Why Elec/ Tank?
The set is somewhere between Fire and Invuln in terms of survivability and damage. It's a lot more offensive of a set that Invuln, but a lot more survivable than Fire.
You get extra recharge and a damage aura, KB protection and high resists, and the means to drain your enemies of endurance (another form of mitigation).
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Global Name: Denver Nugget
Playing since i3 on 8 servers
Thanks Dechs. I am not being argumentative here, but does it really have high resists? I tend to be that "blind" player who doesn't know the numbers, but the feel I get (and the comments I get about elec/) seem to say that it doesn't. Am I wrong?
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With Tough, Fire/Dark sit at around 70% S/L resist, Elec at 80%. That ten percent might not sound like much, but you should realize that the Fire/Dark players are taking 33% more damage than elec from S/L.
The other resistance values vary a lot more (Dark has high psi and neg energy resist but is weak to energy, Fire caps fire resist but is weak to cold, Elec caps energy resist but is weak to neg energy), but as a general rule, Fire/Dark sit at about the same while Elec is a bit more. Elec has moderately high psi resist, but no toxic outside of the godmode.
I'm pretty sure that Elec actually has better resist to fire and cold damage than Invulnerability, and I know it has higher energy resist. Then again, Invuln has defense on top of resist, so all in all I think it's more survivable (at least before IOs start getting added in).
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Makes a lot of sense. Thanks.
Global Name: Denver Nugget
Playing since i3 on 8 servers
I just thought of something that's probably worth saying.
Anyone who underestimates the offensive capabilities of Elec is probably overlooking several things: The damage aura, the recharge bonus, and the endurance recovery. The individual numbers may be small, but the total damage contribution from a damage aura, over the length of a battle against the ten targets it can hit is huge. The buff from lightning reflexes may seem minor, but how much are people willing to spend for an LotG +7.5% recharge? Lightning reflexes is worth almost three of those and it provides -recharge resist. Finally, endurance is one of the primary limiting factors to our characters' offensive abilities. By having an autohit endurance recovery tool on such a short recharge, an Elec/ character can essentially ignore this limitation.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Well mine is Elec/Elec, and you can see a few threads down, I am having trouble sticking to fire/fire because Elec/Elec seems to offer more in just about every category -except- AOE and burst damage.
As has been mentioned, without really trying that hard (and I do mean an inexpensive build) I have about 10% more S/L than Fire/Fire will have.... And if you swap Fire resist for Energy resist (basically it's a wash) between the two tanks, Elec/Elec brings more resists across the board..... Especially attractive to me is.... drum roll please... Psi Resist. Love it for late game. It is a beauty for that. (My elec/elec is sitting at 68% Psi resist.)
So aside from the obvious, I'd say it honestly feels like Fire on steroids (as a primary), you have offensive aura's, an Endurance drain that feeds you, and robs your opponents (it's not uncommon at all to totally drain LT's and Minions in a few seconds). Two of my favourite attacks leave opponents on their butts.
The heal goes beyond healing and gives you a regen boost. (Try to get this as close, if not perma'd by mid game.)
You get a recharge bonus built into the set. There's also far less pressure to work knockback resist into the set (but you can if you want to.)
If you go to an AE mission center, you'll find a zillion fire tanks. I think they should rename it to Fire Plaza or something because that's probably Fire/Fire's biggest attraction right now. There you can 'utilize' the best assets of fire/fire.
Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)
I have two Elec Armor characters IO'd out, a Brute and a Tanker. The Tanker has about 1-2 bil invested and the Brute has about 15 bil. No regrets.
I love Elec Armor because of its balance of Offense and Mitigation. Dechs did a good job of listing the strengths of Elec Armor so I have nothing to add except that Elec Armor looks cool.
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
An attractive feature of Elec is that it has high smashing & lethal resistance AND capped energy resistance AND some psi resistance. While, as always, s/l is the dominant damage type faced by players (and rightly so, IMHO, by comic book standards) a lot of the high-end content does energy and some psi damage. In fact, Elec is almost tailor-made for neutralizing Ritki, who do huge lethal attacks with their swords, tons of energy ranged attacks, and a modest amount of psi.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
One thing that wasn't mentioned, which I feel is absolutely worth mentioning, is Electric Armor's resistance to Endurance Drain. My friend, some of the most annoying situations in the game arise after being drained of endurance. Granted, you could always carry some blues, but Elec. Armor nullified those worries, entirely. In my opinion, Electric Armor is one of the premiere sets, and personally, I feel it outperforms Dark Armor, since energy is much more prevalent than negative. No defense, but combat jumping/weave/hover/maneuvers combined with IO's can cover those weakness. You'll still have problems with Toxic--and if the Apex TF is any sign of the future, Toxic will become a more prevalent source of damage.
Elec. Armor is nasty, though--and I'm a Shield Defense sorta guy. One last thing--if you're looking for direct synergy, consider Elec.Armor/Dark Melee. Dark Melee's debuff covers Elec. Armor's inherent weakness, while also providing an additional method of healing. Shadow Punch, Smite, Siphon Life, perma energize combined with hasten..it's a beautiful thing.
I just have to throw in my usual comment about electric and s/l res.
Electric is a LOT easier to hardcap than fire, that is, it's easier to take all the way to 90% smashing and lethal resistance.
An electric tank with hardcapped SL is going to be able to ignore a lot of situations which other tanks find challenging. It's particularly entertaining/rewarding in environments which penetrate normal levels of defence (tip DE anyone?)
Now even with 20% IO'd toxic res, massive toxic damage will still ruin my day, but I can't have everything.
The cake is a lie! The cake is a lie!
I find that my Elec/SS tank is very tough and as someone else pointed out its the perfect tank for all those level 50 Malta and Carnie missions in Peregrine Island. I have not built in any defense into him other than CJ, Weave and the Steadfast IO.
he stands at
81% Smashing Lethal resist
60% Fire.Cold. Negative and Psi
90% Nrg
and a whopping 3% from Toxic LOL
he as about 15% defense to all give or take a few points..
What makes him shine I think is that he has good resists all around and Foot Stomp ( or Ground Punch ) in his case is good mitigation.
I am also trying to move toward Perma Enegrize. I am pretty close I am hoping when I get to Very Rare Spiritual I will get there. RIght now I am probably 7-8 seconds off... That will be serious aid to survival.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
I am thinking about making an Elec/Elec tank or scrapper. I currently have a 50+1 fire/fire tank and fire/fire scrapper and love both. But, sometimes I just want a toon that is pretty tough. I really like the Electric set. Could someone post the build they use?
Here's an Elec/Elec build I just made. I used my Elec/Fire tanker as a template, so the power selection levels might be a bit off.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Janus Thunderstorm: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(3), Aegis-ResDam(5), ResDam-I(9)
Level 1: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(17)
Level 2: Conductive Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(5)
Level 4: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(7), Sciroc-Dmg/EndRdx(11), Sciroc-Acc/Rchg(15), Sciroc-Dmg/Rchg(19)
Level 6: Static Shield -- ResDam-I(A), ResDam-I(9)
Level 8: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 12: Energize -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(13), Numna-Heal(13), Numna-Heal/EndRdx(36), Numna-Regen/Rcvry+(42), Numna-EndRdx/Rchg(43)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(34), Winter-ResSlow(37)
Level 16: Jacobs Ladder -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(23), Oblit-Dmg(23), Oblit-Dmg/Rchg(25), Oblit-Acc/Rchg(42), Oblit-Acc/Dmg/Rchg(43)
Level 18: Thunder Strike -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Dmg/Rchg(31), Oblit-Acc/Rchg(40), Oblit-Dmg(45)
Level 20: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(33), Mocking-Acc/Rchg(33), Mocking-Taunt/Rng(33), Mocking-Rchg(37)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(29), Aegis-ResDam/Rchg(31), Aegis-Psi/Status(31)
Level 26: Power Sink -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(45), P'Shift-EndMod/Rchg(46)
Level 28: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(34), LkGmblr-Def/EndRdx(37)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
Level 32: Chain Induction -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(36), Mako-Dmg/Rchg(36), Mako-Dmg/EndRdx(40), Mako-Acc/Dmg(40)
Level 35: Lightning Reflexes -- Run-I(A)
Level 38: Lightning Rod -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Rchg(43), Oblit-Dmg(46)
Level 41: Build Up -- RechRdx-I(A), RechRdx-I(48)
Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def/EndRdx(46)
Level 47: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/Rchg/EndRdx(50), GSFC-ToHit/Rchg(50), GSFC-ToHit(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Radial Boost
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- QckFt-EndRdx/RunSpd(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(27), P'Shift-EndMod(29)
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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
I'll tell you what, Post your Fire/Fire build in my Fire topic on the forum, and I'll post my Elec/Elec tank build in this topic. ;D
Mine has 31/31 % S/L Def.
78.2 % S/L resist
56% Fire/Cold resist
90% Energy resist
42.6% Negative Energy resist
68.3% PSI resist (!!!)
No purples, and no glad's, just a steadfast, and some LotG 7.5's.
Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)
Elec has higher resists than any other resist-based armor, but also the weakest heal (tho it gives you a regen boost). Huge tox hole though, which won't be helped by most ppl IO'ing for def (Dark & Fire don't get a lot, but a little is better than none). Of course, a def capped Elec tanker is something to behold, but then so are all the other resist-based armors.
At SO levels, I think Elec is the "weakest" out of the 3 resist-based tanks, only because you can kill so much faster as Fire, and Dark has just a ridiculous heal, not to mention controls. Then again, Elec will have absolutely zero end problems, which is worth plenty, esp at SO levels. Both Dark & Fire do get some end drain resist and an end recovery in Consume, but nothing even close to Power Sink & complete end drain immunity.
An Offensive Guide to Ice Melee
Why?
Elec/ gives you higher resist numbers, the ability to attack faster, the endurance to keep going endlessly, as well as draining enemies in long battles (making them useless).
What other set gives you that?
@Rylas
Kill 'em all. Let XP sort 'em out.
Elec has higher resists than any other resist-based armor, but also the weakest heal (tho it gives you a regen boost). Huge tox hole though, which won't be helped by most ppl IO'ing for def (Dark & Fire don't get a lot, but a little is better than none). Of course, a def capped Elec tanker is something to behold, but then so are all the other resist-based armors.
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The toxic hole in Electric Armor isn't an issue. Hardly anything does toxic damage, and Power Surge can be used for the rare situations where you need toxic resistance. Invulnerability barely has toxic resistance, and has no defense or resistance against psionic.
Electric Armor is decently protected against all damage types, and well-protected against the most common damage types. Throw in some IO sets for defense and Electric Armor can out-tank Invulnerability and Stone Armor in most situations. See my build below for 32.5% (one small inspiration to soft cap) positional defenses on Electric Armor.
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If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
I started an Elec/Stone in November, and with only casual mission/badging +0/x1/bosses/EBs play, have him at 48 now. I have him about 10% IO'd, but he's still the only tank I've yet played that can easily handle and solo everything thrown at him - he's only been defeated by Ghost Widow, and the Vanguard missions at his difficulty were almost yawners.
I'll crank up the difficulty and team more once he reaches 50 and see how he really pans out then, but here's what I have so far as reason to play this combo:
1. SM provides wonderful mitigation to Elec. Fault for the minions; Seismic Smash for the leaders.
2. Elec provides wonderful +Rech and End mgmt to SM.
3. Just enough AoE through Tremor and Lightning Field that the minions are defeated about the same time as bosses, so I can concentrate on the leaders and let the minions fall when they will. This is good, since I want the minions around for Power Sink.
4. High resists with Tough means my HP bar is very manageable.
5. I laugh at Carnies/Malta/Rikti/Nemesis - in fact, when I was badging for Unveiler, Fault/Seismic Smash let me defeat Orange-con Fake Nemeses w/o their being able to hit PFF more often than not (the same is true with Paragon Protectors).
6. This combo provides a tanker's level of protection while being able to play brute's non-stop style.
TL;DR version: he's effective, fun and non-stop.
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)
Update...
With Rare Spiritual Slotted... 4 secs from Perma Enegrize... 10 seconds from Perma hasten...
Very Rare Spirirtual should get me what I need...
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
I must give a shout out for my favorite Tanker set.
My Main Tanker Elec/SS/Mu
Sits at...(off the top of my head)
S/L Res: 88.56%
En Res: 90% (128%ish)
Neg: 57%
Cold/Fire: 69%
Psi Res: 70%
Toxic: 3%
*With Power Surge All except Psi Cap to 90%*
S/L Def: 45.58%
Me Def: 38% ish
Range: 22.58%
Cold/Fire: 19.58%
AoE: 19.58%
En/Neg: 24.58%
Psi: 19.58%
87.25% Global Recharge
*Compare those numbers to other biulds and you will see that Elec tankers definitely have a spot.
*I run: Charged Armor, Static Shield, Conductive Shield, Grounded**, Tough, Weave, Combat Jumping, Manuver, Lightning Field For Res/Def/Toggles.
Base Reg is 25hp/sec without Engerize, which puts me to 45hp/sec. Energize is up every 40ish secs. (reg last 30 secs)
Someone asked about INV Elemental Resists.. yes Elec Blows INV out of the water when it comes to Elemental Resists. If I recall unbuffed INV has 15% vs Elec's 35% (30% for Neg).
Thiers no single OMG!! style power in Elec, but its all the small peices that join together to biuld a very sturdy, and offensive tanker. Which is why many over look it vs Dark Armor, Stone, Inv, Shield who have signature powers in them.
Main: Praetor Imperium Elec/SS/Mu
I have two Elec Armor characters IO'd out, a Brute and a Tanker. The Tanker has about 1-2 bil invested and the Brute has about 15 bil. No regrets.
I love Elec Armor because of its balance of Offense and Mitigation. Dechs did a good job of listing the strengths of Elec Armor so I have nothing to add except that Elec Armor looks cool. |
What on earth could you spend 15 BILLION on for one toon? Just asking...
"Comics, you're not a Mastermind...you're an Overlord!"
What on earth could you spend 15 BILLION on for one toon? Just asking...
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Shiedlwall +3 Res 2 billion
Gladiator +3 DEF 2 Billlion ( or more can go as high as 3 billion I've seen)
4-5 Sets of Kinetic Combat...about 400 million per set. (1.6-2 billion)
4-5 Luck of Gambler Recharge 600-800 million
5 Sets of Reactive Armor (the 4 Res types generaly) 700-800 Million
7.6 billion right thier
This is before we look at Purple Sets in Range, PBAoE, etc
Some purple sets alone can cost 2 billion for a set.
Add a 2-3 Purple sets and your already in the 11-14 Billion ballpark, and still needing to slot up a few other things.
I havn't sat down and done all the numbers, but Im sure even my tanker that doens't use purple sets is pushing 10 Bil once you figure everything in.
Main: Praetor Imperium Elec/SS/Mu
I have an elec/db tank at 45. I like all powersets in that I just embrace whatever challenge they bring along with their benefits. As I have been playing this tank, however, I have been asking myself the question, "why would this be the power choice of someone unless, like me, they just wanted to try all powersets?" I am struggling to see why I would make a second tank with elec/anything. So I am curious what others who love the set would tell me.
(Just to be clear, I don't question why someone might like /elec)
Thanks for any input.
Global Name: Denver Nugget
Playing since i3 on 8 servers