Trying to like Electric Armor...


Arbegla

 

Posted

I find myself repeatedly going back to Electric Armor desperately searching for some way to make it look good (as far as numbers go, at least) in comparison to my current favorite, Shield/Dark. I tried Elec/Dark a while back, didn't make it past... 25 or so. Several other attempts failed equally spectacularly. Elec/Stone fits with a character concept to some extent, so I thought I'd give it a try. Got a few questions at the end, build follows.

(Edit: Don't mind the funky slot levels, I kept moving things around, and ignored the levels. lol)

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

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Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Stone Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Charged Armor

  • (A) Aegis - Resistance: Level 50
  • (3) Aegis - Resistance/Endurance: Level 50
  • (5) Aegis - Resistance/Recharge: Level 50
  • (15) Aegis - Resistance/Endurance/Recharge: Level 50
  • (17) Aegis - Endurance/Recharge: Level 50
  • (29) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 1: Stone Fist
  • (A) Touch of Death - Accuracy/Damage: Level 40
  • (7) Touch of Death - Damage/Endurance/Recharge: Level 40
  • (9) Touch of Death - Damage/Endurance: Level 40
  • (19) Touch of Death - Chance of Damage(Negative): Level 40
  • (23) Touch of Death - Damage/Recharge: Level 40
  • (37) Touch of Death - Accuracy/Damage/Endurance: Level 40
Level 2: Conductive Shield
  • (A) Aegis - Resistance: Level 50
  • (3) Aegis - Resistance/Endurance: Level 50
  • (5) Aegis - Resistance/Recharge: Level 50
  • (15) Aegis - Resistance/Endurance/Recharge: Level 50
  • (17) Aegis - Endurance/Recharge: Level 50
  • (37) Aegis - Psionic/Status Resistance: Level 50
Level 4: Stone Mallet
  • (A) Touch of Death - Accuracy/Damage: Level 40
  • (9) Touch of Death - Damage/Endurance: Level 40
  • (23) Touch of Death - Damage/Recharge: Level 40
  • (29) Touch of Death - Accuracy/Damage/Endurance: Level 40
  • (31) Touch of Death - Damage/Endurance/Recharge: Level 40
  • (37) Touch of Death - Chance of Damage(Negative): Level 40
Level 6: Static Shield
  • (A) Resist Damage IO: Level 50
  • (7) Endurance Reduction IO: Level 50
Level 8: Grounded
  • (A) Resist Damage IO: Level 50
Level 10: Taunt
  • (A) Mocking Beratement - Taunt: Level 50
  • (11) Mocking Beratement - Taunt/Recharge: Level 50
  • (11) Mocking Beratement - Taunt/Recharge/Range: Level 50
  • (31) Mocking Beratement - Accuracy/Recharge: Level 50
  • (31) Mocking Beratement - Taunt/Range: Level 50
  • (33) Mocking Beratement - Recharge: Level 50
Level 12: Energize
  • (A) Doctored Wounds - Heal: Level 50
  • (33) Doctored Wounds - Recharge: Level 50
  • (33) Doctored Wounds - Heal/Recharge: Level 50
  • (34) Numina's Convalescence - Heal: Level 50
  • (34) Numina's Convalescence - Heal/Recharge: Level 50
  • (34) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
Level 14: Boxing
  • (A) Empty
Level 16: Tough
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (39) Reactive Armor - Resistance: Level 40
  • (39) Reactive Armor - Resistance/Recharge: Level 40
  • (39) Reactive Armor - Resistance/Endurance/Recharge: Level 40
  • (40) Reactive Armor - Endurance: Level 40
Level 18: Lightning Reflexes
  • (A) Run Speed IO: Level 50
Level 20: Weave
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (21) Luck of the Gambler - Defense: Level 50
  • (21) Luck of the Gambler - Defense/Endurance: Level 50
Level 22: Lightning Field
  • (A) Scirocco's Dervish - Damage/Endurance: Level 30
  • (25) Scirocco's Dervish - Accuracy/Damage: Level 50
  • (40) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
Level 24: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (25) Luck of the Gambler - Defense: Level 50
Level 26: Power Sink
  • (A) Efficacy Adaptor - EndMod: Level 50
  • (27) Efficacy Adaptor - EndMod/Recharge: Level 50
  • (27) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
  • (36) Efficacy Adaptor - Accuracy/Recharge: Level 50
  • (40) Efficacy Adaptor - EndMod/Accuracy: Level 50
  • (42) Efficacy Adaptor - EndMod/Endurance: Level 50
Level 28: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (36) Recharge Reduction IO: Level 50
  • (36) Recharge Reduction IO: Level 50
Level 30: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (42) Luck of the Gambler - Defense: Level 50
  • (46) Luck of the Gambler - Defense/Endurance: Level 50
Level 32: Power Surge
  • (A) Recharge Reduction IO: Level 50
Level 35: Tremor
  • (A) Obliteration - Damage: Level 50
  • (42) Obliteration - Accuracy/Recharge: Level 50
  • (45) Obliteration - Damage/Recharge: Level 50
  • (46) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (50) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (50) Obliteration - Chance for Smashing Damage: Level 50
Level 38: Seismic Smash
  • (A) Touch of Death - Accuracy/Damage: Level 40
  • (43) Touch of Death - Damage/Endurance: Level 40
  • (43) Touch of Death - Damage/Recharge: Level 40
  • (43) Touch of Death - Accuracy/Damage/Endurance: Level 40
  • (45) Touch of Death - Damage/Endurance/Recharge: Level 40
  • (45) Touch of Death - Chance of Damage(Negative): Level 40
Level 41: Electrifying Fences
  • (A) Accuracy IO: Level 50
Level 44: Ball Lightning
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (48) Positron's Blast - Damage/Recharge: Level 50
  • (48) Positron's Blast - Damage/Endurance: Level 50
  • (48) Positron's Blast - Accuracy/Damage/Endurance: Level 50
Level 47: Static Discharge
  • (A) Positron's Blast - Accuracy/Damage: Level 50
Level 49: Fault
  • (A) Accuracy IO: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (13) Numina's Convalescence - Heal: Level 50
  • (19) Numina's Convalescence - Heal/Endurance: Level 50
  • (46) Regenerative Tissue - +Regeneration: Level 30
  • (50) Miracle - +Recovery: Level 40
Level 2: Stamina
  • (A) Endurance Modification IO: Level 50
  • (13) Endurance Modification IO: Level 50



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First. Does the extra .30% (roughly) Resistance make Aegis worth slotting over Reactive Armor (teeny tiny bit more defense to basically everything) or Impervium Armor (other nice bonuses)?

Second. Am I over-slotting Health? Right now, it's giving me ~10 HP/s and ~.50 End/s.

Third. Is it *really* worth putting six slots on all the attacks for the 3.75% Melee Defense per attack, given the weak totals? I feel like I'm wasting slots everywhere, but at the same time... I can't really find better places to put them.

Any suggestions, criticism... Or even flames for my most likely horrible build (Hey, it's 6AM, give me a break!) are welcome. :)


 

Posted

Couple of things...

Your past ED cap on a lot of things, and many of those sets really dont have much to shoot for as a tanker 6 seting them.


Reative for example I would only 4 slot, useing all the +Res Enhancments. You can do the same thing with Aegis, but really only need the big 3 Res enchacments. So you could even get away with 3 slotting them.

As to Energize... Im confused by the 6 slot 3 and 3 slotting. Doctored Wounds 5 sloted will just about hit ED cap in Heal, Recharge, and End, with also getting you a nice Recharge bonus. And cheaper I might add. Unless your really gunning for those Reg bonus....

I would always make sure Im getting maxium Res mod out of any of your base Shields. Currently your static shield is only 1 sloted with a IO. Granted thats not horrible but even just 2 IOs would get your much nearer to your ED cap.

If you go with what I suggested above the slots you save from some of your toggles could be used to boost up Static.

On my Ele Tanker all resistance Toggles are 4 slotted. (Charged, Conductive, Static, Tough), Grounded is even 4 sloted. (need some mule slots for res slotting).
Some will argue about Groundeds low Dark Resist isn't worth modifying. I went with 2 IO Res in it, then use 2 more slots for mule slotting Imperium Armor +3% psi, and Aegis +3% Psi res.
But I was also trying to crank up my Psi resistance as well.

Also with removing some slots from resist toggles, you can bump up your Ball Lightning (excellent choice) to 5 slots. Your 1 slot away from picking up another nice Recharge boost.

As a Rule of thumb I refuse to use any slotting that puts me 1 away from a Recharge boost I can use.

Drop Static Discharge... a 1 sloted con power isn't doing you much. I would pick up Hover, reason is first it can act as a mule slot for another Luck of the Gambler: Global Recharge. Two, its pretty handy on certain missions to be able to hover in place. It has a bit of defnsive biult in which is nice as well, and even thought groundeds knockback protection only works on the ground with hover you only flip for a fraction of a sec. not a big deal.

Power Surge..... I would put a Your steadfast Protection here. Your running a lot of Global Rechage (and hasten) Surge will be up a lot anyways. The same Bonus of Res that Steadfast has will go nicely with the massive 70% res mods that Surge has. Plus gives you a mule slot for steadfast you dont need to burn else where.


Just some thoughts off the top of my head.


PS - 6 slotting many things is a waste, but you have to look at the totals. Some sets make sense to 6 slots... like obliteration. Are you hitting ED limits? are the set bonus worth the slots? can I find better use of the slots else were?

My Elec Tankers attacks are for the most part only 4 sloted, save for my AoEs which are 6 slotted.


Main: Praetor Imperium Elec/SS/Mu

 

Posted

Short on time, so I'm only going to respond to a couple things here.

Quote:
Originally Posted by Breog View Post
Couple of things...

Your past ED cap on a lot of things, and many of those sets really dont have much to shoot for as a tanker 6 seting them.


Reative for example I would only 4 slot, useing all the +Res Enhancments. You can do the same thing with Aegis, but really only need the big 3 Res enchacments. So you could even get away with 3 slotting them.

As to Energize... Im confused by the 6 slot 3 and 3 slotting. Doctored Wounds 5 sloted will just about hit ED cap in Heal, Recharge, and End, with also getting you a nice Recharge bonus. And cheaper I might add. Unless your really gunning for those Reg bonus.... My reasons for that are, the three Doctored Wounds give the best Heal/Recharge combination, and the three-slot set bonuses for Numina's are possibly the best bonuses possible with only three slots. Extra health + regeneration? I won't argue with that. Also, it's a force of habit from most of my characters having either Transfusion and/or Siphon Life, three slotting the same Doctored Wounds plus three Touch of the Nictus for accuracy/recharge. >.>

I would always make sure Im getting maxium Res mod out of any of your base Shields. Currently your static shield is only 1 sloted with a IO. Granted thats not horrible but even just 2 IOs would get your much nearer to your ED cap. Static Shield can only be enhanced for Psi resistance, which to be honest, is not that big of a concern for me. That was the extent of the thought I put into that. lol

If you go with what I suggested above the slots you save from some of your toggles could be used to boost up Static.

On my Ele Tanker all resistance Toggles are 4 slotted. (Charged, Conductive, Static, Tough), Grounded is even 4 sloted. (need some mule slots for res slotting).
Some will argue about Groundeds low Dark Resist isn't worth modifying. I went with 2 IO Res in it, then use 2 more slots for mule slotting Imperium Armor +3% psi, and Aegis +3% Psi res.
But I was also trying to crank up my Psi resistance as well.

Also with removing some slots from resist toggles, you can bump up your Ball Lightning (excellent choice) to 5 slots. Your 1 slot away from picking up another nice Recharge boost.

As a Rule of thumb I refuse to use any slotting that puts me 1 away from a Recharge boost I can use.

Drop Static Discharge... a 1 sloted con power isn't doing you much. I would pick up Hover, reason is first it can act as a mule slot for another Luck of the Gambler: Global Recharge. Two, its pretty handy on certain missions to be able to hover in place. It has a bit of defnsive biult in which is nice as well, and even thought groundeds knockback protection only works on the ground with hover you only flip for a fraction of a sec. not a big deal.Static Discharge (and Fault) were picked up because I was out of power selections I actually wanted to use... lol I have no real intentions of using either of them. The ONLY reason I did not pick up Hover is because of exactly what you mentioned. Grounded. This tank would, in fact, be one of only *two* characters I have who do NOT have Hover. The other being a Rad/Fire Blaster who also has toggles that only work near the ground. I have a habit of leaving the ground often, and thus losing toggles.

Power Surge..... I would put a Your steadfast Protection here. Your running a lot of Global Rechage (and hasten) Surge will be up a lot anyways. The same Bonus of Res that Steadfast has will go nicely with the massive 70% res mods that Surge has. Plus gives you a mule slot for steadfast you dont need to burn else where. I thought the Steadfast +Res/Def only worked if the power was active? If I could have been slotting One with the Shield with it all this time, I might have to respec my main AGAIN...


Just some thoughts off the top of my head.


PS - 6 slotting many things is a waste, but you have to look at the totals. Some sets make sense to 6 slots... like obliteration. Are you hitting ED limits? are the set bonus worth the slots? can I find better use of the slots else were?

My Elec Tankers attacks are for the most part only 4 sloted, save for my AoEs which are 6 slotted.
Obviously, my responses are in red. When I have more time, I'll do a rebuild with your suggestions and see what happens. Thanks for the suggestions.


 

Posted

Here's the build my Elec/Stone currently has. He's at 33% S/L defense, and has 145% Max HP (about 850+ extra hit points). He's pretty darn hard to kill, and I can't recall a single time I've used Power Surge. Also, this was pre Inherent Fitness, so he'll be getting a nice boost.

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Charged Armor

  • (A) Reactive Armor - Resistance/Endurance
  • (5) Reactive Armor - Resistance/Recharge
  • (33) Reactive Armor - Endurance/Recharge
  • (42) Reactive Armor - Resistance
Level 1: Stone Fist
  • (A) Kinetic Combat - Accuracy/Damage
  • (9) Kinetic Combat - Damage/Endurance/Recharge
  • (11) Kinetic Combat - Damage/Recharge
  • (13) Kinetic Combat - Damage/Endurance
  • (46) Focused Smite - Accuracy/Endurance/Recharge
Level 2: Conductive Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance/Recharge
  • (3) Reactive Armor - Resistance/Endurance/Recharge
  • (5) Reactive Armor - Resistance
Level 4: Heavy Mallet
  • (A) Kinetic Combat - Accuracy/Damage
  • (11) Kinetic Combat - Damage/Endurance
  • (15) Kinetic Combat - Damage/Recharge
  • (15) Kinetic Combat - Damage/Endurance/Recharge
  • (21) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 6: Static Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (7) Reactive Armor - Resistance/Recharge
  • (7) Reactive Armor - Resistance/Endurance/Recharge
  • (9) Reactive Armor - Resistance
Level 8: Hurdle
  • (A) Jumping IO
Level 10: Grounded
  • (A) Steadfast Protection - Knockback Protection
  • (46) Steadfast Protection - Resistance/+Def 3%
Level 12: Combat Jumping
  • (A) Luck of the Gambler - Defense/Endurance
  • (13) Luck of the Gambler - Defense/Recharge
  • (23) Luck of the Gambler - Endurance/Recharge
Level 14: Super Jump
  • (A) Jumping IO
Level 16: Energize
  • (A) Miracle - Heal/Endurance
  • (17) Miracle - Heal/Recharge
  • (17) Miracle - Heal/Endurance/Recharge
  • (19) Miracle - Heal
  • (19) Recharge Reduction IO
Level 18: Health
  • (A) Miracle - Heal/Endurance
  • (21) Miracle - Heal/Recharge
  • (40) Miracle - Heal
Level 20: Stamina
  • (A) Performance Shifter - EndMod
  • (23) Performance Shifter - EndMod/Recharge
  • (29) Performance Shifter - EndMod/Accuracy
  • (33) Efficacy Adaptor - EndMod
  • (33) Efficacy Adaptor - EndMod/Accuracy/Recharge
Level 22: Lightning Field
  • (A) Eradication - Accuracy/Recharge
  • (25) Eradication - Damage
  • (27) Eradication - Damage/Recharge
  • (27) Eradication - Accuracy/Damage/Recharge
  • (29) Efficacy Adaptor - EndMod
  • (37) Efficacy Adaptor - EndMod/Accuracy/Recharge
Level 24: Taunt
  • (A) Perfect Zinger - Taunt
  • (25) Perfect Zinger - Taunt/Recharge
  • (48) Perfect Zinger - Taunt/Recharge/Range
  • (48) Perfect Zinger - Accuracy/Recharge
  • (50) Perfect Zinger - Taunt/Range
  • (50) Perfect Zinger - Chance for Psi Damage
Level 26: Power Sink
  • (A) Efficacy Adaptor - EndMod
  • (31) Performance Shifter - Accuracy/Recharge
  • (40) Performance Shifter - EndMod/Accuracy/Recharge
  • (45) Performance Shifter - EndMod/Recharge
  • (46) Efficacy Adaptor - EndMod/Recharge
Level 28: Fault
  • (A) Stupefy - Accuracy/Recharge
  • (31) Stupefy - Accuracy/Stun/Recharge
  • (31) Stupefy - Accuracy/Endurance
Level 30: Stone Mallet
  • (A) Focused Smite - Damage/Endurance
  • (34) Focused Smite - Accuracy/Damage/Recharge
  • (34) Mako's Bite - Damage/Recharge
  • (34) Mako's Bite - Accuracy/Damage
  • (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 32: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (36) Kinetic Combat - Damage/Endurance/Recharge
  • (43) Kinetic Combat - Damage/Endurance
  • (43) Kinetic Combat - Damage/Recharge
Level 35: Tremor
  • (A) Eradication - Damage
  • (36) Eradication - Damage/Recharge
  • (36) Eradication - Accuracy/Damage/Recharge
  • (37) Eradication - Accuracy/Recharge
  • (37) Multi Strike - Damage/Endurance
  • (48) Kinetic Crash - Recharge/Endurance
Level 38: Seismic Smash
  • (A) Focused Smite - Damage/Endurance
  • (39) Focused Smite - Accuracy/Damage/Recharge
  • (39) Mako's Bite - Damage/Recharge
  • (39) Mako's Bite - Accuracy/Damage
  • (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 41: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (42) Reactive Armor - Resistance/Recharge
  • (42) Reactive Armor - Resistance/Endurance/Recharge
  • (50) Reactive Armor - Resistance
Level 44: Weave
  • (A) Kismet - Accuracy +6%
  • (45) Defense Buff IO
  • (45) Defense Buff IO
Level 47: Lightning Reflexes
  • (A) Run Speed IO
Level 49: Power Surge
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
Level 4: Ninja Run


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

I would think the best combination would be elec/kinetic melee, since you can fire your attacks off faster if you take the speed power from elec, enabling you to stack up kinetic -damage debuffs/+damage buffs. Elec is all resistance, no defense, so I don't think pairing it with /dark would ever be any fun.


 

Posted

Quote:
Originally Posted by Berzerker_NA View Post
I would think the best combination would be elec/kinetic melee, since you can fire your attacks off faster if you take the speed power from elec, enabling you to stack up kinetic -damage debuffs/+damage buffs. Elec is all resistance, no defense, so I don't think pairing it with /dark would ever be any fun.
I'd suggest this is not going to be the case for a number of reasons.

First off, the Siphon Life self heal in DM's attack chain is going to add regen to any set, and that's actually quite a big deal.

Secondly, even without a defence secondary, DM can stack a meaningful number of fears/debuffs on one particularly troublesome foe (toxic tarantula poisoning your tea? Bane spider executioner tearing you down?) and electric is often most concerned with that one boss in a spawn that you simply cannot handle at all.

Thirdly, and I don't have personal experience with this, many suggest that to make ele/ tankier, the best and most cost effective way is to stack up S/L and Energy/Neg up to the soft caps. In cases where you've done that, or come close, DM's debuffs will make a difference for other types, or get you over the edge for the main ones, or help compensate for some def debuffs which you won't be resisting.

Personally I've gone the resistance stacking route for my ele, as much to proove a point as anything else and while high general resists and capped SL resists are tremendously good at some things, debuffs, toxic and hardcore mez can really ruin my day. I've been continuously adding +mez resist with every respec, and it's still an issue. I think, watching the debuffs fall off, that I'm close... and once the top tear cardiac core paragon is available, I'll be able to maintain my SL cap, and slot enough mez resist (plus the level shift will help) to avoid that problem most of the time. I'm also going to try respeccing out of the fire APP and into soul mastery to save a slot for tactics, which should help with the -tohit... we'll see.

Even then, many other debuffs and toxic will still cut me down to size in many cases. Were I a DM, I would have much better options to deal with them. In any case I'll let everyone know how it went eventually.


The cake is a lie! The cake is a lie!

 

Posted

With IO's, you really don't need any more mitigation from the secondary. I went for /Fire and the fast recharging AoE's ruin every mobs day.

Elec has issues with resistance holes(toxic and neg) and debuffs/mez. I went for positional defense to deal with that, and came up with a build that puts me at the softcap to everything with 1 purple, and does it relatively cheaply.

Aside from the Apex TF Hydra, there is nothing I can't handle.


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Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

Quote:
Originally Posted by Berzerker_NA View Post
I would think the best combination would be elec/kinetic melee, since you can fire your attacks off faster if you take the speed power from elec, enabling you to stack up kinetic -damage debuffs/+damage buffs. Elec is all resistance, no defense, so I don't think pairing it with /dark would ever be any fun.
I can't speak for Elect/Kin, but I have an Elect/Dar, and he's a blast to play. Levels very quickly and is currently sitting at level 41. I have other projects I'm focusing on, so he doesn't get the bulk of play time that other toons do. It's a fast combo and one of the main reasons I enjoy Electric Armor.

From the limited tries I've run with Kin Melee on Melee oriented toons, I've liked it on Brutes best, Scrappers second and Tanks last. But that's just my 2 inf's worth on it.




Tanker Tuesdays: Meet in King's Row by IP Gate 6pm PT9pm ET.
1st Tuesday on Champion, 2nd Tuesday on Justice
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

I made this build as a theoretical slot-out before Kinetic Melee was released. 43.1% defense to S/L with something like 2600 HP and good resists layered under that.


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

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Elec Stone tank: Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Charged Armor

  • (A) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance/Recharge
  • (3) Reactive Armor - Resistance/Endurance/Recharge
  • (5) Reactive Armor - Resistance
  • (5) Steadfast Protection - Resistance/+Def 3%
Level 1: Stone Fist
  • (A) Kinetic Combat - Accuracy/Damage
  • (7) Kinetic Combat - Damage/Endurance
  • (7) Kinetic Combat - Damage/Recharge
  • (9) Kinetic Combat - Damage/Endurance/Recharge
  • (9) Crushing Impact - Accuracy/Damage/Endurance
Level 2: Stone Mallet
  • (A) Kinetic Combat - Accuracy/Damage
  • (11) Kinetic Combat - Damage/Endurance
  • (11) Kinetic Combat - Damage/Recharge
  • (13) Kinetic Combat - Damage/Endurance/Recharge
  • (13) Crushing Impact - Accuracy/Damage/Endurance
Level 4: Conductive Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (15) Reactive Armor - Resistance/Recharge
  • (17) Reactive Armor - Endurance/Recharge
  • (17) Reactive Armor - Resistance/Endurance/Recharge
Level 6: Static Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (19) Reactive Armor - Resistance/Recharge
  • (19) Reactive Armor - Endurance/Recharge
  • (21) Reactive Armor - Resistance/Endurance/Recharge
Level 8: Grounded
  • (A) Reactive Armor - Resistance/Endurance
  • (23) Reactive Armor - Resistance/Recharge
  • (23) Reactive Armor - Endurance/Recharge
  • (25) Reactive Armor - Resistance/Endurance/Recharge
Level 10: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 12: Energize
  • (A) Doctored Wounds - Heal
  • (25) Doctored Wounds - Recharge
  • (27) Doctored Wounds - Heal/Recharge
  • (27) Recharge Reduction IO
Level 14: Super Jump
  • (A) Springfoot - Endurance/Jumping
Level 16: Lightning Field
  • (A) Eradication - Accuracy/Damage/Endurance/Recharge
  • (29) Eradication - Damage
  • (29) Eradication - Damage/Recharge
  • (31) Eradication - Accuracy/Damage/Recharge
  • (31) Scirocco's Dervish - Damage/Endurance
  • (31) Scirocco's Dervish - Accuracy/Damage/Endurance
Level 18: Taunt
  • (A) Mocking Beratement - Taunt/Recharge/Range
Level 20: Grant Invisibility
  • (A) Luck of the Gambler - Recharge Speed
Level 22: Fault
  • (A) Perfect Zinger - Taunt
  • (46) Perfect Zinger - Taunt/Recharge
  • (46) Perfect Zinger - Taunt/Recharge/Range
  • (48) Perfect Zinger - Accuracy/Recharge
  • (48) Perfect Zinger - Taunt/Range
  • (50) Perfect Zinger - Chance for Psi Damage
Level 24: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (33) Kinetic Combat - Damage/Endurance
  • (33) Kinetic Combat - Damage/Recharge
  • (33) Kinetic Combat - Damage/Endurance/Recharge
Level 26: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (34) Reactive Armor - Resistance/Recharge
  • (34) Reactive Armor - Resistance/Endurance/Recharge
  • (34) Reactive Armor - Resistance
Level 28: Power Sink
  • (A) Perfect Zinger - Taunt
  • (37) Perfect Zinger - Taunt/Recharge
  • (37) Perfect Zinger - Chance for Psi Damage
  • (40) Perfect Zinger - Taunt/Recharge/Range
  • (43) Perfect Zinger - Accuracy/Recharge
  • (43) Perfect Zinger - Taunt/Range
Level 30: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (36) Luck of the Gambler - Defense/Endurance/Recharge
  • (36) Luck of the Gambler - Defense
  • (36) Luck of the Gambler - Recharge Speed
Level 32: Lightning Reflexes
  • (A) Run Speed IO
Level 35: Build Up
  • (A) Recharge Reduction IO
Level 38: Tremor
  • (A) Eradication - Damage
  • (39) Eradication - Accuracy/Damage/Endurance/Recharge
  • (39) Eradication - Damage/Recharge
  • (39) Eradication - Accuracy/Recharge
  • (40) Scirocco's Dervish - Damage/Endurance
  • (40) Scirocco's Dervish - Accuracy/Damage/Endurance
Level 41: Seismic Smash
  • (A) Kinetic Combat - Accuracy/Damage
  • (42) Kinetic Combat - Damage/Endurance
  • (42) Kinetic Combat - Damage/Recharge
  • (42) Kinetic Combat - Damage/Endurance/Recharge
  • (43) Basilisk's Gaze - Endurance/Recharge/Hold
  • (46) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
Level 44: Salt Crystals
  • (A) Lethargic Repose - Accuracy/Recharge
  • (45) Lethargic Repose - Accuracy/Endurance
  • (45) Lethargic Repose - Accuracy/Sleep/Recharge
  • (45) Lethargic Repose - Endurance/Sleep
Level 47: Fossilize
  • (A) Basilisk's Gaze - Accuracy/Recharge
  • (48) Basilisk's Gaze - Recharge/Hold
Level 49: Power Surge
  • (A) Basilisk's Gaze - Accuracy/Recharge
  • (50) Basilisk's Gaze - Recharge/Hold
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
Level 6: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (50) Miracle - +Recovery
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (15) Performance Shifter - EndMod/Recharge
  • (21) Performance Shifter - EndMod/Accuracy
  • (37) Performance Shifter - Chance for +End


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Let me know what you guys think of it.


The Story of a Petless MM with a dream
Quote:
Originally Posted by Deus_Otiosus View Post
This entire post should receive some kind of award for being both hysterical and fantastic.
Well done.
I have a 50 in every AT, but Scrappers and Dominators are my favorites.

 

Posted

Quote:
Originally Posted by Spiritchaser View Post
Even then, many other debuffs and toxic will still cut me down to size in many cases. Were I a DM, I would have much better options to deal with them. In any case I'll let everyone know how it went eventually.
Yeah, debuffs and mez really suck when all you've got is resistances, no defense to make some of them miss you. I hadn't thought about the mitigations on dark, too.

Maybe this set might be a good set to take concealment up to Ethereal shift? Then you can take a 30 second time out and wait for all those debuffs to wear off before you join the fight again? Only trouble is it makes you -100 threat level, so not sure how one's teammates will feel.


 

Posted

Quote:
Originally Posted by Scirion View Post

*I thought the Steadfast +Res/Def only worked if the power was active? If I could have been slotting One with the Shield with it all this time, I might have to respec my main AGAIN...*

Obviously, my responses are in red. When I have more time, I'll do a rebuild with your suggestions and see what happens. Thanks for the suggestions.
Just to make sure I double check my Tanker, Yup Steadfast works in Surge. I have noticed most enchancment powers work all the time reguardless of were they are. The only Enchancment I found that had to be put in a active power was Kismets To hit bonus. (Granted I haven't tryed all of these werid things out).


PS on a side note I can also confirm that Shieldwall +3% resistance works even if you turn off the power its in.


Main: Praetor Imperium Elec/SS/Mu

 

Posted

The way i built my claw'elec brute was basically high recharge, high resistance, and to have energize up as often as possible. Yes, its a brute, so its not quite a tanker, but with follow up, and fury feeding lightning field and spin, i have a feeling things will just melt and my high resistance will be enough to counter act any incoming damages. Plus, if you can get energize near perma, you have a nice heal, plus a pretty nice +regen to back up the damage your resistance won't cover.

Added a sprinkle of lethal/smash or melee defense (i think i have like 15% melee def) and liberal inspiration usages, and it should work out to be a pretty nice beast.

Comparing elec armor to shield armor is comparing fruit to meat. Shield defense relys on defense, with a sprinkle of resistance to help out in those tight spots when things get though, and a T9 that suppliments everything (+hp, more resistance +recovery) where elec armor relys on resistance, -end, and has a nice heal/+regen to cover the holes.

If you spam power sink enough, with lightning field helping you can be a pretty decent sapper, and then your resistance can do its job of only having to soak 1 or 2 hits that the mobs can use, instead of entire attack chains. Then energy doesnt have to be used as often, and you can basically just use it for when those big hits get through, and let its +regen heal you up while you drain everyone end down.