ELA/Titan Weapons Build Critique


BloodPython

 

Posted

Hi Folks,
I was just wondering what people think about the following build. I went the S/L defense route instead of the positional. Please let me know if anyone can see any improvements. Thanks!!

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Crimson Locomotive: Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Titan Weapons
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy 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: Defensive Sweep -- LkGmblr-Rchg+(A), Erad-Acc/Rchg(42), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(42), M'Strk-Acc/Dmg/EndRdx(43)
Level 2: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11)
Level 4: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(7)
Level 6: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13)
Level 8: Super Jump -- Jump-I(A)
Level 10: Grounded -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(45)
Level 12: Energize -- Numna-Heal(A), Numna-EndRdx/Rchg(13), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(15), RechRdx-I(46)
Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Knock%(27)
Level 16: Follow Through -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Build Momentum -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(29), RechRdx-I(29), HO:Membr(31)
Level 22: Lightning Field -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(23), Sciroc-Dmg/EndRdx(23)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(27)
Level 26: Power Sink -- Mocking-Rchg(A), Mocking-Taunt/Rchg(43), Mocking-Taunt/Rchg/Rng(45), Mocking-Taunt/Rng(45), EndMod-I(50)
Level 28: Rend Armor -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(37), Achilles-ResDeb%(40)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
Level 32: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(46), Zinger-Taunt/Rchg/Rng(46), Zinger-Acc/Rchg(48), Zinger-Taunt/Rng(50), Zinger-Dam%(50)
Level 35: Whirling Smash -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), FrcFbk-Rechg%(37)
Level 38: Arc of Destruction -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48)
Level 49: Power Surge -- ResDam-I(A)
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Knock%(17)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(19), P'Shift-EndMod/Rchg(21)
Level 1: Gauntlet
Level 4: Ninja Run
Level 1: Momentum
------------
Set Bonus Totals:

  • 8.5% DamageBuff(Smashing)
  • 8.5% DamageBuff(Lethal)
  • 8.5% DamageBuff(Fire)
  • 8.5% DamageBuff(Cold)
  • 8.5% DamageBuff(Energy)
  • 8.5% DamageBuff(Negative)
  • 8.5% DamageBuff(Toxic)
  • 8.5% DamageBuff(Psionic)
  • 32.38% Defense(Smashing)
  • 32.38% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 11.13% Defense(Energy)
  • 11.13% Defense(Negative)
  • 3% Defense(Psionic)
  • 20.5% Defense(Melee)
  • 7.06% Defense(Ranged)
  • 3% Defense(AoE)
  • 3.6% Max End
  • 6% Enhancement(Heal)
  • 18% Enhancement(Accuracy)
  • 45% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 224.9 HP (12%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 15.4%
  • MezResist(Stun) 4.4%
  • MezResist(Terrorized) 2.75%
  • 62% (4.84 HP/sec) Regeneration
  • 3.13% Resistance(Negative)
  • 3% Resistance(Psionic)
  • 5% RunSpeed
------------
Set Bonuses:
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)
Luck of the Gambler
(Defensive Sweep)
  • 7.5% Enhancement(RechargeTime)
Eradication
(Defensive Sweep)
  • 1.8% Max End
  • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
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)
Luck of the Gambler
(Combat Jumping)
  • 10% (0.78 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Reactive Armor
(Static Shield)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Steadfast Protection
(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)
Aegis
(Grounded)
  • 3% Resistance(Psionic)
Numina's Convalescence
(Energize)
  • 12% (0.94 HP/sec) Regeneration
  • 35.14 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
Kinetic Combat
(Boxing)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Kinetic Combat
(Follow Through)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Rectified Reticle
(Build Momentum)
  • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
Scirocco's Dervish
(Lightning Field)
  • 10% (0.78 HP/sec) Regeneration
  • 3.13% Resistance(Negative)
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)
Mocking Beratement
(Power Sink)
  • 1.8% Max End
  • MezResist(Held) 2.75%
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
Kinetic Combat
(Rend Armor)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Luck of the Gambler
(Weave)
  • 10% (0.78 HP/sec) Regeneration
  • 21.08 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Perfect Zinger
(Taunt)
  • MezResist(Terrorized) 2.75%
  • 10% (0.78 HP/sec) Regeneration
  • 5% Enhancement(RechargeTime)
  • 2.5% DamageBuff(All)
  • 3.13% Defense(Smashing,Lethal), 1.56% Defense(Melee)
Obliteration
(Whirling Smash)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Obliteration
(Arc of Destruction)
  • 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)
Luck of the Gambler
(Maneuvers)
  • 10% (0.78 HP/sec) Regeneration
  • 21.08 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Kinetic Combat
(Brawl)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 35.14 HP (1.88%) HitPoints


 

Posted

This is something i came up with yesterday that I posted in the builds workshop. With no replies.

The goal for this build is to be as close to capped resist values as possible. I assume a double stack of defensive sweep. Which will help with the melee def.

This is a potentially high money build. But, I feel that it could safely handle almost any situation in the game.

Be sure to turn on the incarnate tab. To see how that changes things. The one thing I can not add to it is the Might of the Tanker proc. Which would turn the tide in the resist department.

Let me know what you think.

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210 50s and still counting!

 

Posted

Hey!

One thing I would say is worth looking at is taking Titan Sweep instead of one of the singletargets.

You actually see a net damage gain while using AoE to hit multiple enemies (it takes less AoEs to kill 5 minions than it does singletargets). The one/two AoE punch off Defensive and Titan Sweep deliver some serious AoE pain.

Also! Titan has a decent chance to proc a knockdown effect on any of the targets it hits. This also increases your survivability, as it functions like a soft control. It's not predictable, but the effect is noticeable.

If you plan on PvP, ignore the above! But for PvE setups, the more AoE you have the better off you almost always are.


"I'm flying free with my beautiful butterfly wings!" ~ Randy Marsh