Ele/SS going for melee def


A Man In Black

 

Posted

I saw a couple of previous threads, including a build going for global recharge like WHOA to spam Foot Stomp and a build that went for S/L def. I don't have the inf for the former and I found someone's arguments to go for melee def instead convincing, so here's my crack at that.

Before anyone points it out, I know I could drop the Red Fortunes for LOTGs. For now, I don't have the money for LOTGs, but I would appreciate advice on how far to cut and what to put the freed-up slots into.

I do want a travel power in this build, as I don't have the 60-month vet reward or Ninja Run.

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

Click this DataLink to open the build!

Allen Atom: Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Jab -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(25), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(39)
Level 2: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam/Rchg(9)
Level 4: Lightning Field -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Acc/Dmg(5), M'Strk-Dmg/EndRdx(9), M'Strk-Acc/EndRdx(11), M'Strk-Dmg/EndRdx/Rchg(11), M'Strk-Dmg/Rchg(13)
Level 6: Air Superiority -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dmg/Rchg(15), T'Death-Dmg/EndRdx(17), T'Death-Dam%(25)
Level 8: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam/Rchg(19)
Level 10: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 12: Energize -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx(21), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Rchg(23)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(31), Mrcl-Rcvry+(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(33)
Level 22: Lightning Reflexes -- Flight-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/EndRdx(27), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-Acc/Rchg(39)
Level 28: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(29), Zinger-Taunt/Rchg/Rng(29), Zinger-Acc/Rchg(37), Zinger-Taunt/Rng(39), Zinger-Dam%(42)
Level 30: Rage -- RechRdx-I(A), RechRdx-I(40), Rec'dRet-Pcptn(40), Rec'dRet-ToHit/Rchg(42)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 35: Boxing -- Acc-I(A)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-%Dam(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 41: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46)
Level 44: Weave -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def/Rchg(48), RedFtn-Def/EndRdx(48), RedFtn-Def(48), Ksmt-ToHit+(50)
Level 47: Char -- Acc-I(A)
Level 49: Melt Armor -- ExVuln-DefDeb(A), ExVuln-DefDeb/Rchg(50), ExVuln-DefDeb/Rchg/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet

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Posted

I think this build works a lot better going for S/L def rather than melee (for the sort of reason that you can slot 4 kinetic combats in the melee powers and then one trip or quad, and either leave it at 5 slots, or make one of the KCs the proc on attacks that don't have KD and stick a trip or quad in the 6th slot). I find having the KD proc in my fast recharging attacks does help mitigation.

I did a DA/stone tank with S/L def rather than melee and soft capped it, and I start out just under 8% better off than you due to the stealth power in DA, so have higher values than you do otherwise.

Not necessarily what I'd do, but as close to your build as possible switched to maximise S/L def. Note that your melee def doesn't actually suffer much either.

I like to fit a force feedback +rech proc in footstomp, but that would cost you some defence.

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

Click this DataLink to open the build!

Allen Atom: Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27), KntkC'bat-Knock%(31), F'dSmite-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(39)
Level 2: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam/Rchg(9)
Level 4: Lightning Field -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Acc/Dmg(5), M'Strk-Dmg/EndRdx(9), M'Strk-Acc/EndRdx(11), M'Strk-Dmg/EndRdx/Rchg(11), M'Strk-Dmg/Rchg(13)
Level 6: Combat Jumping -- Ksmt-ToHit+(A), DefBuff-I(50), DefBuff-I(50)
Level 8: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam/Rchg(19)
Level 10: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), KntkC'bat-Knock%(15), C'ngImp-Acc/Dmg/EndRdx(17), F'dSmite-Acc/Dmg/Rchg(25)
Level 12: Energize -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx(21), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Rchg(23)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(31), Mrcl-Rcvry+(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(33)
Level 22: Lightning Reflexes -- Flight-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/EndRdx(27), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-Acc/Rchg(39)
Level 28: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(29), Zinger-Taunt/Rchg/Rng(29), Zinger-Acc/Rchg(37), Zinger-Taunt/Rng(39), Zinger-Dam%(42)
Level 30: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(40), Rec'dRet-Pcptn(40), AdjTgt-Rchg(42), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(50)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 35: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-%Dam(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 41: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46)
Level 44: Weave -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def/Rchg(48), RedFtn-Def/EndRdx(48), RedFtn-Def(48)
Level 47: Char -- Acc-I(A)
Level 49: Melt Armor -- Acc-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run



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It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

Hm, that's a bit of a different take and I'll have to give it some thought. I always considered Grounded essential, but I guess with the Zephyr global in there I can safely push it back.

What would you do if you weren't staying as close to my build as possible, save for needing a proper travel power?


 

Posted

Quote:
Originally Posted by A Man In Black View Post
Hm, that's a bit of a different take and I'll have to give it some thought. I always considered Grounded essential, but I guess with the Zephyr global in there I can safely push it back.

What would you do if you weren't staying as close to my build as possible, save for needing a proper travel power?
Not sure, I just shunted powers around where convenient, the levels of the individual powers should be taken with a pinch of salt.

This squeezes a little more defence:

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It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

Here's another way to go about it, if you are comfortable skipping stam. I don't use it on elec armor, but am used to paying attention.

The tradeoff for stamina is 1.3% more def (which is huge, believe it or not, read Dechs Kaisons post on def for more info on that), 16% more regen and 8.8% more more recharge.

You also have 6% less to-hit, but that shouldn't be much of an issue.

Also, you don't have to worry about Grounded failing. The one thing i always hated about Grounded was being shot out of midair by snipers.

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

Click this DataLink to open the build!

Allen Atom: Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Charged Armor

  • (A) Reactive Armor - Resistance
  • (3) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance/Recharge
  • (5) Reactive Armor - Resistance/Endurance/Recharge
  • (23) Steadfast Protection - Knockback Protection
Level 1: Jab
  • (A) Kinetic Combat - Accuracy/Damage
  • (25) Kinetic Combat - Damage/Recharge
  • (27) Kinetic Combat - Damage/Endurance/Recharge
  • (31) Kinetic Combat - Damage/Endurance
  • (33) Pounding Slugfest - Accuracy/Damage
  • (39) Pounding Slugfest - Damage/Endurance
Level 2: Conductive Shield
  • (A) Reactive Armor - Resistance
  • (7) Reactive Armor - Resistance/Endurance
  • (7) Reactive Armor - Resistance/Endurance/Recharge
  • (9) Reactive Armor - Resistance/Recharge
Level 4: Lightning Field
  • (A) Multi Strike - Accuracy/Damage/Endurance
  • (5) Multi Strike - Accuracy/Damage
  • (9) Multi Strike - Damage/Endurance
  • (11) Multi Strike - Accuracy/Endurance
  • (11) Multi Strike - Damage/Endurance/Recharge
  • (13) Multi Strike - Damage/Recharge
Level 6: Combat Jumping
  • (A) Karma - Knockback Protection
  • (23) Luck of the Gambler - Defense
  • (36) Luck of the Gambler - Recharge Speed
Level 8: Static Shield
  • (A) Reactive Armor - Resistance
  • (17) Reactive Armor - Resistance/Endurance
  • (19) Reactive Armor - Resistance/Endurance/Recharge
  • (19) Reactive Armor - Resistance/Recharge
Level 10: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (13) Kinetic Combat - Damage/Recharge
  • (15) Kinetic Combat - Damage/Endurance/Recharge
  • (15) Kinetic Combat - Knockdown Bonus
  • (17) Crushing Impact - Accuracy/Damage/Endurance
  • (25) Focused Smite - Accuracy/Damage/Recharge
Level 12: Energize
  • (A) Numina's Convalescence - Heal/Recharge
  • (21) Doctored Wounds - Heal/Recharge
  • (21) Miracle - Heal/Recharge
Level 14: Super Jump
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Swift
  • (A) Run Speed IO
Level 18: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (31) Regenerative Tissue - +Regeneration
  • (31) Miracle - +Recovery
Level 20: Taunt
  • (A) Perfect Zinger - Taunt
  • (33) Perfect Zinger - Taunt/Recharge
  • (33) Perfect Zinger - Taunt/Recharge/Range
  • (42) Perfect Zinger - Accuracy/Recharge
  • (46) Perfect Zinger - Taunt/Range
  • (46) Perfect Zinger - Chance for Psi Damage
Level 22: Lightning Reflexes
  • (A) Run Speed IO
Level 24: Knockout Blow
  • (A) Kinetic Combat - Accuracy/Damage
  • (34) Kinetic Combat - Damage/Endurance
  • (34) Kinetic Combat - Damage/Recharge
  • (34) Kinetic Combat - Damage/Endurance/Recharge
  • (36) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 26: Power Sink
  • (A) Efficacy Adaptor - EndMod
  • (27) Efficacy Adaptor - EndMod/Endurance
  • (36) Efficacy Adaptor - EndMod/Recharge
  • (45) Efficacy Adaptor - Accuracy/Recharge
Level 28: Haymaker
  • (A) Kinetic Combat - Accuracy/Damage
  • (29) Kinetic Combat - Damage/Endurance
  • (29) Kinetic Combat - Damage/Recharge
  • (37) Kinetic Combat - Damage/Endurance/Recharge
  • (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 30: Rage
  • (A) Rectified Reticle - To Hit Buff
  • (40) Rectified Reticle - To Hit Buff/Recharge
  • (40) Recharge Reduction IO
Level 32: Hasten
  • (A) Recharge Reduction IO
  • (40) Recharge Reduction IO
  • (42) Recharge Reduction IO
Level 35: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (37) Reactive Armor - Resistance
  • (37) Reactive Armor - Resistance/Recharge
  • (39) Reactive Armor - Resistance/Endurance/Recharge
Level 38: Foot Stomp
  • (A) Obliteration - Damage
  • (42) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (43) Obliteration - Accuracy/Recharge
  • (43) Obliteration - Damage/Recharge
  • (43) Obliteration - Chance for Smashing Damage
  • (45) Obliteration - Accuracy/Damage/Recharge
Level 41: Weave
  • (A) Luck of the Gambler - Defense
  • (45) Luck of the Gambler - Recharge Speed
Level 44: Ring of Fire
  • (A) Enfeebled Operation - Accuracy/Recharge
  • (46) Enfeebled Operation - Endurance/Immobilize
  • (48) Enfeebled Operation - Accuracy/Endurance
  • (48) Enfeebled Operation - Immobilize/Range
  • (48) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (50) Enfeebled Operation - Accuracy/Immobilize
Level 47: Melt Armor
  • (A) Recharge Reduction IO
Level 49: Fire Ball
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (50) Positron's Blast - Accuracy/Damage/Endurance
  • (50) Detonation - Accuracy/Damage/Endurance
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
Level 4: Ninja Run



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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.

 

Posted

You've failed to put the steadfast 3% in there deth, and the OP said he couldn't afford the LotGs.

It also depends if the OP is already 50, playing an elec without stamina is horrible before you've got the extra recovery from the IOs. I really dislike doing it anyway, but if all you're going to do is farm, it's probably OK. Tanking a lone AV without it or physical perfection is not so good particularly with the rage and hasten crashes.

There is very little point in slotting 3 -KBs, almost nothing does between mag 8 and 12, you want 2 or 4.

Grounded doesn't fail, that's what the extra -KB is for in SJ.

You've also removed the kinetic combat proc from jab which gives much better mitigation and makes the set many millions cheaper.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

yeah, i kinda rushed through it, spent about 5 mins on it.

as for the proc in jab, yeah, it does give better mitigation when it goes off, but I don't use jab much.

as for the LotGs, who says you have to slot them immediately, besides, the +recovery uniques are gonna cost even more than the lotgs. Besides, by the time he gets even remotely close to finishing the build, he can farm them fast.

anyway, here is the revised build, which is even better, as it is softcapped on S/L now.

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

Click this DataLink to open the build!

aaaaa: Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Charged Armor

  • (A) Reactive Armor - Resistance
  • (3) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance/Recharge
  • (5) Reactive Armor - Resistance/Endurance/Recharge
  • (23) Steadfast Protection - Resistance/+Def 3%
  • (36) Steadfast Protection - Knockback Protection
Level 1: Jab
  • (A) Kinetic Combat - Accuracy/Damage
  • (25) Kinetic Combat - Damage/Recharge
  • (27) Kinetic Combat - Damage/Endurance/Recharge
  • (31) Kinetic Combat - Knockdown Bonus
  • (33) Pounding Slugfest - Accuracy/Damage
  • (39) Pounding Slugfest - Damage/Endurance
Level 2: Conductive Shield
  • (A) Reactive Armor - Resistance
  • (7) Reactive Armor - Resistance/Endurance
  • (7) Reactive Armor - Resistance/Endurance/Recharge
  • (9) Reactive Armor - Resistance/Recharge
Level 4: Lightning Field
  • (A) Multi Strike - Accuracy/Damage/Endurance
  • (5) Multi Strike - Accuracy/Damage
  • (9) Multi Strike - Damage/Endurance
  • (11) Multi Strike - Accuracy/Endurance
  • (11) Multi Strike - Damage/Endurance/Recharge
  • (13) Multi Strike - Damage/Recharge
Level 6: Combat Jumping
  • (A) Luck of the Gambler - Defense
  • (23) Luck of the Gambler - Recharge Speed
Level 8: Static Shield
  • (A) Reactive Armor - Resistance
  • (17) Reactive Armor - Resistance/Endurance
  • (19) Reactive Armor - Resistance/Endurance/Recharge
  • (19) Reactive Armor - Resistance/Recharge
Level 10: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (13) Kinetic Combat - Damage/Recharge
  • (15) Kinetic Combat - Damage/Endurance/Recharge
  • (15) Kinetic Combat - Knockdown Bonus
  • (17) Pounding Slugfest - Accuracy/Damage
  • (25) Pounding Slugfest - Damage/Recharge
Level 12: Energize
  • (A) Numina's Convalescence - Heal/Recharge
  • (21) Doctored Wounds - Heal/Recharge
  • (21) Miracle - Heal/Recharge
Level 14: Super Jump
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Swift
  • (A) Run Speed IO
Level 18: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (31) Regenerative Tissue - +Regeneration
  • (31) Miracle - +Recovery
Level 20: Taunt
  • (A) Perfect Zinger - Taunt
  • (33) Perfect Zinger - Taunt/Recharge
  • (33) Perfect Zinger - Taunt/Recharge/Range
  • (42) Perfect Zinger - Accuracy/Recharge
  • (46) Perfect Zinger - Taunt/Range
  • (46) Perfect Zinger - Chance for Psi Damage
Level 22: Lightning Reflexes
  • (A) Run Speed IO
Level 24: Knockout Blow
  • (A) Kinetic Combat - Accuracy/Damage
  • (34) Kinetic Combat - Damage/Endurance
  • (34) Kinetic Combat - Damage/Recharge
  • (34) Kinetic Combat - Damage/Endurance/Recharge
  • (36) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 26: Power Sink
  • (A) Efficacy Adaptor - EndMod
  • (27) Efficacy Adaptor - EndMod/Endurance
  • (36) Efficacy Adaptor - EndMod/Recharge
  • (45) Efficacy Adaptor - Accuracy/Recharge
Level 28: Haymaker
  • (A) Kinetic Combat - Accuracy/Damage
  • (29) Kinetic Combat - Damage/Endurance
  • (29) Kinetic Combat - Damage/Recharge
  • (37) Kinetic Combat - Damage/Endurance/Recharge
  • (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 30: Rage
  • (A) Rectified Reticle - To Hit Buff
  • (40) Rectified Reticle - To Hit Buff/Recharge
  • (40) Recharge Reduction IO
Level 32: Hasten
  • (A) Recharge Reduction IO
  • (40) Recharge Reduction IO
  • (42) Recharge Reduction IO
Level 35: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (37) Reactive Armor - Resistance
  • (37) Reactive Armor - Resistance/Recharge
  • (39) Reactive Armor - Resistance/Endurance/Recharge
Level 38: Foot Stomp
  • (A) Obliteration - Damage
  • (42) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (43) Obliteration - Accuracy/Recharge
  • (43) Obliteration - Damage/Recharge
  • (43) Obliteration - Chance for Smashing Damage
  • (45) Obliteration - Accuracy/Damage/Recharge
Level 41: Weave
  • (A) Luck of the Gambler - Defense
  • (45) Luck of the Gambler - Recharge Speed
Level 44: Ring of Fire
  • (A) Enfeebled Operation - Accuracy/Recharge
  • (46) Enfeebled Operation - Endurance/Immobilize
  • (48) Enfeebled Operation - Accuracy/Endurance
  • (48) Enfeebled Operation - Immobilize/Range
  • (48) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (50) Enfeebled Operation - Accuracy/Immobilize
Level 47: Melt Armor
  • (A) Recharge Reduction IO
Level 49: Stamina
  • (A) Performance Shifter - EndMod/Accuracy
  • (50) Performance Shifter - Chance for +End
  • (50) Performance Shifter - EndMod
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
Level 4: Ninja Run



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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.

 

Posted

Currently the character is sitting in the mid-40s, and I'm buying a bunch of the pieces slowly, for what it's worth. Health was going to be boring IOs until I had less expensive stuff taken care of.

I appreciate the builds, Deth, and it's some really good food for thought. It's a lot more expensive than I have the budget for right now, though, but it'd be awfully nice to actually softcap SL.


 

Posted

Since you are in your 40s, that is prime time to attempt a Dr Quaterfield TF. See if you can scrape up 7 ppl wanting to do that. Yes, it takes a long time but I have heard of 2 or 3 hour times on dr Q. Otherwise it takes 4-6 hours now to finish. But the tradeoff is the number of reward merits you get. You get alot. Enough for at least 5 rolls. Get the expore accolades and you get a few more rolls. Do the other shard TFs, more rolls. Then roll for recipes and chances are 1 could be a high priced one that can finance the rest of your build.
The other option would be to win a CC or 2

SJ


 

Posted

or just farm farm farm. and that combo should be more than good for that. Shouldn't take too long. those LotGs are @100mil or so each, which you can easily farm up in an hour or so.

As far as farming goes, once you hit the mid 30s in def, it becomes pretty painless. Also, if you farm tickets, level 10 bronze rolls will generally make you a fair bit of cash. I have had lowbies sitting on half a billion just from those. Some people IO their toons early, I cash out and wait.


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.

 

Posted

I appreciate the money-making advice!


 

Posted

I went ahead and started working on a somewhat modified version of Deth's build.

I do want to say that I couldn't live without Grounded. Immobilization is annoying, and it's awfully nice to be able to laugh off the end drain from Carnies, sappers, Psychic Clockwork, etc.


 

Posted

Quote:
Originally Posted by A Man In Black View Post
I went ahead and started working on a somewhat modified version of Deth's build.

I do want to say that I couldn't live without Grounded. Immobilization is annoying, and it's awfully nice to be able to laugh off the end drain from Carnies, sappers, Psychic Clockwork, etc.
Just so ya know, Combat Jumping takes care of Immobilization. And even without grounded you should still have just under 130% resistance to end reduction, according to Mid's anyway.


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.

 

Posted

Quote:
Originally Posted by _Deth_ View Post
Just so ya know, Combat Jumping takes care of Immobilization. And even without grounded you should still have just under 130% resistance to end reduction, according to Mid's anyway.
I do notice the difference in endurance drain issues with and without it, especially since I was in a group exemplared just below where I have Grounded fighting Carnies.

Is this just observer bias, though? Is there a good resource on how endurance drain resistance works?


 

Posted

for elec, is it worth getting into def or should I try to perma energize or something like that?


/gignore @username is the best feature of this game. It's also probably the least used feature.
Quote:
Originally Posted by Nights_Dawn View Post
Hazy is right
Can't get enough Hazy? /chanjoin robo's lounge today!

 

Posted

Quote:
Originally Posted by Minotaur View Post
You've failed to put the steadfast 3% in there deth, and the OP said he couldn't afford the LotGs.

It also depends if the OP is already 50, playing an elec without stamina is horrible before you've got the extra recovery from the IOs. I really dislike doing it anyway, but if all you're going to do is farm, it's probably OK. Tanking a lone AV without it or physical perfection is not so good particularly with the rage and hasten crashes.

There is very little point in slotting 3 -KBs, almost nothing does between mag 8 and 12, you want 2 or 4.

Grounded doesn't fail, that's what the extra -KB is for in SJ.

You've also removed the kinetic combat proc from jab which gives much better mitigation and makes the set many millions cheaper.
Off the top of my head mary macomber's hurricane or gale (forget which) is mag 10 IIRC, why I usually go for 3. Not sure what goes higher than that.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Hazygreys View Post
for elec, is it worth getting into def or should I try to perma energize or something like that?
Defense is good. You won't perma Energize without purples. I got a elec/ss build that does it just under 7 seconds short, same for hasten. Would need purples to top that off.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Windenergy21 View Post
Defense is good. You won't perma Energize without purples. I got a elec/ss build that does it just under 7 seconds short, same for hasten. Would need purples to top that off.
you can get there without purples, but the build would be a bit wonky.

hell, on the build i posted, if you throw in a +recharge in footstomp, you should get pretty damn close to it at the expense of being 2.5% short of softcapped on defense. you could use that to farm up the 2 bil for pvp IO and get it capped again.


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.

 

Posted

Quote:
Originally Posted by A Man In Black View Post
I do notice the difference in endurance drain issues with and without it, especially since I was in a group exemplared just below where I have Grounded fighting Carnies.

Is this just observer bias, though? Is there a good resource on how endurance drain resistance works?
it increases with level, so if you were exemplared, yeah, there will be a difference


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.

 

Posted

Quote:
Originally Posted by _Deth_ View Post
you can get there without purples, but the build would be a bit wonky.

hell, on the build i posted, if you throw in a +recharge in footstomp, you should get pretty damn close to it at the expense of being 2.5% short of softcapped on defense. you could use that to farm up the 2 bil for pvp IO and get it capped again.
Your build only has it recharging at 41.3 seconds, you need to get it down to 28.83 seconds to perma. The +recharge proc in foot stomp which is what I assume you're referring to, is not a given, nor as the mobs WILL deplete will have less chances of firing off. I would not count on that proc for anything, nor even if it were to fire do I beileve it even lasts long enough for the chances it fires off to grant enough to do so. You can only count to "perma" anything with guarantees or can equate the percentage enough to average a value (like the p-shifter proc).

For something like the +recharge proc thats based off of situations and mobs though you just can't logistically do it. (fyi, enter it in, even with perma recharge proc, it still doesn't perma energize. It would do it on my build if you used all crushing impacts and obliterations, and had perma-FF proc, but as stated, you'll never have perma FF proc. No point in considering it.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Why build for Melee Def %?

Wouldnt it be way more powerful for Electrical Armor to have Global Recharge and Regen put into it?Yes...yes it would....


 

Posted

Quote:
Why build for Melee Def %?

Wouldnt it be way more powerful for Electrical Armor to have Global Recharge and Regen put into it?Yes...yes it would....
Based on what? I think you should also know that Regen, Recharge and Defense aren't mutually exclusive, as pointed out by many high-end builds. The focus points however, can be.

I think you do not realize the power of Defense at all, saying you shouldn't build for it. Elec Armor has Regeneration in the form of Energize, making further Regen bonuses more pointless than they'd be to something like SR or Shields. Elec also has a bit of +Recharge, making it easier to turn focus to Defense.

If you happen to get your Melee Def to 32.5% along with reasonable global Rech and Hasten, you can soft cap with one purple inspiration and on top of that have Energize with a good uptime. At the soft cap, you will be closer to invincible against enemies without Def debuffs than you would be with just higher Regen and Recharge.

Just my two cents...


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

Quote:
Originally Posted by Windenergy21 View Post
Your build only has it recharging at 41.3 seconds, you need to get it down to 28.83 seconds to perma. The +recharge proc in foot stomp which is what I assume you're referring to, is not a given, nor as the mobs WILL deplete will have less chances of firing off. I would not count on that proc for anything, nor even if it were to fire do I beileve it even lasts long enough for the chances it fires off to grant enough to do so. You can only count to "perma" anything with guarantees or can equate the percentage enough to average a value (like the p-shifter proc).

For something like the +recharge proc thats based off of situations and mobs though you just can't logistically do it. (fyi, enter it in, even with perma recharge proc, it still doesn't perma energize. It would do it on my build if you used all crushing impacts and obliterations, and had perma-FF proc, but as stated, you'll never have perma FF proc. No point in considering it.
Damn, I said "close". did I say perma, no, I did not. I said "close". I know how the FF proc works. I also have had quite a bit of experience with it, and it fires a lot more than you seem to want to let on. IF the FF proc was active 100% of the time as it reads in mids, it would only be OH MY GOD 2 seconds away from perma.

His goal was capping defense, not permaing Energize. Softcapped defense is better than perma'd energize anyway, at least from my perspective.

It's a ******* game, don't get your panties in a bunch


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.

 

Posted

Quote:
Originally Posted by _Deth_ View Post
Damn, I said "close". did I say perma, no, I did not. I said "close". I know how the FF proc works. I also have had quite a bit of experience with it, and it fires a lot more than you seem to want to let on. IF the FF proc was active 100% of the time as it reads in mids, it would only be OH MY GOD 2 seconds away from perma.

His goal was capping defense, not permaing Energize. Softcapped defense is better than perma'd energize anyway, at least from my perspective.

It's a ******* game, don't get your panties in a bunch

No bunching here, the aspect of perma-ing energize came up, I simply said it wasn't possible without purples with the build [ quote: _Deth_: "you can get there without purples" ], and then after you said it was, clarified why.

Foot stomp is a rare power that actually can get decent use out of the proc, but even then i'd prefer better slotting on the power itself than the proc. I also agree that defense can be more useful than perma'ing energize, if by nothing but the fact of diminishing returns for what you have to put into the build to perma it vs the small amount of time gained of the 195%ish regen. I still think they should in general raise the regen buff to 60 seconds as is or lower the recharge on energize to 60 seconds. As it stands i'd never run an elec armor without tough/weave.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Windenergy21 View Post
No bunching here, the aspect of perma-ing energize came up, I simply said it wasn't possible without purples with the build [ quote: _Deth_: "you can get there without purples" ], and then after you said it was, clarified why.
no, what i did was say it was possible. I never clarified why. then, in a new paragraph said the build i had posted before would be close if you put in that proc. If I were going to show it was possible without purples, I would have posted a slightly insane build maximizing recharge on a grand scale.