Help with Elec/Elec Tank Build


Aett_Thorn

 

Posted

Now i've Pacted with a friend of mine, who has an Elec/Elec blaster. So i decided to make an Elec/Elec tank to create an "anvil and hammer" kind of scenario. However, the only tanking experience i've had (i play mostly defenders) is my level 50 Shield/SS tank. And in the guide to guides there is only the brutes to go on i was wondering if someone knowledgeable could help me critique what i've done. Keep in mind i don't buy IO's until level 35 and i don't buy sets until i'm 50 and i use the different build. So right now i'm just interested in SO's and IO's to replace them. Here is my build thus far:

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

Click this DataLink to open the build!

Radiant Thunderbolt: Level 50 Science Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Charged Armor -- ResDam(A), ResDam(5), ResDam(7), EndRdx(11), EndRdx(36), EndRdx(37)
Level 1: Charged Brawl -- Acc(A), Acc(3), Dmg(43), Dmg(43), Dmg(43), RechRdx(45)
Level 2: Havoc Punch -- Acc(A), Acc(3), Dmg(9), Dmg(9), Dmg(23), RechRdx(37)
Level 4: Conductive Shield -- ResDam(A), ResDam(5), ResDam(7), EndRdx(11), EndRdx(37), EndRdx(40)
Level 6: Super Jump -- Jump(A)
Level 8: Grounded -- ResDam(A)
Level 10: Taunt -- RechRdx(A)
Level 12: Energize -- RechRdx(A), RechRdx(13), RechRdx(13), Heal(15), Heal(15), Heal(36)
Level 14: Static Shield -- EndRdx(A)
Level 16: Thunder Strike -- Acc(A), Acc(17), Dmg(17), Dmg(19), RechRdx(19), RechRdx(21)
Level 18: Hurdle -- Jump(A)
Level 20: Build Up -- RechRdx(A), RechRdx(21), RechRdx(23), ToHit(48)
Level 22: Health -- Heal(A), Heal(46), Heal(48)
Level 24: Stamina -- EndMod(A), EndMod(25), EndMod(25)
Level 26: Lightning Field -- Acc(A), Acc(27), EndRdx(27), EndRdx(34), EndRdx(34), Dmg(36)
Level 28: Chain Induction -- Acc(A), Acc(29), Dmg(29), Dmg(31), Dmg(33), RechRdx(34)
Level 30: Power Sink -- RechRdx(A), RechRdx(31), RechRdx(31), EndMod(42), EndMod(46), EndMod(46)
Level 32: Power Surge -- RechRdx(A), RechRdx(33), RechRdx(33)
Level 35: Lightning Reflexes -- Run(A)
Level 38: Lightning Rod -- Acc(A), Acc(39), Dmg(39), Dmg(39), Dmg(40), RechRdx(40)
Level 41: Conserve Power -- RechRdx(A), RechRdx(42), RechRdx(42)
Level 44: Physical Perfection -- EndMod(A), EndMod(45), EndMod(45), Heal(48)
Level 47: Boxing -- Acc(A)
Level 49: Tough -- ResDam(A), ResDam(50), ResDam(50), EndRdx(50)
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet
Level 6: Ninja Run

Thoughts?


MLK Jr
I believe that unarmed truth and unconditional love will have the final word in reality. This is why right, temporarily defeated, is stronger than evil triumphant.

 

Posted

Several things that I hope will help you:

1) Your Defensive toggles are very much overslotted for EndRed. The armors only cost 0.2 end/second to keep on. Meanwhile, your attacks are much bigger drains on your endurance over time. Try to move some slots from your armors to other powers where they will be of more use.

2) Just as a warning, but Mid's will allow you to pick Super Jump at level 6 because 60+ month vets can do that. But if you haven't been around for 60 months, you won't be able to pick super jump up until level 14, and will need to have picked a prereq before getting it.

3) I would try to get Stamina in there right at level 20, but that's up to you. I would consider moving Grounded and Build Up back, but that might just be me.

4) In terms of Conserve Power and Physical Perfection: You won't need that many endurance tools. Once you get Power Sink well-slotted, you'll likely find that you have Endurance to burn. I would take Focused Accuracy over Conserve Power, and only use it when you need to, and then slot Physical Perfection for Heals.

5) Lightning Field: I tend to prefer slotting my damage auras with 2 EndRed and 2 Damage, especially on a build where you've got a decent amount of endurance recovery tools. The extra damage can help to keep aggro, too.


I'm sure that others will be along shortly to offer up some other ideas.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Actual there are two great threads up right now in regard to Electric Armor. One focuses on the Recharge potential of the set the focuses on buildig Defense. I'd recommend reading both threads and see what you think and which suits your play style or intrigues you.

Electric Recharge Build

Building with Defense




Tanker Tuesdays: Meet in King's Row by IP Gate 6pm PT9pm ET.
1st Tuesday on Champion, 2nd Tuesday on Justice
3rd Tuesdays (Odd months) Freedom, (Even months) Virtue, 4th Tuesday, Tour, Server TBA
Brutal Thrashing Thursdays: Justice (ask Papa Slade when),meet in RWZ 6pm PT9pm ET.

 

Posted

Couple things:

As has been said, you don't need endurance. The energy pool is pretty much superfluous. I'd try to get in Tough much sooner - it makes a HUGE difference. Weave also helps.


 

Posted

If you need Stamina on an Elec/Elec tanker you're doing it wrong. Seriously. Once you get Power Sink, at least, so I run my second build as a 'low level TF' version that does have Stamina.

Slot end reducers into your attacks and drop the Fitness Pool. Get Tough, maybe Weave, earlier (right after Power Sink). I skipped Weave personally...too little defense for my liking when every minion with a SMG debuffs def, and Elec Armour has no def debuff resistance or defense powers of it's own to stack with (I slotted primarily for +HP and +Regen).

When my new PC gets here and I can get my files I can share my build. And if anyone doubts me about not needing Stamina, I'd be willing to demonstrate, as well.


 

Posted

Quote:
Originally Posted by Panzerkunst View Post
If you need Stamina on an Elec/Elec tanker you're doing it wrong. Seriously. Once you get Power Sink, at least, so I run my second build as a 'low level TF' version that does have Stamina.

Slot end reducers into your attacks and drop the Fitness Pool. Get Tough, maybe Weave, earlier (right after Power Sink). I skipped Weave personally...too little defense for my liking when every minion with a SMG debuffs def, and Elec Armour has no def debuff resistance or defense powers of it's own to stack with (I slotted primarily for +HP and +Regen).

When my new PC gets here and I can get my files I can share my build. And if anyone doubts me about not needing Stamina, I'd be willing to demonstrate, as well.
You don't HAVE to have Stamina with Electric Armor, but it's still a solid choice, and it enables you get to completely take Endurance out of the equation in power choices - for instance, I love Obliteration, and I have it in all my AoE's, and happily ignore that it has terrible Endurance reduction. You can go either way, though.

Weave, I disagree with you on. I don't turn down 8% defense, particularly when Endurance isn't an issue. With Combat Jumping, which this build will have if it wants to keep Super Jump, and the Steadfast piece which anyone can easily throw into Grounded, that's close to 15% defense right there, which makes a solid difference, even if you don't do much with sets.

As I've said on other threads, I don't get the slotting for heavy + Regen, given what perma Energize gives you. Of course, I also have Health, which you also dumped when you didn't take Fitness .


 

Posted

Panzerkunst, Not that I doubt your build but would enjoy seeing your toon in action as well as looking at the build.

MaxLongstreet, any chance you can post your build?




Tanker Tuesdays: Meet in King's Row by IP Gate 6pm PT9pm ET.
1st Tuesday on Champion, 2nd Tuesday on Justice
3rd Tuesdays (Odd months) Freedom, (Even months) Virtue, 4th Tuesday, Tour, Server TBA
Brutal Thrashing Thursdays: Justice (ask Papa Slade when),meet in RWZ 6pm PT9pm ET.

 

Posted

Quote:
Originally Posted by NuclearMedicine View Post
Panzerkunst, Not that I doubt your build but would enjoy seeing your toon in action as well as looking at the build.
Sure, not a problem. Well, as soon as my new PC gets here and I can start playing again.

I'm normally on Guardian, but we could meet on test as well, once I get that setup. I can't recall what level my elec/elec tanker is now, around 40 or so, I think (I've been away for a few months)?

MaxLongstreet, I definitely get what you're saying. I'm just...I dunno, 'morally' opposed to the whole Fitness pool. Doesn't stop me from taking it on near all my characters, but I hate how necessary it is for almost any decent build and strive to make as many of my characters without it as I can, just to prove it can be done (pretty much anything that doesn't run a ton of toggles I'll skip the Fitness Pool, though no one has ever accused my Leadership enabled, Stamina-less AR/EM/Mun blaster of being ineffective!). I don't think there's a good way around it, or any real way for the devs to get rid of it, but I think it's a flaw in the design of the game and hope it's just not in a CoH2. That's already way off topic, so I'll stop my rant there, hehe.

On the defense question, it's my experience, at least in how it 'feels' to me, that there's so many def debuffs used by mobs that without any def debuff resistance, 10%-15% just isn't going to be good enough to worry about. At least not for a high-resistance tanker, at any rate. +Regen helps to shore up the lack of a truly solid heal or Dull Pain like power, and +HP, besides it just being a good thing for tankers to have lots, also increases your regen. There's not a huge amount of -regen in the hands of mobs, certainly not compared to the amount of -def.

This is very much personal preference, I just wanted to offer a different idea, based on what I'd personally had good success and fun with.


 

Posted

I couldn't agree more that there's a game balance issue in that the Fitness pool is required for maximum performance with many builds. Electric Armor does give an opportunity to make a decent toon without it, though I confess that I still use the crutch everywhere - not having to worry about the blue bar is just too convenient. While Regen is of course helpful, I maintain that if you have Health already, that and Perma Energize give you plenty.


 

Posted

Quote:
Originally Posted by Panzerkunst View Post
Sure, not a problem. Well, as soon as my new PC gets here and I can start playing again.

I'm normally on Guardian, but we could meet on test as well, once I get that setup. I can't recall what level my elec/elec tanker is now, around 40 or so, I think (I've been away for a few months)?
Guardian works fine for me (I've got toons on all servers). Let me know when you're available and we can set something up. You can send me a tell at @Warboss.




Tanker Tuesdays: Meet in King's Row by IP Gate 6pm PT9pm ET.
1st Tuesday on Champion, 2nd Tuesday on Justice
3rd Tuesdays (Odd months) Freedom, (Even months) Virtue, 4th Tuesday, Tour, Server TBA
Brutal Thrashing Thursdays: Justice (ask Papa Slade when),meet in RWZ 6pm PT9pm ET.

 

Posted

Quote:
Originally Posted by TheMetamorph View Post
Now i've Pacted with a friend of mine, who has an Elec/Elec blaster. So i decided to make an Elec/Elec tank to create an "anvil and hammer" kind of scenario. However, the only tanking experience i've had (i play mostly defenders) is my level 50 Shield/SS tank. And in the guide to guides there is only the brutes to go on i was wondering if someone knowledgeable could help me critique what i've done. Keep in mind i don't buy IO's until level 35 and i don't buy sets until i'm 50 and i use the different build. So right now i'm just interested in SO's and IO's to replace them. Here is my build thus far:

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

Click this DataLink to open the build!

Radiant Thunderbolt: Level 50 Science Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Charged Armor -- ResDam(A), ResDam(5), ResDam(7), EndRdx(11), EndRdx(36), EndRdx(37)
Level 1: Charged Brawl -- Acc(A), Acc(3), Dmg(43), Dmg(43), Dmg(43), RechRdx(45)
Level 2: Havoc Punch -- Acc(A), Acc(3), Dmg(9), Dmg(9), Dmg(23), RechRdx(37)
Level 4: Conductive Shield -- ResDam(A), ResDam(5), ResDam(7), EndRdx(11), EndRdx(37), EndRdx(40)
Level 6: Super Jump -- Jump(A)
Level 8: Grounded -- ResDam(A)
Level 10: Taunt -- RechRdx(A)
Level 12: Energize -- RechRdx(A), RechRdx(13), RechRdx(13), Heal(15), Heal(15), Heal(36)
Level 14: Static Shield -- EndRdx(A)
Level 16: Thunder Strike -- Acc(A), Acc(17), Dmg(17), Dmg(19), RechRdx(19), RechRdx(21)
Level 18: Hurdle -- Jump(A)
Level 20: Build Up -- RechRdx(A), RechRdx(21), RechRdx(23), ToHit(48)
Level 22: Health -- Heal(A), Heal(46), Heal(48)
Level 24: Stamina -- EndMod(A), EndMod(25), EndMod(25)
Level 26: Lightning Field -- Acc(A), Acc(27), EndRdx(27), EndRdx(34), EndRdx(34), Dmg(36)
Level 28: Chain Induction -- Acc(A), Acc(29), Dmg(29), Dmg(31), Dmg(33), RechRdx(34)
Level 30: Power Sink -- RechRdx(A), RechRdx(31), RechRdx(31), EndMod(42), EndMod(46), EndMod(46)
Level 32: Power Surge -- RechRdx(A), RechRdx(33), RechRdx(33)
Level 35: Lightning Reflexes -- Run(A)
Level 38: Lightning Rod -- Acc(A), Acc(39), Dmg(39), Dmg(39), Dmg(40), RechRdx(40)
Level 41: Conserve Power -- RechRdx(A), RechRdx(42), RechRdx(42)
Level 44: Physical Perfection -- EndMod(A), EndMod(45), EndMod(45), Heal(48)
Level 47: Boxing -- Acc(A)
Level 49: Tough -- ResDam(A), ResDam(50), ResDam(50), EndRdx(50)
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet
Level 6: Ninja Run

Thoughts?
I'll toss in a couple of points, not already covered... Lightning Field is your taunt aura, so I'd recommend taking it earlier. You took Havoc Punch and I took Jacob's Ladder, which is fine, but Jacob's Ladder is much cooler looking!

I took Lightning Reflexes much earlier, and have really appreciated the recharge bonus and travel speed increase. Waiting until 35 for this deprives you of these bonuses for a long time!

I put off Conductive Shield until 28, and didn't really miss it at the lower levels - this opens up an earlier power slot for Lightning Field.

As was mentioned above, Power Sink is a seriosuly useful power, and I recommend getting it ASAP. Once you get it 3 slotted with End Mods, you can drain anything less than an EB in one shot of this and a couple of attacks. The ultimate in damage mitigation is when the bad guys can't even attack!

I agree with the above poster that taking Tough earlier is a much better plan. I'm about to take it at 44, and it would have been useful earlier.

Good luck with you toon - this combo is definately one of my favorites to date. I've played the Tina Mac arc a couple of times with this lately, and it is so fun to totallly shrug off the radiation and electric-wielding robots that have been a real pain for other toons!

FWIW, here is my build, through 43:

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Sparkii: Level 43 Science Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electrical Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Charged Armor -- ResDam-I(A), ResDam-I(3), ResDam-I(3)
Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 2: Lightning Field -- Acc-I(A), Acc-I(5), Dmg-I(5), Dmg-I(9), EndRdx-I(11), EndRdx-I(17)
Level 4: Jacobs Ladder -- Acc-I(A), Acc-I(7), Dmg-I(9), Dmg-I(17), Dmg-I(31), RechRdx-I(37)
Level 6: Static Shield -- EndRdx-I(A)
Level 8: Air Superiority -- Acc-I(A), Acc-I(13), Dmg-I(31), Dmg-I(34), Dmg-I(37), RechRdx-I(40)
Level 10: Grounded -- ResDam-I(A)
Level 12: Energize -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15), Heal-I(15), Heal-I(19), Heal-I(19)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Swift -- Flight-I(A)
Level 18: Lightning Reflexes -- Flight-I(A)
Level 20: Health -- Heal-I(A), Heal-I(21), Heal-I(21)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Thunder Strike -- Acc-I(A), Acc-I(25), Dmg-I(25), Dmg-I(27), Dmg-I(27), RechRdx-I(36)
Level 26: Power Sink -- RechRdx-I(A), EndMod-I(29), EndMod-I(29), EndMod-I(31), RechRdx-I(33), RechRdx-I(33)
Level 28: Conductive Shield -- ResDam-I(A)
Level 30: Taunt -- RechRdx-I(A)
Level 32: Chain Induction -- Acc-I(A), Dmg-I(34), Dmg-I(36), Acc-I(36), Dmg-I(40), RechRdx-I(40)
Level 35: Build Up -- RechRdx-I(A), RechRdx-I(42)
Level 38: Lightning Rod -- Acc-I(A), Dmg-I(39), Dmg-I(39), Dmg-I(39), Acc-I(42), RechRdx-I(42)
Level 41: Boxing -- Acc-I(A)
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 38: Ninja Run


 

Posted

Quote:
Originally Posted by NuclearMedicine View Post
Panzerkunst, Not that I doubt your build but would enjoy seeing your toon in action as well as looking at the build.

MaxLongstreet, any chance you can post your build?
Nuclear, this is roughly the build I play, though not exactly - I'm doing this from memory; I haven't bought my purples yet; the levels at which I slotted each enhancement shouldn't be paid attention to. A few notes:

-- This is obviously an expensive build, but I'm NOT saying it's the best possible build; a fair bit was done for theme reasons, such as Lightning Clap. There's a number of things you could tweak and I wouldn't fight you about it, such as taking some of the resist slotting out and adding more numina/miracle type stuff to Health, or adding a Karma + to hit in there somewhere (though the accuracy is already very strong).

-- I believe that APP's aren't necessary for Electric tanks. Going Fireball for more AoE goodness is certainly works, but there isn't too much more you need - the usual route of energy mastery is pretty much wasted on an Electric.

-- The build is obviously going for high damage through + damage, recharge and accuracy, combined with high melee defense (currently 43.7%) for high survivability as well.

-- I didn't emphasize Regen and Recovery on purpose - no need in my view on an Electric tank (Regen already gets near perma energize for almost +200% there).

-- I solo more often than not, so no Taunt here. Obviously it's self-sufficient for mowing through x8. Fine for most groups though.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping

Hero Profile:
Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(7), TtmC'tng-EndRdx/Rchg(9), TtmC'tng-EndRdx(11), TtmC'tng-ResDam(31), TtmC'tng-ResDam/EndRdx/Rchg(50)
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dam%(13), T'Death-Dmg/EndRdx/Rchg(17)
Level 2: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Dam%(15)
Level 4: Lightning Field -- Armgdn-Dmg(A), Armgdn-Acc/Rchg(17), Armgdn-Acc/Dmg/Rchg(25), Armgdn-Dmg/EndRdx(33), Armgdn-Dmg/Rchg(34)
Level 6: Static Shield -- HO:Ribo(A)
Level 8: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 10: Hurdle -- Jump-I(A)
Level 12: Energize -- Dct'dW-Heal/Rchg(A), Mrcl-Heal/Rchg(13), Numna-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(45)
Level 14: Health -- Heal-I(A), Heal-I(34)
Level 16: Conductive Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(31), TtmC'tng-EndRdx(31), TtmC'tng-EndRdx/Rchg(33), TtmC'tng-ResDam/EndRdx/Rchg(43), TtmC'tng-ResDam(46)
Level 18: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(23), Oblit-%Dam(23), Oblit-Acc/Dmg/EndRdx/Rchg(25)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Lightning Reflexes -- Run-I(A)
Level 24: Boxing -- Empty(A)
Level 26: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(27), RechRdx-I(27)
Level 28: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(29), TtmC'tng-EndRdx/Rchg(29), TtmC'tng-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam(36), TtmC'tng-EndRdx(46)
Level 30: Chain Induction -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(37), Hectmb-Acc/Dmg/Rchg(37), Hectmb-Acc/Rchg(37), Hectmb-Dmg/EndRdx(46)
Level 32: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(33)
Level 35: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(40)
Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
Level 41: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Rchg(42), Oblit-%Dam(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Lightning Clap -- Amaze-Stun(A), Amaze-Stun/Rchg(48), Amaze-Acc/Stun/Rchg(48), Amaze-Acc/Rchg(48), Amaze-EndRdx/Stun(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(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:
  • 16% DamageBuff(Smashing)
  • 16% DamageBuff(Lethal)
  • 16% DamageBuff(Fire)
  • 16% DamageBuff(Cold)
  • 16% DamageBuff(Energy)
  • 16% DamageBuff(Negative)
  • 16% DamageBuff(Toxic)
  • 16% DamageBuff(Psionic)
  • 16.1% Defense(Smashing)
  • 16.1% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 3% Defense(Psionic)
  • 29.3% Defense(Melee)
  • 3% Defense(Ranged)
  • 3% Defense(AoE)
  • 60% Enhancement(RechargeTime)
  • 81% Enhancement(Accuracy)
  • 182.7 HP (9.75%) HitPoints
  • MezResist(Held) 13.8%
  • MezResist(Immobilize) 5.5%
  • MezResist(Sleep) 6.6%
  • MezResist(Stun) 11%
  • MezResist(Terrorized) 2.2%
  • 12% (0.2 End/sec) Recovery
  • 20% (1.56 HP/sec) Regeneration
  • 7.56% Resistance(Fire)
  • 7.56% Resistance(Cold)


 

Posted

I got to run a mission the other day with Panzerkunst and the build worked well w/o stamina. Nice build and thanks for showing it to me.

MaxLongstreet, thanks for posting the build. I haven't had a chance to run through it in detail yet, but appreciate you posting it.




Tanker Tuesdays: Meet in King's Row by IP Gate 6pm PT9pm ET.
1st Tuesday on Champion, 2nd Tuesday on Justice
3rd Tuesdays (Odd months) Freedom, (Even months) Virtue, 4th Tuesday, Tour, Server TBA
Brutal Thrashing Thursdays: Justice (ask Papa Slade when),meet in RWZ 6pm PT9pm ET.

 

Posted

Quote:
Originally Posted by NuclearMedicine View Post
I got to run a mission the other day with Panzerkunst and the build worked well w/o stamina. Nice build and thanks for showing it to me.

MaxLongstreet, thanks for posting the build. I haven't had a chance to run through it in detail yet, but appreciate you posting it.
Thanks for saying so. Again, your mileage may vary depending on your needs - going w/out Stamina is a legitimate option, and you may want taunt or APPs. It can have aggro problems; however, this build is pretty solid for damage and survivability.