Looking for Elec x3 Build Help


Circuit_Boy

 

Posted

Righty then my good chums, I've been looking into IOing out my Elec x3 Blaster for a while now. For the moment he's got generic IO's but I'm looking to take advantage of sets and their respective bonuses. I've had a bit of a tinker on Mids and come up with a build. However I'd like some feedback.

There are a few caveats though:

1. I'm looking to maximise defence and End management.
2. I don't want to rely on Alpha Slot bonuses. (He hasn't got his yet anyway)
3. I'd like to avoid a respec if possible, however if I must respec, I wish to keep the Elec x3 concept.
4. I tend to play ranged with minimal forays into melee.
5. I'm not looking to spend a fortune, so no purples and as few uniques as possible.

Here's my initial proposed build. Suggestions for improvement are most welcome.

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Anbarus: Level 50 Mutation Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Charged Bolts

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (3) Thunderstrike - Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Endurance
  • (7) Thunderstrike - Damage/Endurance/Recharge
Level 1: Electric Fence
  • (A) Enfeebled Operation - Accuracy/Recharge
  • (7) Enfeebled Operation - Accuracy/Endurance
  • (9) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (9) Enfeebled Operation - Accuracy/Immobilize
Level 2: Lightning Bolt
  • (A) Thunderstrike - Accuracy/Damage
  • (11) Thunderstrike - Damage/Endurance
  • (11) Thunderstrike - Damage/Recharge
  • (13) Thunderstrike - Accuracy/Damage/Recharge
  • (13) Thunderstrike - Accuracy/Damage/Endurance
  • (15) Thunderstrike - Damage/Endurance/Recharge
Level 4: Lightning Field
  • (A) Damage Increase IO
  • (15) Endurance Reduction IO
  • (17) Endurance Reduction IO
  • (17) Endurance Reduction IO
Level 6: Ball Lightning
  • (A) Positron's Blast - Accuracy/Damage/Endurance
  • (19) Positron's Blast - Accuracy/Damage
  • (19) Positron's Blast - Damage/Recharge
  • (21) Positron's Blast - Damage/Endurance
  • (21) Positron's Blast - Damage/Range
  • (23) Positron's Blast - Chance of Damage(Energy)
Level 8: Hover
  • (A) Defense Buff IO
Level 10: Aim
  • (A) To Hit Buff IO
  • (23) Recharge Reduction IO
  • (25) Endurance Reduction IO
Level 12: Short Circuit
  • (A) Multi Strike - Accuracy/Damage
  • (25) Multi Strike - Damage/Endurance
  • (27) Multi Strike - Damage/Recharge
  • (27) Multi Strike - Accuracy/Endurance
  • (29) Multi Strike - Accuracy/Damage/Endurance
  • (29) Multi Strike - Damage/Endurance/Recharge
Level 14: Fly
  • (A) Flight Speed IO
Level 16: Build Up
  • (A) To Hit Buff IO
  • (31) Recharge Reduction IO
  • (31) Endurance Reduction IO
Level 18: Maneuvers
  • (A) Defense Buff IO
  • (39) Endurance Reduction IO
Level 20: Zapp
  • (A) Maelstrom's Fury - Accuracy/Damage
  • (31) Maelstrom's Fury - Damage/Endurance
  • (33) Maelstrom's Fury - Damage/Recharge
  • (33) Maelstrom's Fury - Damage/Endurance/Recharge
Level 22: Assault
  • (A) Endurance Reduction IO
  • (39) Endurance Reduction IO
Level 24: Tactics
  • (A) Endurance Reduction IO
  • (39) To Hit Buff IO
Level 26: Tesla Cage
  • (A) Basilisk's Gaze - Endurance/Recharge/Hold
  • (33) Basilisk's Gaze - Accuracy/Hold
  • (34) Basilisk's Gaze - Accuracy/Recharge
Level 28: Hasten
  • (A) Recharge Reduction IO
  • (34) Recharge Reduction IO
  • (34) Recharge Reduction IO
Level 30: Voltaic Sentinel
  • (A) Blood Mandate - Accuracy/Damage
  • (36) Blood Mandate - Damage
  • (36) Blood Mandate - Damage/Endurance
  • (36) Blood Mandate - Accuracy/Damage/Endurance
Level 32: Thunder Strike
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (40) Scirocco's Dervish - Damage/Endurance
  • (40) Scirocco's Dervish - Accuracy/Damage/Endurance
Level 35: Thunderous Blast
  • (A) Positron's Blast - Accuracy/Damage/Endurance
  • (37) Positron's Blast - Damage/Range
  • (37) Positron's Blast - Damage/Recharge
  • (37) Positron's Blast - Accuracy/Damage
Level 38: Power Sink
  • (A) Recharge Reduction IO
  • (40) Recharge Reduction IO
  • (42) Recharge Reduction IO
  • (42) Endurance Reduction IO
  • (42) Endurance Modification IO
Level 41: Shocking Bolt
  • (A) Damage Increase IO
  • (43) Accuracy IO
  • (45) Endurance Reduction IO
  • (45) Recharge Reduction IO
Level 44: Charged Armor
  • (A) Reactive Armor - Resistance/Endurance
  • (45) Reactive Armor - Resistance/Recharge
  • (46) Reactive Armor - Endurance/Recharge
  • (46) Reactive Armor - Resistance
  • (46) Reactive Armor - Endurance
Level 47: Static Discharge
  • (A) Damage Increase IO
  • (48) Accuracy IO
  • (48) Recharge Reduction IO
  • (48) Endurance Reduction IO
Level 49: Surge of Power
  • (A) Reactive Armor - Resistance/Endurance
  • (50) Reactive Armor - Resistance/Recharge
  • (50) Reactive Armor - Resistance
  • (50) Reactive Armor - Endurance
------------
Level 1: Brawl
  • (A) Damage Increase IO
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Healing IO
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (43) Efficacy Adaptor - EndMod/Accuracy
  • (43) Efficacy Adaptor - EndMod/Recharge


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----- Union's finest underachiever -----
Farewell CITY of HEROES
The First, the Last, the One.

Union: @ominousvoice2059

 

Posted

I really REALLY hate how this forum wipes out your unfinished post if you accidentally click back.

I had a few notes written out, let's see if I can remember them.

1. You said you wanted to focus on endurance management. You don't need to, Power Sink is all the endurance management you will ever need. Although, I see you're running 3 toggles that I don't run in Leadership. I can understand wanting to keep these if you team a lot, but there are better choices (see point 3).

2. Short Circuit is better slotted for end mod instead of damage for sapping purposes along with Power Sink which, incidentally, will make fighting in melee safer, which brings me to point the third...

3. I would question playing an Elec^3 as a purely ranged Blaster, they're built to be blappers (blaptrollers, really). You're ignoring 3 powers from your primary that do great damage, one of which is a third hold which when combined with Tesla Cage and Shocking Bolt (and the Lockdown proc, if you're so inclined) can be used to easily perma-hold EBs (my Blaster was LOLing at Trapdoor in the Incarnate intro arc). Also, 6-slotting each of these powers with Mako's Bite nets you 11.25% ranged defense.

4. Um, I forget. CURSE YOU VBULLETIN!!

5. I came up with something else that wasn't on my original list. If you can afford it, grab a Karma: Knockback Protection and toss it into Hover (the defense enhancement there isn't helping you enough to be worth it in this instance).

6. Electric Fence is overslotted but I assume you did that for the melee defense, which I find ponderous since you said you don't want to be in melee. Those 3 slots are better spent elsewhere.

7. I can't say much for Voltaic Sentinel as I haven't really tried it (I think I tried it once in a test respec, but that was forever ago). Damage-wise you might be better off dropping this for one of the 3 Electricity Manipulation powers I mentioned before, especially since you're going to need to recast VS once every minute if you want it to keep up its damage continually (also, any aggro it generates gets directed to you, enemies can't target it).

As always, YMMV. It took me a while to find a build that suited me for my Elec^3, but I'm finally satisfied with what I developed, following some of the guidelines I laid out above.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

how beneficial is power surge really though?


 

Posted

Power Surge is a good "oh crap" button, but then so is Eye of the Magus/Demonic Aura, and that doesn't cost you a power pick (Illusionist pets are a pain to farm for the Archmage accolade, though). I ended up dropping it in order to make room for other powers, although I use EM Pulse about as much as I ever used Power Surge (maybe less even), so I could probably pick it back up with no ill effects.

It's not something I would bother slotting.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

(Took me ages to re-find this thread)

Ok, so I figured I'd take your advice and try blapping with my Elec^3. I used my 2nd build and put together a preliminary SO build and gave it a whirl. I definitely see the potential for awesome. So with that in mind here's the SO build, however I want to IO it out. Again I'm not looking to spend a fortune.

Basically I'm looking to maximise survivability. Extra recharge would be nice but is not essential. I don't mind burning a respec to shift some slots around if need be.

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----- Union's finest underachiever -----
Farewell CITY of HEROES
The First, the Last, the One.

Union: @ominousvoice2059

 

Posted

"Blapping" can be quite frustrating at times but it can be equally rewarding - glad you got the moxy to try it out.

So, I looked over your build and it needs some work. While I do realize it is an SO build - by the time you actually get to crafting you should be able to afford generic IOs / some inexpensive sets and by running alignment missions you should be able to get some of the more expensive IOs that most people use in their builds (Numina/Miracle Procs).

In general - most attack powers are slotted either 1 Acc / 3 Damage / 1 End Redux/ 1 Recharge or 2 Acc/2 Damage/1 End redux / 1 Recharge. Health is typically one slotted while Stamina is 3 slotted. Defense powers and Resist shields (in your build Weave and Tough/Charged Armor respectively) are typically slotted with 1 End Redux and then 3 Defense or Resist SOs/generic IOs (or a set)

Ok so I made a build based on what you asked for. With hover on you're at 32.8% Ranged Defense (pop one luck and you're at the Ranged Softcap). You'll hover in and out of melee range. The 3 sets of Basilisks will be expensive though. Other people may find the slotting of Thunderous Blast odd but it is really part of an attack chain and IMO is best utilized with Aim + Buildup + Ball Lightning then Thunderous Blast.

I purposely left slots open (suit to taste).


Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/

Level 50 Mutation Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Electrical Mastery

Hero Profile:
------------
Level 1: Charged Bolts Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(5), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(7), Thundr-Acc/Dmg/EndRdx:50(9), Thundr-Dmg/EndRdx/Rchg:50(9)
Level 1: Electric Fence Empty(A)
Level 2: Lightning Bolt Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(11), Thundr-Dmg/Rchg:50(11), Thundr-Acc/Dmg/Rchg:50(13), Thundr-Acc/Dmg/EndRdx:50(13), Thundr-Dmg/EndRdx/Rchg:50(15)
Level 4: Ball Lightning Empty(A), Empty(34), Empty(34), Empty(37), Empty(37)
Level 6: Hover Zephyr-Travel/EndRdx:50(A), Zephyr-Travel:50(33), Empty(34)
Level 8: Aim RechRdx-I:50(A), RechRdx-I:50(48)
Level 10: Havoc Punch Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(15), Mako-Dmg/Rchg:50(17), Mako-Acc/EndRdx/Rchg:50(17), Mako-Acc/Dmg/EndRdx/Rchg:50(19), Mako-Dam%:50(19)
Level 12: Short Circuit Empty(A), Empty(37), Empty(39), Empty(39), Empty(39)
Level 14: Fly Empty(A)
Level 16: Build Up Empty(A), Empty(50)
Level 18: Tesla Cage BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(21), BasGaze-EndRdx/Rchg/Hold:30(21), BasGaze-Acc/EndRdx/Rchg/Hold:30(33), Empty(33)
Level 20: Hasten Empty(A), Empty(43), Empty(43)
Level 22: Charged Brawl Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(23), Mako-Dmg/Rchg:50(23), Mako-Acc/EndRdx/Rchg:50(25), Mako-Acc/Dmg/EndRdx/Rchg:50(25), Mako-Dam%:50(29)
Level 24: Boxing Empty(A)
Level 26: Tough S'fstPrt-ResDam/Def+:30(A), TtmC'tng-ResDam/EndRdx:50(27), TtmC'tng-ResDam/EndRdx/Rchg:50(27), TtmC'tng-ResDam:50(29)
Level 28: Thunder Strike Empty(A), Empty(40), Empty(40), Empty(40), Empty(42)
Level 30: Weave RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(31), RedFtn-EndRdx/Rchg:50(31), RedFtn-Def/EndRdx/Rchg:50(31), RedFtn-Def:50(42), RedFtn-EndRdx:50(42)
Level 32: Thunderous Blast HO:Centri(A), HO:Centri(50), HO:Centri(50)
Level 35: Power Sink Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(36), P'Shift-EndMod/Rchg:50(36), P'Shift-EndMod/Acc/Rchg:50(36)
Level 38: Shocking Grasp BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(43), BasGaze-EndRdx/Rchg/Hold:30(46), BasGaze-Acc/EndRdx/Rchg/Hold:30(46)
Level 41: Shocking Bolt BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(46), BasGaze-EndRdx/Rchg/Hold:30(48), BasGaze-Acc/EndRdx/Rchg/Hold:30(48)
Level 44: Charged Armor TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam:50(45), TtmC'tng-ResDam/EndRdx/Rchg:50(45), Aegis-ResDam/EndRdx:50(45)
Level 47: Surge of Power Empty(A)
Level 49: Voltaic Sentinel Empty(A)
------------
Level 1: Brawl Empty(A)
Level 1: Defiance
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 4: Ninja Run
Level 2: Swift Empty(A)
Level 2: Health Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(5)
Level 2: Hurdle Empty(A)
Level 2: Stamina P'Shift-End%:50(A), P'Shift-EndMod:50(3), EndMod-I:50(3)
------------
Set Bonus Totals:
8% DamageBuff(Smashing)
8% DamageBuff(Lethal)
8% DamageBuff(Fire)
8% DamageBuff(Cold)
8% DamageBuff(Energy)
8% DamageBuff(Negative)
8% DamageBuff(Toxic)
8% DamageBuff(Psionic)
3% Defense(Melee)
3% Defense(Smashing)
3% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
23.63% Defense(Energy)
23.63% Defense(Negative)
3% Defense(Psionic)
25.5% Defense(Ranged)
3% Defense(AoE)
27.5% Enhancement(RechargeTime)
14% Enhancement(Accuracy)
18% FlySpeed
85.84 HP (7.124%) HitPoints
18% JumpHeight
18% JumpSpeed
MezResist(Held) 6.6%
MezResist(Immobilize) 8.8%
MezResist(Sleep) 4.4%
10% (0.167 End/sec) Recovery
1.26% Resistance(Fire)
1.26% Resistance(Cold)
18% RunSpeed






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Now I'm posting the build that I use on my namesake Blaster but dont let my handle "Deadboy" throw you off (except for the pic that Bobcat called me out when I faceplanted during the Praetorian Invasion on Champion). This would be an expensive build and if you wanted Scorpion Shield you'd have to go redside (change alignment but you can go back to hero).

This is a close range Electric/Electric/Mace Blaster build. I play in melee range right alongside the tanks/scrappers/brutes. He is softcapped to Smash/Lethal (Typed Defense) with very high energy defense. On teams I just throw out SC / BL and occasionally PSink. Solo however I rely alot on SC and PSink in big groups.

If you're not sure about the whole defense thing read over: Why is the softcap so important? by Dechs Kaison
http://dechskaison.blogspot.com/2011...important.html

My I20 build

| Copy & Paste this data into Mids' Hero Designer to view the build |
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Apologies for the lengthy post but hopefully you have some more information to go forward on. Good hunting


@Deadboy

 

Posted

Do you have anything against the idea of going villainside and picking up Mu Mastery? It would stay within your Electric theme and you'd gain the ability tohave an AoE immobilize in Electrifying Fences (pretty sure Mu Mastery has a hold of some kind in it)

You'd get to keep your Charged Armor and Static Discharge, a hold, and you'd gain the ability to take an AoE immobilize. The only real downsides are you have to go villainside and you can't recolor Mu Mastery. (The Gravitational Anchor Chance to Hold proc rocks in AoE immobilizes, and you can get stuff wit Hero Merits to sell in order to buy it, it's pretty cheap for a purple)

Just food for thought there.

Edit: Just checked the wiki to confirm that, yes, Mu Mastery has a hold in Electric Shackles.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

There's nothing wrong with E^3 as a ranged concept. It's not Ice Blast, but it holds its own if you know what you're doing and don't follow the (often-wrong) "conventional wisdom" touted on these boards.


40062: The World's Worst PUG
84008: Jenkins's Guide to Super-Villainy
230187: The Hero of Kings Row
No H8 - 08.04.10
@Circuit Boy - Moderator - Pride global chat channel

 

Posted

Quote:
Originally Posted by Silas View Post
There's nothing wrong with playing a Blaster exclusively at range, no. It's just not as effective at doing damage as using both ranged/melee attacks.
Again, that depends. E^3 requires some tough choices, and if you want to do ranged/AOE/drain effectively, melee has to go. Contrary to what's often said here, ranged still has its advantages (see Marauder in the Lambda Sector Incarnate Trial).


40062: The World's Worst PUG
84008: Jenkins's Guide to Super-Villainy
230187: The Hero of Kings Row
No H8 - 08.04.10
@Circuit Boy - Moderator - Pride global chat channel

 

Posted

I'm not talking about building for range/AoE/draining, I was just talking purely about doing damage. Though thinking about it, building for draining but not taking or using Power Sink seems a little silly.

Anyway, I didn't say ranged blasts don't have their advantages, of course they do. I don't get what this "often what's said here" "often wrong conventional wisdom" stuff is all about, no one has said playing a blaster purely at range is wrong.

DarkGob said blapping/blapptrolling can be very effective and I agree. If someone wants to play their blaster primarily at range, that's their choice. I'd still recommend taking at least one melee attack because by and large, Blaster melee attacks are great and stuff is always gonna get in your face sometime. Besides, hopping in and out of melee with CJ/Hurdle is trivially easy.

Not taking any melee attacks at all just seems unnecessarily to the ways in which you can do damage. Which, as a Blaster, is what you're best at. Draining things is all well and good, but killing them is better.


Support Guides for all Corruptor secondaries and Fortunatas
The Melee Teaming Guide for Melee Mans

 

Posted

Had these builds lying about, might give you some food for thought. I really ought to get this project running again... so many projects.

32.5% s/l/e/n

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expensive version, 45% s/l E3

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