Hey Trolls!
I have been working on a ton of different test builds, trying to find something that I can use to farm during down time, but also group well with and I wanted to avoid the standard Fire/ and Plant/
I found a proc slotted Electric to work decently well. I did sub in Power Blast for Electric Fence. The single target damage is a bit low and Power Blast is a bit higher than EF. Also it gives me another FF proc
Power Boost has ~50% up time which is super nice, it helps everything land and if anything goes wrong during the alpha it can save my butt.
I tried to stuff as much Accuracy and Global Recharge as I could while still capping Smash/Lethal res. I tested a +3/8 with Bosses AE Smash/Lethal farm and it's able to clear. It isn't Tanker/Brute speed, but it does the trick, and it feels super safe. The only hiccup is if the mobs stun and I don't' drain their END fast enough I end up needing purple candies. I was thinking of going with Clarion but with my test build I didn't want to use any incarnates. Also the Defense Amp works, but that costs 2.5m per hour. I'd love a way to stop mez/stun without needing to pay inf or use incarnate slots.
I also included a copy of the mids file. ElecKinPrimal.mbd
Let me know what can be improved!
Hero Controller
Build plan made with Mids' Reborn v3.6.6 rev. 3
──────────────────────────────
Primary powerset: Electric ControlSecondary powerset: KineticsPool powerset (#1): FightingPool powerset (#2): LeapingPool powerset (#3): LeadershipPool powerset (#4): SpeedEpic powerset: Primal Forces Mastery
──────────────────────────────
Powers taken:
Level 1: Tesla Cage
A: Ghost Widow's Embrace: Chance of Damage(Psionic)3: Gladiator's Net: Chance of Damage(Lethal)3: Neuronic Shutdown: Chance of Damage(Psionic)21: Gladiator's Javelin: Chance of Damage(Toxic)34: Gladiator's Javelin: Accuracy/Damage39: Superior Will of the Controller: Recharge/Chance for Psionic Damage
Level 1: Transfusion
A: Preventive Medicine: Chance for +Absorb40: Preventive Medicine: Heal/RechargeTime/Endurance40: Preventive Medicine: Heal42: Preventive Medicine: Heal/Endurance42: Preventive Medicine: Endurance/RechargeTime43: Preventive Medicine: Heal/RechargeTime
Level 2: Chain Fences
A: Superior Overpowering Presence: RechargeTime/Energy Font5: Trap of the Hunter: Chance of Damage(Lethal)5: Positron's Blast: Chance of Damage(Energy)11: Positron's Blast: Accuracy/Damage13: Annihilation: Chance for Res Debuff13: Bombardment: Chance for Fire Damage
Level 4: Boxing
(Empty)
Level 6: Jolting Chain
A: Force Feedback: Chance for +Recharge7: Gladiator's Javelin: Accuracy/Damage7: Gladiator's Javelin: Chance of Damage(Toxic)9: Decimation: Chance of Build Up9: Explosive Strike: Chance for Smashing Damage11: Apocalypse: Chance of Damage(Negative)
Level 8: Conductive Aura
A: Power Transfer: Chance to Heal Self45: Power Transfer: EndMod46: Power Transfer: Damage/Accuracy/Recharge/Endurance46: Power Transfer: Damage/Recharge46: Power Transfer: Damage/EndMod48: Power Transfer: Damage/Accuracy/Endurance
Level 10: Siphon Speed
A: Invention: Accuracy
Level 12: Combat Jumping
A: Luck of the Gambler: Defense/Increased Global Recharge Speed39: Shield Wall: +Res (Teleportation), +5% Res (All)39: Kismet: Accuracy +6%
Level 14: Tough
A: Unbreakable Guard: +Max HP15: Unbreakable Guard: Resistance/Endurance/RechargeTime15: Unbreakable Guard: Resistance19: Unbreakable Guard: Resistance/Endurance21: Gladiator's Armor: TP Protection +3% Def (All)
Level 16: Weave
A: Luck of the Gambler: Defense/Increased Global Recharge Speed17: Luck of the Gambler: Defense17: Luck of the Gambler: Defense/Endurance19: Luck of the Gambler: Defense/Endurance/Recharge
Level 18: Maneuvers
A: Luck of the Gambler: Defense/Increased Global Recharge Speed33: Luck of the Gambler: Defense33: Luck of the Gambler: Defense/Endurance33: Luck of the Gambler: Defense/Endurance/Recharge
Level 20: Speed Boost
A: Blessing of the Zephyr: Knockback Reduction (4 points)
Level 22: Synaptic Overload
A: Coercive Persuasion : Contagious Confusion23: Superior Will of the Controller: Endurance/Recharge23: Superior Will of the Controller: Accuracy/Control Duration/Endurance/Recharge25: Superior Will of the Controller: Accuracy/Control Duration25: Superior Will of the Controller: Accuracy/Control Duration/Endurance34: Superior Will of the Controller: Control Duration/Recharge
Level 24: Static Field
A: Invention: Accuracy
Level 26: Gremlins
A: Expedient Reinforcement: Resist Bonus Aura for Pets27: Expedient Reinforcement: Endurance/Damage/Recharge27: Expedient Reinforcement: Accuracy/Damage/Recharge34: Expedient Reinforcement: Accuracy/Damage37: Soulbound Allegiance: Chance for Build Up37: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
Level 28: Transference
A: Power Transfer: Chance to Heal Self29: Power Transfer: Damage/Accuracy/Recharge/Endurance29: Power Transfer: EndMod31: Power Transfer: Damage/Recharge31: Power Transfer: Damage/EndMod31: Power Transfer: Damage/Accuracy/Endurance
Level 30: Fulcrum Shift
A: Invention: Accuracy
Level 32: Tactics
A: Adjusted Targeting: To Hit Buff/Endurance36: Adjusted Targeting: To Hit Buff36: Adjusted Targeting: To Hit Buff/Recharge36: Adjusted Targeting: To Hit Buff/Endurance/Recharge37: Adjusted Targeting: Endurance/Recharge
Level 35: Vengeance
A: Luck of the Gambler: Defense/Increased Global Recharge Speed
Level 38: Hasten
A: Invention: Recharge Reduction42: Invention: Recharge Reduction
Level 41: Power Blast
A: Gladiator's Javelin: Accuracy/Damage43: Force Feedback: Chance for +Recharge48: Gladiator's Javelin: Chance of Damage(Toxic)49: Explosive Strike: Chance for Smashing Damage49: Sudden Acceleration: Knockback to Knockdown
Level 44: Temp Invulnerability
A: Unbreakable Guard: Resistance/Endurance/RechargeTime45: Unbreakable Guard: Resistance45: Unbreakable Guard: Resistance/Endurance47: Unbreakable Guard: RechargeTime/Resistance47: Steadfast Protection: Resistance/+Def 3%
Level 47: Power Boost
A: Invention: Recharge Reduction48: Invention: Recharge Reduction
Level 49: Inertial Reduction
A: Blessing of the Zephyr: Knockback Reduction (4 points)
──────────────────────────────
Inherents:
Level 1: Containment
Level 1: Brawl
(Empty)
Level 1: Sprint
(Empty)
Level 2: Rest
(Empty)
Level 1: Swift
(Empty)
Level 1: Hurdle
(Empty)
Level 1: Health
A: Miracle: +Recovery
Level 1: Stamina
A: Performance Shifter: EndMod43: Performance Shifter: Chance for +End