StJ/Elec planning - Crazy not to take power sink?
So, I'm currently planning ahead in anticipation for when Street Justice comes out, and as I'm optimizing the build, I find myself simply not needing power sink from pretty much perma energize and physical perfection. My question is: am I crazy?
I realise power sink has a very useful end draining component, but I'm wondering when it becomes justified to take that power solely for the end drain component. I think StJ looks Very promising; hard hitting attacks (according to beta) further enhanced by the combo system, slots for achille's heel proc, and no less then 3 force feedback recharge procs. AoE is on the low side tho and is one of my concerns for the set. I also took energy mastery APP over something like soul for more attacks/AoE. In the end, I managed to softcap S/L with very decent resists all around. Looking for any comments and advice! |
You stated you like the look of STJ but don't like the lack of AOE. So I am confused as to why your skipping LF as over the course of a normal nights play it will almost always be your most damaging power and by a large margin most of the time.
I also don't get the reasoning for going into the Energy Mastery pool when your lacking in AOE.
You said you were optimizing the build but you didn't state any end goals so it's hard to be less general than I have been.
Global: @Kelig
Right I guess I should have mentioned that. This is going to be for a iTrials and general PvE content. I'm not looking to do any farming on this character. Possibly trying to tackle the solo TF challenges as well, that looks like fun.
I initially decided to take energy mastery over something else to be more end sustainable, but I realise that power sink accomplishes the same thing pretty much while adding alot of utility on top of that. But now, by slotting LF and power sink back in, I'm hard pressed to find room for an APP/PPP... decisions decisions! Soul would be my choice, but I'd need to free up 2 slots to be able to take Gloom and Dark Oblit, not to mention being able to slot them. Gah!
A StJ/Elec brute OR an Elec/StJ tank will be my next big dealio upon release of said melee set...
I figure, Toxic resist being completely absent notwithstanding, this build should manage each of the Incarnate Trials with gusto.
BAF- elec resist good for towers and all the IDF meanies, Mu good for minions during escape, and the better than decent S/L resist will help with those pesky Vickies.
Lambda- same as the above, and for Marauder. The whole reason I made my elec/elec brute was after seeing a SS/elec brute SOLO the warehouse in a Lambda.
Keyes- All the above and the self heal will really help for AMs nastiness. Again, Mu will keep all manner of IDF busy while AM gets kited by some tank.
Underground- Just did this about an hour ago with my elec/elec, and the toxic wasn't nearly as big a deal as I thought it would be. Again, StJ will be better against the big hard target uber-WWs than elec has been, so even more useful.
NOW, all I have to do is be patient and wait for the Street Justice set to roll out so I can make this toon happen.
Did you try StJ on the beta? I would say make sure to include powersink during levelig up unless you decide to pl this toon. Its still a staple power choice no matter if you just doing itrials.
I was only able to try it briefly, but I know I'm going to love this character alot. And yes the build I posted above is a rough layout of powers and how they'd be slotted. I just basically clicked all the primaries in order and then all the secondaries, not representative of any sort of leveling order.
I've swapped superior conditioning and physical perfection for Lightning Field and Power Sink, but I just can't find anything to take out for epic pools.
U have way too many powers from your primary than you are going to need. At least if SJ/ is anything like it was on beta. Like the first combo breaker (a crappy cone) and the weaker of the level one powers.
Also yes, for the love of god get lightning field and powersink.
"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal
@Caucasiafro
So, I'm currently planning ahead in anticipation for when Street Justice comes out, and as I'm optimizing the build, I find myself simply not needing power sink from pretty much perma energize and physical perfection. My question is: am I crazy?
I realise power sink has a very useful end draining component, but I'm wondering when it becomes justified to take that power solely for the end drain component.
I think StJ looks Very promising; hard hitting attacks (according to beta) further enhanced by the combo system, slots for achille's heel proc, and no less then 3 force feedback recharge procs. AoE is on the low side tho and is one of my concerns for the set.
I used Kinectic Melee as a proxy since they share almost all of the same types of attacks, with some swapping around. Obviously damage and recharge times in the primary are largely invalid, but IO sets and secondary powers still apply. I tried to weigh all of my power choices carefully, such as taking concealment PP over leadership, and not taking lightning field and the afformentioned power sink. I also took energy mastery APP over something like soul for more attacks/AoE. In the end, I managed to softcap S/L with very decent resists all around. One thing I'm wondering if my accuracy is going to suffer from not having tactics...
Looking for any comments and advice! Here's the build I have so far with which powers replace which:
Quick Strike - Initial Strike
Body Blow - Heavy Blow (Abs Amazement is a Force Feedback recharge proc)
Smashing Blow - Rib Cracker
Power Siphon - Combat Readiness
Repulsing Torrent - Spinning Strike
Burst - Sweeping Cross
Focused Burst - Kick
Kick - Shin Breaker (pounding slugfest is an Achille's Heel -res proc)
Concentrated Strike - Crushing Uppercut (stupefy is a Force Feedback recharge proc)
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Street Justice: Level 50 Mutation Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Dam%(5)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(9), RctvArm-EndRdx(11)
Level 2: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(25), Mako-Dam%(27), Amaze-ToHitDeb%(27)
Level 4: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Dam%(15)
Level 6: Power Siphon -- GSFC-ToHit(A), GSFC-Build%(11), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(19), GSFC-ToHit/EndRdx(19)
Level 8: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(23), RctvArm-EndRdx(23)
Level 10: Static Shield -- GA-3defTpProc(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(31), LkGmblr-Def(31)
Level 14: Super Jump -- ULeap-Jump(A)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 20: Lightning Reflexes -- Run-I(A)
Level 22: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Dam%(36), P'ngS'Fest-Stun%(37)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(39), RctvArm-EndRdx(39)
Level 26: Repulsing Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(40), Posi-Dam%(40), FrcFbk-Rechg%(40)
Level 28: Focused Burst -- Empty(A)
Level 30: Energize -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(48)
Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(43), Hectmb-Dam%(43), Stpfy-KB%(43)
Level 35: Stealth -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(42)
Level 38: Invisibility -- LkGmblr-Rchg+(A)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(45)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/Rchg(46), LkGmblr-Def(46)
Level 47: Superior Conditioning -- P'Shift-End%(A)
Level 49: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(50), P'Shift-End%(50)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Cardiac Core Paragon
Level 50: Ion Core Final Judgement
Level 50: Reactive Core Flawless Interface
------------
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 -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(29), P'Shift-EndMod/Acc(46)