Elec/Elec resist slotting


Come Undone

 

Posted

Greetings all:

I am back after a bit of a break, I had it all figured out before I left, I do not however remember the many details.

With my Stalker, Electron Volts, (infinity) how many slots should I put into each of his defensive powers? I remember that IO bonuses max at differing levels for resist then say damage or recharge.

Is the max bonus to each resist type from SO/IO I am shooting for 60% (or there abouts?) If I also want to focus on EndRedux and to a minor level recharge, should I mix and match a few IO's with resist/end with one resist/end/recharge? Really bottom level am I looking at three or four slots per damage shield? Or more? Set bonuses can be attractive, if it is four slots is it ideal to go with two IO's each from two sets? Are there any extra slots I should dump in for special purple IO's at lvl 50?

Thank you very much to each and all with suggestions and input on this question.


 

Posted

Resistance enhancements are schedule B, so yeah you should be shooting for 60% enhancement, which ED will probably reduce to somewhere in the 55%-56% range.

For frankenslotting you can get by with 3 slots on toggles if you're using level 50 IOs. Otherwise 4 slots per is a good way to go.

There are no resistance purples, so there's no need to concern yourself there.

As for how many of each set to slot in a power, that depends on your build. There's not much of value in the 2 or 3 slot bonuses on resistance set, not to a Stalker anyway. You could shoot for some +HP bonuses if you aren't at the HP cap yet.


 

Posted

Thank you so very much for your reply.

As of now 'Electron Volts' is threat level 34. He is on my rotation of people in the COH universe I am currently working on developing and growing. I am also very much enjoying my Elec/Elec dominator.

I have three slots in most of my damage shields, I believe I will now work on getting them to four. I love IO's that proc. I got lucky before I took this last break in playing and got the (is it Kismet?) +6% acc, which I have slotted in hide. Are there any other good procs for resist powers?

With my offence I have three attacks that include sleep, I have call of the sandman in each (at least I think thats the set) chance to heal which is awesome. It isnt as good as a self heal power and is much better then nothing.

Thank you again for the information


 

Posted

Elec armor does now have a heal (energize heals you, then adds +regen and end discount for some time afterward), so you can have both. The steadfast protection resistance/+3% def is a good thing to stick in one of your armors as well (I'd recomend grounded since you'll be well over energy resist cap anyway) If you can afford it, luck of the gambler +recharge would be another good thing to stick in hide.


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Posted

Quote:
Originally Posted by Come Undone View Post
Elec armor does now have a heal (energize heals you, then adds +regen and end discount for some time afterward), so you can have both. The steadfast protection resistance/+3% def is a good thing to stick in one of your armors as well (I'd recomend grounded since you'll be well over energy resist cap anyway) If you can afford it, luck of the gambler +recharge would be another good thing to stick in hide.
Thank you --- I was looking at energize a few days ago telling myself it didnt look familiar.

What did it replace?


 

Posted

Quote:
Originally Posted by Come Undone View Post
Elec armor does now have a heal (energize heals you, then adds +regen and end discount for some time afterward), so you can have both. The steadfast protection resistance/+3% def is a good thing to stick in one of your armors as well (I'd recomend grounded since you'll be well over energy resist cap anyway) If you can afford it, luck of the gambler +recharge would be another good thing to stick in hide.
Thank you --- I was looking at energize a few days ago telling myself it didnt look familiar.

What did it replace?


 

Posted

On my /elec stalker I 4-slotted reactive armors for the 1.25% neg/energy and 1.25% smashing/lethal defense bonuses. Combine these with some kinetic combats in your melee attacks, tough + weave, maneuvers and the steadfast defense unique and your /elec armor just got a whole lot meaner. Yeah that's a lot of toggles to run but you have power sink =).

The only downside to this is the kinect combats can be pricey... but there's alternatives if you don't want to purchase from the market (AE rolls, A-merits, etc).

Quote:
Originally Posted by _Zep_ View Post
Thank you --- I was looking at energize a few days ago telling myself it didnt look familiar.

What did it replace?
Hmmm... conserve power? I can't remember as I didn't try /elec until they added in energize.


 

Posted

Quote:
Originally Posted by Person34 View Post
Hmmm... conserve power? I can't remember as I didn't try /elec until they added in energize.
You are right - it still does provide an endurance discount like conserve power (but its less strong IIRC) but they also added a heal and a regen bonus to it as well.


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Posted

Yup...Energize did indeed replace Conserve Power...and for the better, I might add. Not only is it a darn good heal on a fairly quick recharge (one minute IIRC), but a +regen and endurance discount for something like 30 seconds. Sure, it's not quite as long lasting or powerful as the end discount you got from CP...but when you have powersink in your arsenal...you really shouldn't have to worry about that little blue bar.

As they say..."Take it, slot it, love it!"


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