Elec/SS vs Elec/KM


Auroxis

 

Posted

Been debating lots of builds lately. And offhand the elec/ss seems to win out, if nothing for the way power siphon works on KM. Wish it lasted longer and worked off any attack used and you know had a shorter recharge XD . But been thinking of other /SS builds lately too and was wondering how this would work as a substitute. But it really bugs me, for such an energy filled attack that burst is only an 8ft radius where it should be at least 10ft :/. But this is the build I'd use, and likewise just swap the same powers and slotting in the SS.


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

Click this DataLink to open the build!

Elec KM Recharge: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Kinetic Melee
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(3), ResDam-I(3)
Level 1: Quick Strike -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 2: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Dmg/EndRdx(19), M'Strk-Acc/Dmg/EndRdx(34)
Level 4: Conductive Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(5), ResDam-I(5)
Level 6: Body Blow -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 8: Smashing Blow -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 10: Static Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(40)
Level 12: Energize -- Tr'ge-Heal/EndRdx(A), Tr'ge-Heal/Rchg(13), Tr'ge-Heal/EndRdx/Rchg(13), Numna-EndRdx/Rchg(15), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(50)
Level 14: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 16: Boxing -- Acc-I(A)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Power Siphon -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(21), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-EndRdx/Rchg(33), AdjTgt-Rchg(37)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(23), ResDam-I(23)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
Level 28: Burst -- Erad-Dmg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(43), M'Strk-Dmg/EndRdx/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(31), RedFtn-Def/EndRdx(31)
Level 32: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(33), RedFtn-Def/EndRdx(33)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-Acc/Rchg(48)
Level 38: Concentrated Strike -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), RechRdx-I(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(46)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-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(11), Numna-Heal/EndRdx(11), Heal-I(36), RgnTis-Regen+(50)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(17), Efficacy-EndMod/Acc(34)



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Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Unfortunately, it seems Elec/SS wins out over Elec/KM in every meaningful way I can come up with. I tried an Elec/KM for a little bit, but deleted him in his mid-20s to start my current Elec/SM... and even then, sometimes I cast jealous eyes at Elec/SS - but I've already done a SS/WP Brute to 50, and wanted to try something a little different this time.

Well, for discussion's sake, I re-did your Elec/KM build going for softcap S/L Def, with the same powers you chose, the same accolades, no Purps/PvPs, and no Incarnate. The absolute Rech sacrifice is not much, however the Regen and Damage are definitely lower.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Kinetic Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(43)
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 2: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 4: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 6: Static Shield -- ResDam-I(A)
Level 8: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 10: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(46)
Level 12: Energize -- Dct'dW-Heal(A), Dct'dW-Rchg(13), Dct'dW-Heal/EndRdx(13), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(34)
Level 14: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Power Siphon -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(37), GSFC-Build%(37), GSFC-ToHit/EndRdx(48)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(46)
Level 26: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(27), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(31)
Level 28: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(31), LkGmblr-Rchg+(33), Ksmt-ToHit+(50)
Level 32: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/Rchg(33), LkGmblr-Rchg+(50)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Tactics -- Rec'dRet-Pcptn(A), Rec'dRet-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 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(23), Numna-Heal/Rchg(23), Numna-Regen/Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(17), P'Shift-EndMod/Rchg(17), P'Shift-End%(48)
Level 4: Ninja Run


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)

 

Posted

Sorry not going for defense on this one. Boring and overexpensive and not what I'm going for. Perma energize and if going the KM power siphon, and fast recharge pbaoe knockdown and end drain for mitigation and damage.

TBH EXTREMELY annoyed when everyones answer to any non-positionally defense based build is to "cap s/l" its overdone.

FYI, when vengeance is on, everything is capped. On teams if i'm dying with help before any other squishy or even scrapper, something is seriously wrong. Vs. AVs with the elec/KM there should be at least 21%-28% -damage in the finalized build. That on top of elecs resists should be pretty noticeable.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Windenergy21 View Post
Sorry not going for defense on this one. Boring and overexpensive and not what I'm going for. Perma energize and if going the KM power siphon, and fast recharge pbaoe knockdown and end drain for mitigation and damage.

TBH EXTREMELY annoyed when everyones answer to any non-positionally defense based build is to "cap s/l" its overdone.

FYI, when vengeance is on, everything is capped. On teams if i'm dying with help before any other squishy or even scrapper, something is seriously wrong. Vs. AVs with the elec/KM there should be at least 21%-28% -damage in the finalized build. That on top of elecs resists should be pretty noticeable.
Building for defense first is simply the most efficient way to spend your slots on an Elec tanker if you want to increase survivability. I have yet to see a solid argument against it.

No one here can tell you what to do. The best we can do is give constructive advice, but in the end it's your character and your playstyle. If your survivability is good enough for you, that's great, but please don't get extremely annoyed when someone took the time to help you out.


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

SS is very knockdown heavy, giving added mitigation. KM, meanwhile, does a mixture of smashing/energy damage while SS just does smashing. KM also has a mixture or Knockdown and -dam, as well as some stuns. Neither power set is better than the other, IMO, but I still prefer SS a bit.


 

Posted

please allow me to introduce myself??? ELA is my thing, ive made 5 ELA's now going from SM, Dual blades, FM, ELM and SS. i have deleted all but the ELA/SS... look out for my video post of +4 +8 solo on carnies, malta, CoT and Rikti. If you want to see my ELA/DB i have a video here


http://www.youtube.com/watch?v=JR024QOQCzU


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 Windenergy21 View Post
Sorry not going for defense on this one. Boring and overexpensive and not what I'm going for. Perma energize and if going the KM power siphon, and fast recharge pbaoe knockdown and end drain for mitigation and damage.

TBH EXTREMELY annoyed when everyones answer to any non-positionally defense based build is to "cap s/l" its overdone.

FYI, when vengeance is on, everything is capped. On teams if i'm dying with help before any other squishy or even scrapper, something is seriously wrong. Vs. AVs with the elec/KM there should be at least 21%-28% -damage in the finalized build. That on top of elecs resists should be pretty noticeable.
Sorry I didn't pick up that soft-capping was a sore point for you. I did pick up that you didn't want to use Purples/PvP IOs, and stuck with that in the build I posted. Perhaps next time you post a build requesting help, you should also point out that you don't intend to softcap.

Also, if you're building in a way that assumes use of Vengeance, and you don't play in an Offenders-style team most of the time, I'd say something is seriously wrong right there. To me, +Def is a proactive, not reactive, mitigation strategy.


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)

 

Posted

KM's -damage is an interesting angle. Per http://paragonwiki.com/wiki/Archvillain, damage debuffs are NOT resisted by AVs. I'd like to know whether anyone has tested /KM against AVs and attempted to confirm whether -damage is resisted by them. If not, then a tanker with -damage could be a boon to team survivability in these fights.

Especially solo and for speed-clearing, I'd still give /SS the edge over /KM, but if a player has a team bringing the damage, Burst with Power Sink and Mu Mastery should keep the spawns in line.


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)

 

Posted

Quote:
Originally Posted by Wyldhunt View Post
Sorry I didn't pick up that soft-capping was a sore point for you. I did pick up that you didn't want to use Purples/PvP IOs, and stuck with that in the build I posted. Perhaps next time you post a build requesting help, you should also point out that you don't intend to softcap.

Also, if you're building in a way that assumes use of Vengeance, and you don't play in an Offenders-style team most of the time, I'd say something is seriously wrong right there. To me, +Def is a proactive, not reactive, mitigation strategy.
Sorry didn't mean to offend, but like the old days of regen it's just annoying when that's always everyone's answer.

As to vengeance, it's more of, if the $#!+ is going to hit the fan, then point being if the team isn't helping you stay alive (shouldn't take much) then SOMEONE will die before you. At that point, you have some defense in my build to get you through and may not need it anyways, but vengeance will cap you when it IS applied. To me it's a fun power in general anyways.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Wyldhunt View Post
KM's -damage is an interesting angle. Per http://paragonwiki.com/wiki/Archvillain, damage debuffs are NOT resisted by AVs. I'd like to know whether anyone has tested /KM against AVs and attempted to confirm whether -damage is resisted by them. If not, then a tanker with -damage could be a boon to team survivability in these fights.

Especially solo and for speed-clearing, I'd still give /SS the edge over /KM, but if a player has a team bringing the damage, Burst with Power Sink and Mu Mastery should keep the spawns in line.
Have been playtesting both, of course they're low, but think i might go with the KM. Not sure if I want to wait till 38 for an aoe, at least if i do the fire/ss i'll have burn at 18. And the Elec/KM seems fun, I still wish they would, which it makes complete sense and they should increase burst's radius. But should be fun.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server