Def:50(50), LkGmblr-Def/Rchg:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
------------
Set Bonus Totals:
- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 21.8% Defense(Smashing)
- 21.8% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 18.6% Defense(Energy)
- 18.6% Defense(Negative)
- 3% Defense(Psionic)
- 14.3% Defense(Melee)
- 15.5% Defense(Ranged)
- 5.5% Defense(AoE)
- 3.6% Max End
- 18% Enhancement(Accuracy)
- 15% Enhancement(RechargeTime)
- 10% FlySpeed
- 288.1 HP (15.4%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 3.3%
- MezResist(Immobilize) 14.3%
- 9.5% (0.16 End/sec) Recovery
- 66% (5.16 HP/sec) Regeneration
- 10% RunSpeed
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The big problem I see with your current build is that you can't seem to choose between positional and typed defense. Or if you have chosen, it's not apparent since you've used a mix of sets that give primarily typed (Kinetic Combat, Aegis, Mocking Beratement) and some that give primarily positional defense (Touch of Death, Red Fortune, Gaussian's) To get the most "bang for the buck" you should decide which direction you want to go and build for that.
Personally, I prefer typed defense because you can cover a large proportion of attacks that come your way by increasing defense to a few damage types (S/L/E). Just increasing melee defense, for instance, won't cover as many attacks. I also like typed defense bonuses because as a rule you can get them with a smaller commitment of slots.
I made some changes to your build that focuses specifically on typed defense; S/L defense is the primary goal, E/NE defense the secondary goal. You can do the same thing for positional defense if you wish by making sure you concentrate on positional defense bonuses.
Here's what I did:
Dropped Manuevers for Combat Jumping. CJ provides slightly more defense than Manuevers, at a fraction of the endurance cost.
Added a slot each to Energize and Power Sink, with emphasis on adding recharge.
Slotted all the resistance powers with Reactive Armor for the S/L/E/NE bonuses.
Replaced the Touch of Death sets with Kinetic Combat. The KC sets are expensive, but using them is by far the best way to increase your S/L defense. If you want an interim solution while you're collecting the KCs, 4 slots of Smashing Haymaker provides exactly 1/2 the defense as KC, and they're dead cheap.
Replaced the Obliteration set with Eradication to increase the E/NE defense. Oh, BTW, you should definitely take Foot Stomp at 38; Weave can easily wait unti 41.
Replaced the Gaussian's set with Rectified Reticle, which provides slightly more S/L def than 6 slots of Gaussian's with only two slots. This, and some of the other changes freed up slots for the attacks that were underslotted.
I'm not sure you really need Physical Perfection and Conserve Power with Electric Armor--Power Sink should take care of your endurance needs. If you drop one or both of the epics, you could fit in Lightning Field, which will add some additional AoE damage to your build.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Bim Bam Baby: Level 50 Science Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Knock%(43)
Level 2: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(9)
Level 4: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(13)
Level 6: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/Rchg(17)
Level 8: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(19)
Level 10: Grounded -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(25)
Level 12: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(21), Zinger-Taunt/Rchg/Rng(21), Zinger-Acc/Rchg(23), Zinger-Taunt/Rng(23), Zinger-Dam%(25)
Level 14: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(27), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal(29), Dct'dW-Rchg(40)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Numna-Heal/EndRdx(A), Numna-Heal(31), Numna-Regen/Rcvry+(31), Mrcl-Rcvry+(31), RgnTis-Regen+(33)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc(33)
Level 22: Lightning Reflexes -- Run-I(A)
Level 24: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), P'ngS'Fest-Acc/Dmg(36), P'ngS'Fest-Dmg/Rchg(36)
Level 26: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-Acc/Rchg(39)
Level 28: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(37), RechRdx-I(39), RechRdx-I(39)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 32: Kick -- F'dSmite-Dmg/Rchg(A)
Level 35: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Dmg/Rchg(43), Erad-Acc/Dmg/Rchg(43), Erad-Acc/Dmg/EndRdx/Rchg(45), Sciroc-Dmg/EndRdx(46), Sciroc-Acc/Dmg/EndRdx(46)
Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45), LkGmblr-Rchg+(46)
Level 44: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(48), LkGmblr-Def(48), Ksmt-ToHit+(48)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(50), Efficacy-EndMod(50), Efficacy-EndMod/Acc(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
------------
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)
- 28% Defense(Smashing)
- 28% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 11.1% Defense(Energy)
- 11.1% Defense(Negative)
- 3% Defense(Psionic)
- 15.5% Defense(Melee)
- 7.06% Defense(Ranged)
- 3% Defense(AoE)
- 1.8% Max End
- 9% Enhancement(Accuracy)
- 25% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 295.2 HP (15.8%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 15.4%
- MezResist(Terrorized) 4.95%
- 20% Perception
- 4.5% (0.08 End/sec) Recovery
- 82% (6.42 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
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My Characters
Knight Court--A CoH Story Complete 2/3/2012
Other than the overkill on end, the build Fin put up is very solid. Energize, PS, Stam, CP, and PP is waaaaaaaay more than you need. Throw in the recovery procs, and you can get rid of any two of those and would hardly notice the difference endwise. With Energize almost perma and PS recharging every 21 seconds with Hasten, you don't really even need stam, CP or PP. With a little more recharge, Hasten would be perma, as would energize.
Yes, I do realize that SS is a bit end heavy, but at the most I would add Stam and go with a different APP, maybe add a bit more offense.
Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.
I have to say, although Fin's build makes some decent improvements, like getting Tough/Stamina/Weave earlier, I don't think it's particularly good for the price. I feel it falls into some cliched tank building that doesn't really work all that well for electric armor (kinetic combat, Erad/Scir for pbaoes). Here's why I say this:
-- As mentioned by others, the energy pool is a complete waste of time for an electric armor tank. With Stamina and Power Sink, you'll have more Stamina than you know what to do with. Stuff like Conserve power is a completely useless, wasted, power choice.
-- The build puts a lot of its eggs in the regen basket. Great for most tanks, meh for Electric Armor. Energize gets close to permanent on Electric tanks, and it gives an enormous regen bonus; combined with Health it should put you at about 275% Regen. Set regen bonuses could be better spent elsewhere.
-- Building for Energy defense on an Electric Armor tank? I'd never do it. You're putting a lot of work into dealing with one pretty rare damage type (NE).
-- I've had this argument before, but I much prefer building for Melee Defense over S/L on Electric tanks. For one thing, it helps you build a more well-rounded toon - you start using sets that rock all around like Obliteration, which will help you get your accuracy out of the gutter, and get your recharge up. For the same levels of spending, you should be able to get more accuracy, recharge and damage, while not sacrificing much besides some regen - you can still get the good defense that's your goal. If you just want to be a damage sponge and don't care about your own damage at all, then it's not terrible, but I think you can do better here.
-- If Lightning Field isn't in the build, then it's kind of like, why play an Electric Tank? Having a damage field is one of the strengths of the Electric Armor, especially since the extra endurance drain means nothing. It helps for aggro as well as damage, and Lightning Field + Power Sink gives some decent mitigation through sapping against stuff that doesn't die fast.
This build doesn't play to the strengths of Electric Armor, IMO.
Need some advice on my elec/ss tanker build.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Bim Bam Baby: Level 50 Science Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
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Level 1: Charged Armor TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(3), TtmC'tng-EndRdx/Rchg(3), TtmC'tng-ResDam/EndRdx/Rchg(5), TtmC'tng-ResDam(5), TtmC'tng-EndRdx(25)
Level 1: Jab Dmg-I(A)
Level 2: Conductive Shield Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-ResDam/EndRdx/Rchg(7), Aegis-ResDam(9), Aegis-Psi/Status(9)
Level 4: Punch KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 6: Haymaker T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(27)
Level 8: Static Shield ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(17), ImpArm-ResDam(19), ImpArm-ResPsi(19)
Level 10: Grounded S'fstPrt-ResKB(A)
Level 12: Taunt Zinger-Taunt(A), Zinger-Taunt/Rchg(21), Zinger-Taunt/Rchg/Rng(21), Zinger-Acc/Rchg(23), Zinger-Taunt/Rng(23), Zinger-Dam%(25)
Level 14: Energize Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(29)
Level 16: Swift Run-I(A)
Level 18: Health Numna-Heal/EndRdx(A), Numna-Heal(31), Numna-Regen/Rcvry+(31), Mrcl-Rcvry+(31), RgnTis-Regen+(33)
Level 20: Stamina Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc(33)
Level 22: Lightning Reflexes Run-I(A)
Level 24: Knockout Blow T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(34), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dam%(36)
Level 26: Power Sink Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(37), Efficacy-EndMod/Acc(37)
Level 28: Rage GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), GSFC-Build%(40)
Level 30: Hasten RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 32: Kick FrcFbk-Rechg%(A)
Level 35: Tough RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42), S'fstPrt-ResDam/Def+(43)
Level 38: Weave LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(43), LkGmblr-Def(43), LkGmblr-Rchg+(45)
Level 41: Foot Stomp Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
Level 44: Maneuvers LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 47: Conserve Power RechRdx-I(A)
Level 49: Physical Perfection Numna-Heal(A), Numna-Heal/EndRdx(50), Efficacy-EndMod(50), Efficacy-EndMod/Acc(50)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run