SS/elec! Build Critique!
Anyone?
@Shock n' Tank
My 50s: Perfect Predator - Claws/SR Scrapper, Heavy Static - SS/Elec Brute, BlackLce - Ice/Dark Corruptor, Prickles' - Spine/WP Scrapper, Arbiter Kaverius - SOA Crab, Frost Hood - Ice/Rad Controller.
nope, looks good to me. BTW i made that build
SS/Elec is such a ridiculously strong combo. I'm at 49.5 with my SS/Elec (who I made in August '06, long time, I know!) and after a recent build change he's a veritable monster. Putting a Force Feedback +Rech proc in Foot Stomp is the smartest thing you can do with SS.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
Quote:
The build is ok overall. There are a few places that can be improved. Most are just minor changes. I would slot knockout blow for higher recharge instead of over-slotting it for damage. Energize is very over-slotted with heal as well. I think 5 slots are enough. While obliteration is nice, I would slot lightning field with more endurance reduction, and end drain. I would use reactive armor to slot the resistance toggles instead of Aegis. I'm ok using powers as set mule, but I would try my best to minimize such slotting, for example gloom and dark obliteration.
So I found this build here on the forums, i'm just wondering what you guys think of it!
I'm actually currently using it, and it's decent, but if there is anything you guys can change, that would be greatly appreciated! |
I modified your build slightly below. It has similar s/l defense and recharge.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(36)
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
Level 2: Lightning Field -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(9), M'Strk-Dmg/EndRdx(9), Efficacy-EndMod/EndRdx(11), Efficacy-EndMod/Acc(37), Efficacy-EndMod(39)
Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(34)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(15)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(21), KinCrsh-Rechg/EndRdx(21)
Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(23)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(39)
Level 16: Super Speed -- Winter-ResSlow(A)
Level 18: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Acc(29), P'Shift-EndMod/Rchg(34)
Level 22: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 24: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(50)
Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29)
Level 28: Energize -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/EndRdx(43), Dct'dW-Rchg(45), Dct'dW-Heal/Rchg(45)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/EndRdx/Rchg(40)
Level 32: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Sciroc-Dmg/Rchg(33), Sciroc-Dmg/EndRdx(34), FrcFbk-Rechg%(36)
Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/EndRdx(36), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(42)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(43)
Level 44: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(50)
Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Lightning Reflexes -- Run-I(A)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 0: Ninja Run
Every third character or so I play a real casual style. Common IOs, some franken slotting, maybe even a few SOs. I just did that with SS/Elec and your build has me thinking he should have been one of the "seriously" built character... :-/
Quote:
I disagree about slotting Lightning Field for EndRedux/EndMods. The value is relatively low at base (-3% end every 2 seconds), and there's no -Recovery. This builds only source of -Recovery is Power Sink, so alone it wont' be flooring anyone's endurance without a second round of Power Sink, and by that time Lightning Field will only serve to help keep it there... we're talking about a fight that's lasted almost a minute for that to come up.
The build is ok overall. There are a few places that can be improved. Most are just minor changes. I would slot knockout blow for higher recharge instead of over-slotting it for damage. Energize is very over-slotted with heal as well. I think 5 slots are enough. While obliteration is nice, I would slot lightning field with more endurance reduction, and end drain. I would use reactive armor to slot the resistance toggles instead of Aegis. I'm ok using powers as set mule, but I would try my best to minimize such slotting, for example gloom and dark obliteration.
I modified your build slightly below. It has similar s/l defense and recharge. |
If he had gone with //Mu, that might be another story. Ball Lightning tossed in the mix, and you can start talking Endurance bottomed out.
With perma-Energize (a global 59% EndRedux) and PowerSink every 22 seconds, you could get away without any endurance reduction. Stamina, PS proc, and Numina's proc all amplify that fact.
@Gilia1
I play heroes on Champion.
I play villains on Virtue.
Quote:
My Power Sink is frankenslotted for Endmod and Recharge. My Lightning Field is frankenslotted for Acc, Dam, and EndRedux. I frequently floor the endurance of enemies around me.
Every third character or so I play a real casual style. Common IOs, some franken slotting, maybe even a few SOs. I just did that with SS/Elec and your build has me thinking he should have been one of the "seriously" built character... :-/
I disagree about slotting Lightning Field for EndRedux/EndMods. The value is relatively low at base (-3% end every 2 seconds), and there's no -Recovery. This builds only source of -Recovery is Power Sink, so alone it wont' be flooring anyone's endurance without a second round of Power Sink, and by that time Lightning Field will only serve to help keep it there... we're talking about a fight that's lasted almost a minute for that to come up. If he had gone with //Mu, that might be another story. Ball Lightning tossed in the mix, and you can start talking Endurance bottomed out. With perma-Energize (a global 59% EndRedux) and PowerSink every 22 seconds, you could get away without any endurance reduction. Stamina, PS proc, and Numina's proc all amplify that fact. |
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
Quote:
I think this depends on real game play. If you solo a lot against x8 spawns, the endurance drain is actually quite effective and lightning field can help to keep mobs' endurance low. If you team a lot, then the endurance drain should not matter most of the time. If the drain is not useful, feel free to move the slots elsewhere.
I disagree about slotting Lightning Field for EndRedux/EndMods. The value is relatively low at base (-3% end every 2 seconds), and there's no -Recovery. This builds only source of -Recovery is Power Sink, so alone it wont' be flooring anyone's endurance without a second round of Power Sink, and by that time Lightning Field will only serve to help keep it there... we're talking about a fight that's lasted almost a minute for that to come up.
|
Feel free to modify the build according to your needs. It's just a suggestion. For my ELA brute, the endurance usage is very heavy. There are no problems since power sink is very powerful. However, I think it is better if I don't need to watch my endurance bar that much, and use power sink so frequently. I don't think this is something that can be decided on paper. If you find that you're fine without any endurance reduction in lightning field in real game play, you can use the obliteration IO set as in the first post.
So I found this build here on the forums, i'm just wondering what you guys think of it!
I'm actually currently using it, and it's decent, but if there is anything you guys can change, that would be greatly appreciated!
@Shock n' Tank
My 50s: Perfect Predator - Claws/SR Scrapper, Heavy Static - SS/Elec Brute, BlackLce - Ice/Dark Corruptor, Prickles' - Spine/WP Scrapper, Arbiter Kaverius - SOA Crab, Frost Hood - Ice/Rad Controller.