Elec/DB Tank how good can I make it?
I am a big fan of aiming for 32.5% defense instead of 45% on armor sets that don't include high defenses. It generally allows you to fit more recharge bonuses in a build, which means you can do more damage or use healing powers more often. Your build has a good amount of recharge for the high defense you got, but it could use some improvements.
Charged Armor and Tough could be slotted for more resistance. The closer you get to the S/L resist cap, the better. Someone with 90% S/L resistance will take half the damage that your ~80% resistance build takes. I would even push the resistance enhancement beyond the ED cap a bit just to squeeze out more survivability from S/L resistance.
The Gladiator's 3% defense IO is going to cost you 2-3 billion INF. That is probably more than the entire total cost of the rest of your build. If you can make a build that doesn't use it, you could save a decent amount of INF for other characters.
Eradication is not very good to go beyond the 4th slot, and I might not go beyond the 3rd slot, depending on what bonuses I am going for. If you need E/N defense, use 3 Eradication and 3 Cleaving Blow.
Combat Jumping is over-slotted and does not need endurance reduction.
Do you plan to use combo attacks or an attack chain? Blinding Feint is better than Assault if you are looking for a damage buff. I think the top attack chain for DB uses Blinding Feint, but I don't remember.
Attack Vitals is arguably the best attack chain for DB and it doesn't use Blinding Feint. However, Bruising + Blinding Feint + Attack Vitals is a really sweet setup for a single target, and blinding feint + attack vitals is a pretty nice cone attack.
Scrapper Jack (SJ/WP Brute), Sky Commando (WP/SJ Tanker), Curveball (Rad/DP Defender), and a bunch more.
U can make it awesome, check my guide and vid. In my . Thundra
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!
The problem with softcapping defense types is that you lose out on a lot of +Acc and +Rech that come from sets that grant positional bonuses. If you have accuracy to spare, this isn't a problem. Unfortunately, Elec/DB doesn't have accuracy to spare. With Weave, Combat Jumping and Maneuvers building your positionals and types equally, I would tend to shoot for 32.5% to all three positions.
Note: Super Strength is really the only Tanker secondary with accuracy to spare, thanks to perma-Rage.
The problem with softcapping defense types is that you lose out on a lot of +Acc and +Rech that come from sets that grant positional bonuses. If you have accuracy to spare, this isn't a problem. Unfortunately, Elec/DB doesn't have accuracy to spare. With Weave, Combat Jumping and Maneuvers building your positionals and types equally, I would tend to shoot for 32.5% to all three positions.
Note: Super Strength is really the only Tanker secondary with accuracy to spare, thanks to perma-Rage. |
Besides, there are a number of popular sets with accuracy bonuses--LotG and Crushing Impact, for instance--that I get for other reasons anyway so it's not like you HAVE to slot for positional defense if you want additional accuracy.
So for me the association of positional defense with accuracy bonuses is a complete non-issue; the fact that you can have defense to most attacks without covering all the damage types with typed defense is far more important.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Honestly, accuracy set bonuses are one of those things I never bother to slot for. It's easy enough to slot sufficient accuracy in individual attacks, and the Kismet +Acc is a good way to add some additional ToHit, which is even more desirable than accuracy.
Besides, there are a number of popular sets with accuracy bonuses--LotG and Crushing Impact, for instance--that I get for other reasons anyway so it's not like you HAVE to slot for positional defense if you want additional accuracy. So for me the association of positional defense with accuracy bonuses is a complete non-issue; the fact that you can have defense to most attacks without covering all the damage types with typed defense is far more important. |
Kinetic Combat is a great set, but it gives a paltry 22.94% accuracy enhancement. Unless you're throwing in some help (e.g. Rage, Tactics, Kismet, set bonuses, et. al.), it's a very weak set for accuracy and that causes problems. If you want to pull off consistent combos with DB or deal with incarnate content, you'll need much more accuracy.
DB has some nice AOEs and AOE sets cater to either E/N, AOE or Melee. It's easy to stack up 32.5% to all three positions, while picking up great set bonuses along the way and getting accuracy bonuses and global recharge bonuses. Single-target melee damage typed defense sets don't give any accuracy or recharge bonuses. They don't offer any damage procs, either. I like my LotGs, but tend to find that I can do better putting that 4th slot elsewhere, unless I need another 9% accuracy bump.
Kismet is a good start. It gives 6% to-hit at the cost of only a single slot. That's not bad, but it bumps your base to-hit chance (pre-accuracy) against +1s from 65% to 71%. At 71%, you need 33.8% accuracy in the attack to cap your chance to hit. If you only roll +0/x1 TFs, then you can get away with a less, but if you're running Incarnate then the easiest targets you'll get are +1 and you'll only get that after you get all three level shifts. Kinetic Combat offers 22.94% accuracy, which isn't even enough to cover +1s and things go downhill quickly from there.
Maybe you eat the endurance drain and add something like Tactics to help make up for weak accuracy? Six-slot that with Gaussian's to get 2.5% to all three positions. Or two-slot it with Rectified Reticle for 1.88% S/L. The Gaussian's set will enhance the to-hit bonus a couple points more and keep endurance down, plus give you more HP and recovery. I like the Gaussian's for 11% to-hit, but take a pair of Rectified Reticle and you get 8.75% to-hit bonus for a total (with Kismet) of 79.75% base to hit against +1s, which requires 19.1% accuracy to cap. Kinetic Combat will cover that. You'd need 34.3% to cap against +2s and it'd come up significantly short there.
Kinetic Combat is a great set, but it gives a paltry 22.94% accuracy enhancement. Unless you're throwing in some help (e.g. Rage, Tactics, Kismet, set bonuses, et. al.), it's a very weak set for accuracy and that causes problems. If you want to pull off consistent combos with DB or deal with incarnate content, you'll need much more accuracy.
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My Characters
Knight Court--A CoH Story Complete 2/3/2012
Your right ACC Does suffer, only if you solo +2 and up. If you team (incarnate content) then your acc is very much ok.
Same level soloing is fine and just as effective if you add bosses. If you team then acc is will increase with buffers. I only state acc as an issue with my guide because tyats what it can be. An issue. Recharge is fine wherw its at. You can get 6-8 seconds recharge from perma energize and power sink at 20 seconds
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!
The problem with softcapping defense types is that you lose out on a lot of +Acc and +Rech that come from sets that grant positional bonuses. If you have accuracy to spare, this isn't a problem. Unfortunately, Elec/DB doesn't have accuracy to spare. With Weave, Combat Jumping and Maneuvers building your positionals and types equally, I would tend to shoot for 32.5% to all three positions.
Note: Super Strength is really the only Tanker secondary with accuracy to spare, thanks to perma-Rage. |
Attack Vitals is ok, but it's not the best. For scraps/brutes, the best chain is BF>AS>SS>AS. For tanks, the best chain should be the same, except every ten seconds or so you slip in bruising.
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BF still has to hit, which will require some sort of slotting. Any benefit is good, of course.
Hi all I have rolled and Elec/DB tank as these are two sets that after 5 years of COX I still have not tried. Have to say he looks great and is fun to play. However, planning his build I come a little unstuck, I have devleoped a ok build that is soft caped to S/L and almost soft capped to N/E but I am a little worried that I may of gimped the build. As I am enjoying this toon I have put a stack of cash asside for him (around 25bil), so can the forum build gods take a look and tell me if there is any way to pull a little more out of this toon, would love him to be my main tank on Freedom, but he will need to be able to perform well on all tfs to keep that slot
So what I have so far is as follows
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Vector: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Dual Blades
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Charged Armor
- (A) Reactive Armor - Resistance/Endurance
- (7) Reactive Armor - Resistance
- (9) Reactive Armor - Endurance
- (34) Steadfast Protection - Resistance/+Def 3%
Level 1: Nimble Slash- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (5) Kinetic Combat - Damage/Recharge
- (5) Kinetic Combat - Damage/Endurance/Recharge
Level 2: Conductive Shield- (A) Reactive Armor - Resistance/Endurance
- (9) Reactive Armor - Resistance/Endurance/Recharge
- (11) Reactive Armor - Resistance
- (11) Reactive Armor - Endurance
Level 4: Ablating Strike- (A) Kinetic Combat - Accuracy/Damage
- (13) Kinetic Combat - Damage/Endurance
- (15) Kinetic Combat - Damage/Recharge
- (15) Kinetic Combat - Damage/Endurance/Recharge
Level 6: Static Shield- (A) Reactive Armor - Resistance/Endurance
- (13) Reactive Armor - Endurance
- (17) Reactive Armor - Resistance/Endurance/Recharge
- (17) Reactive Armor - Resistance
Level 8: Grounded- (A) Gladiator's Armor - TP Protection +3% Def (All)
Level 10: Hasten- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (29) Recharge Reduction IO
Level 12: Energize- (A) Doctored Wounds - Heal/Endurance
- (21) Doctored Wounds - Endurance/Recharge
- (23) Doctored Wounds - Heal/Recharge
- (23) Doctored Wounds - Heal
- (25) Doctored Wounds - Recharge
Level 14: Super Speed- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (46) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Lightning Field- (A) Eradication - Damage
- (19) Eradication - Accuracy/Damage/Recharge
- (21) Eradication - Accuracy/Recharge
- (25) Eradication - Accuracy/Damage/Endurance/Recharge
- (27) Multi Strike - Accuracy/Damage/Endurance
Level 18: Lightning Reflexes- (A) Run Speed IO
Level 20: Taunt- (A) Mocking Beratement - Recharge
- (34) Mocking Beratement - Taunt/Recharge
- (34) Mocking Beratement - Taunt/Recharge/Range
- (37) Mocking Beratement - Taunt/Range
Level 22: Assault- (A) Endurance Reduction IO
Level 24: Boxing- (A) Kinetic Combat - Accuracy/Damage
- (43) Kinetic Combat - Damage/Endurance
- (43) Kinetic Combat - Damage/Recharge
- (46) Kinetic Combat - Damage/Endurance/Recharge
Level 26: Combat Jumping- (A) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense/Endurance/Recharge
- (33) Luck of the Gambler - Defense
- (37) Luck of the Gambler - Defense/Endurance
Level 28: Vengeful Slice- (A) Kinetic Combat - Accuracy/Damage
- (29) Kinetic Combat - Damage/Endurance
- (37) Kinetic Combat - Damage/Recharge
- (40) HamiO:Nucleolus Exposure
- (40) Kinetic Combat - Damage/Endurance/Recharge
Level 30: Tough- (A) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance/Endurance/Recharge
- (31) Reactive Armor - Resistance
- (31) Reactive Armor - Endurance
Level 32: Power Surge- (A) Basilisk's Gaze - Accuracy/Recharge
- (33) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
Level 35: Power Sink- (A) Mocking Beratement - Recharge
- (36) Mocking Beratement - Accuracy/Recharge
- (36) Mocking Beratement - Taunt/Recharge
- (36) Mocking Beratement - Taunt/Recharge/Range
Level 38: One Thousand Cuts- (A) Eradication - Damage
- (39) Eradication - Accuracy/Recharge
- (39) Eradication - Damage/Recharge
- (39) Eradication - Accuracy/Damage/Recharge
- (40) Scirocco's Dervish - Accuracy/Damage/Endurance
Level 41: Sweeping Strike- (A) Eradication - Chance for Energy Damage
- (42) Eradication - Accuracy/Damage/Endurance/Recharge
- (42) Eradication - Damage/Recharge
- (42) Eradication - Damage
- (43) Eradication - Accuracy/Damage/Recharge
Level 44: Char- (A) Thunderstrike - Accuracy/Damage
- (45) Thunderstrike - Damage/Endurance
- (45) Thunderstrike - Damage/Recharge
- (45) Basilisk's Gaze - Accuracy/Recharge
- (46) Basilisk's Gaze - Accuracy/Hold
Level 47: Weave- (A) Luck of the Gambler - Defense/Endurance
- (48) Luck of the Gambler - Defense/Endurance/Recharge
- (48) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Recharge Speed
Level 49: Maneuvers- (A) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Defense/Endurance
- (50) Luck of the Gambler - Defense/Endurance/Recharge
Level 0: Freedom Phalanx ReserveLevel 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 50: Cardiac Core Paragon
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Level 1: Brawl
- (A) Empty
Level 1: GauntletLevel 1: Sprint
- (A) Empty
Level 2: Rest- (A) Empty
Level 4: Ninja RunLevel 2: Swift
- (A) Run Speed IO
Level 2: Health- (A) Miracle - +Recovery
- (33) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle- (A) Jumping IO
Level 2: Stamina