Elec/Elec Build Critique request
Not bad at all!
The main thing I'd do is slot Energize. Here's a build I tinkered a bit for ya.
It loses S/L softcap, but frankly, on a electric pulse nuke build, it's not that terrible a loss. And you can get it back by popping the upcoming ATO set into Lightning Rod, if you should so desire.
You reallly want Energize to be up most of the time: The Regen is just sweeeeet.
I also tinkered with the slotting a little, popped on the accolades and some Incarnate powers, etc. Nothing major, it's a darn good build, albeit expensive.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Elec2: Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Charged Brawl -- 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/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(7), RctvArm-EndRdx(7)
Level 2: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 4: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
Level 6: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(13), RctvArm-EndRdx(15)
Level 8: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 10: Static Shield -- S'fstPrt-ResDam/Def+(A)
Level 12: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
Level 14: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
Level 16: Grounded -- GA-3defTpProc(A)
Level 18: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21)
Level 20: Energize -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(23), Dct'dW-Heal/Rchg(25)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(27), RctvArm-EndRdx(27)
Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(40), LkGmblr-Rchg+(40)
Level 28: Lightning Reflexes -- HO:Micro(A)
Level 30: Fly -- Winter-ResSlow(A)
Level 32: Lightning Rod -- Armgdn-Acc/Rchg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34)
Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(50)
Level 38: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(39), LkGmblr-Rchg+(39)
Level 41: Mu Bolts -- Apoc-Acc/Rchg(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
Level 44: Ball Lightning -- Ragnrk-Acc/Rchg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 49: Confront -- Annoy-Taunt(A), Annoy-Taunt/Rchg(50), Annoy-Taunt/Rchg/Rng(50)
Level 50: Spiritual Core Paragon
Level 50: Reactive Radial Flawless Interface
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 1: Brawl -- HO:Nucle(A)
Level 1: Critical Hit
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Swift -- HO:Micro(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(40), Numna-Regen/Rcvry+(43), Numna-Heal(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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I would go for a slightly more subtle shift then. Keep the softcap on my build S/L. Shift one enhancer slot from Power Sink to Energize. Put two I/O recharge enhancers in Energize and level shift them to reach rech cap. Power sink loses slightly, but the build is not crying for Blue like a dark armor or something.
Here is my swing at this. Please look for what i missed. Thanks.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Elec2: Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(7), RctvArm-EndRdx:40(7)
Level 2: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11)
Level 4: Lightning Field -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(11), Oblit-Dmg/Rchg:50(21), Oblit-Acc/Dmg/Rchg:50(29), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(36)
Level 6: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-ResDam:40(13), RctvArm-EndRdx:40(15)
Level 8: Jacobs Ladder -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(17), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(34), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
Level 10: Static Shield -- S'fstPrt-ResDam/Def+:30(A)
Level 12: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(17), GSFC-ToHit/Rchg/EndRdx:50(46), GSFC-Rchg/EndRdx:50(46), GSFC-ToHit/EndRdx:50(48), GSFC-Build%:50(48)
Level 14: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(15), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-%Dam:50(36)
Level 16: Grounded -- GA-3defTpProc:50(A)
Level 18: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(21)
Level 20: Energize -- RechRdx-I:50(A)
Level 22: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(25)
Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam:40(27), RctvArm-EndRdx:40(27)
Level 26: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(29), LkGmblr-Def:50(40), LkGmblr-Rchg+:50(40)
Level 28: Lightning Reflexes -- HO:Micro(A)
Level 30: Fly -- Winter-ResSlow:50(A)
Level 32: Lightning Rod -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(33), Armgdn-Acc/Dmg/Rchg:50(33), Armgdn-Dmg/EndRdx:50(33), Armgdn-Dam%:50(34)
Level 35: Power Sink -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(50)
Level 38: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Def:50(39), LkGmblr-Rchg+:50(39)
Level 41: Mu Bolts -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(42), Apoc-Acc/Dmg/Rchg:50(42), Apoc-Dmg/EndRdx:50(42), Apoc-Dam%:50(43)
Level 44: Ball Lightning -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(45), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Dmg/EndRdx:50(45), Ragnrk-Knock%:50(46)
Level 47: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48)
Level 49: Confront -- Annoy-Taunt:20(A), Annoy-Taunt/Rchg:20(50), Annoy-Taunt/Rchg/Rng:20(50)
------------
Level 1: Brawl -- HO:Nucle(A)
Level 1: Critical Hit
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Swift -- HO:Micro(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(40), Numna-Regen/Rcvry+:50(43), Numna-Heal:50(43)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(37)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
------------
Set Bonuses:
Kinetic Combat
(Charged Brawl)
- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Reactive Armor(Charged Armor)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Kinetic Combat(Havoc Punch)
- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Obliteration(Lightning Field)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Reactive Armor(Conductive Shield)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Obliteration(Jacobs Ladder)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Steadfast Protection(Static Shield)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Gaussian's Synchronized Fire-Control(Build Up)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Obliteration(Thunder Strike)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Gladiator's Armor(Grounded)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Kinetic Combat(Chain Induction)
- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Kinetic Combat(Boxing)
- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Reactive Armor(Tough)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Luck of the Gambler(Weave)
- 10% (0.56 HP/sec) Regeneration
- 15.06 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
Winter's Gift(Fly)
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Armageddon(Lightning Rod)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
Efficacy Adaptor(Power Sink)
- 15.06 HP (1.12%) HitPoints
Luck of the Gambler(Maneuvers)
- 10% (0.56 HP/sec) Regeneration
- 15.06 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
Apocalypse(Mu Bolts)
- 16% (0.89 HP/sec) Regeneration
- 40.16 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
Ragnarok(Ball Lightning)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
Luck of the Gambler(Combat Jumping)
- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
Annoyance(Confront)
- 4% (0.22 HP/sec) Regeneration
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Miracle(Health)
- 2.5% (0.04 End/sec) Recovery
Numina's Convalescence(Health)
- 12% (0.67 HP/sec) Regeneration
Performance Shifter(Stamina)