Elec/DM ?


KingLeo07

 

Posted

Not really looking for a build just need some questions answered. This is the first Elec Armor i have considered building and I havent really given it alot of thought or attention till now. I really think that moderate def with the -tohit from DM sounds most survivable.

1) Should I go for moderate s/l and f/c def(32.5%) and just carry lucks and build for high recharge?
2) Is Power Sink up every 18sec enough to supplement my end without cardio?
3) What Epic pool should i go with? I like the look of soul from patron.


 

Posted

1. That is a sound strategy and leaves you with high recharge for healing powers.

2. The Cardiac Alpha boost will help you reach, or get close to 90% S/L resistance. The closer you get to the cap, the more each point of resistance means in terms of survivability. At 80% resistance, you are basically taking double the damage of someone who reaches 90%.

3. Up to you. Gloom is a very high DPA attack, but holding aggro and staying alive should be your first priority on teams. There isn't really an optimal choice for Epic pools.


Don't focus too much on the -tohit in Dark Melee. It gets reduced by fighting enemies higher than you, and AVs resist it more. A +4 AV resists 85% of it, but that was before level shifts. The best thing about Dark Melee is healing through Siphon Life.


 

Posted

I was thinking that going with Spirit would be pretty good be cause the boost to heals with 20% of my hp in siphon life every 3-4 sec and perma or near perma energize and perma hasten.

Here is what i came up with so far.

Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(3)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(25)
Level 2: Conductive Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(5)
Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 6: Static Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam/Rchg(7)
Level 8: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Energize -- Dct'dW-Rchg(A), Dct'dW-Heal(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal/Rchg(15), Dct'dW-EndRdx/Rchg(15)
Level 14: Boxing -- Empty(A)
Level 16: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), Nictus-Acc/Heal(19), Nictus-Heal(25)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(21), Aegis-ResDam/Rchg(21)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Lightning Field -- Erad-Dmg(A), Erad-Acc/Rchg(43), Erad-Dmg/Rchg(43), Erad-Acc/Dmg/Rchg(46), Erad-Acc/Dmg/EndRdx/Rchg(46), Erad-%Dam(46)
Level 26: Power Sink -- P'Shift-End%(A), P'Shift-EndMod/Acc(27), P'Shift-EndMod/Rchg(27), P'Shift-EndMod(33)
Level 28: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A)
Level 35: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(37), Mocking-Rchg(37)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(45), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-ToHitDeb(45)
Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 50: Spiritual Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(34), P'Shift-EndMod/Rchg(34), P'Shift-EndMod(50)



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Posted

Quote:
Originally Posted by KingLeo07 View Post
I was thinking that going with Spirit would be pretty good be cause the boost to heals with 20% of my hp in siphon life every 3-4 sec and perma or near perma energize and perma hasten.
Which do you think is better? Taking 100 damage and healing 100, or taking 50 damage and healing 50? They sound the same, but what happens if damage goes up? You could take 200 damage and heal 100, or take 100 damage and heal 50. The first scenario ends up with 50 less HP than the second. That's 50 more HP your healer has to heal.

While that was completely hypothetical, you can run a survivability analysis to show which Alpha ability really lets you take more of a beating. Without running the numbers on your build, I can easily predict that the higher mitigation will help immensely.

If you were to tank Lord Recluse with 80% S/L resistance, then go back with 90%, you would wonder how you lived with 80%. Taking double the damage means you have to put out double the healing. The recharge Alpha just doesn't double healing, but the Cardiac Alpha can almost halve the S/L damage you take. Remember that S/L is the most common damage in the game, with energy shortly behind.


Your build should have 32.5% S/L and E/N. Fire and cold damage are relatively rare, especially at 50. You are missing a lot of energy defense. Don't neglect it just because you have 90% resistance. Things will still kill you easily if you don't layer your mitigation.

Here is my Electric Armor / Dark Melee build that I never got around to making. It reaches 32.5% positional defenses instead. That protects you against almost every attack in the game, including toxic attacks.
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Posted

um you do realize that stealth is not actually giving you that much def. besides that why would i want stealth on my tank? It would give me no benifit cuz i would never run it. I understand what you are saying just dont see much i like in your build.


 

Posted

Quote:
Originally Posted by KingLeo07 View Post
um you do realize that stealth is not actually giving you that much def. besides that why would i want stealth on my tank? It would give me no benifit cuz i would never run it. I understand what you are saying just dont see much i like in your build.
Again, the more mitigation you have, the better you will be at surviving the toughest fights. Stealth got me from 29% or so to 32.5%. The plan was to use a small defense inspiration (can be purchased from vendors) when I needed full mitigation. Without Stealth, I would be at 41.5% defense with an inspiration. Stealth made the difference between getting hit 5% of the time, or getting hit 8.5% of the time. That is basically like taking 70% more damage.

Also, that 3.8% defense from Stealth is equivalent to one set bonus in every category of defense that I'm going for. In this case, I would need three IO sets to make up the defense that I would lose by not running Stealth.

My personal view on tanks is that mitigation is king. Damage is less important because your team can take care of that better than you can. The empath or thermal will have a much easier time keeping you healed if you take less damage, so self-healing should not be given a higher priority than mitigation. If you die, your team will likely go down without someone who can survive the beating that you couldn't take. No AT is as tough as a Tanker. Building a Tanker for anything but mitigation means you are giving up on performing your primary role that a team expects you to do. I'm not saying DPS Tankers are completely bad, because there are situations where DPS Tankers are good to have. I am saying that mitigation should be more valuable to you than a little recharge or damage if you really want to tank on a team.

You don't have to go with positional defenses. That build I presented was just to show you how it could be done. You could go with 32.5% S/L and E/N defense and be less protected against rare damage types, but still get the job done with more recharge for your self-heal. I hope you reconsider using the Cardiac Alpha on teams because it really will make that much of a difference. Electric Armor can be almost as tough as Stone Armor to take down with the right build. Invulnerability used to be the go-to set that everyone recommended, but I saw a thread yesterday with an Invulnerability Scrapper complaining about being weak in the new content. The lack of resistance to energy damage is probably making most Invulnerability Tankers feel somewhat squishy.