Thinking About A New Tank EA/EM . . .
I'll give you my Cliffs notes from playing an Elec/SS tanker on test during the closed beta when it was ported to tanks.
First, this was a level bumped character... created and then bumped straight to 50... so I was dealing with a pure SO build because I was too lazy to copy IO's over from live. I was also learning the character at 50 instead of learning it as I leveled up so that also makes a difference.
First, the good. The resists were very good; the heal/regen power and the end drain/recovery power were both very nice. The damage aura worked quite well in holding aggro and contributed considerable damage output. All in all it was competent.
In my testing I ran a series of radio missions with a variety of enemies... Carnies, Council, Malta & Nemesis were the ones I chose to give a good cross section of what a high level tanker would be expected to face. I set the difficulty to +2/x8 to simulate what you'd be facing tanking for a team.
I found that Council and Malta were no issue at all; although the Galaxy bosses could hurt with their negative damage. As you'd expect the Sappers were a complete joke; the set is, for all practical purposes, immune to end drain. Carnies were spotty... Master Illusionists were just plain bad news while Dark Ring Mistresses were just a nuisance aside from their debuff. The Steel Strongmen were a big problem since their debuff would usually hit and it lasts a small fraction of forever. Nemesis fell in somewhere between Council and the Carnies in terms of difficulty.
As a control I ran an old, SO only enhanced version of CMA through the same type of missions with the same settings. Neither had any problems with Council of course; although the energy/negative/psi was somewhat worse for CMA while the S/L mobs were worse for the Electric tank. Overall I'd give Invuln the edge here.
Facing Malta it was a different story altogether. The Sappers that the Elec could completely ignore were a major concern for the Invuln. The other mobs were easier for the Invuln to handle with it's def and hard capped S/L resist but that was more than made up for by the Elec's complete immunity to the Sappers.
Moving on to Carnies and the Invuln came out on top in the comparison; the higher defense made up for the lower exotic resists. Nemesis was a clear win for the Invuln as well; they're almost all S/L damage and even leaving aside the superior defense Invuln also has about 12% more S/L resistance.
The bottom line was that in most cases I felt squishier with the Electric than the Invuln, with Malta being the big exception. All of this, of course, was comparing a base, SO enhanced Invuln with a base, SO enhanced Elec. Adding IO bonuses to that Electric tank to bring it to, or close to anyway, the S/L soft cap would get you a phenomenally capable tanker, probably up with a soft capped Invuln.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
What opinions are floating around about electric/electric? Is it a good set or should I switch out one for another?