How does ElA compare with WP?
On what AT? This does make a difference.
edit: just realized what forum section this was posted in.
I would go electric armor for capped energy resists which are invaluable at endgame.
TL;DR:
I'd go ElA over WP if you plan on playing a lot of end game content.
Short Story Long
On a purely SO build, I'd probably consider WP the stronger player for most of the game's content. Superb regen numbers, with some mixed in mitigation in both defense and resists. It's big downside being that it's aggro aura (a big part of your regen) is weak at holding aggro. So as long as your throwing out taunt on occasion, you're good. Electric does well, especially in the low levels where Res comes to fruition sooner than defense and regen mitigations. Later in the game though, Res numbers, even with a heal and temporary regen boost, can succumb to overwhelming debuffs that Defense builds can avoid more easily (depending on if they are from attacks rather than from auto-hit powers).
On an IO build, Electric will start to outperform. Even just moderate Defense (32.5% S/L) will bring out a large improvement in survival. Make that moderate defense for S/L/E/N and you'll be out performing WP in pretty much all the content. The high resist with the regen boost from Energize are more than plenty for anything making it past your defense bonuses. Also, I tend to favor End Recovery powers like Energy Drain over higher Recovery numbers.
I found a high def build for WP was very durable. But in end-game content where the soft-cap gets raised, ElA gains an edge with all the resistance numbers. Now, the new Dark Astoria content has brought more NE damage to the end game, so this could be an attempt to bring some balance to the end game. Time will tell.
And that's my 98ยข on the topic.
@Rylas
Kill 'em all. Let XP sort 'em out.
If Elec didn't have a heal I would probably say WP is best since you can cap defence (45%), but the heal really swings it Elec's way for me.
Especially with all the unresistable damage floating around.
British by act of union, English by grace of God, Northern by pure good fortune!
I have both EL, and WP and I have np with either one when it comes to end game content.
WP deals with unresistable damage a lot better than Elec does. The opposite is true for energy damage, but that can be mitigated with inspirations and league buffs.
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Thanks for your feedback. I have decided to roll Elec/Dark Melee, since I cant find a secondary I like for WP. That said, a WP/Staff tank is in sight
In the end, im rolling both, IOing both, and see whcih one I like the most :P
That said...I changed a bit the Elec/Dark build. Care to throw some feedback, please? Thanks!
The empty in Shadow Punch is the proc. Positrons blast gets 4x tanker set for the recharge bonus
Currently sitting at 44.3 S/L, 38.7 E/N. I tried to grasp a few +hp bonuses aswell
Hero Plan by Mids' Hero Designer 1.953
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Level 50 Mutation Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), Empty(23)
Level 2: Lightning Field -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(25), Erad-%Dam(25), Sciroc-Acc/Dmg(46), Sciroc-Acc/Dmg/EndRdx(48), Sciroc-Dmg/EndRdx(50)
Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
Level 6: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
Level 8: Grounded -- ResDam-I(A)
Level 10: Shadow Maul -- Erad-Dmg(A), Erad-Acc/Rchg(37), Erad-%Dam(37), C'ngBlow-Acc/Dmg(43), C'ngBlow-Dmg/Rchg(43), C'ngBlow-Acc/Rchg(43)
Level 12: Energize -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(13), Numna-EndRdx/Rchg(13), Mrcl-Heal/Rchg(15), Mrcl-Heal/EndRdx/Rchg(15), Mrcl-Heal/EndRdx(50)
Level 14: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(17), Zinger-Taunt/Rchg/Rng(17), Zinger-Acc/Rchg(19), Zinger-Taunt/Rng(19), Zinger-Dam%(21)
Level 16: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/Rchg(36)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Super Jump -- Winter-ResSlow(A)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(50)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 26: Power Sink -- Zinger-Taunt(A), Zinger-Taunt/Rchg(27), Zinger-Taunt/Rchg/Rng(27), Zinger-Acc/Rchg(29), Zinger-Taunt/Rng(29), Zinger-Dam%(31)
Level 28: Soul Drain -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(37)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(33)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 35: Char -- BasGaze-Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(36)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), C'ngImp-Acc/Dmg/Rchg(40)
Level 41: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42)
Level 44: Fire Ball -- Empty(A), Empty(45), Empty(45), Empty(46)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Power Surge -- S'fstPrt-ResDam/Def+(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:
- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 29.25% Defense(Smashing)
- 29.25% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 23.63% Defense(Energy)
- 23.63% Defense(Negative)
- 3% Defense(Psionic)
- 16.13% Defense(Melee)
- 13.31% Defense(Ranged)
- 3% Defense(AoE)
- 5.4% Max End
- 32.5% Enhancement(RechargeTime)
- 246 HP (13.13%) HitPoints
- MezResist(Immobilize) 15.4%
- MezResist(Terrorized) 5.5%
- 5.5% (0.09 End/sec) Recovery
- 62% (4.84 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 3.13% Resistance(Negative)
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For the elec/dm build:
Drop Power Surge for Hasten. Put the steadfast proc in Grounded.
Drop Shadow Maul for Smite.
Put some damage procs in Shadow Punch and Smite if possible, cloud senses and Makos bite in particular.
Frankenslot Siphonlife to maximize it's acc, dmg, healing, and recharge. This doesn't necesarily mean you have to take out the KCs, but at least put the last 2 slots to increasing it's healing/acc/rech
Get /at least/ a kismet proc in there. Your accuracy is dreadfully low in some powers, even with soul drain (which isnt perma). Even after a kismet proc, try and get a few acc set bonuses.
I generally like to have 1 -kb IO on elec armor, because as soon as you leave the ground, grounded stops giving you kb protection.
I don't really consider building for energy/neg defense on elec armor to be immensely worth it, especially considering how much you are giving up for it (ie decent recharge and accuracy)
I'm also not totally sure Fireball takes the ATO sets, most Patron/Epic Powers don't.
For the elec/dm build:
Drop Power Surge for Hasten. Put the steadfast proc in Grounded. Drop Shadow Maul for Smite. Put some damage procs in Shadow Punch and Smite if possible, cloud senses and Makos bite in particular. Frankenslot Siphonlife to maximize it's acc, dmg, healing, and recharge. This doesn't necesarily mean you have to take out the KCs, but at least put the last 2 slots to increasing it's healing/acc/rech Get /at least/ a kismet proc in there. Your accuracy is dreadfully low in some powers, even with soul drain (which isnt perma). Even after a kismet proc, try and get a few acc set bonuses. I generally like to have 1 -kb IO on elec armor, because as soon as you leave the ground, grounded stops giving you kb protection. I don't really consider building for energy/neg defense on elec armor to be immensely worth it, especially considering how much you are giving up for it (ie decent recharge and accuracy) I'm also not totally sure Fireball takes the ATO sets, most Patron/Epic Powers don't. |
Specially for trials and high level TFs?
I would pair ElA with Dark Melee, for the heal. Not sure if the same pairing would be that great for WP, tho