Electric Armor weak?
Electric Armor really shines later on when you can softcap it to S/L. It has great mitigation.
WP is a much easier set to level with IMO. However you don't have your heal yet, so that's a large issue at lower levels. Unless your fighting energy groups I would let the scrapper with the most HP aggro.
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I should have said "weak at the lower level" in the title to be fair.
OK, so my perception of the set was correct.
I think I'll keep player the Tank sine I'm the experienced player and keep sucking inspirations when the going gets tough. lvl10 in the hollows and nobody dies yet, so we're not doing to bad...
I didn't have anything softcapped on my StJ/Elec (same applies for my current KM/Elec) and have to say that as you get further - you do become more resilient. For obvious reasons of course. There's a Claws/Elec build, I forget who has the info but it's somewhere in this section of the Scrapper, where he's got S/L softcapped and others pretty close as well - was thinking of trying this for my StJ when it goes live.
I love the set. Though my preferred will always be DEF, it's a nice substitute and fun secondary to play with IMO.
Yes it is much weaker at low levels and without IOs; it makes up for it by being very strong in both mitigation and offense in the late/IO game, if you can wait that long.
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Right now my KM/Elec runs with the toggles 3x Res and 3x End, rarely do I go down and he's only at level 38. Devouring Earth can be a bit of a pain but that's toxic damage for ya, Toxic damage which Elec has no defense against until Power Surge (Tier 9). With Hasten and Lightning Reflexes, Energize can pop up quite frequently and that's without any IOs that improve global recharge, I'm only using SOs.
Every defensive powerset seems weak til SO's. The only one i liked at low levels was invul since most mobs under 20 are smashing/lethal.
Thats also why they moved taunt futher down the powerset. It is a death wish under 10.
You are playing the alpha strike role with a damage aura, you have no heal as of yet, and there is no support on the team. I ran a DB/sr and DB/elec both at 32/33 with common level 35 IOs into Crey's and the DB/elec performed much better. The DB/sr got low on health a lot, so I had to pop more inspirs. My Spines/elec under the same conditions did even better, but Spines is made for street sweeping. Also note the /sr your kid is playing with is Kat/sr so they get DA and that will make /sr look a lot better than it is at that level. Outside of Energize, getting Burst will help a lot.
I have a ElecA for a tank, 2 brutes and 2 scrappers, and I'm vastly fine with all of them in terms of performance on SOs/common IOs slotting. It bugs me I need to take Grounded, but it's just the norm that armor sets with a damage aura have to go out of their way for KB protection as a balancing point. I dislike brutes getting Energize at 28 and I think it should be changed to be just like scrappers. The tank is a Hardcore one so if it dies it's done. It's the first of 3 tanks for me to hit 22 and is still kicking at 24. Granted, going Elec/dark kind of helps. It didn't help the Invul/dark though. The brute version essentially soloed Protean without inspirs. I had to burn through all of mine to figure out how to handle him being so annoying, but once that was figured out I took him out using his whole health bar and no inspirs.
Especially in the late game with Power Sink and Energize to help offset endurance costs.
OTOH 6-slotting the toggles is handy if you're planning to go for the 6th slot set bonus in some of the res sets.
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Electric Armor is the LAST set that should be having endurance problems, and if you ARE having end problems, put the end reductions in your attacks instead, since they burn more end than your toggles.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Works fine for me, it's the way I always rolled with toggles pre-endgame. Since I'd likely 6-slot them anyways for an IO set, may as well fill them up with something. I actually don't suffer end-problems with Energize and PS.
I actually was playing my tank with an unslotted Tough and the end drain didn't seem that bad and I wasn't using Energize, nor am I high enough for PS. I simply four slot the main resist toggles with 1 end, 3 resist. If they get more than that via IOs, that's what a repsec, or alternate build is for.
I actually was playing my tank with an unslotted Tough and the end drain didn't seem that bad and I wasn't using Energize, nor am I high enough for PS. I simply four slot the main resist toggles with 1 end, 3 resist. If they get more than that via IOs, that's what a repsec, or alternate build is for.
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If nobody has any taunt going, the agro is going to be on the guy who starts the fights and on anyone who throws out AoEs... If you're running lighting field and/or always starting the fights, that may be why you're taking more damage then them. I'm guessing that somewhere in the teens-20s the willpower toon will start dieing a lot, because their taunt aura is going to kick in and draw all the agro if you 3 are teamed together.
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If nobody has any taunt going, the agro is going to be on the guy who starts the fights and on anyone who throws out AoEs... If you're running lighting field and/or always starting the fights, that may be why you're taking more damage then them. I'm guessing that somewhere in the teens-20s the willpower toon will start dieing a lot, because their taunt aura is going to kick in and draw all the agro if you 3 are teamed together.
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Until Beta started all I had played since GR was a KM/EleA, really fun combo. I can't remember it being weak in the low levels, but I put those behind me really fast.
I agree with others, between PS and PP the set has no end problems at the late levels, but I also have a dream build on this toon.
At later levels PS becomes it's own form of mitigation, and I use it as an attack as much as I do for a buff to end. With the right Incarnate powers and slotting you can even shut down some AVs end recovery. I however dropped that build and went to a high DPS build, which may change again when i21 hits.
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With CoH/CoV now only $2, I got both kids an account so we get to play for 30 days before Freedom comes out (we'll see if we pay the $15 at hte end of the free 30 days, which is what NCSoft would like us to do )
Anyway, we made a scrapper team, I mad a Kin/elec (I've never played either set) and the kids made a Claw/WP and a Katana/SR
The kid's health bar stays pretty high (we just got to lvl10 in the hollows), but I find that without insps I'd be biting the dust pretty often.
Is Electric Shield that much weaker at low levels? I was expecting the younger kid with /SR to be the one struggling.
Now I have to admit I am the one also playing more aggressive, usually doing the pulling and I have Lightning Field on a lot so I'm the team's "tanker", but it just doesn't seem to explain it.
My previous experience with scrappers was /WP and I remember it being very good.