recovering End from Electric Blast
Speaking from the perspective of an elec/elec dom... so not corruptor specific, if anybody has corruptor experience that chimes in you'd want to weigh their advice higher, however: I'd not slot for end mod in the attacks at least until you have something that will really sap the blue bar. I think he'll get more out of standard slotting and defeating the mobs faster than he will with the sapping. Until transference that is, then you may look at adding a bit of end mod to finish off the mob's blue bar.
Remember that the mobs cheat - they get to use anything that is recharged as long as they have a sliver of endurance at the tick.
Speaking as someone who's been playing an Elec/Elec Blaster since 2005...don't bother. Short Circuit is the only power that should be slotted for End Mod, although that doesn't return Endurance. I'm not even sure if it's enhanceable on those that do (it's the single-target blasts only, so 4/9 powers).
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
OK, thanks, we ended up with a fairly straightforward build. trying to let the kid make his own choices, but he did pretty good, I think:
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
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Electrical Mayhem: Level 50 Science Corruptor
Primary Power Set: Electrical Blast
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Concealment
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Power Mastery
Villain Profile:
Level 1: Charged Bolts -- Acc(A), Dmg(3), Dmg(7), EndRdx(13), EndRdx(19), Dmg(34)
Level 1: Transfusion -- Acc(A), Acc(3), Heal(9), Heal(13), EndRdx(17), RechRdx(19)
Level 2: Lightning Bolt -- Acc(A), Dmg(5), Dmg(9), EndRdx(15), EndRdx(21), Dmg(31)
Level 4: Ball Lightning -- Acc(A), Dmg(5), Dmg(11), EndRdx(15), EndRdx(21), Dmg(34)
Level 6: Short Circuit -- Acc(A), Dmg(7), Dmg(11), EndRdx(17), EndRdx(25), Dmg(46)
Level 8: Siphon Power -- Acc(A), Acc(31), EndRdx(36)
Level 10: Siphon Speed -- Acc(A), Acc(29), EndRdx(36)
Level 12: Aim -- RechRdx(A), RechRdx(34), RechRdx(43)
Level 14: Super Speed -- Run(A)
Level 16: Stealth -- EndRdx(A)
Level 18: Recall Friend -- EndRdx(A)
Level 20: Speed Boost -- EndMod(A)
Level 22: Maneuvers -- EndRdx(A), DefBuff(23), DefBuff(37), DefBuff(37)
Level 24: Tactics -- EndRdx(A), ToHit(31), ToHit(43)
Level 26: Voltaic Sentinel -- EndRdx(A), EndRdx(27), Dmg(27), Dmg(29), Dmg(37)
Level 28: Inertial Reduction -- EndRdx(A)
Level 30: Vengeance -- DefBuff(A), DefBuff(50)
Level 32: Thunderous Blast -- Acc(A), Dmg(33), Dmg(33), Dmg(33), RechRdx(40), RechRdx(40)
Level 35: Transference -- Acc(A), Acc(36), EndMod(46)
Level 38: Fulcrum Shift -- Acc(A), Acc(39), EndRdx(39), RechRdx(39), RechRdx(40), EndRdx(42)
Level 41: Power Build Up -- EndRdx(A), RechRdx(42), RechRdx(42), RechRdx(43), EndRdx(46)
Level 44: Temp Invulnerability -- EndRdx(A), ResDam(45), ResDam(45), ResDam(45)
Level 47: Force of Nature -- RechRdx(A), RechRdx(48), RechRdx(48), ResDam(48), ResDam(50), ResDam(50)
Level 49: Assault -- EndRdx(A)
------------
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(23), EndMod(25)
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Enhancing the endurance return is less effective than enhancing endurance reduction.
More importantly, I think you're going the wrong direction with that build. */Kinetics doesn't need to slot for endurance reduction because it has Transference. You should 6-slot it with accuracy, endurance modification and recharge reduction.
Once slotted up, Transference will restore your entire endurance bar in one fell swoop - and it comes up often enough that it's tough to outspend. It's also the single most devastating 'sap' ability in the game. A Corruptor's fully slotted Transference drains over 100% of the target's endurance (ie: all of it).
If you read the first post, the kid doesn't have transferrence yet. He needs to be able to play up to that level and manage his endurance until he gets his "I win the blue bar" button. The end reducers are just fine.
he got to 35 yesterday and just got it but we still do a lot of lower level content and that build needs to stand on its own pre-tramsferance.
I don't have experience with electric blast but I am trying to help my kid respect his Election/Kin
like most newbies he had trouble slotting his powers and runs out of end pretty often, so he finally accepted my help I'm reworking his build.
It's been a while since I have done SO only buolds (he's Freemium so can't use IO) but my main question was whether the return in endurance is worth counting on with e-blast on a correct, especially without using specialized IO sets. I suspect the answer is no.
I think it's still worth slitting end mod SOs for they foe drain aspect? or should I ignore the Sapper effect altogether and slot for 1-2 acc, 2-3 dmg, 1 end and possibly rchg for most attacks?
I'm familiar with kin so I can help with that. siphon speed eliminates the news for a lot of rchg but compounds the end problem, at least till transferance.