Elec/SS: What am I in for?


Airhammer

 

Posted

So, I use to be a nearly exclusive player of brutes. I eventually got a little burnt out on the fury mechanics and switched up to scrappers. I love the damage on scrappers, but still want that extra degree of "indestructableness".

So, I've seen what can happen when you have really high resists (WS with fully saturated eclipse) and I was thinking elec might be pretty good just, because of the high resist capabilites.

I also chose it, because I figure the extra damage from lightning field can't hurt, a free 20% recharge (well a power choice cost), and a pretty decent heal on a relatively short recharge, with nearly unlimited endurance with energy drain on a short recharge.

But really, what am I in for with this combination? How does it perform, where does it falter? How is in in incarnate trials?

Just curious to see what the concensus is before I invest my short amount of weekly play time in this character. Thank you.


 

Posted

I like mine, but I don't have her to 50 yet (gotta love alt-itis). Electric Armor has the potential to be one of the most survivable armor sets in the game for tankers. I have a build for mine that hits 33% defense to all types but psi. Aside from the ridiculously easy to reach energy resistance cap, I will have her at the resistance cap to smashing and lethal as well.

Being highly resistant to smashing, lethal, and energy damage helps out a lot with the new content as that is the bulk of what you find in it.


 

Posted

In incarnate trials you do pretty well, the major damage there is SL, energy and psi, well gues what elec has on pretty nice resist (or even cap resist on NRG). With the lovely side effects of recovery debuff resistance and recharge resistance (pesty psi mobs), you are pretty solid in most parts of the trial.

You can pimp it up with the defensive toggles (CJ, weave, manu etc) to bump up your defense to pretty nice levels and pop a few purple to become pretty much unstoppable.

The only minor downside is Grounded, as the protection from this doesnt work while in the air, but if you take fly/hover, that is really no problem (if a immoblize power has -fly, once you hit the ground protection works again).

Perhaps MA might be a more interesting choice, less AoE but the 10% buff from stormkick gives a huge buff to survivability.


50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore

Sign the petition, dont let CoH go down! SIGN!

 

Posted

Elec is a very good resistance set with strong resistances to Energy and End Drain. In fact you will laugh at Malta sappers. Its is good against Smashing/Lethal and has decent Psi resistance as well. Powersink is an excellent end recovery tool as well. Its main weaknesses are no defense and no resistance to Toxic damage.

SS offers very good mitigation from Footstomp.

Many people build more defense into Elec which helps make it more survivable. I choose to go in a different direction because I dont like building defense with IO's ( i have done it, i just dont enjoy doing it )

I chose to make Energize Perma.. Its a long road but eventually with IO and Incarnate help I was able to make Energize and Hasten perma.. Once on an small BAF run I was able to hold my own against both AV's while everyone ran to the hospital. I had to hit godmode once but was able to survive the crash, hit energize and not die...

Its a good combo that you should enjoy.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Argh, forum ate my reply.

tl,dr version:


Martial arts is perfect for elec armor.

Use powersink as an attack, and slot lightning field for sapping. In lightning field, I recommend 3 erads and 3 performance shifters.

Your hit points are low, so you want as much energize goodness as you can fit in. Regen is gooood.


 

Posted

here is my ELA/SS build.
47.5% S/L def
32.5% E/N def

76% S/L resist, 84% with cardiac.
10sec cooldown on hasten, perma with spiritual

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Alex Vernes: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 2: Lightning Field -- Erad-%Dam(A), Erad-Dmg(11), Erad-Acc/Dmg/Rchg(13), Erad-Acc/Dmg/EndRdx/Rchg(13), C'ngBlow-Acc/Dmg(15), C'ngBlow-Dmg/EndRdx(15)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21)
Level 6: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(23)
Level 8: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(27)
Level 10: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 12: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(29), Dct'dW-Heal(29), Dct'dW-Rchg(31)
Level 14: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(31), Mocking-Taunt/Rng(31), Mocking-Rchg(33)
Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36)
Level 24: Weave -- LkGmblr-Rchg+(A), HO:Enzym(36), HO:Enzym(37)
Level 26: Power Sink -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(37), Mocking-Acc/Rchg(37), Mocking-Rchg(39), Efficacy-EndMod/EndRdx(39)
Level 28: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(39)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 35: Hurl -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(42), Apoc-Dmg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(43)
Level 38: Foot Stomp -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(43), Armgdn-Acc/Rchg(43), Armgdn-Acc/Dmg/Rchg(45), Armgdn-Dmg(45), FrcFbk-Rechg%(45)
Level 41: Power Surge -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(46), BasGaze-EndRdx/Rchg/Hold(46)
Level 44: Super Speed -- Winter-ResSlow(A)
Level 47: Char -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), BasGaze-Acc/Hold(48), BasGaze-Acc/Rchg(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(50), HO:Enzym(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), P'Shift-EndMod/Acc(17)
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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English isn't my birth language, so don't blame me if I do some mistakes. thank you !

 

Posted

I've really been looking at the mids on Elec/SS and I'm having a tough time with feeling comfortable with what I came up with.

The highlights of the build that I came up with is softcapped S/L defense, 82% S/L resistance, capped energy resistance, and 56-57% resistance to everything else, except toxic.

I've worked energize and hasten to nearly perma with spiritual incarnate. Energize is about 3 seconds off and hasten is about 5 seconds off. But with the force feedback proc in footstomp it really will make up the difference when fightning large groups of mobs. If I'm not fighting large groups, the few seconds of delay on the powers shouldn't make that much of a difference.

I've slotted both lightning field and power sink to optmize endurance drain the best I could with power sink at -73.33% and lightning field at -5.07%. I figure it won't be too hard to keep most mobs low on end with power sink at ~16.5 second recharge.

The end usage seems pretty high without energize on 2.11/s out of 3.33/s. At lower levels I'd pretty much not run a few of my toggles, like tactics, weave, etc. It's what I do on my Kat/Dark scrapper to many his endurance when he doesn't have cardiac available to him and that works fine.

My biggest concern is that his defense is only softcapped to S/L. With only around 22.7% Fire/cold and 25.8% negative energy defense I kind of worry about how he'll fair when faced with large groups of fire/cold/neg energy/psi mobs. 56.2-57.8% resists against them isn't bad, but not sure how long that'll sustain him when he's getting hit a lot. His HP seems pretty low at around 2500 too.

However, the build seem relatively cheap to put together minus the glad +3% def and shield wall 3% res that I put in there.

I'd post the build here, but I figure the mods might be picky now that they opened that new build forums. Frankly it just looks like all the builds are pretty much being ignored in that folder. Something about all the subject lines looking the same in that form disorients me, seems odd.


 

Posted

Quote:
Originally Posted by Gospel_NA View Post
I've really been looking at the mids on Elec/SS and I'm having a tough time with feeling comfortable with what I came up with.

The highlights of the build that I came up with is softcapped S/L defense, 82% S/L resistance, capped energy resistance, and 56-57% resistance to everything else, except toxic.

I've worked energize and hasten to nearly perma with spiritual incarnate. Energize is about 3 seconds off and hasten is about 5 seconds off. But with the force feedback proc in footstomp it really will make up the difference when fightning large groups of mobs. If I'm not fighting large groups, the few seconds of delay on the powers shouldn't make that much of a difference.

I've slotted both lightning field and power sink to optmize endurance drain the best I could with power sink at -73.33% and lightning field at -5.07%. I figure it won't be too hard to keep most mobs low on end with power sink at ~16.5 second recharge.

The end usage seems pretty high without energize on 2.11/s out of 3.33/s. At lower levels I'd pretty much not run a few of my toggles, like tactics, weave, etc. It's what I do on my Kat/Dark scrapper to many his endurance when he doesn't have cardiac available to him and that works fine.

My biggest concern is that his defense is only softcapped to S/L. With only around 22.7% Fire/cold and 25.8% negative energy defense I kind of worry about how he'll fair when faced with large groups of fire/cold/neg energy/psi mobs. 56.2-57.8% resists against them isn't bad, but not sure how long that'll sustain him when he's getting hit a lot. His HP seems pretty low at around 2500 too.

However, the build seem relatively cheap to put together minus the glad +3% def and shield wall 3% res that I put in there.

I'd post the build here, but I figure the mods might be picky now that they opened that new build forums. Frankly it just looks like all the builds are pretty much being ignored in that folder. Something about all the subject lines looking the same in that form disorients me, seems odd.
my build is quite the same, without the need of glad 3% IO, and with 32.5% N/E def (1 purp to softcap)


English isn't my birth language, so don't blame me if I do some mistakes. thank you !

 

Posted

Well, it's on a Brute, but I have SS/Elec and he's been nigh unkillable. Keep in mind, he was built for perma-hasten. But he doesn't have any defense of worth. After getting tier 4 rebirth, he became in sturdier. So on a tank, I imagine you'll be coasting through content laughing at most mobs.

Now, I do have an Elec/Stone tank with 45% S/L defense. His green bar barely ever moves. And after getting about 50% global recharge with Interface at tier 3, he's solo'd Chimera (no pets or insp).


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by Gospel_NA View Post
My biggest concern is that his defense is only softcapped to S/L.
Just caught this little bit of info. My Elec/Stone is only soft-capped to S/L, and he's been doing just fine in everything I've dragged him through.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Elec's only "weakness" that I've run into much is defense debuffs.

Tarantula Mistresses (Arachnos Lt.) can take me massively negative red on defense, especially as I seem to get 2 regularly. Carnie Dark Ring Mistress Bosses to, when they hit with Mask of Vitation.

This is easily solved with purple inspirations, though. So, it's not big deal, unless you are the type that refuses to ever use their inspiration tray.


 

Posted

Well, I like my prospect.

I'm level 18 with 82% energy resist and 50% smashing/lethal resist.

I'm looking forward to seeing what happens on the high end.


 

Posted

Quote:
Originally Posted by Gospel_NA View Post
My biggest concern is that his defense is only softcapped to S/L. With only around 22.7% Fire/cold and 25.8% negative energy defense I kind of worry about how he'll fair when faced with large groups of fire/cold/neg energy/psi mobs. 56.2-57.8% resists against them isn't bad, but not sure how long that'll sustain him when he's getting hit a lot. His HP seems pretty low at around 2500 too.

However, the build seem relatively cheap to put together minus the glad +3% def and shield wall 3% res that I put in there.

I'd post the build here, but I figure the mods might be picky now that they opened that new build forums. Frankly it just looks like all the builds are pretty much being ignored in that folder. Something about all the subject lines looking the same in that form disorients me, seems odd.
They never said anything about not posting builds to the AT forums, and for the kind of tweaking you're looking for, this is by far the best place. Go ahead and post, we may be able to squeeze some additional def out of it for you.

I'm a bit surprised though, that you sprang for the Shield Wall +resist, IMO it's totally not worth the influence you have to spend to get one.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Elec/ is my favorite armor set. High resists, a +Rech/+Run/res(slow) power*, a self-heal/regen/recovery power, a damage aura, and a +End power hit all my marks.

*I've placed Winter's Gift: Slow Res into Super Speed to take this even further.

I agree with Caulderone on the weaknesses, which is why my Elec/Stone makes Ring Mistresses his priority. I also have to watch out for Confuses. Endurance is never an issue, even running hasted /Stone attacks all over the place in crowds of Malta.

I haven't had any issues at all in Incarnate content (except the occassional Confuse on BAF, which is more funny than anything), though I've avoided the toxic-heavy stuff so far.

Mine is built with 45 S/L def, and 38 Melee Def came along for the ride, which seems to be enough help out a good deal against the more exotic damage types in Melee. I have him at 85.3 S/L res - I'm planning to get the Shield Wall +3 Res since I'm so close to cap already with that.

I rarely have to use Energize, but it's there when I need it. Having the Eye of the Magus accolade is great for the "oh crap!" moments.

Foot Stomp followed by Power Sink (with Lightning Field running) will be great mitigation. All the KD in the ST SS attacks will be great too. /Stone may offer superior mitigation with Fault, but of course damage will be better with /SS.


Current primary characters, all on Guardian:
The Amber Fist (Elec/Stone Tanker) | Pixelbeater (Fire/Kin Corr) | The Sequencer (Bots/Traps MM)
Blakkat (Claws/Dark Brute) | Mhogus'thra (Ill/Dark Cont) | Wyldhunt (Beast/Dark MM)

 

Posted

I figured each point of resist built upon other points become increasingly valuable so another 3% to everything couldn't hurt. I figure I'll just wait and get it with hero merits.

But here's the build I put together.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

ElecSS: Level 50 Science Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership

Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), GA-3defTpProc(5), S'fstPrt-ResDam/Def+(39)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 2: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(50)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 6: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(50)
Level 8: Lightning Field -- Sciroc-Dam%(A), Sciroc-Dmg/EndRdx(17), Sciroc-Acc/Dmg/EndRdx(17), Erad-%Dam(19), Efficacy-EndMod(19), Efficacy-EndMod/Acc(21)
Level 10: Grounded -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(40)
Level 12: Energize -- Numna-Heal(A), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(25), Mrcl-Heal(25), Mrcl-Heal/Rchg(31), Mrcl-Heal/EndRdx/Rchg(31)
Level 14: Taunt -- Mocking-Taunt/Rng(A), Mocking-Taunt(33), Mocking-Taunt/Rchg(33), Mocking-Taunt/Rchg/Rng(33), Mocking-Acc/Rchg(34), Mocking-Rchg(34)
Level 16: Boxing -- Empty(A)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam/Rchg(39)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37), SW-ResDam/Re TP(37)
Level 26: Power Sink -- Mocking-Rchg(A), Mocking-Acc/Rchg(27), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(29), EndMod-I(31), EndMod-I(46)
Level 28: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(29)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 35: Hurl -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(40), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(43), Sciroc-Dam%(43), Erad-Acc/Dmg/EndRdx/Rchg(43), Erad-Acc/Dmg/Rchg(46), FrcFbk-Rechg%(48)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
Level 44: Tactics -- Rec'dRet-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(45), Rec'dRet-ToHit/Rchg(46)
Level 47: Power Surge -- RechRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(48), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(45), P'Shift-End%(45)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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Posted

Quote:
Originally Posted by Gospel_NA View Post
I figured each point of resist built upon other points become increasingly valuable so another 3% to everything couldn't hurt. I figure I'll just wait and get it with hero merits.
No, resistance doesn't have a cumulative affect to the same degree that defense does. More defense increases the odds that you won't take ANY damage from the attack; more resistance just decreases the amount of a particular type of damage you'll take by that percent. A very big difference.

Not to mention that the same percent of defense is in essence twice as effective as resistance since you only have to get to 45% defense and you need to get to 90% resists to be capped. So slotting for 3.13% additional NE resists isn't nearly as effective as slotting for 3.13% additional E/NE defense, especially when you have 25% defense already.

Consequently, I'd very strongly urge you to drop the Scirocco's Dervish slotting for NE resistance for at least 3 Eradication which will give you 3.13% E/NE defense.

Other issues: your ST attacks that are slotted with Kinetic Combat are underslotted for accuracy and damage. I'd add another IO to each, I like the Mako's quad, but any IO with accuracy and damage will do.

Energize is way overslotted for Heal, I'd take a couple of those slots and use them in your ST attacks.

I also don't think slotting Lightning Field for end mod is a good use of slots, I'd make sure it's slotted well for end reduction and move a slot somewhere it can be of more benefit.

Here's a redo of your build, E/NE defense is past 32%, so it's within a small purple of the soft-cap. If you want more E/NE defense, you could replace the Decimation set in Hurl with at least 3 Thunderstrike for 2.5% E/NE defense. Also note that with Weave and Maneuvers slotted more fully for defense you don't need the second set of Retified Reticle in Tactics to soft-cap.

Personally, I'm very much an un-fan of Tactics and Vengeance, especially on a SS Tank, but they can be useful when single slotted, so your call.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
ElecSS: Level 50 Science Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), GA-3defTpProc:50(5), S'fstPrt-ResDam/Def+:30(39)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(31)
Level 2: Conductive Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(9), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(50)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(21)
Level 6: Static Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(15), RctvArm-ResDam/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(50)
Level 8: Lightning Field -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(17), Erad-Dmg:30(17), Sciroc-Dmg/EndRdx:50(19), Sciroc-Acc/Dmg/EndRdx:50(19)
Level 10: Grounded -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(21), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(40)
Level 12: Energize -- Numna-Heal:50(A), Numna-Heal/Rchg:50(23), Numna-Heal/EndRdx/Rchg:50(25), Mrcl-Heal/Rchg:40(25)
Level 14: Taunt -- Mocking-Taunt/Rng:50(A), Mocking-Taunt:50(33), Mocking-Taunt/Rchg:50(33), Mocking-Taunt/Rchg/Rng:50(33), Mocking-Acc/Rchg:50(34), Mocking-Rchg:50(34)
Level 16: Boxing -- Empty(A)
Level 18: Lightning Reflexes -- Run-I:50(A)
Level 20: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(34), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam/Rchg:40(39)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(31), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
Level 24: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(31), LkGmblr-Def:50(37), LkGmblr-Def/EndRdx:50(37)
Level 26: Power Sink -- Mocking-Taunt:50(A), Mocking-Rchg:50(27), Mocking-Taunt/Rchg:50(27), Mocking-Taunt/Rchg/Rng:50(29), EndMod-I:50(45), EndMod-I:50(46)
Level 28: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(29)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(40)
Level 32: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39)
Level 35: Hurl -- Decim-Acc/Dmg/Rchg:40(A), Decim-Acc/Dmg:40(40), Decim-Dmg/EndRdx:40(42), Decim-Dmg/Rchg:40(42), Decim-Acc/EndRdx/Rchg:40(42)
Level 38: Foot Stomp -- Erad-Dmg/Rchg:30(A), Erad-Dmg:30(43), Erad-Acc/Dmg/Rchg:30(43), Erad-Acc/Dmg/EndRdx/Rchg:30(43), M'Strk-Acc/Dmg/EndRdx:50(46), FrcFbk-Rechg%:50(48)
Level 41: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(46), LkGmblr-Def/EndRdx:50(48)
Level 44: Tactics -- EndRdx-I:50(A)
Level 47: Power Surge -- RechRdx-I:50(A)
Level 49: Vengeance -- LkGmblr-Rchg+:50(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(48), Mrcl-Rcvry+:40(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(45), P'Shift-End%:50(45)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 30.38% Defense(Smashing)
  • 30.38% Defense(Lethal)
  • 9.13% Defense(Fire)
  • 9.13% Defense(Cold)
  • 18.5% Defense(Energy)
  • 18.5% Defense(Negative)
  • 6% Defense(Psionic)
  • 18.19% Defense(Melee)
  • 12.25% Defense(Ranged)
  • 7.56% Defense(AoE)
  • 9.45% Max End
  • 43.75% Enhancement(RechargeTime)
  • 9% Enhancement(Accuracy)
  • 5% FlySpeed
  • 260 HP (13.88%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 5.5%
  • MezResist(Immobilize) 16.5%
  • 64% (5 HP/sec) Regeneration
  • 5% RunSpeed

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Well, I'll definitely save that for later.

Part of the idea was to weaponize energy drain paired with lightning field to drain mobs. High resistances plus mobs that don't attack often seemed like a good way to survive. Tactics probably isn't really necessary if I don't need it for the defense bonus from slotting. However, I need vengeance as a LoTG 7.5% mule and it's fairly useful for not requiring any slotting.

I figured tactics was a fair bit more useful than assault would have been. The confusion protection comes in handy, especially during BAFs. Though, not sure if an extra 10.5% damage would just be worth the .19 end/sec cost.

I would have really liked to have been able to cap S/L resistance, but I just didn't see how it was possible short of going cardiac rather than spirit and that just seems silly for elec armor.

I'm relying heavily on rage to make up any accuracy lost. Though I really don't want my attacks underslotted for damage. I think, overall, that the character will work well. It just needs more tweaking.

I'm fairly convinced from everything that I've read that Elec/ is more than capable of being a top performing set for survivability.