Elec/Dark Electric Armor Tank review please
A few things first off leadership pool is a big end hog, maneuvers if your going to have it switch out the def with def/end/rech to help with some of the end usage, tactics is another end hog and having the gussian's in it is more for typed def then it is for targeted def. I have not really looked the rest over yet. Ill coment more when i get home from work bout it and show you my build.
What incarnte (if any) are you going for? I ask because right now you have almost Zero net gain on your end bar. Thats going to drain your bar lightning fast (no pun intended).
Also you skipped Smite.... If I recall correctly Smite is one of the best DPE attacks in the game. I realize your focus was on tanking but, to lose one of your best DPE attacks, I dont feel tthats worth it.
Recharge in midnight grasp? Your ACC in it is very low, I think you would be a lot better off throwin a Acc/Rech into the power vs a straight up Rech. If you have trouble hitting things, it doesn't matter how fast the Rech on the power is.
I would also swap out the mods on soul drain to obliteration (find the 6th slot from somthing). This will give you another 1.88% to your S/L. 42.9 might seem "close", but when you break down attacks, that last 2.1% can mean a lot.
6 Slot on tactics has me scratching my head. If you used Retified Retical you could net another 1.88% S/L real easy here, (considering you would lose a 1.25% gives net gain of .63%... added to the above swap will give you your 45% soft cap S/L which Elec Desperatly needs to attain).
If your not totaly set on useing assault, I would drop it for Vengence, and put another Luck of Gambler Global in thier.
Dark Consumption feels over slotted (espeialy for damage) and Energize feelts under slotted. Since you mention wanting to tank, have your big heal with decent numbers is a good idea.
Just some quick thoughts I salute you for trying to push your Res as far as you can.
Main: Praetor Imperium Elec/SS/Mu
I have taken a Dark/Electric Brute to 50 and given how survivable he is often wondered how studly a Electric/Dark Tank would be.
Electric Armor practically cries out for you to take Hasten. I know, some people have something against Hasten but geesh, you've got Lightning Reflexes giving you a 24/7 +20% to Recharge. . .why wouldn't you abuse Hasten for another 70% and shoot for making it perma?
The benefit of this is that everything cycles faster and so Siphon Life, Soul Drain, Dark Consumption and Power Sink are all available more often. When you can toss Siphon Life out every 2.4 seconds. . .well, you become really hard to kill. Energize (which I have 5 slotted to maximize its heal) increasingly becomes your response to alpha strikes because you never need it* to lower endurance costs as Power Sink is up all the time (without adding any slots to it). I ended up using Power Sink as my primary endurance recovery tool (with the benefit it screws opponent's endurance) and Dark Consumption as the tool I turn to when there are very few opponents around.
The other thing that strikes me as a potential worry is only having Lightning Field to hold onto group aggro. Shadow Maul may be a weak area attack compared to others but it takes very little to have it reliably hit multiple targets. I would also give some consideration to picking up Soul or Mu Mastery for additional area attacks (or heck, pick up Spring Attack).
*I went with Soul Mastery and picked up Dark Obliteration for the extra area attack and Darkest Night to tone down incoming damage. Darkest Night is an absolute endurance hog but because Power Sink and Dark Consumption are up often enough I can sustain using Darkest Night until I have whittled the crowd down or dealt with the big nasty in most situations.
Under construction
Electric Armor practically cries out for you to take Hasten. I know, some people have something against Hasten but geesh, you've got Lightning Reflexes giving you a 24/7 +20% to Recharge. . .why wouldn't you abuse Hasten for another 70% and shoot for making it perma?
The benefit of this is that everything cycles faster and so Siphon Life, Soul Drain, Dark Consumption and Power Sink are all available more often. When you can toss Siphon Life out every 2.4 seconds. . .well, you become really hard to kill. Energize (which I have 5 slotted to maximize its heal) increasingly becomes your response to alpha strikes because you never need it* to lower endurance costs as Power Sink is up all the time (without adding any slots to it). I ended up using Power Sink as my primary endurance recovery tool (with the benefit it screws opponent's endurance) and Dark Consumption as the tool I turn to when there are very few opponents around. The other thing that strikes me as a potential worry is only having Lightning Field to hold onto group aggro. Shadow Maul may be a weak area attack compared to others but it takes very little to have it reliably hit multiple targets. |
A few things first off leadership pool is a big end hog, maneuvers if your going to have it switch out the def with def/end/rech to help with some of the end usage, tactics is another end hog and having the gussian's in it is more for typed def then it is for targeted def. I have not really looked the rest over yet. Ill coment more when i get home from work bout it and show you my build.
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The Gaussian is (obviously) being muled in there. (Plus I like the proc). But based on the reply I'm responding to next is probably going away.
What incarnte (if any) are you going for? I ask because right now you have almost Zero net gain on your end bar. Thats going to drain your bar lightning fast (no pun intended).
Also you skipped Smite.... If I recall correctly Smite is one of the best DPE attacks in the game. I realize your focus was on tanking but, to lose one of your best DPE attacks, I dont feel tthats worth it. Recharge in midnight grasp? Your ACC in it is very low, I think you would be a lot better off throwin a Acc/Rech into the power vs a straight up Rech. If you have trouble hitting things, it doesn't matter how fast the Rech on the power is. I would also swap out the mods on soul drain to obliteration (find the 6th slot from somthing). This will give you another 1.88% to your S/L. 42.9 might seem "close", but when you break down attacks, that last 2.1% can mean a lot. 6 Slot on tactics has me scratching my head. If you used Retified Retical you could net another 1.88% S/L real easy here, (considering you would lose a 1.25% gives net gain of .63%... added to the above swap will give you your 45% soft cap S/L which Elec Desperatly needs to attain). If your not totaly set on useing assault, I would drop it for Vengence, and put another Luck of Gambler Global in thier. Dark Consumption feels over slotted (espeialy for damage) and Energize feelts under slotted. Since you mention wanting to tank, have your big heal with decent numbers is a good idea. Just some quick thoughts ![]() |
Really nice response. Thank you. Looks like I will be incorporating most of these ideas. ( I kind of threw the build together real fast with my standard "heavy Brute" slotting. Although I ran something similar for an Elec/Elec Scrapper all the way through the trials (tier 4s, etc). Guess what? He had real problems with his end bar, one of the reasons I deconstructed him, and why I went Dark, and why this guy has 3 End management powers. Which, as you quickly noted, still may be awkward.
Smite, hmmm. Good point. I cannot afford the Sands (although I'm pretty good with it) but Smite. Yeah. Smite with KC. Hmmm. Revisitable.
Right about MG too. I normally run builds with a more +Acc in the bonuses. I should tweak that in the remix.
I'm changing up my GSFC idea as you suggested. I can drop assault, get Smite, throw Kinetic Combat in it, and that gets me to the finish line on S/L softcap. With the pressure off I can bring Combat jumping down to 1 enhancer (+rech) and save 2 more slots.
I'll relook at Dark Consumption and Energize.
Great critique. That helped a lot. Thank you.
I have Bruted (a lot lol) and Brother I hear you. I ran a Dark Melee/Invulnerable Brute. I think like 2-3 years ago I was in the Brutes forum arguing for a fully purpled build, recharge. THe point was good, my build was, sigh, not. I may try to squueze in recharge, but I am not married to the concept. I must ad,mit, it would fit my tactics well, for all the reasons you point out above. But I will not be trying to perma it. A bridge to far. I need to concentrate on my armors as my first line of defense. Elec is a very solid set, but the Elec Heal is not that great even if I can spam it non-stop. (Okay, that WOULD be great) Basically I am saying in the cold heart of a bad bad battle when you start wishing mebbe I should be Stone no amount of recharge is THAT good. Concentrating on my softcap and resists just take priority. But I do love that line of thought, would be fun. Similar for more attacks. I spam Taunt, that is my primary attack. Sure, I love to kill mobs, but that is not what I am trying to do with this build. I see my job on the team as controlling agro first. This is not a soloing character. It is build to manage battles for teams and leagues.
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When I say "shoot for perma" I do mean get as close as possible without hurting yourself. I am at 28.9 seconds downtime for Hasten on straight SOs (Spritual Radial Boost). One of the IO builds I have as a build reference gets that down to 11 seconds without making any attempt to grab +Recharge via sets. Hasten just doesn't take much to become useful to you--the power itself and add one slot, fill both slots with a level 50 Recharge IO and you're done with it.
I also think you're potentially making a penny wise/pound foolish mistake. Yes, you're a tank, you want to control aggro. . .I can assure you very little comes off my brute after he leaps into a group, fires off Soul Drain thereby ramping Lightning Field's output, and fires off Dark Obliteration in the middle of the group. Dealing damage to everything IS a way of controlling aggro. But of course there are differences between the ATs so I am not suggesting that as your path, but rather that you look at the indirect benefits that help you to your goal. As example, having Soul Drain up all the time (via having Hasten up most of the time) means you're boosting not just your damage but your To-Hit as well. And it serves as a reasonable repository for Gaussian's.
Under construction
Np Blue_Centurion
What I would call my main is a Elec/SS/Mu tanker, 15 billion biuld (well was... I hear Glad has come down in price). I have rebiuld him... 10+ times to fine tune him hehe.
Errattic missed that you have taunt, but his comment about AoEs is valid. I dont think however I would go Shadow Maul, other then sands of Mu I have never used shadow maul. Its slow, and clunky to me. Seeing as your not really useing Physical Prefection, prehaps you might want to look at other epics.
Soul is a good pick, you may lose some reg/rec loseing physical prefection, but Soul has Darknest night anchor (-tohit -dmg), that helps with tanking as well. Dark Obliteration is a decent Target AoE, that also has -tohit in it. With not haveing any DDR gaining -tohit debuffs if the next best thing to boosting up your Def numbers.
Gloom of course is bar none, one of the best DPE/DPS attacks a tanker can take. It again has -tohit in it as well.
You didn't mention any incarnet intentions... but Ill throw this out thier.
I might suggest looking into Cardaic as it has a very nice Endredux buff, and +20% res buff. Elec armor has you know really likes +res buffs to increase your already high res numbers even more.
On the side line... I also found the Diamagnatic interface very nice. Many scream GO DAMAGE GO DAMGE. Diamagnatic (sp?) at best will give al your attacks a 100% chance for -5% to hit debuff... stacks up to 4 times per target. Its very quick, and easy with a Damage Aura to nail everything around you with the 4 tics of this debuff. Giving you more "phantom" Def boost.
It also comes with Reg debuff which helps a bit.
Destiny... kinda a preference. Some say Rebirth for reg, others barrier. Kinda a personaly preference really.
Lore person preference.. go with what fits your theme (since they are changing all the DPS to be more leveled).
Again looking at pure tanking potential that you seem to be intersted in.
My Electric tanker has tanked everything in the game, even stood toe to toe with Buffed Recluse .
Main: Praetor Imperium Elec/SS/Mu
Well, the beast is 50'd and ready for the Incarnate Trials. The last slotting needs to be done. He is at 85% I/Os and 15% SOs right now. I think I need to buy or create about 6 enhancers and the rest are in the base somewhere.
I followed most of the suggestions for alterations in the thread. I went with Hasten, but no Burnout. I "Helped" in a fire farm for the last 2 1/2 levels, just me and a Brute. The Tank was doing okay in there. I moved a slot or two over to Stamina (up from the 1 I had). With 3 End Recovery powers it is pretty easy to pump the end bar, especially with Hasten, but it is just silly to always be doing it. I am building in more safety to it so I can concentrate on tactics and strategy instead of staring at my Blue Bar.
The big change was the suggestion to take Smite, and I am glad to have it. It gives me a KC Mule and a good attack chain for when my job is to get in and crunch the AV. Softcapped S/L and approx 38 on En/Def. Resist capped to S/L/En and 60% or more on everything but toxic. I will probably rebuild him a little in i24 (or a lot, I love to tinker).
Thank you all for the help. I will be testing him in the trials in the coming weeks, probably a few a night.
I am off to a Blaster project. Mahalo.
Here is what I came up with. I am near softcap for S/L and somewhere getting near it for En/Neg. But it looks like that is really going to be a small purple away with some extra to account for zero DDR. I am liking the resist numbers.
I plan to run all the toggles all the time. My trick for maintaining my health has got to be pretty straightforward, and I have a good number for keeping me End up as well. In truth, I have no idea how this will run. I was very impressed with Elec Armor on my Incarnate Scrapper, and Dark melee is an old friend.
This is really built for ultra tankiness, including layered protections on my Blue Bar (sneaky Devs always trying to get me). I realize the damage does not approach what a Shield/fire Tank could do, but I am looking for a comfortable 'physical team leader' that controls the combat, not finishes it.
Please give me any feedback you have, and thanks in advance:
Hero Plan by Mids' Hero Designer 1.96
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Elec Dark Concept 1: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Dark Melee
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Flight
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(7), GA-3defTpProc:50(13), S'fstPrt-ResDam/Def+:30(36)
Level 1: Shadow Punch -- SMotTanker-Rchg/Res%:50(A), SMotTanker-Acc/Dmg:50(15), SMotTanker-Dmg/Rchg:50(15), SMotTanker-Acc/Dmg/Rchg:50(19), SMotTanker-Dmg/EndRdx/Rchg:50(37), SMotTanker-Acc/Dmg/EndRdx/Rchg:50(40)
Level 2: Lightning Field -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(3), Sciroc-Acc/Dmg/EndRdx:50(34), Erad-%Dam:30(34), Erad-Acc/Dmg/Rchg:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(42)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(9)
Level 6: Static Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(11)
Level 8: Grounded -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx/Rchg:40(40), RctvArm-ResDam:40(48)
Level 10: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(43), Zinger-Taunt/Rchg/Rng:50(46), Zinger-Acc/Rchg:50(50), Zinger-Taunt/Rng:50(50), Zinger-Dam%:50(50)
Level 12: Energize -- RechRdx-I:50(A), RechRdx-I:50(13)
Level 14: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(33)
Level 16: Siphon Life -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(19), Nictus-Acc/EndRdx/Rchg:50(33), Nictus-Heal/HP/Regen/Rchg:50(34)
Level 18: Lightning Reflexes -- Run-I:50(A)
Level 20: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(21), RctvArm-ResDam:40(23)
Level 22: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(23), LkGmblr-Rchg+:50(25), SW-ResDam/Re TP:50(37)
Level 24: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(25), LkGmblr-Rchg+:50(27)
Level 26: Power Sink -- RechRdx-I:50(A), RechRdx-I:50(27)
Level 28: Soul Drain -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(29), Erad-Acc/Dmg/EndRdx/Rchg:30(29), Erad-Dmg/Rchg:30(43), HO:Membr(46)
Level 30: Combat Jumping -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(31), LkGmblr-Rchg+:50(31)
Level 32: Fly -- Winter-ResSlow:50(A)
Level 35: Dark Consumption -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(37), Efficacy-EndMod/Rchg:50(43), Efficacy-Acc/Rchg:50(46)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), RechRdx-I:50(42)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(45), GSFC-ToHit/Rchg/EndRdx:50(45), GSFC-Rchg/EndRdx:50(45), GSFC-ToHit/EndRdx:50(48), GSFC-Build%:50(48)
Level 47: Physical Perfection -- P'Shift-End%:50(A)
Level 49: Assault -- Empty(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A)
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Set Bonuses:
Reactive Armor
(Charged Armor)
- MezResist(Immobilized) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Gladiator's Armor(Charged Armor)
- 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)
Steadfast Protection(Charged Armor)
- 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)
Superior Might of the Tanker(Shadow Punch)
- 4% DamageBuff(All)
- 56.22 HP (3%) HitPoints
- 10% Enhancement(RechargeTime)
- 2.52% Resistance(Toxic,Psionic)
- 2.52% Resistance(Smashing,Lethal)
Scirocco's Dervish(Lightning Field)
- 10% (0.78 HP/sec) Regeneration
- 3.13% Resistance(Negative)
Eradication(Lightning Field)
- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
Reactive Armor(Conductive Shield)
- MezResist(Immobilized) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Reactive Armor(Static Shield)
- MezResist(Immobilized) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Reactive Armor(Grounded)
- MezResist(Immobilized) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
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)
Kinetic Combat(Boxing)
- MezResist(Immobilized) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Kinetic Combat(Siphon Life)
- MezResist(Immobilized) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Touch of the Nictus(Siphon Life)
- 35.14 HP (1.88%) HitPoints
Reactive Armor(Tough)
- MezResist(Immobilized) 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% (0.78 HP/sec) Regeneration
- 21.08 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
Shield Wall(Weave)
- 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
Luck of the Gambler(Maneuvers)
- 10% (0.78 HP/sec) Regeneration
- 21.08 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
Eradication(Soul Drain)
- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
- 42.17 HP (2.25%) HitPoints
Luck of the Gambler(Combat Jumping)
- 10% (0.78 HP/sec) Regeneration
- 21.08 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
Winter's Gift(Fly)
- 20% ResEffect(SpeedRunning), 20% ResEffect(RechargeTime), 20% ResEffect(SpeedFlying)
Eradication(Dark Consumption)
- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
Efficacy Adaptor(Dark Consumption)
- 21.08 HP (1.13%) HitPoints
Kinetic Combat(Midnight Grasp)
- MezResist(Immobilized) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Gaussian's Synchronized Fire-Control(Tactics)