Elec Armor/Energy Melee


Aett_Thorn

 

Posted

I was looking for some pointers on my build. I've done what I think is best as far as overall resistance goes, but was wondering if I've done alright in my slotting and enhancement choices.

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Solar Dynamo: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Energy Melee
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Charged Armor

  • (A) Resist Damage IO: Level 50
  • (3) Resist Damage IO: Level 50
  • (5) Resist Damage IO: Level 50
  • (11) Resist Damage IO: Level 50
  • (31) Resist Damage IO: Level 50
  • (34) Resist Damage IO: Level 50
Level 1: Barrage
  • (A) Accuracy IO: Level 50
Level 2: Conductive Shield
  • (A) Resist Damage IO: Level 50
  • (3) Resist Damage IO: Level 50
  • (5) Resist Damage IO: Level 50
  • (11) Resist Damage IO: Level 50
  • (34) Resist Damage IO: Level 50
  • (34) Resist Damage IO: Level 50
Level 4: Lightning Field
  • (A) Endurance Reduction IO: Level 50
  • (37) Endurance Reduction IO: Level 50
Level 6: Static Shield
  • (A) Resist Damage IO: Level 50
  • (7) Resist Damage IO: Level 50
  • (7) Resist Damage IO: Level 50
  • (15) Resist Damage IO: Level 50
  • (40) Resist Damage IO: Level 50
  • (43) Resist Damage IO: Level 50
Level 8: Grounded
  • (A) Resist Damage IO: Level 50
  • (9) Resist Damage IO: Level 50
  • (9) Resist Damage IO: Level 50
  • (15) Resist Damage IO: Level 50
  • (43) Resist Damage IO: Level 50
  • (43) Resist Damage IO: Level 50
Level 10: Taunt
  • (A) Perfect Zinger - Taunt: Level 50
  • (48) Perfect Zinger - Taunt/Recharge/Range: Level 50
  • (48) Perfect Zinger - Chance for Psi Damage: Level 50
Level 12: Energize
  • (A) Numina's Convalescence - Heal/Endurance: Level 50
  • (13) Numina's Convalescence - Heal/Recharge: Level 50
  • (13) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
  • (50) Numina's Convalescence - Heal: Level 50
Level 14: Boxing
  • (A) Accuracy IO: Level 50
Level 16: Tough
  • (A) Resist Damage IO: Level 50
  • (17) Resist Damage IO: Level 50
  • (17) Resist Damage IO: Level 50
  • (23) Resist Damage IO: Level 50
  • (40) Resist Damage IO: Level 50
  • (40) Resist Damage IO: Level 50
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
  • (23) Luck of the Gambler - Defense/Recharge: Level 50
Level 22: Whirling Hands
  • (A) Accuracy IO: Level 50
Level 24: Bone Smasher
  • (A) Accuracy IO: Level 50
Level 26: Power Sink
  • (A) Endurance Modification IO: Level 50
Level 28: Build Up
  • (A) Recharge Reduction IO: Level 50
  • (50) Recharge Reduction IO: Level 50
  • (50) Recharge Reduction IO: Level 50
Level 30: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (31) Recharge Reduction IO: Level 50
  • (31) Recharge Reduction IO: Level 50
Level 32: Power Surge
  • (A) Resist Damage IO: Level 50
  • (33) Resist Damage IO: Level 50
  • (33) Recharge Reduction IO: Level 50
  • (33) Recharge Reduction IO: Level 50
Level 35: Energy Transfer
  • (A) Hecatomb - Damage: Level 50
  • (36) Hecatomb - Damage/Recharge: Level 50
  • (36) Hecatomb - Accuracy/Damage/Recharge: Level 50
  • (36) Hecatomb - Accuracy/Recharge: Level 50
  • (37) Hecatomb - Damage/Endurance: Level 50
  • (37) Hecatomb - Chance of Damage(Negative): Level 50
Level 38: Total Focus
  • (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
  • (39) Mako's Bite - Accuracy/Damage: Level 50
  • (39) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
  • (39) Mako's Bite - Damage/Recharge: Level 50
Level 41: Conserve Power
  • (A) Recharge Reduction IO: Level 50
  • (42) Recharge Reduction IO: Level 50
  • (42) Recharge Reduction IO: Level 50
  • (42) Recharge Reduction IO: Level 50
Level 44: Physical Perfection
  • (A) Numina's Convalescence - Heal/Recharge: Level 50
  • (45) Numina's Convalescence - Heal/Endurance: Level 50
  • (45) Numina's Convalescence - Heal: Level 50
  • (45) Performance Shifter - EndMod: Level 50
  • (46) Performance Shifter - EndMod/Accuracy: Level 50
  • (46) Performance Shifter - Chance for +End: Level 50
Level 47: Laser Beam Eyes
  • (A) Accuracy IO: Level 50
Level 49: Super Speed
  • (A) Run Speed IO: Level 50
------------
Level 1: Brawl
  • (A) Accuracy IO: Level 50
Level 1: Sprint
  • (A) Jumping IO: Level 50
Level 2: Rest
  • (A) Endurance Modification IO: Level 50
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO: Level 50
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Health
  • (A) Numina's Convalescence - Heal/Endurance: Level 50
  • (25) Numina's Convalescence - Endurance/Recharge: Level 50
  • (25) Numina's Convalescence - Heal/Recharge: Level 50
  • (29) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
  • (46) Numina's Convalescence - Heal: Level 50
  • (48) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End: Level 50
  • (19) Performance Shifter - EndMod/Accuracy: Level 50
  • (19) Performance Shifter - Accuracy/Recharge: Level 50
  • (27) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
  • (27) Performance Shifter - EndMod/Recharge: Level 50
  • (29) Performance Shifter - EndMod: Level 50


@Kashini Aldatan
Victory Server

 

Posted

Okey dokey here, this build needs some help. First off, are you aware of Enhancement Diversification (ED)? ED limits the usefulness of more than three of the same type of SO-level enhancement in the same power. As such, your resistance armors have a lot of waste in them, as do several other powers. As such, you are vastly over-slotting some powers, while drastically under-slotting others.

Some tips:

1) If you are just using SOs or high-level common IOs, drop your resistance powers to just three slots. You're not getting much use out of the other three enhancements.

2) Lightning Field needs much more slotting. 2 EndRed, 2 Acc, and 2 Dam is what you should be aiming for with just basic enhancements. This is your Taunt aura, so you want it to hit, and you want it to do damage. Since /EM is low on AoE damage, you are going to be relying on this power a lot to hold aggro and do AoE damage over time.

3) Energize should get 5 Doctored Wounds, instead of the Numina's slotting. You'll want the recharge that Doctored Wounds has.

4) You are going 35 levels without an attack that has damage slotting. Slot your basic attacks that you will be using all the time like attacks. 1-2 Acc, 3 Damage, Recharge and EndRed to taste. Especially Barrage, since it now has a nice little -20% Resistance debuff on it. You'll be using that power a lot.

5) Power Sink should get some Recharge slotting.

6) Conserve Power could drop a slot. However, with Power Sink, the usefulness of that power at all should be minimal. Slotting Power Sink for Recharge will do more for you over time than another power pick to basically do the same thing (mitigate endurance loss).

7) Health and Stamina are overslotted. Stamina needs at max 4 slots, and Health about the same.


Those are just the basics. Will offer more suggestions as we fix the build.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Appreciate the advice, I'd been going by a friends build for the longest time and felt it had more potential then what it currently has.


@Kashini Aldatan
Victory Server

 

Posted

Oh my, are you familiar with ED (enhancement diversification)? The short version is that the enhancement values are SEVERELY reduced after you reach 95% enhancement... the equivalent of 3 SO's in a power. You're wasting a lot of slots on very marginal improvement slotting 6 resistance IO's in your armors. The first three provide ~95% enhancement while the last three are only providing 5% EACH... those slots need to be moved elsewhere.

There's lots I'd question about that build but the single biggest problem is your slotting in your armors. 6 slotting for resistance went away as a valid choice in issue 6 about 5 years ago. You're also slotting some extremely expensive IO's in the Hecatomb and Numina sets but poorly slotting commons in the armors.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

I am familiar with ED. I got advice on Tank building from a friend a year or two ago and have pretty much built all my tanks the same way. After running TF for Incarnate salvage and seeing all the other tanks out there way outperforming mine I decided it was time to get some advice from others.


@Kashini Aldatan
Victory Server

 

Posted

Is the Energy Mastery worth getting or should I go for a different epic?


@Kashini Aldatan
Victory Server

 

Posted

Quote:
Originally Posted by Kusac View Post
Is the Energy Mastery worth getting or should I go for a different epic?
It all depends on what you want. If you need endurance then you may want it for Conserve Power and Phys. Perfection. On the other hand if you want damage then Pyre for Char, Fire Blast & Fire Ball is the go-to choice.

You'll need to respec your build into something more suited to today's game before you'll really know about your endurance issues. Along those lines you may want to consider 4 slotting all your armors with Reactive Armor and slotting your attacks with either Smashing Haymaker or, if you have the inf, Kinetic Combat. Finish your attacks off with a couple Pounding Slugfest or possibly a level 50 Acc/Dam/End from Crushing Impact. Once you've made these changes and played the character a bit you'll know if endurance is going to be an issue... if it is then unquestionably the Energy epic is the best choice for you.

On my tankers my "default" choice is Pyre unless that tank has end problems... then I pick up Energy.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Took advice that was given and fiddled around with Mid's. Wondering if this build is better or not. I'm not that great when it comes to IO sets and slotting, I try to pick what I think is best so any suggestions will be greatly appreciated.

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Solar Dynamo: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Energy Melee
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Charged Armor

  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (3) Reactive Armor - Resistance: Level 40
  • (11) Reactive Armor - Resistance/Recharge: Level 40
  • (11) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 1: Barrage
  • (A) Kinetic Combat - Damage/Endurance/Recharge: Level 35
  • (43) Kinetic Combat - Damage/Recharge: Level 35
  • (43) Kinetic Combat - Damage/Endurance: Level 35
  • (46) Kinetic Combat - Accuracy/Damage: Level 35
Level 2: Conductive Shield
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (3) Reactive Armor - Resistance: Level 40
  • (15) Reactive Armor - Resistance/Recharge: Level 40
  • (15) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 4: Lightning Field
  • (A) Obliteration - Damage: Level 50
  • (5) Obliteration - Accuracy/Recharge: Level 50
  • (5) Obliteration - Damage/Recharge: Level 50
  • (37) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (43) Obliteration - Chance for Smashing Damage: Level 50
Level 6: Static Shield
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (7) Reactive Armor - Resistance: Level 40
  • (7) Reactive Armor - Resistance/Recharge: Level 40
  • (19) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 8: Grounded
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (9) Reactive Armor - Resistance: Level 40
  • (9) Reactive Armor - Resistance/Recharge: Level 40
  • (23) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 10: Taunt
  • (A) Perfect Zinger - Taunt: Level 50
  • (34) Perfect Zinger - Taunt/Recharge/Range: Level 50
  • (34) Perfect Zinger - Chance for Psi Damage: Level 50
Level 12: Energize
  • (A) Doctored Wounds - Heal: Level 50
  • (13) Doctored Wounds - Heal/Endurance: Level 50
  • (13) Doctored Wounds - Heal/Recharge: Level 50
  • (31) Doctored Wounds - Heal/Endurance/Recharge: Level 50
  • (34) Doctored Wounds - Endurance/Recharge: Level 50
Level 14: Boxing
  • (A) Kinetic Combat - Damage/Recharge: Level 35
  • (46) Kinetic Combat - Accuracy/Damage: Level 35
  • (46) Kinetic Combat - Damage/Endurance: Level 35
  • (50) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 16: Tough
  • (A) Reactive Armor - Resistance: Level 40
  • (17) Reactive Armor - Resistance/Endurance: Level 40
  • (17) Reactive Armor - Resistance/Recharge: Level 40
  • (19) Reactive Armor - Resistance/Endurance/Recharge: 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
  • (23) Luck of the Gambler - Defense/Recharge: Level 50
Level 22: Whirling Hands
  • (A) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
Level 24: Bone Smasher
  • (A) Pounding Slugfest - Accuracy/Damage: Level 30
  • (50) Pounding Slugfest - Damage/Endurance: Level 30
  • (50) Pounding Slugfest - Damage/Recharge: Level 30
Level 26: Power Sink
  • (A) Recharge Reduction IO: Level 50
  • (40) Recharge Reduction IO: Level 50
  • (40) Recharge Reduction IO: Level 50
Level 28: Build Up
  • (A) Recharge Reduction IO: Level 50
Level 30: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (31) Recharge Reduction IO: Level 50
  • (31) Recharge Reduction IO: Level 50
Level 32: Power Surge
  • (A) Resist Damage IO: Level 50
  • (33) Resist Damage IO: Level 50
  • (33) Recharge Reduction IO: Level 50
  • (33) Recharge Reduction IO: Level 50
Level 35: Energy Transfer
  • (A) Touch of Death - Accuracy/Damage: Level 40
  • (36) Touch of Death - Damage/Endurance: Level 40
  • (36) Touch of Death - Damage/Recharge: Level 40
  • (36) Touch of Death - Accuracy/Damage/Endurance: Level 40
  • (37) Touch of Death - Damage/Endurance/Recharge: Level 40
  • (37) Touch of Death - Chance of Damage(Negative): Level 40
Level 38: Total Focus
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (39) Kinetic Combat - Damage/Endurance: Level 35
  • (39) Kinetic Combat - Damage/Recharge: Level 35
  • (39) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 41: Char
  • (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50
  • (42) Thunderstrike - Damage/Endurance/Recharge: Level 50
  • (42) Thunderstrike - Accuracy/Damage/Recharge: Level 50
  • (42) Thunderstrike - Damage/Recharge: Level 50
Level 44: Fire Blast
  • (A) Thunderstrike - Damage/Endurance/Recharge: Level 50
  • (45) Thunderstrike - Accuracy/Damage/Endurance: Level 50
  • (45) Thunderstrike - Accuracy/Damage/Recharge: Level 50
  • (45) Thunderstrike - Damage/Recharge: Level 50
Level 47: Fire Ball
  • (A) Detonation - Accuracy/Damage/Endurance: Level 50
  • (48) Detonation - Damage/Endurance/Range: Level 50
  • (48) Detonation - Damage/Range: Level 50
  • (48) Detonation - Damage/Endurance: Level 50
Level 49: Super Speed
  • (A) Run Speed IO: Level 50
------------
Level 1: Brawl
  • (A) Accuracy IO: Level 50
Level 1: Sprint
  • (A) Jumping IO: Level 50
Level 2: Rest
  • (A) Endurance Modification IO: Level 50
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO: Level 50
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Health
  • (A) Healing IO: Level 50
  • (27) Healing IO: Level 50
  • (29) Healing IO: Level 50
  • (29) Healing IO: Level 50
Level 2: Stamina
  • (A) Performance Shifter - EndMod: Level 50
  • (25) Performance Shifter - EndMod/Recharge: Level 50
  • (25) Performance Shifter - EndMod/Accuracy: Level 50
  • (27) Performance Shifter - Chance for +End: Level 50


@Kashini Aldatan
Victory Server

 

Posted

Ok, you're overslotting Health; that last heal isn't buying you very much and the slot could be better placed elsewhere.

The Obliteration set is nice for melee defense, but it's pretty light on end reduction... I'd consider using a mix of Eradication/Scirocco for the end bonus and regen bonus.

I'm not a real big fan of using powers as set mules if you've a choice so I'd move the extra slots out of Boxing into Whirling Hands... WH is your only AOE and you've considerably underslotted it. I'd consider slotting the mix of Eradication/Scirocco into WH as well.

Bone Smasher deserves more slots, I'd go with 4 Smashing Haymaker or Kinetic Combat (depending on your finances... the Kin Combat is VERY expensive) and either a pair of Pounding Slugfest or one Acc/Dam/End from Crushing Impact. By themselves both the Smashing Haymaker and Kinetic Combat sets are light on accuracy... so I use 1-2 extra slots in the attacks to solve that problem.

I'd question the slotting of Touch of Death in ET; it's giving you a good melee defense bonus but most of your other slotting is going for S/L defense. You're better off building either positional or typed defense as high as you can (up to the 45% soft cap) than spreading it around.

Along the same line you'll want to get the Steadfast Protection resistance/3% defense unique IO into your build; it's 3% defense to everything in one slot.

I would also move slots out of Char into Fire Blast and Fire Ball; as well as adding at least one more slot to Total Focus. Personally if you aren't slotting out the regen/recovery uniques in Health I'd stay with the base slot there; those slots are more useful elsewhere.

I assume you're intentionally waiting on a travel power until 49; I'd consider getting it at a more traditional level just so I'd have it when exemping down for lower level TF's.

All in all it's better than before, but there's still some rough spots that can be smoothed out. I don't know what your inf finances may be... this will be an expensive build. Many of the Kin Combat IO's sell for over 100 million each, that's why I generally spec the MUCH cheaper Smashing Haymaker set... it only provides half the defense bonus but you could slot 5 full sets of it for much less than a single Kin Combat IO.

Good luck!


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Appreciate the advice Awesome. The Tank has over 800mil on him with a couple hundred merits sitting around unused so I'm hoping I can afford whatever changes I'm gonna make. I'll keep tweaking my build.


@Kashini Aldatan
Victory Server

 

Posted

Quote:
Originally Posted by Kusac View Post
Appreciate the advice Awesome. The Tank has over 800mil on him with a couple hundred merits sitting around unused so I'm hoping I can afford whatever changes I'm gonna make. I'll keep tweaking my build.
Howdy Kusac! I am glad you went to the forums for some advice. Teaming with you has been a blast in the past, but now, I'm thinking we'll just have to toss you a heal once in a while and let you run the mission for us. LOL

Seriously though, that is some awesome advice and I'm going to pull a lot of it in for my tank as well. First, I need to get my Energy / Energy blaster built so I can pay you back for the other night while I was running my tank.

See ya in-game!


Demonfest - 50 - Demon / Thermal Mastermind
Covered Shadow - 50 - Dark Melee / Shield Scrapper

 

Posted

Quote:
Originally Posted by Kusac View Post
Appreciate the advice Awesome. The Tank has over 800mil on him with a couple hundred merits sitting around unused so I'm hoping I can afford whatever changes I'm gonna make. I'll keep tweaking my build.
If you have 800 million you'll probably have to settle for the Smashing Haymaker sets... you'll never get all the Kinetic Combat IO's for that. Last I looked the cheapest Kin Combat was close to 80 million and most were WELL over 100 million. Since you're looking at 4 sets of 4 IO's each, or 16 IO's total with an average price somewhere south of 100 million each I don't think you can afford them.

You can easily afford a very good build, you'll just have to leave out the Kin Combat set at least for now. 200 merits MIGHT net you enough inf on random rolls, then again it might not too. You could turn those 200 merits and 80 million into 4 hero merits; I THINK most of the Kin Combat can be bought for 1 A-merit per recipe. That's still quite a ways from what you need.

I'd suggest getting the Steadfast 3% def unique (15 million), the Numina Regen/Recovery unique (100 million) and the Reactive Armor sets. The rest should be fairly inexpensive.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
If you have 800 million you'll probably have to settle for the Smashing Haymaker sets... you'll never get all the Kinetic Combat IO's for that. Last I looked the cheapest Kin Combat was close to 80 million and most were WELL over 100 million. Since you're looking at 4 sets of 4 IO's each, or 16 IO's total with an average price somewhere south of 100 million each I don't think you can afford them.

You can easily afford a very good build, you'll just have to leave out the Kin Combat set at least for now. 200 merits MIGHT net you enough inf on random rolls, then again it might not too. You could turn those 200 merits and 80 million into 4 hero merits; I THINK most of the Kin Combat can be bought for 1 A-merit per recipe. That's still quite a ways from what you need.

I'd suggest getting the Steadfast 3% def unique (15 million), the Numina Regen/Recovery unique (100 million) and the Reactive Armor sets. The rest should be fairly inexpensive.
Plus - Put a note out to the SG on what you're looking for still. We can always give you what drops if it's what you need. We've got your back!


Demonfest - 50 - Demon / Thermal Mastermind
Covered Shadow - 50 - Dark Melee / Shield Scrapper

 

Posted

I applied the 32.5% positionals concept(one purp to softcap, cheaper than going for S/L) from my Elec/Fire build on yours. It came out alright, but I'm not sure getting rid of Fireball to reach that level of defense is worth it on EM, which already has AoE DPS issues. I didn't bother with power selection levels for exemping, so keep that in mind. This build is meant for the spiritual alpha(see the slotting for Hasten and Energize).

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

Click this DataLink to open the build!


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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

ok, this a expensive build for Elec/Elec but mite give an idea on what to look for in futre. You just need change your melee to energy and move some slots around. Also granted Energize isnt slotted the best but was nessicary for Soft cap def to S/L/E/N. Im sure there are other out there that could improve on this build but it is my current elec armour build and it goes quite good.

here it is

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Charged Armor -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(3), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam/Rchg(13)
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 2: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 4: Lightning Field -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-Acc/Rchg(31), C'ngBlow-Acc/Dmg(31), C'ngBlow-Dmg/EndRdx(33), C'ngBlow-Dmg/Rchg(33)
Level 6: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx/Rchg(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam(15)
Level 8: Jacobs Ladder -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Acc/Dmg/Rchg(34)
Level 10: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-EndRdx/Rchg(21)
Level 12: Grounded -- RctvArm-EndRdx/Rchg(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(25)
Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 16: Thunder Strike -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(25), Erad-Dmg/Rchg(27), C'ngBlow-Dmg/EndRdx(27), C'ngBlow-Acc/Rchg(29), C'ngBlow-Dmg/Rchg(29)
Level 18: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(19), RctvArm-EndRdx/Rchg(19), RctvArm-ResDam(21)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def(34)
Level 22: Energize -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/Rchg(50)
Level 24: Lightning Reflexes -- Run-I(A)
Level 26: Power Sink -- Mocking-Taunt(A), Mocking-Taunt/Rng(40), Mocking-Taunt/Rchg/Rng(43), Mocking-Rchg(43)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 32: Power Surge -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(46)
Level 35: Maneuvers -- EndRdx-I(A), DefBuff-I(36), DefBuff-I(37)
Level 38: Lightning Rod -- Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(40), C'ngBlow-Acc/Rchg(40)
Level 41: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 44: Salt Crystals -- LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(45), LgcRps-Acc/EndRdx(45), LgcRps-Sleep/Rng(45)
Level 47: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(48), Thundr-Acc/Dmg(48), Thundr-Dmg/EndRdx(48), Thundr-Acc/Dmg/EndRdx(50)
Level 49: Taunt -- Zinger-Taunt/Rchg/Rng(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(37)
Level 2: Stamina -- EndMod-I(A), EndMod-I(37)

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I dont really know what to say
Electric Armour and the Soft cap
Electric Armour and the 1st 20 levels
Thundra Knight
click here for You want the best TANK!? I'll let you decicde!

 

Posted

Quote:
Originally Posted by Kusac View Post
I am familiar with ED. I got advice on Tank building from a friend a year or two ago and have pretty much built all my tanks the same way. After running TF for Incarnate salvage and seeing all the other tanks out there way outperforming mine I decided it was time to get some advice from others.
Lots to talk about here, I'll just address this...

An elec tank with tough is one of the places where at least some of the radical overslotting you have in your first build actually COULD make sense, especially with a +res alpha boost.

I played around with this idea on my elec/fire and eventually respecced into an overslotted build that took me all the way to the SL cap. Overslotting isn't a must do for elec, but it's hardly a bad idea. I found the performance delta was quite significant for me, to the point where I'd say it's a no brainer for the way I play. It's well worth the few extra slots.

Once the very rare cardiac boost is available, less overslotting will be needed to cap, and it wouldn't surprise me if overslotting to cap might change from a good idea to just the way most elec tanks are built.

EDIT: if you happen across the +3 res IO, this all gets easier, but given the price I paid for mine... well, it's not in the bargain bin.


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