First Toon Advice lvl 50 elec/elec tank
Ok, you didn't include the datalink or data chunk for easy access, so I went through and manually copied it into Mids. Here is the data chunk as you have built, so anyone else can easily make suggestions:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Now then, you have two utterly wasted picks. They are Kick (or Boxing, you only need one of them) and Flurry. Also, these, and Brawl have wasted slots in them. You have plenty of ElecMelee attacks and should never swing these, especially as underslotted as they are. All you do when swinging these as slotted is waste time and endurance. Flurry should be replaced with Hasten. You don't need hasten, but at least even one slotted you could click it when massively slowed. Flurry, especially underslotted, is pretty much worthless.
So, drop kick (or boxing) and flurry (get hasten). Unslot all slots from brawl and boxing/kick. You could even one slot hasten, or leave it at the 3 slots from flurry to maximize its uptime.
Lightning Rod needs some accuracy. Stone Prison and Fossilize, if you ever use them, need some accuracy.
Power Sink. Oh dear. Power Sink is awesome in a box. It takes End from your foes. It gives End to you. It's auto-hit. This should, in my view, be at least 4 slotted with 2 recharges and 2 endmods.
Toggles don't need any recharge. Anywhere you have an end/rech slotted should instead be an end/resist.
Lightning Field doesn't need any recharge. It's a toggle. It does, however, need accuracy.
As you noted, your slotting in Grounded is wasteful.
Your slotting in Health is pretty much wasted, as Energize should cover your HP replacement needs.
I'll play with the build some this morning and see if I can come up with an inexpensive modified version and post an example for you given the feedback I noted above. Lunch calls right now though.
Defense means that attacks miss you for their complete level of damage and to top it off the secondary effects that would come with those attacks miss too. At the moment you don't have a lot of any type of defense. You have IO setted for a little bit of this anda little bit of that but gained nothing as a result. I can't even say that with just the support of one defender of any type, that build would go and do the content nicely. Most people look at the most common damage type they come across and slot to softcap defense to it, mostly S/L.
Thr thing with Elec/Elec is, essentially you end drain and then prevent end recovery. This then leads to npcs running so low on end they use the least end costly attacks and that means they use the attacks that deal the least amount of damage. Most likely everything will be dead by the time their end runs out but it's better that mobs have no end before your health runs out.
So I would concentrate on def to S/L and Enddrain/Time.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Ok, taking what you had, and trying to keep cost down since I don't know your fund levels, here's a basic rebuild with minimal new purchases.
The only psuedo-expensive thing I added was the Kismet +ToHit in CJ. This is obviously optional, but it's well worth it. I picked CJ in place of one of the dropped powers because it goes so well with SuperSpeed.
| Copy & Paste this data into Mids' Hero Designer to view the build |
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As noted by New Dawn, your set bonuses are pretty haphazard. But, I left them alone and just got basic functionality slotted up for minimal cost.
There are still 9 slots left to allocate as you like.
Hello all:
Thanks for advice. I will look at the suggestions and respec. It is good to get some information about def vs resistance.
Kilema
I've reached fifty and have started slotting my Alpha. I seem a bit squishy at times...especially in large mobs. Here is my build. I would like to be more dependable in the tight situations to hold the aggro.
Any suggestions would be appreciated. I know I have too many in Grounded. I have respec available, so I'm ready to move some stuff around.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
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Kilema: Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Charged Armor
- (A) Reactive Armor - Endurance/Recharge
- (3) Reactive Armor - Resistance/Endurance/Recharge
- (3) Reactive Armor - Resistance
- (5) Reactive Armor - Endurance
- (40) Aegis - Endurance/Recharge
Level 1: Charged Brawl- (A) Recharge Reduction
- (5) Accuracy
- (7) Focused Smite - Accuracy/Damage
- (7) Focused Smite - Damage/Recharge
- (37) HamiO:Nucleolus Exposure
- (50) Endurance Reduction IO
Level 2: Havoc Punch- (A) Smashing Haymaker - Damage/Endurance/Recharge
- (9) Smashing Haymaker - Damage/Endurance
- (9) Smashing Haymaker - Damage/Recharge
- (27) Smashing Haymaker - Accuracy/Damage
- (29) Recharge Reduction
Level 4: Conductive Shield- (A) Titanium Coating - Resistance/Recharge
- (11) Titanium Coating - Resistance
- (11) Titanium Coating - Endurance
- (13) Titanium Coating - Resistance/Endurance/Recharge
- (40) Titanium Coating - Resistance/Endurance
- (45) Titanium Coating - Endurance/Recharge
Level 6: Static Shield- (A) Resist Damage
- (13) Resist Damage
- (15) Endurance Reduction IO
- (29) Endurance Reduction
- (46) Resist Damage IO
Level 8: Jacobs Ladder- (A) Recharge Reduction
- (15) Damage Increase IO
- (17) Damage Increase IO
- (17) Damage Increase IO
- (31) Accuracy IO
- (46) Recharge Reduction
Level 10: Taunt- (A) Taunt Duration
Level 12: Boxing- (A) Damage Increase
- (33) Endurance Reduction
Level 14: Kick- (A) Accuracy
- (19) Damage Increase
Level 16: Flurry- (A) Endurance Reduction
- (19) Damage Increase
- (37) Damage Increase
Level 18: Super Speed- (A) Run Speed
Level 20: Thunder Strike- (A) Scirocco's Dervish - Damage/Endurance
- (21) Scirocco's Dervish - Damage/Recharge
- (21) Scirocco's Dervish - Accuracy/Recharge
- (33) Scirocco's Dervish - Accuracy/Damage/Endurance
- (34) Scirocco's Dervish - Accuracy/Damage
- (45) Scirocco's Dervish - Chance of Damage(Lethal)
Level 22: Grounded- (A) Resist Damage
- (23) Resist Damage IO
- (23) Resist Damage IO
- (34) Resist Damage IO
- (50) Resist Damage IO
Level 24: Energize- (A) Recharge Reduction
- (25) Endurance Reduction
- (25) Recharge Reduction
- (31) Healing
- (45) Healing
Level 26: Lightning Reflexes- (A) Run Speed
Level 28: Power Sink- (A) Endurance Reduction
Level 30: Chain Induction- (A) Mako's Bite - Accuracy/Damage
- (31) Mako's Bite - Accuracy/Endurance/Recharge
- (34) Mako's Bite - Damage/Endurance
- (39) Mako's Bite - Chance of Damage(Lethal)
- (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (46) Mako's Bite - Damage/Recharge
Level 32: Power Surge- (A) Recharge Reduction IO
Level 35: Lightning Field- (A) Damage Increase
- (36) Damage Increase
- (36) Endurance Reduction IO
- (36) Damage Increase IO
- (48) Recharge Reduction IO
Level 38: Lightning Rod- (A) Damage Increase IO
- (39) Recharge Reduction
- (40) Damage Increase IO
- (42) Endurance Reduction
- (48) Damage Increase IO
- (48) Recharge Reduction IO
Level 41: Tough- (A) Aegis - Resistance/Recharge
- (42) Aegis - Resistance/Endurance/Recharge
- (42) Aegis - Endurance/Recharge
- (43) Aegis - Resistance
- (43) Aegis - Psionic/Status Resistance
Level 44: Build Up- (A) Endurance Reduction
Level 47: Stone Prison- (A) Range
Level 49: Fossilize- (A) Damage Increase
- (50) Hold Duration
------------Level 1: Brawl
- (A) Damage Increase
- (33) Accuracy
Level 1: Sprint- (A) Run Speed
Level 2: Rest- (A) Healing IO
Level 1: GauntletLevel 4: Ninja Run
Level 2: Swift
- (A) Run Speed
Level 2: Hurdle- (A) Jumping
Level 2: Health- (A) Triage - Endurance/Recharge
- (27) Triage - Heal/Endurance/Recharge
- (37) Triage - Heal/Recharge
- (43) Triage - Heal/Endurance
Level 2: Stamina- (A) Endurance Modification
------------Set Bonus Totals:
------------
Set Bonuses:
Reactive Armor
(Charged Armor)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Focused Smite(Charged Brawl)
- MezResist(Immobilize) 1.65%
Smashing Haymaker(Havoc Punch)
- MezResist(Immobilize) 2.2%
- 21.08 HP (1.125%) HitPoints
- 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
Titanium Coating(Conductive Shield)
- MezResist(Sleep) 2.2%
- 28.11 HP (1.5%) HitPoints
- MezResist(Stun) 2.2%
- MezResist(Held) 2.75%
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Scirocco's Dervish(Thunder Strike)
- 10% (0.782 HP/sec) Regeneration
- 3.125% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
- 3.125% Defense(Psionic)
Mako's Bite(Chain Induction)
- MezResist(Immobilize) 3.3%
- 28.11 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
Aegis(Tough)
- 5% RunSpeed
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
- 2.5% XPDebtProtection
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
- 3% Resistance(Psionic)
Triage(Health)
Thanks
Kilema