Elec / War Mace Respec time
Relying on Hover for defense is a bad idea for an Elec Armor toon. The amount of defense you get out of it doesn't come close to compensating the loss of KB and Immob protection from Grounded.
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 thought that Grounded worked, provided you are on or near the floor? If that is the case then if you hover right low to the ground, you get the defence out of hover plus your grounded protection.
I thought that Grounded worked, provided you are on or near the floor? If that is the case then if you hover right low to the ground, you get the defence out of hover plus your grounded protection.
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Moving from mob to mob with Hover(especially with no speed slotting) will be really slow, and constantly activating/deactivating it could get annoying after a while.
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 see that the description of Grounded says "near", but I also thought your feet have to be touching the ground for Grounded to work. I'd check that out before committing to Hover. Personally, I'd say away from Hover, the idea of "hover-tanking" has never appealed to me.
Some of your other choices seem questionable to me, too. For instance, why no Lightning Field or Whirling Mace? They are the only true PBAoEs available to you, so I'd definitely take both. I consider Pulverize to be the most skippable WM power for a tank, so I'd drop that and Hover to get LF and WM.
I'm also not sure why you would need CP and Physical Perfection on an ELA tank, since it has such a good end recovery power. If you don't want epic attacks, I'd get Hasten and something else instead.
Your slotting also needs work. Remember the discussion about ED? The fourth res/def slots in your toggles are wasted, you'd be much better off slotting end reduction in the toggles and dropping the fourth slot entirely for passives like Grounded.
And you absolutely DO NOT want to slot KB in Crowd Control--the idea is to keep them around you, not send them flying away!
Fly needs just one slot to cap Fly speed, so use the other slots elsewhere. Drop at least one slot from Hover, it has a very low end cost and the fourth def slot is just wasted.
Here's your build with my revisions. I left Hover in because there was room after dropping Physical Perfection, but I would definitely double-check how it works with Grounded before deciding whether to keep it. I added the Steadfast +Def to Grounded, which even with SOs I think you should get ASAP. I don't think just 15% defense is going to feel like much additional survivability; 18% is a little better, though you'll definitely need to use sets if you want this character to feel really tough. I would prefer to slot both Energize and Power Sink more heavily, but with SOs it's hard to do that without either skimping in the toggles or the attacks. It'll be easier with IOs.
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Odiniya: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: War Mace
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Charged Armor -- EndRdx(A), ResDam(3), ResDam(3), ResDam(5)
Level 1: Bash -- Acc(A), EndRdx(33), Dmg(34), Dmg(34), Dmg(46)
Level 2: Conductive Shield -- EndRdx(A), ResDam(5), ResDam(7), ResDam(7)
Level 4: Jawbreaker -- Acc(A), EndRdx(15), Dmg(25), Dmg(25), Dmg(31)
Level 6: Static Shield -- EndRdx(A), ResDam(9), ResDam(9), ResDam(11)
Level 8: Hover -- DefBuff(A), DefBuff(13), DefBuff(33)
Level 10: Taunt -- RechRdx(A)
Level 12: Grounded -- S'fstPrt-ResDam/Def+:30(A), ResDam(13)
Level 14: Energize -- Heal(A), Heal(15), RechRdx(17), RechRdx(17)
Level 16: Fly -- Flight(A)
Level 18: Lightning Reflexes -- Run(A)
Level 20: Clobber -- Acc(A), EndRdx(21), RechRdx(23), Dmg(23), Dmg(36), Dmg(36)
Level 22: Build Up -- RechRdx(A), RechRdx(42)
Level 24: Maneuvers -- EndRdx(A), DefBuff(36), DefBuff(37), DefBuff(37)
Level 26: Power Sink -- EndMod(A), EndMod(27), RechRdx(27), RechRdx(29), RechRdx(46)
Level 28: Whirling Mace -- Acc(A), EndRdx(29), RechRdx(31), Dmg(31), Dmg(33), Dmg(42)
Level 30: Kick -- Acc(A)
Level 32: Lightning Field -- Acc(A), EndRdx(34), EndRdx(37), Dmg(39), Dmg(42), Dmg(46)
Level 35: Shatter -- Acc(A), EndRdx(39), RechRdx(39), Dmg(40), Dmg(40), Dmg(45)
Level 38: Crowd Control -- Acc(A), EndRdx(40), RechRdx(43), Dmg(43), Dmg(43), Dmg(45)
Level 41: Power Surge -- RechRdx(A)
Level 44: Hasten -- RechRdx(A), RechRdx(45)
Level 47: Tough -- EndRdx(A), ResDam(48), ResDam(48), ResDam(48)
Level 49: Weave -- EndRdx(A), DefBuff(50), DefBuff(50), DefBuff(50)
------------
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 -- Run(A)
Level 2: Health -- Heal(A), Heal(19), Heal(21)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(11), EndMod(19)
------------
Set Bonus Totals:
- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Ranged)
- 3% Defense(AoE)
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My Characters
Knight Court--A CoH Story Complete 2/3/2012
Just tested it myself. The KB protection does stay if you remain close to the ground while flying/hovering(I used a jetpack), and the Immob protection seems to stay regardless.
I'd still avoid Hover on a tanker, though.
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
4 slots in the armour sets so that I can put set IO's in em, when I got the moolah to pay for it all. I struggle to change out single origins as is.
I may skip hover alltogether but as I wanted fly as my travel power, it offered me defence so thought what the hey, could give it a shot.
I didn't take lightning field as I didn't want to draw attention to myself. Ive never used this character as a main tank, unless I am taking on Energy based bad guys. Which means most of the time, I just play back up. But lightning field can be used as an endurance sucker can't it? So that's an option.
I guess I took energy mastery as an automatic thing really. Needed it on my Invul / SS so figured it would help here, but not really applicable on an elec tank. As for whirling mace, tried it on the original build, and its 6 slotted now, don't really like it as an attack.
Doesn't seem to have that same BOOM!! to it that other WM attacks have.
Leaving room to 4-slot toggles is with sets is fine, but you'd be much better using that 4th slot for end reduction rather than a wasted def/res SO.
Even as an off-tank I think you'd want LF--it's your aggro aura, after all, and will contribute a significant amount of damage. And although WM doesn't hit super-hard, it is extremely useful it getting and keeping the attention of the bad guys.
In general, an Electric tank won't be as tough as, say, an Invul tank with just SOs, but it's by no means squishy. You might not want to jump into tanking +4s on an 8-person team, but don't be afraid to try some real tanking. It's just debt, after all.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
For once, I actually used my brain and thought about end reductions in the 4th slot a moment or two ago. But not this morning. I couldn't sleep so I got up and started to tinker in Mids with it.
I was just thinking about Whirling Mace, maybe it'd be more useful if instead of slotting for damage it slotted for disorient instead. One thing I note about Whirling mace is that when you whack people with it, it tends more often than not to leave them completely dingy, which is handy when you need a second.
I'll have another go tomorrow morning and see what I can recreate. Its hard to get right as it needs slotting with a view to get sets, takes a bit of thought.
I know you're relatively new to the game, so apologies if you know this already. FYI, slotting Disorients in a power does NOT, as you might expect, increase the chances for the target being stunned, it just increases the duration of the stun if they do get stunned.
So, although it's not a bad idea to slot Disorient duration in an attack (I have one in Clobber on my two Mace tanks) I certainly wouldn't do that instead of damage. One Disorient slot, tops, and I only use one in Clobber because it's slotted with sets and is fully slotted for damage and everything else already.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
hey guys, I want to respect my Elec / WM tank and have had a crack at it in Mids, here is here figures and such. As before, I've allowed room in the powers for the sets to milk out more defence. As Elec has no defensive powers. Ive got Hover, the Leadership defence skill, and weave.