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Hopeling

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  1. I'm planning a respec and would appreciate critiques. This is an unlimited-budget build; I wanted to meet the following goals but I'm not totally satisfied with how I did so: Capped S/L resist Reasonably close to perma-Hasten 32.5% typed defenses (ie, capped with one Luck) - not quite there on F/C, but close enough Lots of procs: both ATOs, both purple damage procs, Achilles' Heel, Fury of the Gladiator, the Gaussian proc Plenty of HP and recovery, to sustain TW attacks and still run Musculature This is intended for broad general use, so I also managed to cram some utility choices in there: Focused Accuracy (for debuff resistance, only used situationally), Resurgence (because sometimes I do stupid stuff), and Confront (mostly a set mule, but occasionally helpful for pulls or mobs that really like to run), 40% F/C resist, 50% slow resist. Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Hymnblade: Level 50 Magic Scrapper Primary Power Set: Titan Weapons Secondary Power Set: Willpower Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Body Mastery Hero Profile: Level 1: Crushing Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(5), AchHee-ResDeb%(40) Level 1: High Pain Tolerance -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-Heal/Rchg(36), GldArm-3defTpProc(37), StdPrt-ResDam/Def+(37) Level 2: Titan Sweep -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(7), SprScrStr-Acc/Dmg/Rchg(7), SprScrStr-Dmg/EndRdx/Rchg(9), SprScrStr-Acc/Dmg/EndRdx/Rchg(9), SprScrStr-Rchg/+Crit(11) Level 4: Mind Over Body -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(39), RctArm-ResDam/EndRdx/Rchg(39), RctArm-ResDam(46) Level 6: Follow Through -- CrsImp-Dmg/EndRdx(A), CrsImp-Dmg/Rchg(11), CrsImp-Acc/Dmg/Rchg(13), CrsImp-Acc/Dmg/EndRdx(15), CrsImp-Dmg/EndRdx/Rchg(15) Level 8: Build Momentum -- GssSynFr--Build%(A), RechRdx-I(13) Level 10: Indomitable Will -- LucoftheG-Rchg+(A), Rct-ResDam%(40), Ksm-ToHit+(50) Level 12: Combat Jumping -- LucoftheG-Rchg+(A), WntGif-ResSlow(36) Level 14: Super Jump -- Jump-I(A) Level 16: Rise to the Challenge -- Prv-Heal(A), Prv-Heal/EndRdx(25), Prv-Heal/Rchg/EndRdx(39), Prv-EndRdx/Rchg(46), Prv-Heal/Rchg(48), Prv-Absorb%(48) Level 18: Rend Armor -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(19), Hct-Acc/Rchg(19), Hct-Dmg/EndRdx(21), Hct-Dam%(21), SprCrtStr-Rchg/+50% Crit(23) Level 20: Quick Recovery -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(25), PrfShf-End%(31) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-Max HP%(29) Level 26: Whirling Smash -- Erd-Acc/Dmg/Rchg(A), Erd-Acc/Dmg/EndRdx/Rchg(34), Erd-%Dam(40), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(43) Level 28: Heightened Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(42), LucoftheG-Rchg+(42) Level 30: Weave -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def/EndRdx/Rchg(31), ShlWal-Def(37), ShlWal-ResDam/Re TP(50) Level 32: Arc of Destruction -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(33), Arm-Dam%(34), FuroftheG-ResDeb%(34) Level 35: Conserve Power -- RechRdx-I(A) Level 38: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 41: Fast Healing -- Prv-Heal(A), Prv-Heal/EndRdx(43) Level 44: Confront -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(45), MckBrt-Taunt/Rchg/Rng(45), MckBrt-Acc/Rchg(46), MckBrt-Taunt/Rng(48), MckBrt-Rchg(50) Level 47: Focused Accuracy -- EndRdx-I(A) Level 49: Resurgence -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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 -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(17), NmnCnv-Regen/Rcvry+(27) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(17), PrfShf-End%(23) Level 1: Momentum Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve ------------
  2. This isn't actually true. Purples keep their set bonuses even when exemplared. The enhancement values scale down below 32, but that's true for every enhancement, it's not a purple thing.
  3. +0/x1, haha.
  4. Unrelatedly and less impressively, I just failed a MoITF because I got into an argument in /help right after engaging Romulus, then died by not paying attention. So that was dumb. But I'm confident I'll get it on the next try; the whole thing was a cakewalk up to the final fight, which lured me into a false sense of security. Negative energy damage is also not /Elec's strong point. Also, I soloed Clamor quite easily for the weekly. Didn't even need to use any defensive inspirations. /Elec is absolutely perfect here, Beam's -regen is resisted less at level 25, and Sentinels get complete attack chains by 26 instead of 32 like most melee.
  5. ...I think you talked me into it. I'm going to give this a shot sometime.
  6. Weave gives almost twice as much defense as Maneuvers. Tough is very useful for most builds, while Tactics gives no defensive benefit at all. Leadership toggles are also more expensive endurance-wise than Fighting toggles. The main reason to take Leadership is for the team benefit, or because you already have Weave and want yet more defense. Having to waste a power on Boxing is annoying, but it's a waste even for melee characters; very very few builds use it as an actual attack.
  7. Hopeling

    TW advice

    I'm not at a computer, but I've posted mine before if you're willing to dig through post history. It's not ideal, but it works well, and although it's a high budget build, the purples could easily be swapped out. I have some ideas for a respec; may put up a build thread this weekend.
  8. Renewal of Light makes you untouchable for 30 seconds, so probably you would've been fine regardless, but there are other use cases where it definitely does help.
  9. Both will do very well, and getting groups generally isn't hard. But for your goals I would give a slight edge to the brute: Fury makes them pretty OP before SOs, and at 50 they can tank if needed.
  10. The defense bonus is useful when you want to hit a clicky under fire. It's also a place to slot an LotG. Otherwise nah, it's mostly just speed. Not a great pick in terms of combat usefulness.
  11. Right, they were an i24 feature and never made it to live.
  12. Every secondary has a Sustain power which gives a pretty ridiculous amount of endurance. Energy gets perma-Conserve Power (118% endredux, 3x as much as Cardic), /Mental gets Drain Psyche (one of the very few things in the game that can literally hardcap your recovery stat), and the rest get an enhanceable +50% recovery (ie, twice as strong as Stamina) in a toggle or easily-perma click power, which will put you over 4 end/sec recovery with just SOs and no accolades. Basically, any Blaster secondary can support an Ice Blast attack chain pretty easily.
  13. Typed defense is usually the first goal for /WP, to build on top of Heightened Senses. S/L: Kinetic Combat and Blistering Cold are your best options. Unfortunately, Sentinels have a hard time using these sets compared to melee ATs. You may have to mule these in Brawl or Boxing. Reactive Armor or Unbreakable Guard in your resist toggles are also good, and +2.5% from the ATO set. E/N: This is where you have an edge on melee, because you have Thunderstrike, the other ATO set, and the ranged winter set whose name I can't remember. Again, Reactive Armor also helps, and maybe Eradication in PBAoEs. F/C: You can get a ton of this via winter sets if you want to. Aegis in resist toggles is also an option. From there, you might want to go for HP and/or resists, but you can get those from a ton of sets, often while also chasing other set bonuses.
  14. I'm not sure SS would surpass TW in single-target damage either, but I'm not convinced it wouldn't, especially since fast-Moonbeam becomes an option - and I haven't seen anybody make a serious attempt to run the numbers. +200% damage on a Scrapper is a lot. Just to throw out a super dumb candidate for an attack chain, with double Rage and ED-capped damage slotting, assuming a straight port, KOB - Haymaker - Burn - Dark Blast - Moonbeam, plus Blazing Aura, is ~310 DPS. Double Rage means a crash for 10s out of every 60, so knock off 1/6 of that (you don't quite do zero damage during the crash, but for simplicity let's say you do) and you've got about 260 DPS left. This is before even counting crits, never mind Incarnate powers, procs, Fiery Embrace, and whatever else you can cram into a pylon test. I know that's not a record yet, but that's pretty ridiculous performance for "I haven't even attempted to optimize this". For comparison, the TW chain Rend-FT-Arc-CB-FT does about 240 DPS under the same conditions, counting crits and the -res from Rend Armor. And single-target DPS isn't the only metric in play; Rage is so strong primarily because of the way it boosts attacks outside of the primary, including AoE powers. SS by itself does only OK damage; SS plus Burn plus epic pools is amazing. Throw in a Foot Stomp in that attack chain and you're still looking at ~230 DPS single-target, while also doing about 1200 damage to ten nearby targets every 12 seconds. And while scrappers benefit more than brutes from +damage, they'd suffer less from the defense crash. Scrappers just take less aggro, so 10 seconds of vulnerability is less of an issue. They also have access to Shadow Meld (in the same pool as Moonbeam, no less) which is essentially perfect for mitigating the crash. If Rage was tweaked in the port, even just reducing the buff to ~60% per stack instead of ~100%, sure. My dream scenario is that they rework it to get rid of that stupid unresistable -def at the same time they port it... I've been a scrapper forum regular since long before shutdown. I've participated in most of these discussions. That's never been the primary objection. It has come up, so sure, I guess it's unfair to call it a strawman. I agree that it's not a strong argument. Rerolling FOTM isn't the problem; it's a symptom of the problem, and only manifests in players with a certain mindset. The primary objection is straightforward: a straight port of SS would be overpowered. You can attempt to dispute that point; I'm sympathetic to what MunkiLord said above about how it might not be any more OP than some other sets (although I'm not convinced he's correct about it). But when people respond to this by saying that games shouldn't even try to be balanced and it's the player's fault if they want to contribute, I'm not really sure how to even have a conversation, besides describing some of the ways in which imbalanced games are less fun. Balance is important in games of every genre, even the ones where rerolling isn't a thing. (Occasionally people also object because SS doesn't fit Scrappers thematically. I think this is the very worst argument.)
  15. Honestly, this feels to me like a straw man. People don't want things to be overpowered because, broadly speaking, games are more fun when they're balanced than when they're wildly imbalanced. I don't care if somebody else rerolls, and I don't expect them to reroll en masse. But when I'm on a team, I like to feel like I'm contributing. If one teammate wildly overshadows everyone else, the game starts to seem a lot less fun. If they wildly overshadow everyone else strictly because they clicked the right icons at character creation, that's more annoying than being overshadowed because they're a good player or have invested a lot of time into building up the character - at least those give you something to aspire to, rather than just a feeling that you made the wrong character. I'm not saying SS scrappers would completely break the game by themselves. But when people talk about wanting balance, that's not a separate goal from wanting the game to be fun. CoH players talk a lot about how they like this game because it makes them feel super, so sure, characters should be powerful. But this is also a multiplayer game, and you don't feel very super when you're totally outclassed.
  16. Yes, if anything it's the AT's strongest point. With the -res from Opportunity and the proc from Offensive, Sentinel damage is very close to Scrapper damage on a single target.
  17. I'm really enjoying this build and the character in general; he's tied with my rerolled old main for my favorite character post-Homecoming. I've always loved Beam Rifle visually, but with no sphere attack and a 180s base recharge on Overcharge, it was just a pain to actually accomplish anything. Sentinels get Refractor Beam and a shorter recharge on Overcharge without giving up the set's ST goodness, so it feels very smooth. I haven't played any other Sentinels yet, so I'm not sure how well that extrapolates to the AT as a whole.
  18. Secondary Powerset: Electric Armor High Healing, High Resistance, No Defense, Low-Medium "Clicky-ness" depending on whether you use Power Sink. +20% Global Recharge, -60% Global Endurance Reduction, +10 Max Endurance, 40% Slow Resist, High -End/-Recovery Resistance, Endurance Drain, Conditional KB/Immobilize Protection, No Confuse/Terrorize Protection, No HP Increase Electric Armor invites comparison to three other powersets. The most direct parallel is Energy Aura, which it is very similar to aside from being resist-based instead of defense-based. The second is Fiery Aura, which is another resist set with a click heal and an endurance drain. If you're used to this armor set on melee ATs, the third comparison will surprise you: Willpower! The Sentinel version of Electric Armor combines high resists with high regeneration, giving it layered defenses that are vulnerable primarily to alpha strikes. If you still think of the version of the set at CoV launch that had no healing at all, an /Elec Sentinel will pleasantly surprise you. On the other hand, like all Sentinel secondaries, it gives up its damage aura in exchange for another power - in this case, Charged Shield. With near-immunity to endurance drain, and potentially very high resistance to slows, Electric Armor can laugh off some of the game's most crippling debuffs. You will gleefully ignore Super Stunners, stand comfortably in crowds of dying Carnies, and forget why Malta were scary. It offers capped resistance to energy damage, and can cap S/L as well without too much trouble. You have strong resists to F/C, moderate resists to Psi and Negative, and no resistance at all to Toxic. So depending on enemy damage type, you may experience large swings in durability. -Regen debuffs are also a pain, especially since you have no defense with which to avoid them. Beginner's Overview Although Electric Armor eventually has two very powerful tools for endurance management, Power Sink doesn't come until level 35, and Energize has only 33% uptime out of the box. Considering that you get 4 toggles by level 16, you may actually struggle with endurance through the teens and 20s. Defensive Opportunity is very helpful at these levels for its endurance return, and of course all the usual slotting tricks apply. Nevertheless you do want all four toggles early on, as well as Energize. If you must put off one of these powers, make it Conductive Shield. This makes /Elec builds pretty tight at low levels; you may have to choose between putting off a travel power or the Fighting pool until the 30s or even 40s. Grounded and Lightning Reflexes can be delayed more easily, but if you do skip Grounded, you should definitely slot a Knockback Protection IO somewhere in your build, and may want to take Combat Jumping for the immobilize protection. Slotting Charged Armor and Conductive Armor should be slotted for resistance, since these are your two primary protective powers. Static Shield can be slotted for psi resistance if desired, but this is not critical. Charged Shield should be slotted for healing, and Energize for healing and recharge. The remaining powers in /Elec can easily get away with just their default slot. Skippables/Must-Haves Electric Armor has three skippable powers: Power Surge is rarely worth taking. It gives you a sizable bonus to all your resistances except Psi and Toxic; together with your toggles, it easily caps your resists even without slotting Power Surge for resistance at all. However, most of your resists aren't far below the cap to begin with, and Power Surge has a -hp -end -recovery crash like most of the older T9 powers, which is very likely to result in death, even accounting for the EMP hold effect which accompanies the crash. I can't recommend taking this power at all for most builds, but if you do, leave it at its default slot, or use it to mule a set bonus. Grounded provides some additional resistance to E/N damage and endurance drain, as well as knockback and immobilize protection. However, your other toggles already cap your energy resistance and give you 83% endurance drain resistance, so the resists offer limited benefit. Moreover, the knockback and immobilize protection only apply when you're "near the ground"; even jumping over an enemy's head creates a window when you can be knocked or immobilized. Since you can get -KB from IOs and -Immob from Combat Jumping, Grounded is a completely optional power, especially if you plan to Hover and won't benefit from its status protection. If you take this, leave it at one slot; it's a good place to put the Gladiator's Armor unique. Power Sink will completely refill your endurance bar if it hits even a few enemies, and its recharge is fast enough to handle even severe endurance problems. However, it's a small-radius PBAoE and has a slightly long animation, which is often inconvenient for a Sentinel to use. Moreover, with Energize and Defensive Opportunity, you can generally handle endurance problems without this power if desired. It's useful with just one slot, but endmod lets you refill your bar with fewer targets, and recharge doesn't hurt if you can spare it. If you want to be a sapper, Power Sink becomes an offensive tool, and may require more slotting, but it can't sap enemies effectively by itself. The remaining six powers are all important - the four toggles, Energize, and Lightning Reflexes. The armor toggles need no explanation; they are your mitigation and your status protection. Energize and Charged Shield together provide an enormous amount of healing; if both are slotted with 3 healing SOs, using Energize will bring you from 1hp back to full health before the 30-second buff expires. You could technically get by without Lightning Reflexes, but it's a great passive and requires no slotting, so I don't know why you would want to. Advanced Slotting Like /Fire and /WP, /Elec benefits tremendously from +def to layer with its resists and healing. Like /Fire and unlike /WP, it has no native defenses to build on top of. A typical strategy is to build for either S/L or Ranged defense; aiming for both, or for multiple types or positions, is usually not worth the tradeoffs. For a Sentinel, even getting one defense to the 45% softcap is quite difficult, but fortunately it's unnecessary. With S/L defense in the 25-35% range, on top of ~60% resist to most damage types and ~700% regeneration, /Elec is already quite durable, and a purple inspiration or two makes it nearly indestructible when necessary. If you build for S/L defense, you can slot your toggles with 4 pieces of Reactive Armor or Unbreakable Guard, as well as muling Kinetic Combat or Blistering Cold in Brawl, Boxing/Kick, or an epic melee attack if you take one. If you build for ranged defense, you will have to rely primarily on sets like Thunderstrike and Mako's Bite in your attacks. Either way, make sure to pick up the Steadfast Protection and Gladiator's Armor +def uniques. I like to put a full set of Preventive Medicine in Energize, but if you can't afford the slots, you could get away with frankenslotting it in 4, 3, or possibly even 2 slots with Heal/Rech and Heal/Rech/End IOs, boosted if necessary. 3 slots in Charged Shield are enough; I use Preventive Medicine Heal, Heal/End, and Heal/End/Rech, which gives good enhancement values as well as +S/L resist and +hp set bonuses. Besides defense, it is also helpful to build for +hp to take advantage of your high regeneration (including the Unbreakable Guard unique), S/L/F/C resist to stack on top of your toggles (including the Shield Wall and Reactive Defenses uniques), and global recharge bonuses to use Energize and your strongest attacks more often (including LotG 7.5% in Weave, Hover/Combat Jumping, and anywhere else you can fit them). You can also build for psi resist if desired. If you slot Static Shield and take the two +resist uniques, you're already at 46% psi resist, so a few set bonuses and Impervium Armor globals could get you to the cap. Even if you take Grounded, but especially if you don't, you should slot at least one Knockback Protection IO somewhere in your build. Otherweise, you'll sometimes get knocked while jumping or repositioning, because you're momentarily not "near the ground". Lastly, if you hate moving slowly or getting your recharge debuffed, you can build on top of Lightning Reflexes' 40% resistance, via the Winter's Gift unique and the 2pc bonuses from winter event sets. Complementary Choices Thanks to its powerful endurance management tools, Electric Armor pairs well with even the thirstiest primaries. Since /Elec requires only a low investment in both slots and powers, it fits well with builds that want a lot of other powers - either from the primary, from pools, or from an epic pool. If slotted for endmod, Power Sink drains a lot of endurance from enemies. By itself it can't drain enemies and keep them dry, but when paired with Electric Blast and/or Electric or Mu Mastery, sapper builds are a real possibility. (But due to the mechanics involved, I've always found sapping to be a disappointing form of mitigation/control in this game, so your mileage may vary.) Incarnates Alpha: I would not recommend Cardiac (-endredux, +resist, +range) or Vigor (-endredux, +heal). If you have enough endurance problems at 50 with /Elec to consider using your alpha slot on them, something is wrong with your build. If you want additional resists, go Resilient (large +res); if you want additional regeneration, go Spiritual (large +recharge, +heal). Otherwise, Musculature (large +damage), Intuition (+damage, +range), or Agility (+recharge, +endmod, +def) are good choices for the usual reasons. Interface: If you want to be a sapper, I guess you could go Gravitic Radial for the -recovery proc. Otherwise, /Elec doesn't particularly care which Interface power you take. Destiny: Again, you shouldn't need a lot of endurance help from this slot, so Ageless is probably not very useful unless you really want that extra recharge. I think the best choice here is Barrier as a panic button when you need to let your regeneration catch up, but you don't really have any gaping holes for a Destiny power to fill, so you're also free to pick a power based on its group utility, like Incandescence.
  19. I think the idea is that it's supposed to roughly match melee cones, which mostly cap at 5 targets. Due to the larger area, it's really easy to saturate a Sentinel cone at 6 targets, while it would be hard to hit more than 5 with most melee cones anyway. The issue, IMO, is that Sentinel cones seem to still roughly follow the damage formula: they pay for their much larger area with decreased damage, compared to melee cones. Compare sentinel Fire Breath (88 damage, 16s recharge) to scrapper Sweeping Strike (106 damage, 11s recharge). After adjusting for AT modifiers, they do almost exactly the same damage... except Fire Breath has a longer recharge and higher endurance cost, which is supposed to be a tradeoff for hitting more targets, but for a Sentinel it can't. And that's one of the stronger ranged cones! Energy Torrent vs Sweeping Strike is just depressing.
  20. Great catch. I have no idea what's going on there, but I'll play around with it. I was under the impression that all pets are supposed to inherit Hybrid Assault toggles while toggled on, whether they're summoned during the toggle or not. I don't have any pet classes at 50 (melee 4 lyfe), so I'm going entirely on secondhand accounts here, but are you sure you need to do resummoning tricks at all?
  21. Inspiration, salvage, and recipe drops do get split between team members, yes. So does XP and influence, although this is partially counteracted by a bonus depending on the size of the team.
  22. It looks like nobody has volunteered for /Elec yet. I'm happy to write one; I'll try to get a draft up in the next couple days. I'm pretty torn between Radial and Core for the assault slot on a Sentinel. I think it mostly comes down to how much you value the qualitative advantages of Doublehit.
  23. I honestly think it's an issue of expectations. Remember, up until i16, the highest notoriety levels were Unyielding (+1/×2) and Invincible (+2/×1). At those settings, any sets do pretty well on just SOs, and are quite fun to play. On a team, again, any set does fine. Meanwhile, inventions were added in i9, and IO builds have become steadily stronger and easier to get since then. If your baseline expectation for performance is an i25 IO build that can solo on ×8 and tank AVs without even using inspirations, SO performance will disappoint you. Defense-based sets can get by with abuse of inspirations, since they only need 1-2 per 60 seconds to stay softcapped. Scaling auras have an advantage there too; Rise To The Challenge does exactly what its name suggests. Resistance sets like /Elec can't abuse either of these mechanics to the same degree, so if you use an i8 build, you get i8 performance.
  24. I hope not, lol. So far I'm just leaning into the ST focus since that's what I'm good at, kind of like a Stalker. It works pretty well; there's always someone who can clean up minions.
  25. /Elec blooms pretty late IMX. The resists alone don't make you that durable, and the heal is on a relatively long recharge for the amount it does. For quite a while, you're actually squishier than /Fire to most enemies. (The Sentinel version gets a beefy +regen toggle instead of Lightning Field, which changes the story dramatically; it's my favorite version of the set.) Once you have the Fighting pool, some global recharge to get Energize up more often, and some defense to layer with the resists, it improves a lot. In the meantime, carry a lot of purples.
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