SJ / Electric Armour Build ( Looking for constructive advice )
I'm on my iPad atm, but I'll give what advice I can from just looking at the build summary.
First, let's talk about your set bonuses. +20% Damage might seem impressive, and is actually pretty decent. However, you don't seem to have much in the way of Defense bonuses. I'm not sure if you know about the Defense softcap, but I'll assume you do not since you said you have little experience with IOs. There are better guides elsewhere to the softcap and why it works the way it does, but what you need to know is that 45% Defense will reduce your chance of getting hit to 5%. Therefore, what you want to do is get yourself some good defense bonuses to go along with your pool power toggles. Since price isn't an issue, you should be able to softcap at least S/L and possibly E/N. Those are the most beneficial types to softcap since they will work against most attacks in the game.
You've selected some odd sets as well. You used a lot of PvP IOs which are really not needed. Replace them with the normal high level sets. The unique from Gladiator's Armor that gives +Def is useful, but that's the only PvP IO I would keep. Slot some more Kinetic Combats, put a few Luck of the Gambler +Recharge IOs in there, and add a Kismet +Accuracy (which actually buffs ToHit and is significantly more useful than a lot of people recognize).
Next, let's look at slotting. Some powers are greatly overslotted while a lot of others need some love. Weave and Shin Breaker are good examples. Weave needs some endurance reduction and could do with an extra defense IO. Shin Breaker is just slotted wrong in general. It is an attack that happens to have a debuff, not a debuff that deals damage. You should slot it as an attack. It is one of the heavy hitters in SJ. Heavy Blow is underslotted too. Make sure to keep an eye on your enhancement values. Set bonuses don't do any good if you can't use the power.
That brings me to power selection. Leaving aside the order you choose them in, you could get rid of some. Initial Strike is a good example of one you won't need. It does next to nothing and you have three other combo builders with Heavy Blow, Rib Cracker, and Shin Breaker. Therefore Initial Strike should either be a set mule and not be on your tray or just not be selected.
After you finish making changes click view totals and make sure all of your Resistance and Defense toggles are on. If your Resistance numbers aren't close to 75% and/or your S/L/E/N Defense numbers aren't all at least 32.5% you aren't done.
I hope none of this comes off as patronizing, I certainly don't mean for it to. I'm just trying to give you an idea of what changes to make while I can't actually load up Mids and show you. That's a difficult thing to do.
@Rorn ---- Blue Baron ---- Guardian
Hello Vauluur and thank you for your response ( I very much appreciate the advice )
Would you have any examples for me to look at please ?
I suppose I should explain myself a little so not to confuse Plus I have a whole heap of questions
I have very little experience with IOs, I only have 4 currently ( Numina's R/R and Miracle R, Steadfast + Def and Zephyr KB protection ) No real end game experience ( I am 39 ) but I have done a fair bit of reading around things
I do know about the 45% Def softcap and I kind of regret not picking a Def based secondary, but I did not know at the time. What I have noticed is that there are not many /Elec scrappers about to ask things of, it seems to be a more popular with Brutes. Looking at Brute builds most aim for an overall 27 - 35 % defence, and doing some experimenting I figure getting to 45% defence would be a huge task. ( My own defence is around 25% with toggles up )
I am in two minds about the whole defence thing on /Elec would an extra 10% defence ( 3 sets of Kenetic ? ) be worth the set bonus sacrifice of other powers ? Is defence that important to scrappers ? or should damage be the primary concern ?
The use of Gladiators IO..
Yes I realise this is an odd choice, but it seems to me that it is actually the best res set you can get. I could may well be wrong but the individual and set bonus seem to be stronger than the standard IO sets ( The only issue of course is the huge cost of them ) again I could well be wrong and happy to be shown the error of my thinking.
Initial Strike
Only Really slotted that to house an IO set with defence bonuses.
Shin Breaker..
I also realise that is a very odd selection in there. It does give an overall 3.5 % damage bonus though if that helps. Really with the slots I had for it I was unsure of what to do.
All in all thank you for some great advice if you could get me some examples that would be great though .
I will do some thinking and playing around with things in Mid and post again
I would go with something like this. At first glance, it seems endurance heavy. That's because it is. But if you use Energize and Power Sink carefully you won't even notice.
It has a decent chunk of S/L defense (enough to hit softcap with a small purple inspiration) and has good resistances. I didn't worry too much about energy defense because your energy resistance is capped. Overall, it should be fairly survivable. I wouldn't suggest trying to tank for a team though, you don't have the resistance for that without Power Surge. You could try to take Power Surge if you want, but be careful not to sacrifice too much to get it. I personally don't like T9s that include an HP crash. The attacks aren't slotted for accuracy very much because I put Focused Accuracy and a Kismet in there. That pretty much eliminates any accuracy problem and ensures you won't be debuffed effectively. This build will not be cheap, but it should be cheaper than the one you made. Kinetic Combats are hard to find on the market, you'll need to buy them with merits or get them in random reward rolls.
Here's the chunk:
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@Rorn ---- Blue Baron ---- Guardian
Didn't see Valuur's, but tried to make a build based on my db/elec scrapper. I love Power Surge but only on my brute, on a scrapper not so much because of the 75% resist cap. Tried to go for s/l def, some energy and a lil ranged, besides regen and hp, plus close to permahasten, with tactics and 70% acc bonuses you'll be fine.
I don't like that I didn't cap damage on two attacks I only used 4 kin combats tho.
Won't break the bank either except for the KCs.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Street Justice
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Heavy Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/EndRdx/Rchg(3), KntkC'bat-Dmg/Rchg(5)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7)
Level 2: Sweeping Cross -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Acc/Rchg(9), Armgdn-Dmg/EndRdx(11), Armgdn-Dam%(11)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(15)
Level 6: Lightning Field -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(15), Erad-Dmg/Rchg(17), M'Strk-Acc/Dmg/EndRdx(17)
Level 8: Rib Cracker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21)
Level 10: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(23)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Boxing -- Empty(A)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 18: Spinning Strike -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(25), Ragnrk-Acc/Rchg(25), Ragnrk-Dmg/EndRdx(27), Ragnrk-Knock%(27)
Level 20: Energize -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Rchg(31)
Level 22: Combat Readiness -- AdjTgt-ToHit/Rchg(A), AdjTgt-EndRdx/Rchg(31), AdjTgt-Rchg(33)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(34)
Level 26: Shin Breaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), Achilles-ResDeb%(36)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 32: Crushing Uppercut -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(37), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(39), Hectmb-Dam%(39)
Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(40)
Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Def(42), LkGmblr-Rchg+(42)
Level 41: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(43), LkGmblr-Rchg+(43)
Level 44: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(45), GSFC-ToHit/EndRdx(45), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46)
Level 47: Dark Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg(48), Thundr-Dmg/Rchg(48), Thundr-Dmg/EndRdx(48)
Level 49: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(50), LkGmblr-Def/EndRdx/Rchg(50), HO:Membr(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(43), P'Shift-End%(45)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
------------
Set Bonus Totals:
- 2% DamageBuff(Smashing)
- 2% DamageBuff(Lethal)
- 2% DamageBuff(Fire)
- 2% DamageBuff(Cold)
- 2% DamageBuff(Energy)
- 2% DamageBuff(Negative)
- 2% DamageBuff(Toxic)
- 2% DamageBuff(Psionic)
- 21.13% Defense(Smashing)
- 21.13% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 13.63% Defense(Energy)
- 13.63% Defense(Negative)
- 3% Defense(Psionic)
- 12.06% Defense(Melee)
- 8.31% Defense(Ranged)
- 3% Defense(AoE)
- 1.8% Max End
- 4% Enhancement(Heal)
- 65% Enhancement(RechargeTime)
- 70% Enhancement(Accuracy)
- 10% FlySpeed
- 170.7 HP (12.75%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 12.65%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 14% (0.23 End/sec) Recovery
- 42% (2.34 HP/sec) Regeneration
- 8.82% Resistance(Fire)
- 8.82% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 10% RunSpeed
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Thank you very much Valuur and Kioshi for the builds
I have spent a couple of days messing around with Valuur's advice and updated my build ( See first post, which has been updated )
I will have a more in depth look at yours Kioshi over the next couple of days. ( I am very slow when it comes to Mids and I seem to have developed an addiction to brackets )
I have tried to add more defence and keep as much damage bonus as I can. I am sure it is not a cheap build by any stretch, but welcome feedback as to its viability. It will take a long time to get those sets I am sure, but I am in no particular rush
Thanks again for the input and look forward to any advice on my new build.
Ellectra on your build you took Static Sheild at 49,you should try and fit it in sooner as that is your Mez Protection power.
Without it you'll be getting stunned,held and slept alot.The 2 builds posted to help you both took it as early as possible,maybe they didn't notice otherwise I'm sure they would have pointed that out to you.
Level 30 seems a little late for your knockback protection as well,but with the help you've already received it looks alot sturdier than what you had before and should be alot of fun to play.
Hi Shane,
Thanks for the response, in my first post I did a little explanation of slots and such ( I have overwritten it now though ) Basically I am no MIDs diva and slots / powers were fitted as and when, they do not reflect what I would / have taken in game Just a concept build to aim for and as that what are your thoughts on it ?
Many thanks to all the advice and any who chose to add more
Hello again all,
So is my MK3 build workable or are there some things I should be looking at ?
Many thanks in advance
It's much better, but a couple things:
1) Energize should have max recharge;
2) In the build I posted I went Soul Mastery because Shadow Meld is awesome as a panic button to cap your defs and a good place for a Lotg +rech, you don't need Physical perfection on an ELA especially slotted for endmod because of power sink while S. Meld can be a life saver. If you wanna keep Physical Perfection you'd better slot it for heal for extra regen since endurance is not a problem with ELA, this way you can maximize your regen especially during energize;
3) I'd 3-slot Hasten and also slot Static Shield for at least a little more resistance because it's your source of psi res;
4) Conductive and Tough should be slotted for max resistance, trading the Reactive Armor endurance IO for a res/rech.
Btw, I didn't put the gladiator PvP IO in the build I made because it costs 2-3 billion, not sure if you know that, it's usually sold off-market because people pay more than the 2 billion infl limit for it.
Changing some of these would probably result in you losing one or another damage bonus, which I see you are after, but imo it's worth it.
Hi Kioshi,
I have been trying to build something based on your post but it is not yet finished. I do have some questions though if you do not mind.
1, You do not have a travel power in your build, is Ninja run really good enough as a travel power to get around ? I am having my doubts about dropping Super Jump
2, Yes I also like the idea of Soul Mastery, that would of course mean that I would have to go red side to pick it up. Do I need to stay red side until I have both powers from Soul Mastery ?
3, I really went Body Mastery for Focused Accuracy, it seemed like a good boost for the ToHit. Do you find that Tactics is enough to make up the difference ? I notice that in your KC attacks they are not slotted for accuracy, is there enough ToHit in Tactics for that ?
4, I know that the PVP + 3 defence is expensive, but it is only a matter of saving up enough Hero Merits for it. I have 15 already so should not be an issue I think ?
5, Is slotting for damage bonus a bad thing ? I notice the other builds given in this thread have low damage bonus overall.
6, I know people say that Electric Armour has no End issues but with all my toggles up I have a LOT of end issues especially against tough apponents. I did do some PvP against a Kenitic / Regen Scrapper and almost beat them, but my end ran out and was unable to keep fighting, so I lost What am I doing so wrong ?
7, Looking at your build you were aiming for a fast recharge build, was that the concept you were aiming for ? does that not cause even more end issues ?
Many thanks in advance
Ele
1. I find Ninja Run good enough, but that's personal. It's worth noting that /ELA and /SR toons get more benefit from it because of the passive recharge and speed power. I rarely pick travel powers on any toon but I can say that my SR and ELA toons are very fast with NR because of the passive.
2. No, just talk to Arbiter whatshisname (sorry forgot) in Grandville and then talk to the Patron (Ghost Widow) and do her story arc, after that you'll get a free respec and you can grab the powers, even at 35, you can just do the missions and get back to blue side, you just need to unlock the pool.
3. Tactics cost half as much as Focused Accuracy and provides a higher tohit bonus. Plus it's for the whole team. FA used to be awesome but now its base tohit is lower than a kismet IO. And this last build I posted has 70% global acc.
4. Tbh I don't know much about merits, I have some toons with 5-8 but they're not 50 so usually I just mail Miracles and Lotgs bought in the market by my market/farm toon, since I came back I haven't bothered with my old 50s.
5. Slotting for damage isn't very common outside of PvP because usually we prioritize recharge, defense, HP, maybe Regen, so it becomes hard to go after +dam. The PvP people like it because PvP is all about doing the most damage in the fastest possible time since the enemies run away being players and all.
6. PvP builds are very different, some of your best tools won't be very useful there, like the damage aura (my DM/DA scrapper is useless in PvP due to relying on mobs for dark regeneration, soul drain, etc). You can still max recharge and end mod on Power Sink with 4 slots to face bosses by mixing the two end mod sets. Stj is end heavy, I even saw willpower players complaining. You can also put the two uniques in health. Also, Regen is considered the best PvP set for melee, they're nigh unkillable and have quick recovery which doesn't depend on mobs like Power Sink. I'm not familiar with post i13 PvP but you can run fewer toggles there because with diminishing returns defense becomes kinda useless unless you turn it off on the arena.
7. In normal gameplay I have no end issues, but I'm no usual AV soloer to know if Power Sink slotted for endmod and rech will be enough. On EBs and soloing it's more than enough since you'll have mobs around and EBs go down quite fast. Global recharge saves you end because you'll have Energize and Power Sink more often besides not needing to use a heavy hitter on a minion because some other attack isn't up. My Stone/ELA Broot (stone is a massive end hog) was fine on end just with a rech IO on Power Sink but she's always diving into piles of mobs and teaming, my DB/ELA soloed EBs and some AVs, I used insps but I don't remember using many blues and she has power sink slotted for endmod and rech with 4 IOs for max endmod and rech.
Hi and thanks for answering my questions Kioshi.
Please see the original post for MK4 which was based on your examples.
I have tried to get a good amount of defence, regen, recharge and + HP and still keep a respectable damage bonus. I think the Regen is decent and the it is 13 seconds off being perma hastened, so should also be acceptable ?
Again please do not worry about slot / power levels as this is just a build example. (I will be a lot more careful when I respec)
Again any advice on this new build would be appreciated.
Many thanks in advance
Ele
There are a lot of odd slotting there that may cause endurance issues.
Lightning Field has very bad slotting, you want acc, damage and endred there, and you only have 39% damage, little more than a SO's worth. My usual slotting for damage auras when I'm short on slots is 2 multi strikes (acc/dam/end and dam/end) and the same from Sciroccos, which give 42% acc and 91% dam/endred. You have to think about how to slot your powers efficiently before chasing certain bonuses - in some cases you won't be able to have a desired bonus in a few slots because it just isn't good for the power to have low damage, low endred, etc.
Power Sink only has 21% recharge - you can almost cap endmod and recharge (91%) with two endmod/rech and two endmod/acc/rech from the two sets that go to 50.
Energize really benefits from maximum recharge.
Your toggles have little to no endreduction (including lighting field), that's not good even on a /ELA. Tactics and Maneuvers are heavy on the blue bar - and the BU proc in Tactics is almost worthless.
Since you have plenty of accuracy, I'd trade the tohit IO in BU (Combat Readiness) for the Rech one so you'l have 88% rech instead of 47%.
The global recharge is up to you, I find it good enough, permahasten is not like permadom which is night and day - a good Alpha for this build would be Agility imo (just got it on my Stalker) because it raises your defense, your recharge and the endmod powers, allowing lighting field to drain a bit and power sink to be more efficient.
Oh and the microfilament is not needed on L. Reflexes since LR costs no end, itll help your jump speed a bit but a straigh Run IO will be more effective overall. Micros were very expensive last I checked because pvp people slot 2-3 of them in travel powers.
But if you want to have the optimum attack chain for StJ you'll probably need more recharge both global and in the powers - since I don't know about these because I don't solo pylons and stuff, you'd have to ask Werner or some other scrapper math guru
Hi all,
Lets try MK 4
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Electra : Level 50 Mutation Scrapper
Primary Power Set: Street Justice
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Heavy Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
Level 2: Sweeping Cross -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27), Oblit-%Dam(29), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15)
Level 6: Lightning Field -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Rchg(15), Oblit-%Dam(17)
Level 8: Rib Cracker -- Hectmb-Acc/Rchg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(31), Hectmb-Dmg/EndRdx(34), Hectmb-Dam%(36)
Level 10: Static Shield -- GA-3defTpProc(A), ImpArm-ResDam(45), ImpArm-ResPsi(46)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Boxing -- Empty(A)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 18: Spinning Strike -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(19), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Acc/Rchg(21), Ragnrk-Dmg/EndRdx(23)
Level 20: Energize -- Numna-Heal(A), Numna-Heal/Rchg(21), Numna-EndRdx/Rchg(40), Numna-Heal/EndRdx/Rchg(45)
Level 22: Combat Readiness -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(23), AdjTgt-ToHit/EndRdx/Rchg(43)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam/Rchg(31)
Level 26: Shin Breaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 28: Lightning Reflexes -- HO:Micro(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 32: Crushing Uppercut -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Acc/Rchg(40), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(43)
Level 38: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/Rchg(43)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), Ksmt-ToHit+(42)
Level 44: Dark Blast -- Apoc-Dmg(A), Apoc-Dam%(45), Apoc-Dmg/Rchg(46), Apoc-Acc/Rchg(46), Apoc-Acc/Dmg/Rchg(50)
Level 47: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/Rchg(48), LkGmblr-EndRdx/Rchg(48)
Level 49: Tactics -- GSFC-Build%(A), Rec'dRet-ToHit(50), Rec'dRet-ToHit/Rchg(50)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(11), RgnTis-Regen+(11), Numna-Heal(31)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(37), P'Shift-EndMod/Acc(39), P'Shift-EndMod/Rchg(40)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals: