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/elec vs. /invul : Thoughts requested


TK3477

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So I want to build a brute using Titan Weapons but viable for end game. I was thinking /invuln because of the S.D. PBAoE set having +def to Psi and tons of powers to slot it in. But I've been seeing things online that says /elec is the way to go for TW. So... Any opinions on which is the better set up? I seem torn between the two.

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I'm guessing in general the /elec proponents lean this way because /elec has superior end management tools. Personally. I would see it as a nonissue for an endgame build: you're likely going to want Ageless in any case.

Invul pros: absurdly tough against S/L, great against anything else that is non-psi, some DDR, slow resist, end drain resist. Mostly passive so you don't have to click anything interrupting your TW flow.

Cons: psi hole, does nothing to boost your damage.


Elec pros: damage aura, recharge buff, hardcapped resistances against S/L/E, some resistances against psi, good slow resist, end drain immunity.
Cons: no defense, no defense debuff resistance, more active mitigation (although still mostly passive).

Personally I'd go invul because the least I have to redraw TW, the better; and native DDR + defense goes a long way towards not having to worry about mitigation in hard situations. But it's really a "think of what annoys you most, and pick the secondary that fixes it" sort of deal. Either build will be immensely powerful in the endgame.

Edited by nihilii
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  Honestly either is fine so long as you build them out properly.

Invuln will, generally, be the more robustly durable.

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Mo Durable: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(3), RctArm-ResDam/Rchg:40(3), RctArm-ResDam/EndRdx/Rchg:40(5), GldArm-3defTpProc:50(5), StdPrt-ResDam/Def+:30(7)
Level 1: Jab -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(7), SprMghoft-Acc/Dmg/Rchg:50(9), SprMghoft-Dmg/EndRdx/Rchg:50(9), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(11), SprMghoft-Rchg/Res%:50(11)
Level 2: Temp Invulnerability -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(13), UnbGrd-Rchg/ResDam:50(13), UnbGrd-ResDam/EndRdx/Rchg:50(15), UnbGrd-Max HP%:50(15)
Level 4: Haymaker -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(19), SprGntFis-Acc/Dmg/Rchg:50(21), SprGntFis-Dmg/EndRdx/Rchg:50(21), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(23), SprGntFis-Rchg/+Absorb:50(23)
Level 6: Dull Pain -- Heal-I:50(A)
Level 8: Resist Elements -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(25), RctArm-ResDam/Rchg:40(25), RctArm-ResDam/EndRdx/Rchg:40(27)
Level 10: Taunt -- PrfZng-Dam%:50(A)
Level 12: Unyielding -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(27), UnbGrd-Rchg/ResDam:50(29), UnbGrd-ResDam/EndRdx/Rchg:50(29)
Level 14: Resist Energies -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(31), RctArm-ResDam/Rchg:40(31), RctArm-ResDam/EndRdx/Rchg:40(31)
Level 16: Kick -- FrcFdb-Rechg%:50(A)
Level 18: Invincibility -- ShlWal-Def:50(A), ShlWal-Def/EndRdx:50(33), ShlWal-Def/Rchg:50(33), ShlWal-Def/EndRdx/Rchg:50(33), Rct-ResDam%:50(34)
Level 20: Knockout Blow -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(34), SprBlsCol-Acc/Dmg/EndRdx:50(34), SprBlsCol-Acc/Dmg/Rchg:50(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(36), SprBlsCol-Rchg/HoldProc:50(36)
Level 22: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(37), UnbGrd-Rchg/ResDam:50(37), UnbGrd-ResDam/EndRdx/Rchg:50(37)
Level 24: Weave -- ShlWal-Def:50(A), ShlWal-Def/EndRdx:50(39), ShlWal-Def/Rchg:50(39), ShlWal-Def/EndRdx/Rchg:50(39)
Level 26: Tough Hide -- ShlWal-Def:50(A), ShlWal-Def/EndRdx:50(40), ShlWal-Def/EndRdx/Rchg:50(40), ShlWal-ResDam/Re TP:50(40)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 30: Combat Jumping -- ShlWal-Def:50(A), ShlWal-Def/EndRdx:50(42), ShlWal-Def/Rchg:50(42), ShlWal-Def/EndRdx/Rchg:50(43)
Level 32: Super Jump -- WntGif-ResSlow:50(A)
Level 35: Hurl -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(43), SprWntBit-Acc/Dmg/EndRdx:50(43), SprWntBit-Acc/Dmg/Rchg:50(45), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(45), SprWntBit-Rchg/SlowProc:50(45)
Level 38: Foot Stomp -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(46), SprAvl-Acc/Dmg/EndRdx:50(46), SprAvl-Acc/Dmg/Rchg:50(46), SprAvl-Acc/Dmg/EndRdx/Rchg:50(48), SprAvl-Rchg/KDProc:50(48)
Level 41: Spring Attack -- Erd-Acc/Rchg:30(A), Erd-Acc/Dmg/Rchg:30(48), Erd-Acc/Dmg/EndRdx/Rchg:30(50), Arm-Acc/Dmg/Rchg:50(50), Arm-Dmg/EndRdx:50(50)
Level 44: Conserve Power -- RechRdx-I:50(A)
Level 47: Physical Perfection -- RgnTss-Regen+:30(A)
Level 49: Hasten -- RechRdx-I:50(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 -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(17), Mrc-Rcvry+:40(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(19)
Level 50: Agility Core Paragon
------------

 

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But Elec, done right, is a thing of beauty and terror forever.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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1 minute ago, nihilii said:

I'm guessing in general the /elec proponents lean this way because /elec has superior end management tools.


I dunno.

Look at the build I just posted.

The resting End Consumption is 0.72 with a recovery of 3.62.
I'd say out-producing your basic consumption by a factor of 5 is a pretty potent End management tool.

😉
 

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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Both are strong but IMO Elec is better especially end game when you are facing lots of groups like BP carnies Malta idf etc.  Elec just seems to brush off facing those easier. 

 

Malta sappers are kinda funny now, they can't do anything to hurt an Elec.

 

And slotted right you can cap psy - lots of psy late game. 

 

Toxic is the only issue, but you can work around that too through energize, situational defenses through set bonuses, and incarnate selections.

 

You can res cap everything but toxic and neg nrg but won't be far off the neg nrg.

Edited by Infinitum
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  • 1 month later
On 10/4/2019 at 6:06 AM, nihilii said:

Cons: psi hole, does nothing to boost your damage.

*raises the thread from the dead*

Actually, Invincibility does provide a pretty nice to-hit buff.  If you're hitting more, you're doing more damage.  Combined with the to-hit buff from Rage, you're not quite as reliant on enhancing accuracy and can spend more on damage or recharge.

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