Elec/WP Err...What am I doing?


Deus_Otiosus

 

Posted

Ok I finally managed to get my Elec/WP brute to 50 and, since i quite enjoy the bruiser, I thought he'd be a good character to IO out. Trouble is, I'm at a loss as to what I should be focusing on in terms of set bonuses.

Recharge? The secondary has very little benefit to that.
I assume it's better to focus on defense but most of my typed defense figures are so low that I can't seem to get anywhere near 45%.

What am i doing wrong?

Here is the current build I have planned:
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

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Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Presence
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(15), Acc-I(23)
Level 1: High Pain Tolerance -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(50)
Level 2: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), Acc-I(23)
Level 4: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(9), RctvArm-EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(37), S'fstPrt-ResDam/Def+(46)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(50)
Level 10: Indomitable Will -- EndRdx-I(A), EndRdx-I(13)
Level 12: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(13)
Level 14: Super Jump -- Jump-I(A)
Level 16: Rise to the Challenge -- Panac-Heal/+End(A), Panac-Heal(17), Mrcl-Heal(17), Mrcl-Heal/EndRdx(34), DarkWD-Slow%(37), DarkWD-ToHitDeb/EndRdx(46)
Level 18: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(50)
Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(40)
Level 26: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(43)
Level 28: Heightened Senses -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(43)
Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(33)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(46)
Level 35: Provoke -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(37)
Level 38: Strength of Will -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(39)
Level 41: Mu Lightning -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/EndRdx/Rchg(42), Dev'n-Acc/Dmg(42), Dev'n-Hold%(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(45), Posi-Dmg/Rchg(45), Det'tn-Acc/Dmg/EndRdx(45)
Level 47: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(48), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48)
Level 49: Resurgence -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Fury
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 -- EndMod-I(A), EndMod-I(3), EndMod-I(3)




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@Jaw Dropper - Toons of all levels so drop me a line!

Imaginary Inc.

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Posted

Quote:
Originally Posted by JawDropper_EU View Post
Recharge? The secondary has very little benefit to that.
That doesn't mean you should ignore it completely. If you want to deal damage, Electric Melee needs recharge so your best attacks come back faster. If you don't care about damage much, focus on defense instead.

You will be just fine with 32.5% S/L and E/N defenses. Use one small inspiration when you get in the tougher fights and you will be at the soft-cap. The builds that aim for 45% defenses with Willpower end up sacrificing too much recharge, in my opinion. That means they do less damage because they have to run a lower DPS attack chain.


Your build has a few slotting quirks that don't make a lot of sense.

You have a lot of sets that are slotted for recovery bonuses. You shouldn't need these at all because you have Quick Recovery which is like a second Stamina power, but better. Many people get by with just Stamina. In your defense powers, go with 4 LOTGs for the accuracy bonus because your build is short of the 95% hit chance vs +4 enemies.

Indomitable Will could hold 4 Reactive Armors. Psionic resistance isn't too important but it would be nice to get the defense bonus.

Slotting two Adjusted Targeting is a drop in the bucket for your damage. Fury will usually add 150% damage bonus and slotting can add around 95%. An extra 2% damage bonus translates into less than a 1% increase in damage. Slotting two Rectified Reticles would be better.

Panacea is a PvP set and may be expensive. I'm sure the proc is. Rise to the Challenge does not need the to-hit debuff enhanced. Just enhance the healing and endurance cost. If you want to tank, taunt enhancements will help cover the gap of downtime between ticks of RTTC.

Mako's Bite is a positional defense set and should be avoided on a typed defense build. Use Kinetic Combats for defense or Crushing Impact for recharge. If you need energy defense, Pulverizing Fisticuffs and Pounding Slugfest give better defense per slot.

Mocking Beratement should either be at 4 or 6 slots. You can ignore fire and cold defense because they are rare damage types. Recharge bonus and S/L or E/N defenses are the most important set bonuses to get.

You do not need the Provoke power from the Presence pool. Taunt will hold aggro just fine.

Thunderstrike is ok to take to 6 slots for the extra E/N defense.

Positron's Blast is best when taken to 5 slots for the recharge bonus.

Enfeebled Operation gives recharge bonus at the 5th slot and defense at the 6th slot.

An endurance reduction in Resurgence does absolutely nothing. It doesn't even cost endurance. A recharge reduction would help it come back faster but hopefully you aren't dying enough to need it. Resurgence is a skippable power if you want to add something like Maneuvers or Hasten to the build.


You will likely run out of slots if you try to get every bonus I mentioned. Some powers can function well without extra slots and some can't. Look at other Willpower builds and read the posts to see what they did wrong or right.


 

Posted

I almost had you fully softcapped...until I realized you skipped Fast Healing.

Still 41% or so, plus the debuff from RttC will suffice for most content.

You'll need to carry some lucks with you for when you are on trials or face other damage types with Energy being the most pressing at endgame (Psi as well, but you have decent resists vs. that as well as high regen).

With Spiritual Core Paragon you are 2s off of true perma-hasten.

LR is up every 24.7s.

2506 HP with accolades (get the accolades) & Spiritual.
116 HP/S with 10 in rage of RttC.



I dropped Havoc Punch for Jacobs Ladder because it adds a little bit more AoE and is also part of a better overall attackchain.

So Chain Induction > Mu lightning > Jacobs > Charged Brawl is your chain.


You can swap back to Havoc Punch if you like, and slot it the same way as Charged Brawl. This will get you closer to Softcap, but not all the way there.


I removed the self res, because I think they are fairly pointless as powers go, aside from Soul Transfer and RoTP which are special cases.


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Posted

Thanks guys, constructive criticism and much to think about. Much appreciated. Will have a rethink and post a revised build when I'm done


@Jaw Dropper - Toons of all levels so drop me a line!

Imaginary Inc.

Twitter me!