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autoriot

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Everything posted by autoriot

  1. FINAL BUILD: I never posted the final build! I spent so much time on it and it's just been sitting on the shelf, for any one searching for an electric / electric tank here you go! I chose Charged brawl because the animation is faster and perfectly fits in rotations with mu lightning and chain induction. Lightning Rod doesn't need the -res proc but it also doesn't need the 6th piece of SGF either, so free slot for grabs! Super Jump can be Super Speed or whatever if you fancy and Fences too, sometimes the knock up protection is unwanted but can be slotted for more drain if they're already locked up anyway. Never fully tested if overwhelming force knockdown proc cancels the knock protection and shelved him with spring attack instead of fences. Power Sink could also take the heal proc but why not not push end drain from 78 to 88%. I kept it 5 set for the acc global buff. ANYWAYS, end drain and knock down are a form of soft control and with max resists after damage aura procs, almost one purple insp away from melee defense soft cap (or a couple teammates :)), perma enegerize with 50+ regen and almost 1000 hp heal every 30s, almost 1000 split between two absorbs to proc. Build up is half a second in recharge behin Lightining Rod at 23s. It's a shame I don't have time to play so, someone else enjoy my build! Tanker v6.2.2 : Tanker v6.6.2 (Electric Armor - Electrical Melee).mbd
  2. I read through that forum the other week! I actually changed around some slots because of that thread, I'll spare the details but I'm sure you see some of your inspiration! Thanks for taking the time to reply. So I wasn't too stoked on jacob's ladder or thunder clap while leveling and respec'd out of each, just not worth the slots to me, but I could try them out again. And planning to respec out of havoc for charged brawl because the animation is 55% faster and only loses 36% damage, all in all 15% more damage per animation and back to the bigger attacks .67s faster. I could switch out fences or thunderstrike for ball too, but my problem was the endurance cost and recharge of ball lightning. Again, could be different now that I'm slotting with better sets. idk if I even need fences tbh. I guess now is a good time to find the test server and try a few things out. And I did not know that incarnate recharge would effect proc rate, I thought it was only recharge slots, but if it enhances slotting that makes sense. I'll look around more for a sticky post for proc rates and recharge and area but I haven't read anything that was intuitive to me to do the equations myself. I'll move the absorb to my nuke opener with lightning rod and keep the +res and -res in the aura. And Gauss into build up. I'll see what I come up with, I feel like I've spent more time on mids' this week than playing lol.
  3. Background: On live my main was an Invul/Energy tank but stopped playing 2006/07. So a lot of the +50 content is new to me. I came back to the game in July after learning the servers were up again (thank you!) and rerolled a couple tankers until I landed on an elec/elec tank and leveled him to 50 in a little over a month. Slotted in him in SO+3 and then rolled a demon MM to 47, a Rad/Axe tank to 50, and finally a Ice cold corruptor to 50. I have since came back to my electric tank I started slotting with yellow sets I had, and filled out through the auction, then reds in my resists. Now I'm looking at those purple sets and incarnates . . So, I need help with a build I've tweaked on Mids' over the last few weeks. Main questions: 1) is S. Gauntlet +absorb, SMotT +res, & Fury of the Gladiator -res debuff in lightning field aura good or bad? I'm at 83 s/l, 87 f/c 84 psi before the proc. But, I could move gauntlet +absorb into my opener Lightning rod for the 6/6 +6 s/l/f/c and drop fury for 5/6 MotT +6 tox/psi. I feel like it's better to franken slot the aura? From what I understand they should proc every 10s, and even possibly stack which only helps out negative and toxic but nontheless, overall better? 2) Gaussian in Tactics, I read that it procs 6% per teammate, 8 x 1/17 dice probability is 38% at least one hits, 2.28 times randomly per minute (I think their math was 2.55 times over 60 seconds and 8 targets). In a league or with pets its, even more. Compared to in build up, with global recharge down to 28.75 (25.32 if I add a recharge IO) and follow up with Lightning Rod or Ion as part of an opener, it should proc every time? I think I might move it to build up after typing this out. Yay? Nay? 3) Fences, I have 5 ragnarok in it and an annihilation -12% debuff but could also switch to the purple immobilize set for the same bonuses and even proc for hold because the damage isn't that great so probably switch that too. Or slot another Power Transfer for -34% end, this might be overkill on the -end. It's towards the end of my opener after power sink, but enemies have zero endurance from 9 seconds onwards. Anyways, this is longer than I meant, any thoughts or tweaks would be appreciated, I just don't fully understand procs, I think the set bonuses are good but any input is good if it could be better before I dropping millions of hard earned inf. Or if one set is better in another power, idk. thanks! TLDR: proc help! 4) Opener looks like energize, build up, lightning rod, chain induction, thunder strike, Mu Lightning, chain, power sink, fences... (thunderstrike, chain, mu, charged brawl) Should I hit them with Power sink earlier and bottom out endurance 3 seconds earlier? And I have t1 charged brawl instead of t2 havoc punch beacuse the animation is faster so I can get back to chain and mu faster, seems ideal to me but could be wrong. Thanks again! Edit: Also alpha and incarnates. I have no idea. I did ion and preemptive for theme. I think recharge is my best option and for hybrids I think either the double hit or +def and +regen melee for overkill survivability. Edit 2: FINAL BUILD v6.6.2 AND SCREEN CAP Tanker v6.6.2 (Electric Armor - Electrical Melee).mbd
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