Electric Armour - Some questions


Boomtomic

 

Posted

Electric Armour seems a little rarer than other sets for tanks so I want to make one. I have had experience with a variety of tanks (Fire/SS, WP/WM, WP/Fire, Ice/EM) but am coming back from a 20 month break from the game and things seem to have moved on considerably. None of my alts have really top notch builds so I am looking to put a character together from scratch.

I am in the fortunate position of having my own SG base with around 500 set IOs stored (including lots of Kinetic Combats, I seem to have been lucky in predicting the love of that set, and have around 20 complete sets) so I am in a position to have a fairly well geared tank.

I am somewhat indecisive on what to combine with my electric armour though, my thoughts are mainly Ice, Stone or Dark at the moment.

As well as that I was wondering about electric. It looks like a very tight set to build around, no obviously skippable powers, though obviously if defense/res is high enough then power surge could be skippable, also I'm thinking Grounded could be skipped (using IOs for kb resist)

Just wondering if anyone has any thoughts/sample builds/suggestions


 

Posted

Personally, I'd choose Stone Melee out of the secondary options you gave. Mostly because Stone adds to Elec's mitigation via knockdowns (Fault really makes a difference), and because Elec helps with Stone's endurance costs and Recharge.

As for what's skippable, out of Elec the only thing I'd actually skip is Power Surge (mainly because I don't like the crash) and maybe even Grounded, but it provides a good chunk of NE resistance.

I don't have the time currently to line out an entire build with IO sets (focusing on S/L Defense, which should work for you), but these are the powers I'd pick.

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- @DSorrow - alts on Union and Freedom mostly -
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Posted

Quote:
Originally Posted by Death_Badger View Post
I am in the fortunate position of having my own SG base with around 500 set IOs stored (including lots of Kinetic Combats, I seem to have been lucky in predicting the love of that set, and have around 20 complete sets) so I am in a position to have a fairly well geared tank.
*jaw drops* Twenty? 2-0? Why are you not sharing these with the world? I've paid through the nose or used a lot of merits to get the few sets I have! See how sad this makes me? Heh.

Quote:
As well as that I was wondering about electric. It looks like a very tight set to build around, no obviously skippable powers, though obviously if defense/res is high enough then power surge could be skippable, also I'm thinking Grounded could be skipped (using IOs for kb resist.
From previous discussions I have read, a lot of Brute users thought Grounded was worth taking, but to have one -kb resist for the times when you're in the air (or the game thinks you're in the air). I would agree that Power Surge is like the other Tier 9 "godmodes." Can be nice or not worth it, depending on your build. I'm hoping mine is tough enough grabbing Tough and Weave, so I don't have it planned for mine.

Think I'm grabbing everything else, though. Good use for all the rest, I would think.


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Posted

Quote:
Originally Posted by DSorrow View Post
As for what's skippable, out of Elec the only thing I'd actually skip is Power Surge (mainly because I don't like the crash) and maybe even Grounded, but it provides a good chunk of NE resistance.
"You are Grounded and naturally very resistant to Energy and Negative Energy damage. You also have added resistance to Endurance Drain effects. Additionally, Grounded provides Immobilize and Knockback protection, but only applies when you are near the ground. This power is always on and costs no Endurance."

I can see the temptation to skip Grounded and choose something else, but it provides more that just KB and NE Resist. It also provides Immobile Resist and Endurance Drain Resist (86.5%). A nice number for a Power that only requires the slot it comes with to be effective (no Endurance to run, and can mule in IO Sets if need be for bonuses).

I agree that Power Surge is completely skippable. And, for the same reason, I don't like the crash either.

Add a Winter's Gift Slow Resist Unique and it will help prevent the Tank from being slowed down, a big killer of Electric Tanks.

Lightning Reflexes adds an additional 20% Recharge bonus for all your powers, adds additional Resist Effects (40%), and it too only requires the single slot it comes with. So, another great power to take

Recently there's been a great deal of Electric Armor threads, check here for more links and discussions. One of the threads even gets into the Defense vs the "more speed" discussions.

Any of the sets that will provide enough single target attacks to slot Kin Combat in would be good choices. And Stone Melee (as previously mentioned) is good for it's KD heavy, damage mitigation.

Beyond that, look at the threads, try a few builds on Mids, and enjoy the set. I very much enjoy running my Electric Tanks, the only thing is that darn Toxic hole...oh well, can't have it all!




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Posted

Quote:
Originally Posted by NuclearMedicine View Post
"You are Grounded and naturally very resistant to Energy and Negative Energy damage. You also have added resistance to Endurance Drain effects. Additionally, Grounded provides Immobilize and Knockback protection, but only applies when you are near the ground. This power is always on and costs no Endurance."

I can see the temptation to skip Grounded and choose something else, but it provides more that just KB and NE Resist. It also provides Immobile Resist and Endurance Drain Resist (86.5%). A nice number for a Power that only requires the slot it comes with to be effective (no Endurance to run, and can mule in IO Sets if need be for bonuses).
For what it's worth, I wouldn't skip grounded, but you don't need it for the endurance drain protection. Static Shield already gives you over 100% resistance to endurance drain.

The immob protection can be gotten from Combat Jumping, but the KB protection is what seals the deal for me. You can plug that hole with IOs, but I'd rather not spare three slots just for KB protection if I don't have to. Even then you still get knocked back by some things.

Quote:
Originally Posted by NuclearMedicine View Post
I very much enjoy running my Electric Tanks, the only thing is that darn Toxic hole...oh well, can't have it all!
True, you never can have it all... unless you roll Dark Armor. XD


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Posted

Thanks for the thoughts/suggestions

This is a cheapish (bearing in mind I already have most of the IOs) build I put together

Any thoughts on it (yes I know travel power is late, but I can get around fine with jetpack/ninja run until then)

Hero Plan by Mids' Hero Designer 1.707
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Click this DataLink to open the build!

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

Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 2: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13), P'ngS'Fest-Acc/Dmg(15), P'ngS'Fest-Dmg/Rchg(15)
Level 6: Static Shield -- HO:Ribo(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(21)
Level 12: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25)
Level 14: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(27), Mrcl-Rcvry+(27)
Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(29)
Level 22: Fault -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(33), Stpfy-KB%(33)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(33), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam/Rchg(34)
Level 26: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(34), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(36), Efficacy-EndMod/EndRdx(37)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def(37)
Level 30: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(39), Zinger-Taunt/Rchg/Rng(39), Zinger-Acc/Rchg(40), Zinger-Taunt/Rng(40), Zinger-Dam%(40)
Level 32: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 35: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(50)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), P'ngS'Fest-Acc/Dmg(43), P'ngS'Fest-Dmg/Rchg(43)
Level 41: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 44: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 47: Super Jump -- Winter-ResSlow(A)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
True, you never can have it all... unless you roll Dark Armor. XD
Well technically...you don't "have it all" as you have to use either a pool power or IOs for KB protection, there is no Endurance Recovery mechanism/power in set and oddly enough you can skip two of the sets "defining" Powers (Oppressive Gloom and Cloak of Fear) without any real impact on the build.

I will concede that the set is well suited for IOing and is relatively easy to patch its shortcomings. And that once you get the Defenses up, holes patched and Dark Regeneration's End bite handled, Dark Tanks are pretty impressive.




Tanker Tuesdays: Meet in King's Row by IP Gate 6pm PT9pm ET.
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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

And my Dark Tank isn't as nicely IO'd as Dechs' is.

Back to the topic at hand.

Badger: I think you'll miss out not taking Tremor. A. it's a very nice Damage AoE, that B. also does knockdown. The kd does two things, mitigates damage and keeps them flopping in your damage aura. What would I replace it with? Well, Tanks don't get a great amount of help from Maneuvers. It's less defense then you get from Combat Jumping for over 4 times the endurance cost. You can easily replace the soft cap to s/l by changing the stuns in Fault to 4 slots of Mocking Beratement. Personally I would rather use most of those slots on Tremor to boost up damage/end redux etc.

The biggest thing I'd be concerned about is having enough recovery in between Energize being up and Power Sink's availability. I don't know ELA/ well enough to say whether you'll be running full steam or you'll be gasping for air. You've got great recharge on Power Sink so it "shouldn't" be a problem. Make sure you get the following four Accolades as they will help with your recovery and regen: Freedom Phalanx Reserve, Task Force Commander, Portal Jockey and The Atlas Medallion.


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Posted

Quote:
Originally Posted by Rangle M. Down View Post
The biggest thing I'd be concerned about is having enough recovery in between Energize being up and Power Sink's availability. I don't know ELA/ well enough to say whether you'll be running full steam or you'll be gasping for air. You've got great recharge on Power Sink so it "shouldn't" be a problem. Make sure you get the following four Accolades as they will help with your recovery and regen: Freedom Phalanx Reserve, Task Force Commander, Portal Jockey and The Atlas Medallion.
I'll second this concern, especially because you have that Oblit set slotted in Lightning Field. 6-slotted Oblit has less than 20% end reduction, not enough for a .52 EPS toggle.

I'd recommend taking Tremor, moving the Oblits there, and using a set with more end reduction in Lightning Field. Eradication works well--and gives you a nice E/NE defense boost--as long as you pair 3-4 slots with 2 slots from another set for additional end reduction.


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Posted

Quote:
Originally Posted by Death_Badger View Post
Electric Armour seems a little rarer than other sets for tanks so I want to make one. I have had experience with a variety of tanks (Fire/SS, WP/WM, WP/Fire, Ice/EM) but am coming back from a 20 month break from the game and things seem to have moved on considerably. None of my alts have really top notch builds so I am looking to put a character together from scratch.

I am in the fortunate position of having my own SG base with around 500 set IOs stored (including lots of Kinetic Combats, I seem to have been lucky in predicting the love of that set, and have around 20 complete sets) so I am in a position to have a fairly well geared tank.

I am somewhat indecisive on what to combine with my electric armour though, my thoughts are mainly Ice, Stone or Dark at the moment.

As well as that I was wondering about electric. It looks like a very tight set to build around, no obviously skippable powers, though obviously if defense/res is high enough then power surge could be skippable, also I'm thinking Grounded could be skipped (using IOs for kb resist)

Just wondering if anyone has any thoughts/sample builds/suggestions
Some folks skip Grounded, but it is cooler than it seems. It grants huge Resistance to End Drain, not recovery debuff, but direct resistance to drain effects. The Immob Prot is low, but works even if your are not on the ground. The KB requires you to be at ground level, but is mag 15 instead of the usual 10 from Mez protection powers. Without it you'll need to rely on KB IO's and/or Acrobatics.

Power Surge is your only way to gain Toxic Resist in the Set. I don't skip it for that reason alone. However, orange inspirations can fill that whole too.
(If you are able to slot Purple Sets, +5% Toxic res is full set bonuses for a few of the sets.)


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Posted

Quote:
Originally Posted by Death_Badger View Post
As well as that I was wondering about electric. It looks like a very tight set to build around, no obviously skippable powers, though obviously if defense/res is high enough then power surge could be skippable, also I'm thinking Grounded could be skipped (using IOs for kb resist)
If you're careful with your build, there's a skippable power you probably haven't thought of: Stamina. You get Power Sink at 26, which lets you completely refill your endurance bar every 30 seconds. I haven't tried it on a tank yet, but my Katana/Elec scrapper does just fine without Stamina.


 

Posted

electric armor can be a tight build yet it leaves many options. For example if you really want to take all the armor or primary powers you can basically skip the "normally taken" Fitness pool. You have an Auto +run speed power in the set. You have one that basically refill your end power from about nil to full with a few mob in the range. That leaves three power slot extra.

me personally I took grounded. 90% of the time, you aint jumping around mob and not many people bunny rabbit while fighting in pve. PVP is another story. Only times I really get knockedback with grounded is the odd time I am jumping and something gets me or every now and then when I use lightning rod. The programming counts that as in the air for a split second and if ya get hit with a knockback power while activating it, you will just about murder everything and end up on your back. It looks like you flopped in on the lightning instead of riding it. Me personally I dotn mind that as it looks hilarious when that happens.

power surge, is one of those power like anythign that cause massive crash. some people skip it some people dont. It depends on how often when ya use it. If you team 90% of the time, you probably will ever rarely use it. Solo, you might come across a boss where you need the extra s/l (brute wise) Tank wise, it's even more skippable as if you take tough it closes that s/l restaance and is pretty not far from the cap but if you need that extra 20% or so...power surge will get you there. keep in mind power surge is the only toxic restancei nthe set and if ya goign against something like high level arachnos with toxic spider bosses solo, you might find it handy unly you zap it's end first which happens and find yourself not needing to pop gremlin mode.


I cant speak on the stone melee as I never tried it yet but I heard it's end heavy but with electic armor it wont matter and should go well together.


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Posted

Thanks for the comments. Was unsure about tremor as wasn't sure about it being knockdown or knockback.


 

Posted

Would anyone recommend Fire as the secondary pairing with electric armor? Yes, stone and electric do look like a perfect match but stone is so single target. Paired with fire, the +recharge in electric would give fire pretty constant Fire Sword Circle along with Combustion (And Fire Ball if you if you went Pyre mastery) for those pesky mobs. Plus fire does have some pretty powerful single target attacks with decent recharge speeds along with fire DoT. Fire doesn't have KD though. Not a perfect match but a pretty good one, though i am not an expert on these build mechanics and such i just play with whatever looks fun, what do you guys think?


 

Posted

Quote:
Originally Posted by Boomtomic View Post
Would anyone recommend Fire as the secondary pairing with electric armor? Yes, stone and electric do look like a perfect match but stone is so single target. Paired with fire, the +recharge in electric would give fire pretty constant Fire Sword Circle along with Combustion (And Fire Ball if you if you went Pyre mastery) for those pesky mobs. Plus fire does have some pretty powerful single target attacks with decent recharge speeds along with fire DoT. Fire doesn't have KD though. Not a perfect match but a pretty good one, though i am not an expert on these build mechanics and such i just play with whatever looks fun, what do you guys think?
Fire with Electric would make for a more offensive leaning, since Fire Melee is all about the damage without the mitigation. So if you're worried about surviving, go for a set with some KD, stuns, etc. You can still make Elec fairly tough, though (my Fire/Fire does fine, so Elec should work with Fire as well), so it should be okay.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Quote:
Originally Posted by Boomtomic View Post
Would anyone recommend Fire as the secondary pairing with electric armor? Yes, stone and electric do look like a perfect match but stone is so single target. Paired with fire, the +recharge in electric would give fire pretty constant Fire Sword Circle along with Combustion (And Fire Ball if you if you went Pyre mastery) for those pesky mobs. Plus fire does have some pretty powerful single target attacks with decent recharge speeds along with fire DoT. Fire doesn't have KD though. Not a perfect match but a pretty good one, though i am not an expert on these build mechanics and such i just play with whatever looks fun, what do you guys think?
I would. Electric/Fire Tanks are extremely fun to play! If you like AoE, you'll like this combo!

If you want to add some KD there's always Kinetic Combat's KD Proc (I have that slotted in Scorch on my Fire/Fire/Pyre Tank and maybe in Fire Sword too...) which would provide some mitigation (Scorch cycles pretty darn fast, so it seems to proc quite often). You could also slot it in any other Single Target attack, which would provide you with 1 of 4 KinCmbts, which would set you up for a set of 4, which would provide additional S/L Defense (slot in a min of 3 Powers and you'll get an additional 11.75% S/L Defense + Weave + CJ and you're already around 20% S/L Defense) .

I built my Electric/Fire with the Presence Power Pool and for speed (FSC is up every 5 seconds) for thematic reasons, but no reason not to go with Pyre and really crank up the damage!




Tanker Tuesdays: Meet in King's Row by IP Gate 6pm PT9pm ET.
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3rd Tuesdays (Odd months) Freedom, (Even months) Virtue, 4th Tuesday, Tour, Server TBA
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Posted

boom you realize you left out any travel power correct?

also for the ops keep in mine this is my current elec/sm build on live right now. hes hella exspensive ( probably too much for one person to get atm with the current market issues and prices)my tank was made before elec came out on live servers.i planned way ahead to make it this way.but htis is what i took to maximize my tank all together..

yes i used pvp i.o's but they can be replaced. what i didnt use though was any purples which is rare for me.


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

Click this DataLink to open the build!

sebastion savage: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Charged Armor

  • (A) Gladiator's Armor - Resistance
  • (3) Gladiator's Armor - Resistance/Rech/End
  • (3) Gladiator's Armor - End/Resist
  • (5) Resist Damage IO
Level 1: Stone Fist
  • (A) Touch of Death - Accuracy/Damage
  • (5) Touch of Death - Damage/Endurance
  • (7) Touch of Death - Damage/Recharge
  • (7) Touch of Death - Accuracy/Damage/Endurance
  • (9) Touch of Death - Damage/Endurance/Recharge
  • (48) Touch of Death - Chance of Damage(Negative)
Level 2: Lightning Field
  • (A) Obliteration - Damage
  • (9) Obliteration - Accuracy/Recharge
  • (11) Obliteration - Damage/Recharge
  • (11) Obliteration - Accuracy/Damage/Recharge
  • (15) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (50) Obliteration - Chance for Smashing Damage
Level 4: Conductive Shield
  • (A) Gladiator's Armor - Resistance
  • (13) Gladiator's Armor - Resistance/Rech/End
  • (13) Gladiator's Armor - End/Resist
  • (15) Resist Damage IO
Level 6: Heavy Mallet
  • (A) Gladiator's Strike - Accuracy/Damage
  • (17) Gladiator's Strike - Damage/Recharge
  • (17) Gladiator's Strike - Damage/Endurance/Recharge
  • (19) Gladiator's Strike - Accuracy/Endurance/Recharge
  • (19) Gladiator's Strike - Accuracy/Damage/End/Rech
Level 8: Static Shield
  • (A) Titanium Coating - Resistance/Endurance
  • (21) Titanium Coating - Resistance/Recharge
  • (21) Titanium Coating - Endurance/Recharge
  • (23) Titanium Coating - Resistance/Endurance/Recharge
  • (23) Titanium Coating - Resistance
  • (48) Titanium Coating - Endurance
Level 10: Grounded
  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (25) Steadfast Protection - Resistance/+Def 3%
Level 12: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 14: Super Jump
  • (A) Jumping IO
Level 16: Energize
  • (A) Panacea - Heal/Endurance
  • (25) Panacea - Endurance/Recharge
  • (27) Panacea - Hea/Recharge
  • (27) Panacea - Heal/Endurance/Recharge
  • (29) Panacea - Heal
Level 18: Swift
  • (A) Run Speed IO
Level 20: Health
  • (A) Panacea - +Hit Points/Endurance
  • (29) Regenerative Tissue - +Regeneration
  • (31) Healing IO
Level 22: Stamina
  • (A) Endurance Modification IO
  • (31) Endurance Modification IO
  • (31) Performance Shifter - EndMod
  • (33) Performance Shifter - Chance for +End
Level 24: Boxing
  • (A) Accuracy IO
Level 26: Tough
  • (A) Gladiator's Armor - Resistance
  • (33) Gladiator's Armor - Resistance/Rech/End
  • (33) Gladiator's Armor - End/Resist
  • (34) Resist Damage IO
Level 28: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (34) Luck of the Gambler - Recharge Speed
  • (34) Shield Wall - Defense/Endurance
  • (36) Shield Wall - +Res (Teleportation), +3% Res (All)
  • (36) Luck of the Gambler - Defense
Level 30: Stone Mallet
  • (A) Gladiator's Strike - Accuracy/Damage
  • (36) Gladiator's Strike - Damage/Recharge
  • (37) Gladiator's Strike - Damage/Endurance/Recharge
  • (37) Gladiator's Strike - Accuracy/Endurance/Recharge
  • (37) Gladiator's Strike - Accuracy/Damage/End/Rech
Level 32: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (40) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 35: Tremor
  • (A) Obliteration - Damage
  • (40) Obliteration - Accuracy/Recharge
  • (42) Obliteration - Damage/Recharge
  • (42) Obliteration - Accuracy/Damage/Recharge
  • (42) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (43) Obliteration - Chance for Smashing Damage
Level 38: Seismic Smash
  • (A) Gladiator's Strike - Accuracy/Damage
  • (43) Gladiator's Strike - Damage/Recharge
  • (43) Gladiator's Strike - Damage/Endurance/Recharge
  • (45) Gladiator's Strike - Accuracy/Endurance/Recharge
  • (45) Gladiator's Strike - Accuracy/Damage/End/Rech
Level 41: Conserve Power
  • (A) Recharge Reduction IO
Level 44: Physical Perfection
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (45) Numina's Convalescence - Heal
  • (46) Miracle - +Recovery
  • (46) Endurance Modification IO
  • (46) Performance Shifter - EndMod
  • (48) Performance Shifter - Chance for +End
Level 47: Taunt
  • (A) Mocking Beratement - Accuracy/Recharge
Level 49: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Gauntlet
Level 6: Ninja Run


 

Posted

Disregard my builds as there are some technical mechanic issues with mine. And yes i purposely left out travel power because I find it to be a waste of a power, Ninja Run + Sprint does well, add swift or just stick with the electric armor swift and you run fast, or friendly TP. Just trying to post a base and such but yes, my build was not much of an overall general build, so do not go with mine (I already deleted but just in case you have it open). Btw, when you post a build can you export the coded datalink (The one you paste into Mids, my comp has some probs I have not gotten to fix yet) It would make it easier for me to see the build that way.


 

Posted

data link to mine is already on there..no copying needed ..just click the link.it automatically opens up for you.


 

Posted

My computer has issues with it, have not gotten to fixing it yet. Those links do not work for me, but the pasting works. I just wanted to look at it.