elec/SD, anywhere to improve?


Blaksson

 

Posted

This is my build for my ELEC/SD brute. He's currently a farmer and destroys everything. But, every once in a while, the RNG gets him and dies spectacularly. I was seeing if there was anything I could change in the build, or power choices, that could perhaps give me a different/better result?

The build works, and works great, just seeing if there's any room for improvement.

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

Click this DataLink to open the build!

ohloh: Level 50 Natural Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping

Villain Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(42)
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(19), RedFtn-EndRdx(40)
Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(42)
Level 4: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(43)
Level 6: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(50)
Level 8: Swift -- Run-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(25)
Level 12: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(33)
Level 14: Super Speed -- Run-I(A)
Level 16: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(17), Numna-Regen/Rcvry+(17), RgnTis-Regen+(19)
Level 18: Active Defense -- EndRdx-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(39), P'Shift-EndMod/Acc(39), P'Shift-End%(39)
Level 22: True Grit -- H'zdH-EndRdx/Rchg(A), H'zdH-Heal/Rchg(23), H'zdH-Heal/EndRdx/Rchg(23), H'zdH-Heal/EndRdx(46), H'zdH-Heal(46), H'zdH-EndRdx(48)
Level 24: Against All Odds -- EndRdx-I(A)
Level 26: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(46)
Level 28: Phalanx Fighting -- DefBuff-I(A), DefBuff-I(48), DefBuff-I(48)
Level 30: Grant Cover -- EndRdx-I(A)
Level 32: Lightning Rod -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(37)
Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Acc/Rchg(37), Sciroc-Dam%(37)
Level 38: Kick -- Empty(A)
Level 41: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45)
Level 44: Weave -- DefBuff-I(A), DefBuff-I(45), DefBuff-I(45)
Level 47: Taunt -- RechRdx-I(A)
Level 49: Combat Jumping -- DefBuff-I(A), DefBuff-I(50), DefBuff-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 21% DamageBuff(Smashing)
  • 21% DamageBuff(Lethal)
  • 21% DamageBuff(Fire)
  • 21% DamageBuff(Cold)
  • 21% DamageBuff(Energy)
  • 21% DamageBuff(Negative)
  • 21% DamageBuff(Toxic)
  • 21% DamageBuff(Psionic)
  • 8.63% Defense(Smashing)
  • 8.63% Defense(Lethal)
  • 8.63% Defense(Fire)
  • 8.63% Defense(Cold)
  • 9.25% Defense(Energy)
  • 9.25% Defense(Negative)
  • 9.25% Defense(Psionic)
  • 14.3% Defense(Melee)
  • 15.5% Defense(Ranged)
  • 14.3% Defense(AoE)
  • 20% Enhancement(RechargeTime)
  • 3% Enhancement(Heal)
  • 36% Enhancement(Accuracy)
  • 5% FlySpeed
  • 95.6 HP (6.38%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 1.65%
  • MezResist(Held) 9.35%
  • MezResist(Immobilize) 13.8%
  • MezResist(Stun) 4.4%
  • 8% (0.13 End/sec) Recovery
  • 20% (1.25 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 6.25% Resistance(Negative)
  • 1.88% Resistance(Toxic)
  • 5% RunSpeed



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Posted

Throw some gamblers Fortune Recharge to replace one of your defense IO in

Combat Jumping
Weave
Grant Cover
Phalanx Fighting

For an easy 30% haste at next to no detriment in your other stats.


 

Posted

Ah, I have no idea how I missed that. Thanks. It shall be done


 

Posted

Quote:
Originally Posted by ohloh View Post
This is my build for my ELEC/SD brute. He's currently a farmer and destroys everything. But, every once in a while, the RNG gets him and dies spectacularly. I was seeing if there was anything I could change in the build, or power choices, that could perhaps give me a different/better result?
There is nothing much you can do about the occassional sudden death. This is a problem of defense power set in general. Taking tough, and slotting resistance into deflection and true grit can help a little.

For your build, I would take build up, and slot tough and weave better. If possible, I would use HO in active defense such that you can have higher defense debuff resistance. Actually, there are ways to soft cap defense without six slotting your defense toggles, stamina, true grit, and fully slotting combat jumping with 3 defense IOs.

I re-slot your build below.

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

Click this DataLink to open the build!

ohloh: Level 50 Natural Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping

Villain Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(42)
Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Rchg+(3), LkGmblr-Def/EndRdx(9), ImpArm-ResDam(15), ImpArm-ResDam/EndRdx(17), S'fstPrt-ResDam/Def+(40)
Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(13), Mako-Dam%(17), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(34)
Level 6: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), GftotA-Def(11), GftotA-Def/EndRdx(31)
Level 8: Swift -- Run-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(25)
Level 12: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(13), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(25), Sciroc-Acc/Dmg/EndRdx(29)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19), Mrcl-Heal(43)
Level 18: Active Defense -- HO:Cyto(A), HO:Membr(39), HO:Membr(39)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21), P'Shift-EndMod/Acc(39)
Level 22: True Grit -- Heal-I(A), Heal-I(23), ResDam-I(23), ResDam-I(33)
Level 24: Against All Odds -- EndRdx-I(A)
Level 26: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Dam%(31), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 28: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 30: Grant Cover -- EndRdx-I(A)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Kick -- Empty(A)
Level 41: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(42), Aegis-EndRdx/Rchg(46), Aegis-ResDam/EndRdx/Rchg(46), Aegis-ResDam(46)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), GftotA-Def(45), GftotA-Def/EndRdx(45)
Level 47: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run


 

Posted

Couple of things I notice.

1) You've slotted Phalanx Fighting. Unless I miss my guess, the passive bonus is unable to be enhanced. As you stated you were a farmer, I am assuming that you aren't teamed, and there's no point in slotting Phalanx Fighting further than 1 slot. (Luck of the Gambler: Def/+Rech)

2) You've six slotted True Grit (a good thing) with Harmonized Healing (a bad thing). Harmonized healing is a cheap set, I know, and it's good at what it does in powers that are primarily heals. You'll get more mileage out of this particular passive power with 3x Aegis (keeping a 1.56% bonus to AoE defense from the three slot bonus) and 3x Miracle (For the extra hps and recovery)

3) You've also six slotted Deflection (a good thing) with Red Fortune. I'm a fan of Red Fortune, so I can't really say that that's a BAD thing, but the power's also a resist smash/lethal.

4) You've got a -KB proc in tough. Not that big a deal, but if you're going to do just one, slot Blessing of the Zephyr -KB in Super Speed, and save the slot. Better yet, see if you can free up some slots for 3x Aegis or some Reactive Armor in tough as well.

5) You've taken taunt but neglected one of the most awesome sets ever. Mocking Beratement. With four out of five set bonuses being VERY useful to our build, it's almost a crime not to include them!

Now, that's without changing powersets around. I know a lot of people are very attached to what they run, and they run it for a reason. My Elec/SD build is a bit different from yours, but that's because I went a slightly different way with it. You have built on a budget for a defense capped farmer, but I went a step further and my farmer also built for +recharge. Here's what I run.

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I went with maneuvers + tactics instead of combat jumping and Jacob's ladder for two reasons. I hate using tiny cones like Jacob's Ladder, if I'm going to use a cone, I want it to be full auto, fire breath, Fearsome gaze or something similarly huge; I also would rather get 6% global defense than 5% to melee and 2% to everything else.

I also didn't take Hasten and Superspeed in favor of Mu Lightning and Ball Lightning, again for two reasons. I get by just fine on near-ubiquitous temp travel powers, ninja run, and the double jump rocket pack; I also would rather have some range and these two powers fill out my attack chain without hasten. They also mule purple sets quite nicely, and since I didn't take taunt, Ball Lightning serves as a Ghetto Taunt on farming maps where there's no-one but me to get the aggro, so an ACTUAL taunt isn't necessary.

I didn't take Taunt, and I DID take One with the Shield. That, I think, is the core of your survivability issue. One with the Shield isn't a one-stop fix-all like Unstoppable or GremlinForm. What it is, though, is a massive +res and +hp boost. It will take the biting edge off incoming fire, and give you an extra 500 hps to deal with it. Pop it before you jump into a big mob, and even though the RNG is a naughty boy, you can still survive it.

If you were to do something similar, but remove the ranged attacks in favor of Hasten and/or taunt or something similar, then those slots could be made to finagle the extra 3% of DEF that I'm currently getting out of Gladiator's Shield (which not many folks can get hold of.) Something like this, maybe.

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Like I said, I dislike NEEDING 'real' travel powers, and do just fine with all the teleports, temps, ninja run, et al, so Superspeed isn't really an option for me, even when planning this out. Also, this build has an inherent 80% recharge (the other one is a bit higher) which is better than hasten's bonus anyway.

Hope this helps