Revisiting my Elec/Elec Blaster


EJI

 

Posted

I'm looking to update the build on my first toon and old main. I abandoned him after discovering scrappers and brutes but now I'm wanting something a bit more diverse and challenging. I've tried playing other blasters but always had the most fun on my Elec/Elec "Blaptroller" (I always hated that term... seems so derogatory). I tried playing with Electric Control on both doms and trollers but didn't like the overall feel of the set. So, I decided that it's time to revisit Ionic-Strike. I decided on Mu Mastery over Electrical Mastery because I thought putting a hold proc in Electrifying Fences might be interesting and I rarely used Surge of Power anyway. I was trying to make the build as versatile as possible without gimping it. I already have all the IOs for this so cost isn't so much an issue. Anyway, any advice is welcome.


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Ionic-Strike: Level 50 Technology Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5)
Level 1: Electric Fence -- Enf'dOp-Acc/Immob(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Immob/Rng(7), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/EndRdx(25), Enf'dOp-Acc/Rchg(39)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(13)
Level 4: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(17)
Level 6: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 8: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(9)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(34)
Level 12: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(23), Ksmt-ToHit+(34)
Level 16: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(29)
Level 18: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31)
Level 20: Super Jump -- Winter-ResSlow(A)
Level 22: Short Circuit -- Erad-Dmg/Rchg(A), P'Shift-EndMod/Acc/Rchg(31), P'Shift-EndMod/Rchg(33), P'Shift-EndMod(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Dmg(34)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam/Rchg(43)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def(40)
Level 28: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def(50)
Level 32: Tactics -- EndRdx-I(A)
Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36), RechRdx-I(37)
Level 38: Shocking Grasp -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(46)
Level 41: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), S'fstPrt-ResKB(43), S'fstPrt-ResDam/Def+(46)
Level 44: Electrifying Fences -- GravAnch-Hold%(A), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/Rchg(45), Enf'dOp-Acc/Immob(46), Enf'dOp-EndRdx/Immob(48)
Level 47: Electric Shackles -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(48), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(50)
Level 49: Lightning Field -- EnManip-Stun%(A), EndRdx-I(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Defiance
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+(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13), P'Shift-EndMod/Acc(27)
------------
Set Bonus Totals:

  • 27.06% Defense(Smashing)
  • 27.06% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 21.13% Defense(Energy)
  • 21.13% Defense(Negative)
  • 3% Defense(Psionic)
  • 17.38% Defense(Melee)
  • 12.06% Defense(Ranged)
  • 3% Defense(AoE)
  • 1.8% Max End
  • 6% Enhancement(Immobilize)
  • 23% Enhancement(Accuracy)
  • 55% Enhancement(RechargeTime)
  • 15% FlySpeed
  • 149.1 HP (12.37%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Immobilize) 10.45%
  • 20% Perception
  • 14% (0.23 End/sec) Recovery
  • 20% (1 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 1.58% Resistance(Fire)
  • 1.58% Resistance(Cold)
  • 3.75% Resistance(Negative)
  • 15% RunSpeed



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Posted

Shocking grasp is a pretty high dpa attack, I'd slot it for damage.

Power sink doesn't need to be slotted for accuracy. (Though I'm guessing you were chasing the recharge and the set bonus here. Still, could replace the triple with an end mod and not lose much recharge from the power).

Accuracy is a bit low in your melee attacks and lightning field, a bit high in short circuit.

There's not a lot that 8pts kb protection protects you against that 4 pts doesn't, with the possible exception of exploding ACU's & etc in iTrials. I'd probably drop the winter's gift for 4 more pts, which will protect you against nemesis wands and other higher-mag kb stuff.

Otherwise looks pretty good. I posted an E^3 buld here, if you're interested: http://boards.cityofheroes.com/showthread.php?t=278083


 

Posted

Thanks for the advise. I'd forgotten that knockback protection is no different from 4 to 10, so I'll get rid of one of those IOs to free up a slot. I'll also forgo the set bonuses in Power Sink and go with what you suggested to to free up another 2 slots. This way I can add some accuracy to my melee attacks and Lightning Field.

Thanks again!


 

Posted

Power Sink is an insanely overpowered attack. It will not miss, and is twice as fast as similar powers on the recharge time. 3 perf shifters or efficacies to get over 90% endmod is really all it needs. Although I can see how you might want a recharge IO in the power, I don't think it's needed and here's why.

You see a mob, you run in and use Short Circuit / Power Sink to obliterate everyone's end. Short Circuit has killed their recovery, and with decent recharge bonus, you can keep destroying it with Short Circuit. A good slotting for Short Circuit is 3 parts of a damage set, and 3 parts of an endmod set, to max damage and endmod. It doesn't have room for procs, it doesnt need procs.

At this point you DON'T NEED Power Sink again to keep the sapping, cus you also have a toggle sapping their endurance this whole time, while they shouldn't have any recovery anyways. Power Sink will definitely be recharged before the next mob, so the recharge IO is pretty much a waste.

Also with this strategy in mind how much defense do you really need? If you have an entire mob helpless in about 5 seconds, you may not need to go overboard on defenses, but I guess on the other hand it never hurts to be too survivable.


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