Build Review: Elec/SM
If you're pushing for rech that much you might want the force feedback proc in either fault, tremor, or both.
You're a bit light on rech in power sink.
I'm unconvinced by heath's slotting vs slotting a miracle +recovery in there too. ElA/SM is pretty end-piggy, even with energize and power sink. Cardiac may (or may not) solve that.
My ElA/SM is a brute, and I went with spiritual, so... that's why I say maybe.
Thanks, Rhyseem! I was reviewing some more, changed my Seismic Smash slots to match my Stone Fist, ended up not needing that 6th Oblit in either Tremor or Lightning Field, so your suggestion for Force Feedback settled it (in Tremor).
I am going for Cardiac Core Paragon incarnate. I didn't see much improvement from Spiritual in my build, bet getting a little closer to S/L resist cap and a lot more EndRedx settled me on Cardiac.
Current primary characters, all on Guardian:
The Amber Fist (Elec/Stone Tanker) | Pixelbeater (Fire/Kin Corr) | The Sequencer (Bots/Traps MM)
Blakkat (Claws/Dark Brute) | Mhogus'thra (Ill/Dark Cont) | Wyldhunt (Beast/Dark MM)
I've adjusted the build a bit more, and thanks to a Purple drop which I sold for 80mil, and the Hero/Reward merits I've spent on the more expensive stuff, now have about 80% IO sets complete.
My question now is the Lvl 49 pick. I like Tactics with RR: Increased Perception for what it does, however I'm wondering whether Wedding Band/Eye of the Magus and a few Oranges would be enough for me to tank Toxic in TFs, or whether I should just get Power Surge. I've played enough with godmode crashes to hate them (though the toons I play normally live through them), but have any of you Elec/ Tankers been able to say, tank Recluse w/o Power Surge up? If so, did you rely on Positional Defense to see you through?
So far, The Amber Fist has only been defeated by Ghost Widow (all EB-level). Of the Praetorians, the only one he could not defeat was Siege (dang fast Regen/Heal) - I had to bring along some temp power Clockwork/Warwolf/PPD help to finish off that EB.
The Amber Fist is at 49.5 now, so his journey into higher mission difficulty levels will soon begin...
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
The Amber Fist: Level 50 Mutation Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: Charged Armor
- (A) Reactive Armor - Resistance
- (9) Reactive Armor - Resistance/Endurance
- (9) Reactive Armor - Resistance/Recharge
- (43) Reactive Armor - Resistance/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (7) Kinetic Combat - Damage/Recharge
- (40) Kinetic Combat - Damage/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (7) Kinetic Combat - Damage/Recharge
- (45) Kinetic Combat - Damage/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Endurance
- (5) Kinetic Combat - Damage/Recharge
- (46) Kinetic Combat - Damage/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
- (A) Doctored Wounds - Recharge
- (13) Doctored Wounds - Endurance/Recharge
- (13) Doctored Wounds - Heal/Recharge
- (29) Doctored Wounds - Heal/Endurance/Recharge
- (33) Doctored Wounds - Heal
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Reactive Armor - Resistance
- (17) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance/Recharge
- (46) Reactive Armor - Resistance/Endurance/Recharge
- (A) Run Speed IO
- (A) Perfect Zinger - Chance for Psi Damage
- (21) Perfect Zinger - Taunt/Range
- (21) Perfect Zinger - Taunt
- (37) Perfect Zinger - Taunt/Recharge
- (40) Perfect Zinger - Taunt/Recharge/Range
- (43) Perfect Zinger - Accuracy/Recharge
- (A) Obliteration - Damage
- (23) Obliteration - Accuracy/Recharge
- (23) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (34) Obliteration - Chance for Smashing Damage
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (25) Gaussian's Synchronized Fire-Control - To Hit Buff
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (A) Performance Shifter - EndMod/Accuracy/Recharge
- (27) Performance Shifter - EndMod/Recharge
- (27) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (29) Efficacy Adaptor - EndMod/Recharge
- (40) Performance Shifter - EndMod
- (A) Perfect Zinger - Chance for Psi Damage
- (A) Accuracy IO
- (A) Titanium Coating - Resistance
- (33) Titanium Coating - Resistance/Endurance
- (33) Titanium Coating - Resistance/Recharge
- (A) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Endurance/Recharge
- (37) Obliteration - Damage
- (37) Force Feedback - Chance for +Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (39) Kinetic Combat - Damage/Endurance
- (39) Kinetic Combat - Damage/Recharge
- (39) Kinetic Combat - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (42) Luck of the Gambler - Defense/Recharge
- (42) Luck of the Gambler - Recharge Speed
- (46) Kismet - Accuracy +6%
- (50) Shield Wall - +Res (Teleportation), +3% Res (All)
- (A) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Defense/Recharge
- (50) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Defense/Endurance
- (48) Luck of the Gambler - Defense/Recharge
- (50) Luck of the Gambler - Recharge Speed
- (A) Rectified Reticle - Increased Perception
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl
- (A) Accuracy IO
- (A) Jumping IO
- (A) Empty
Level 4: Ninja Run
Level 2: Swift
- (A) Run Speed IO
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (19) Numina's Convalescence - Heal
- (19) Numina's Convalescence - Heal/Endurance
- (43) Numina's Convalescence - Heal/Recharge
- (A) Performance Shifter - EndMod
- (15) Performance Shifter - EndMod/Accuracy
- (15) Performance Shifter - EndMod/Recharge
- (48) Performance Shifter - Chance for +End
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Current primary characters, all on Guardian:
The Amber Fist (Elec/Stone Tanker) | Pixelbeater (Fire/Kin Corr) | The Sequencer (Bots/Traps MM)
Blakkat (Claws/Dark Brute) | Mhogus'thra (Ill/Dark Cont) | Wyldhunt (Beast/Dark MM)
I'll throw a few things out here to think about...
Static Shield -
Psi damage is fairly common in the game, and Elec tankers have solid Psi Resistance. I would try to find another slot to toss in here to buff up that Psi Res a bit more. Just a 13.9% mod is a bit light in my view.
Energize -
If you use all 5 except the Triple Doctored Wound, you end up with around 92% Recharge, Heal, and End reduction.
Power Sink -
I take it your gunning for the Hp boosts. I like to throw this out thier since I find so many people that dont know this. You can Slot Taunt into Power Sink.
Thiers some other slotting choices I wouldn't do personaly, but its a prefereance thing and focus of the biuld.
Main: Praetor Imperium Elec/SS/Mu
Thanks, Breog.
I've already got the five Doctored Wounds listed, and the heal/regen percentages don't change that much, so I'll probably leave it alone for now. If I find Force Feedback provides enough consistent +Rech when I'm going +2/x8 to allow for "permanent" Energize, then I'll look to swap out the triple Doctored Wounds for the Heal/End. With Hasten down, I'm only getting a little more than one second benefit from the triple over Heal/End anyway.
Yes, I'm gunning for +HP - The Amber Fist is a Tanker, might as well make use of the HP... but I put the Perf Shift: End Mod in Power Sink purely because I couldn't find a "better" user for that slot. Your suggestion for Static Shield makes a lot of sense, so I've moved that slot with a straight-up Res IO, giving me a total 58.3% Psy Res with my other slotting.
I knew about, but hadn't seriously considered Taunt in Power Sink. As it is, I believe I have enough in Fault to take care of that. I wonder, since Power Sink is auto-hit, would its Gauntlet also be auto-hit (unlike the powers which require a hit check)? I'll have to watch for that and confirm.
I'm still concerned about Toxic in TFs though. I'm not as concerned about Arachnoids* - what I'm wondering is how much pure Toxic might be waiting for me in TFs, and whether I "need" Power Surge to cover that, or whether temp powers and oranges will be enough.
*Arachnoids' pure Toxic attacks are all melee, and Fault/Seismic Smash will mitigate their rate of atack. Their Venom Barb's Toxic is combined with Lethal, so until/unless my +Def cascade fails due to their -Def, The Amber Fist should be OK.
Current primary characters, all on Guardian:
The Amber Fist (Elec/Stone Tanker) | Pixelbeater (Fire/Kin Corr) | The Sequencer (Bots/Traps MM)
Blakkat (Claws/Dark Brute) | Mhogus'thra (Ill/Dark Cont) | Wyldhunt (Beast/Dark MM)
Well, The Amber Fist hit 50 last night. Before I had to log, I upped the diff to +0/x4/bosses/EBs, and did the Tip mission "You're A Cruel, Mr. Phipps." Even with two Red bosses and around 20 assorted Arachnos pounding away from close spawns, I got 'em all. My toon's health did go orange a couple of times in that battle in quick succession, but nothing Energize and a Green couldn't handle.
Next I'll complete badging for Eye of the Magus and the Mender Ramiel arc, then see how +0/x6/bosses/EBs goes, and keep increasing from there. I also need to seek out some Arachnoids...
I have all IO sets desired now except Kinetic Combats, and almost done with LotGs, Oblits, and Numina. I still need to get the Glad Armor +3 Def and Shield Wall +3 Res, but I figure they'll come later once I have the Hero Merits and/or influence.
By the way, for those worried about getting enough influence for IO sets: my own experience is that if you do your tip missions, enough Alignment Merits will come your way that you really don't have to worry about it. You'll also get enough Reward Merits through Story Arcs to help. Also, sell the purple drops you don't want - I've already received two of these in only a short time of fighting 50s. My only outside boost has been lots of salvage stockpiled by previous toons over the years, but lack of that wouldn't have slowed down getting these IO sets by too much - I would have saved my inf for the salvage and/or already-crafted IOs rather than spending some inf directly on recipes.
Current primary characters, all on Guardian:
The Amber Fist (Elec/Stone Tanker) | Pixelbeater (Fire/Kin Corr) | The Sequencer (Bots/Traps MM)
Blakkat (Claws/Dark Brute) | Mhogus'thra (Ill/Dark Cont) | Wyldhunt (Beast/Dark MM)
Thanks for the reply, Intrinsic. Now to complete the Eye of the Magus accolade (just need Banisher and Soul Binder)...
Current primary characters, all on Guardian:
The Amber Fist (Elec/Stone Tanker) | Pixelbeater (Fire/Kin Corr) | The Sequencer (Bots/Traps MM)
Blakkat (Claws/Dark Brute) | Mhogus'thra (Ill/Dark Cont) | Wyldhunt (Beast/Dark MM)
The only times I have seen the "I dont have Toxic Resistance" really matter are /x8 DE missions, and Apex TF.
Anyones that done Apex knows very well the massive amount of Toxic damage in the sewers .
Other then that.. its really just DE missions I find dangerous. yes Archnos do have Toxic but its not nearly as common or heavy hitting as Mass of DE.
I do personaly like haveing Power Surge for those... moments. Dont over look also that Power Surge allows you to cap your Negative, Fire, and Cold Resistances. Thier have been places (much more common then Toxic) that I used Power Surge (ITF, oracle part anyone?).
Besides its a nice feeling hitting power surge and seeing 90..90...90...90...90..90...71...90.. in your resistance window Makes you feel like a real Juggeranut.
However.. just carrying 2-3 Large Oranges for th times this comes up can also work.
On a side note, Power surge works as a good mule slot for things like Steadfast or Gladiator armor
Main: Praetor Imperium Elec/SS/Mu
Build Review: Elec/SM
After trying a Corrupter (Nightshivers is sitting at lvl 43), I've returned to Tankers. I settled on Elec/SM after weighing what I wanted from the sets. The Amber Fist is now level 40, very fun to play, and performing to all my expectations. I'm actually spending the time on him for IOs, and have slotted the ones I've found so far (no purchases yet).
Below is the build I'm planning, including the Incarnate slot, with softcap S/L defense, almost hardcap S/L resist, and a good chunk of +Rech/+HP, etc. I'm planning the build w/o regard to cost - he's going to be around for quite a while, just like my first Tanker.
To possibly unusual choices:
1. Mocking Beratement in Fault. I tried this to help with softcap def + some Rech, and I'm thinking this might be better than slotting up Taunt. Fault has a far shorter range, but a larger radius of effect, a darn good primary effect with Stun, and allows me two great AoE taunting powers (with Tremor being mererly a good AoE taunt+).
2. Two Endoplasm Exposures in Stone Fist. Stone Fist is my opener due to -Res, so I might as well slot it well, and I figure the bonus to Stun there will help me stack Stuns up to a decent amount on bosses/etc.
I've read many, many posts on Tankers, Electric Armor, and Stone Melee, and have long experience playing Tankers. Do you see anything I'm overlooking on this build?
Thanks in advance!
Wyldhunt
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
The Amber Fist: Level 50 Mutation Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(46)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(46), HO:Endo(50), HO:Endo(50)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 6: Static Shield -- S'fstPrt-ResDam/Def+(A)
Level 8: Grounded -- GA-3defTpProc(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Energize -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(33)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(45)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Fault -- Mocking-Rchg(A), Mocking-Taunt/Rchg/Rng(21), Mocking-Taunt(21), Mocking-Acc/Rchg(37), Mocking-Taunt/Rng(40), Mocking-Taunt/Rchg(43)
Level 22: Lightning Field -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-Dmg(23), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Rchg(34)
Level 24: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(25), GSFC-ToHit(25), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31)
Level 26: Power Sink -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(27), Efficacy-EndMod/Rchg(29)
Level 28: Taunt -- Zinger-Dam%(A)
Level 30: Boxing -- Acc-I(A)
Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam(33), RctvArm-ResDam/EndRdx/Rchg(43)
Level 35: Tremor -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
Level 38: Seismic Smash -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Acc/Dmg(39), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(40)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(42)
Level 44: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Tactics -- Rec'dRet-Pcptn(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(43)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(15), P'Shift-End%(15), P'Shift-EndMod/Rchg(48)
Current primary characters, all on Guardian:
The Amber Fist (Elec/Stone Tanker) | Pixelbeater (Fire/Kin Corr) | The Sequencer (Bots/Traps MM)
Blakkat (Claws/Dark Brute) | Mhogus'thra (Ill/Dark Cont) | Wyldhunt (Beast/Dark MM)