What (if anything) in elec/is skippable?


dbuch328

 

Posted

I'm slowly but surely levelling up my elec/war mace tanker. I have ZERO experience with elec and would appreciate opinions on what powers (if any) others who use elec find skippable (and to what degree they find them so).

As a side note, I'm forgoing travel powers per se, and using Ninja run and jetpacks to get me around (I'd rather use powers and slots on stuff I'm more likely to use when I'm in the mission).


 

Posted

Quote:
Originally Posted by troy26 View Post
I'm slowly but surely levelling up my elec/war mace tanker. I have ZERO experience with elec and would appreciate opinions on what powers (if any) others who use elec find skippable (and to what degree they find them so).

As a side note, I'm forgoing travel powers per se, and using Ninja run and jetpacks to get me around (I'd rather use powers and slots on stuff I'm more likely to use when I'm in the mission).
Yes there are only one power skippable and its from Ur primary and secondary here are the mids for a build.





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

Click this DataLink to open the build!

Ur Tank Build In MIDS: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Charged Armor -- ResDam-I(A), ResDam-I(3), EndRdx-I(3), EndRdx-I(5)
Level 1: Bash -- Dmg-I(A), Dmg-I(43), Acc-I(43), EndRdx-I(45), Taunt-I(46)
Level 2: Pulverize -- Dmg-I(A), Dmg-I(43), Acc-I(45), EndRdx-I(45), Taunt-I(46)
Level 4: Conductive Shield -- ResDam-I(A), ResDam-I(5), EndRdx-I(7), EndRdx-I(7)
Level 6: Swift -- Run-I(A), Run-I(11)
Level 8: Grounded -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(9), S'fstPrt-ResKB(9)
Level 10: Hurdle -- Jump-I(A), Jump-I(11)
Level 12: Static Shield -- ResDam-I(A), ResDam-I(13), EndRdx-I(13), EndRdx-I(15)
Level 14: Health -- Heal-I(A), Heal-I(15), Numna-Regen/Rcvry+(17), Mrcl-Rcvry+(17)
Level 16: Boxing -- Dsrnt-I(A)
Level 18: Energize -- Heal-I(A), Heal-I(19), RechRdx-I(19), RechRdx-I(40)
Level 20: Jawbreaker -- Hectmb-Dmg/EndRdx(A), Hectmb-Acc/Rchg(21), Hectmb-Dmg(21), Hectmb-Dmg/Rchg(31), Hectmb-Acc/Dmg/Rchg(31)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(27), P'Shift-Acc/Rchg(29)
Level 24: Tough -- ResDam-I(A), ResDam-I(25), EndRdx-I(25), EndRdx-I(27)
Level 26: Power Sink -- RechRdx-I(A), RechRdx-I(37), EndMod-I(40)
Level 28: Lightning Reflexes -- Run-I(A), Run-I(29), Run-I(46)
Level 30: Clobber -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg(31), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(37)
Level 32: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit(33), AdjTgt-ToHit/Rchg(33), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(34)
Level 35: Shatter -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37)
Level 38: Crowd Control -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg(39), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(40)
Level 41: Power Surge -- ResDam-I(A), ResDam-I(42), Hold-I(42), Hold-I(42)
Level 44: Taunt -- Zinger-Dam%(A)
Level 47: Focused Accuracy -- GSFC-Build%(A), GSFC-ToHit(48), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48)
Level 49: Physical Perfection -- Heal-I(A), Heal-I(50), EndMod-I(50), EndMod-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run


 

Posted

Given the choice to skip one power from Electric Armor I would skip Power Surge instead of Lightning Field.

A damage aura on a tank is one of the most damaging and end efficient attacks that you'll have. Check hero stats to see. Those small ticks of damage in Lightning Field add up, and even more so on a fully aggro'd mob. It is also your taunt aura which makes it easier for you as a tank to hold aggro. The other bonus of LF is that it slowly drains your opponent's endurance, which in a long fight will end up acting as a bit of mitigation.

Power Surge is nice, but I'm not a fan of powers with that much of a crash. I prefer to build for +def, +hp, and +regen on a resistance tank. Enough +def and you'll rarely need an "uh oh" button like Power Surge.

Of course YMMV.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

No offense, Inferno, but that's a pretty strange build there.

First off, no tank should ever skip his taunt aura. Ever. Full stop. Second, not only did you skip lightning field, you also skipped your PBAoE and put off taunt until the 40s. Combining that, how are you going to hold aggro? Punchvoke can only go so far.

Also, you have some pretty weird slotting and power choices there. Why do you need stamina, PP, a performance shifter proc *and* both recovery uniques on the primary with the best endurance management tools the AT has (especially since you skipped your most expensive toggle)? You're also over the resist cap to everything but psi/tox with an *unslotted* power surge running, so what's the point in putting resistance enhancements there? Also, you have no other defense whatsoever, so why slot the steadfast 3% (other than to spend more money). I honestly wouldn't use this build as a guideline for an electric tanker.

Troy, as far as electric armor goes, unfortunately I personally don't see much in the way of skippable powers. The only one that comes even close is grounded, as you can get KB from IOs and immob from CJ, and the rest of what it does isn't really worth the power slot. Unfortunately, that only saves you a power choice if you were planning to take combat jumping anyway, which you weren't. If you were going for a pure meatshield type tank I suppose I could see skipping lightning reflexes, but frankly I'd never turn down the free recharge since I think pure meatshield tanks are boring. Endmod slotted power sink combined with lightning field is actually an important part of the set's mitigation through sapping, so that's in. There really isn't anything else skippable.

For mace, you can get away with skipping one of the ST attacks (I dropped jawbreaker on my /mace), and since you don't have something like lightning rod or shield charge I could see skipping build up. Honestly that's where I'd look first for skippable powers, as electric armor is just so tight.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

As far as what's skippable in Elec armor:

Power surge: You're already at a high resistance. One reason I hate elec armor, is because the tier 9 just bumps that up, and you still have the cap, not a very good tier 9 at all. (still hate that they need very badly to either increase the regen duration of energize to 60 seconds or reduce the powers recharge to 60 which is what they really need to do). But the tier 9 would benefit much more from either a +defense, or mixture of +defense/+resistance and/or more unresistable +regen.

So skip power surge. And While it's nice, I also find it easy to skip power sink. While you may initially think zomg, its great for end, you need to also think, how much is that needed. With energize reducing your end consumption, and with an IO build providing lots of end reduction, recovery bonuses, max end, and picking up physical perfection (mainly for regen/bonuses, but the recovery is bonus, as well as the same reasoning with the numina unique) You should not be having any end problems to need power sink. And in my experiences the drain of it, without any reasonable enough -recovery, makes that part fairly useless.

Third, you *could* skip grounded. If you pick up some kb resistance IOs. But for a base slot, I find it useful enough just to stick in the steadfast +3% defense IO and call it a day, the extra end drain resistance helps too.

I have to get to work now but I'll post you a build when I return.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by troy26 View Post
I'm slowly but surely levelling up my elec/war mace tanker. I have ZERO experience with elec and would appreciate opinions on what powers (if any) others who use elec find skippable (and to what degree they find them so).
I have an Elec/Elec tanker at level 38, and I would say there are 2 powers from your primary that you can skip, Grounded and Power Surge. Grounded only works when you are very near the ground (infact walking up stairs with CoT around has left me laying on my ***) and I think you get better -KB by dropping a karma -KB into CJ, Weave, and Manuevers.

As far as Power Surge goes, I hate crash buttons. By incorporating CJ, Manuevers, Tough and Weave into my build and using only SO's my resistance is almost capped and defense is above 15% high enough to really make a difference.

A limitation of my build is I am running 8 toggles and and only have 4 attacks besides taunt. I am an end hog and rely on Power Sink to stay in the fight. In fact when I have less than 2 enemies by me I need to hunt more or I'm gonna eat dirt. My focus was an AoE build to farm +2/8 missions hopefully with some inexpensive slotting and practice I can do even better than that.

Quote:
Originally Posted by troy26 View Post
As a side note, I'm forgoing travel powers per se, and using Ninja run and jetpacks to get me around (I'd rather use powers and slots on stuff I'm more likely to use when I'm in the mission).
I did the same thing, with lightning reflexes and swift both 3 slotted, my ninja run is at 67mph my last power pick will be SJ asI can't find anything to provide me with better utility, and the vertical travel will be nice once I hit 50.


 

Posted

Since you're leveling, it's not so much a question of what to skip, as what is priority. I'd rate the Electric Armor powers in this order.

-- strong defenses
Charged Armor
Energize
Static Shield
Conductive Shield

-- offensive
Power Sink
Lightning Field
Lightning Reflexes

-- weak defenses
Grounded

-- situational
Power Surge

During early levels on my Elec tank, I took both res shields and grounded right away. While this gave me early capped Energy res, most enemies doing Energy damge do energy/smash... making the result much less impressive. The second shield was an endurance waste most of the time. So - I don't recommend doing what I did.

You want Lightning Field but only when you have the endurance to support it. Taunt will do in the meantime.


 

Posted

Quote:
Originally Posted by dbuch328 View Post
Since you're leveling, it's not so much a question of what to skip, as what is priority. I'd rate the Electric Armor powers in this order.

-- strong defenses
Charged Armor
Energize
Static Shield
Conductive Shield

-- offensive
Power Sink
Lightning Field
Lightning Reflexes

-- weak defenses
Grounded

-- situational
Power Surge

During early levels on my Elec tank, I took both res shields and grounded right away. While this gave me early capped Energy res, most enemies doing Energy damge do energy/smash... making the result much less impressive. The second shield was an endurance waste most of the time. So - I don't recommend doing what I did.

You want Lightning Field but only when you have the endurance to support it. Taunt will do in the meantime.
You said the second shield (Static Shield?) was an endurance waste most of the time...you mean in the early levels or "most of the time period?"

You've hit on something I've kind of gathered from my research so far...that Power Surge is something that I could do without and still have a hell of a tank...or am I misunderstanding?


 

Posted

Quote:
Originally Posted by Gabriel Fry View Post
I have an Elec/Elec tanker at level 38, and I would say there are 2 powers from your primary that you can skip, Grounded and Power Surge. Grounded only works when you are very near the ground (infact walking up stairs with CoT around has left me laying on my ***) and I think you get better -KB by dropping a karma -KB into CJ, Weave, and Manuevers.

As far as Power Surge goes, I hate crash buttons. By incorporating CJ, Manuevers, Tough and Weave into my build and using only SO's my resistance is almost capped and defense is above 15% high enough to really make a difference.

A limitation of my build is I am running 8 toggles and and only have 4 attacks besides taunt. I am an end hog and rely on Power Sink to stay in the fight. In fact when I have less than 2 enemies by me I need to hunt more or I'm gonna eat dirt. My focus was an AoE build to farm +2/8 missions hopefully with some inexpensive slotting and practice I can do even better than that.



I did the same thing, with lightning reflexes and swift both 3 slotted, my ninja run is at 67mph my last power pick will be SJ asI can't find anything to provide me with better utility, and the vertical travel will be nice once I hit 50.
What if I don't have combat Jumping or Manuevers? Can I still reach adequate -KB (without spending a *#^! load of money to do it)?

I'm going for 5 attacks. Hopefully that'll be enough.

Also, I'd be very interested to see your build.


 

Posted

Quote:
Originally Posted by troy26 View Post
What if I don't have combat Jumping or Manuevers? Can I still reach adequate -KB (without spending a *#^! load of money to do it)?

I'm going for 5 attacks. Hopefully that'll be enough.

Also, I'd be very interested to see your build.
From what I understand you need better than mag 10 KB protection to be a reliable tank. and I also have heard that -8 KB is no better than -4.

I crammed CJ Manuevers and Weave into my build for the +def and just threw an extra slot for the Karma KB prot into each one, because I spent too much time on my *** using Grounded as my only -KB.

Without CJ, Manuevers and Weave I was a tough resistance tank, but I didn't "feel" tanky enough, green insps were still necessary. With CJ, Manuevers and Weave greens are largely usless to me. If it gets too bad I can eat a small purp and be fine. If the defecation really hits the ventilation, I can pop a medium purp and laugh.

As my attacks I have charged brawl, taunt, thunderstrike, chain induction, and lightning rod.

As far as my build goes I'd be more than happy, but at work I don't have access to mids, and when I get home I don't hit the forums, so I forget. I'll try to remember to post it so everyone can point and giggle. I really am not that good at creating builds, I just do what works for me and what I enjoy.


 

Posted

Quote:
Originally Posted by troy26 View Post
What if I don't have combat Jumping or Manuevers? Can I still reach adequate -KB (without spending a *#^! load of money to do it)?

I'm going for 5 attacks. Hopefully that'll be enough.

Also, I'd be very interested to see your build.
believe it or not, the -kb IOs are not that expensive, other than the BoZ. Everyone says you need 3 -kb IOs to be effective, but to be honest, I ran with one in my DA tank for a long time with no problems whatsoever. If you are going to have more than one, then you need 3, as the only thing that is going to pop you that is over mag 4 hits for mag 10.

Personally, I would take cj on a elec and skip grounded. I have a lot of experience with elec, and you would be amazed the number of places it will fail you.

Power surge is also highly skippable


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 troy26 View Post
Also, I'd be very interested to see your build.
Here for all to see and point, giggle and stare at...

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

Click this DataLink to open the build!

Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Energy Mastery

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


 

Posted

Id personally keep Power Surge.For those +4/8 Missions.