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Second Foray into Tanking Elec/Elec/MU


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Before sunset I got my one and only tanker to level 38 or so. Will Power\SS Tanker Captain .Paragon on Protector. I loved the character. But having played Super Strength toons to death (love the set, probably my favorite melee set) I decided to go with Elec\Elec\Mu. The AoE potential intrigues me. Sure I could have just went with Fiery Aura\Fire but then I wouldn't have Lightning Rod, which looks bad ass. I was wondering if anyone has any experience with such a build. How Tanky is it? What are its weaknesses? What's the best way to build to mitigate said weaknesses?

Anyways my plan is to focus on Resists, Regen, and Recharge so I can exploit the hell out of energize. I'm even considering Rune of Protection. Any build help would be appreciated.






About lightning clap.... on the fence with it. 


Edited by DocRadio
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Just at a quick glance I would have a couple suggestions purely based of tanking in general as I am less familiar with Elec/Elec as others may be. You are off to a great start but here are some things I noticed.


The defenses are really low.

You are over the resist caps in some places, you may be able to move a few set bonuses around to get a better return on your slots and sets. For example you are at 97% resist on Psi. The sixth Aegis in charged armor is a bonus to psi so you could drop the End/Recharge Aegis and slot in the Gladiator's Armour unique for the 3% defense bonus.

You have both Rune of Protection and Power Surge. These are two situational powers that do the same thing though Power surge is much better and requires no wasted power choices. (Arcane bolt when already have MU).


I noticed that you have not used the two uniques for damage resist. Were it me I would drop Rune and Arcane Bolt and replace them with Combat jumping and Maneuvers.

3 slot them so you have shield wall defense + unique in one and reactive defenses defense + unique in the other. Then you can add a LOTG + recharge to each.

With the resist uniques slotted you can change the Mako bites to 4 Kinetic combats in those two powers.  You now have the same or higher resist values with far better defenses making your tank far more durable. (Out of 100 S/L attacks you are now hit 27.3 times as opposed to 42.9 previously.)


I have attached a brief work up below. You seemed over slotted on health/Stamina so I made those 2 slots each. I also dropped lightning clap and put in Hasten since recharge was a priority. With Hasten the LOTG IOs and Ageless Hasten and Energize are able to be perma. The only drawback is that you actually have more attacks than you need or will be able to use.




Edited by Odhinn
Meesed up build export
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A pure resistance build can work for Electric Armor.  I helped my friend build an Elec/StJ and he has been rolling along perfectly fine.  His has purples, where as yours didn't slot any.  This has an effect on the Toxic resist value, which the build I'll attach shows, as his Toxic is over 50% (before Might of the Tanker).


I sorta converted that build into Elec/Elec/Mu and didn't use any purples or winter IOs, as you didn't in your build.


I am not a fan of the Rune in your build.  It is down way too much of the time.  You can instead build for having that much resist all the time.


The below build has 90% S/L/F/C/E/Psi, 78.3 Negative, and 34.3 Toxic, all before MotT.  This build isn't streamlined or optimized, as I just redid it from memory.  Ignore slot levels and power levels.  I just threw it together.  His build also has 4 slots in Power Sink and uses purples, which gets more recharge, Toxic resists, Fire/Cold Resist (meaning I didn't have to go hunting it in other slotting), etc.  So, it has room to grow if you added purples in.



Hero Plan by Mids' Reborn : Hero Designer

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Power Pool: Flight
Power Pool: Concealment
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Charged Armor -- Ags-ResDam/EndRdx:50(A), Ags-ResDam/Rchg:50(11), Ags-EndRdx/Rchg:50(11), Ags-ResDam/EndRdx/Rchg:50(13), Ags-ResDam:50(13), Ags-Psi/Status:50(15)
Level 1: Charged Brawl -- Empty(A)
Level 2: Conductive Shield -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(15), ImpArm-EndRdx/Rchg:40(21), ImpArm-ResDam/EndRdx/Rchg:40(23), ImpArm-ResDam:40(23), ImpArm-ResPsi:40(33)
Level 4: Jacobs Ladder -- FuroftheG-Acc/Dmg/End/Rech:50(A), FuroftheG-Acc/Dmg:50(5), FuroftheG-ResDeb%:50(7), FuroftheG-Acc/End/Rech:50(7), FuroftheG-Dam/Rech:50(9), Mlt-Dmg/Rchg:50(9)
Level 6: Static Shield -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(33), UnbGrd-EndRdx/Rchg:50(34), UnbGrd-Rchg/ResDam:50(34), UnbGrd-ResDam/EndRdx/Rchg:50(34), UnbGrd-Max HP%:50(37)
Level 8: Grounded -- TtnCtn-ResDam:50(A), TtnCtn-ResDam/EndRdx:50(40), TtnCtn-ResDam/Rchg:50(43), TtnCtn-ResDam/EndRdx/Rchg:50(46)
Level 10: Combat Jumping -- Ksm-ToHit+:30(A), LucoftheG-Def/Rchg+:50(48)
Level 12: Energize -- DctWnd-Heal/EndRdx:50(A), DctWnd-EndRdx/Rchg:50(48), DctWnd-Heal/Rchg:50(48), DctWnd-Heal/EndRdx/Rchg:50(50), DctWnd-Heal:50(50), DctWnd-Rchg:50(50)
Level 14: Super Jump -- WntGif-ResSlow:50(A)
Level 16: Thunder Strike -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(17), SprGntFis-Acc/Dmg/Rchg:50(17), SprGntFis-Dmg/EndRdx/Rchg:50(19), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(19), SprGntFis-Rchg/+Absorb:50(21)
Level 18: Lightning Reflexes -- Empty(A)
Level 20: Build Up -- GssSynFr--Build%:50(A)
Level 22: Taunt -- MckBrt-Taunt/Rng:50(A)
Level 24: Lightning Field -- Mlt-Acc/Dmg:50(A), Mlt-Dmg/EndRdx:50(25), Mlt-Acc/Dmg/EndRdx:50(25), Mlt-Acc/EndRdx:50(27), Obl-Acc/Dmg/EndRdx/Rchg:50(27), Obl-Dmg:50(33)
Level 26: Power Sink -- EffAdp-EndMod/Rchg:50(A)
Level 28: Chain Induction -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(29), SprMghoft-Acc/Dmg/Rchg:50(29), SprMghoft-Dmg/EndRdx/Rchg:50(31), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(31), SprMghoft-Rchg/Res%:50(31)
Level 30: Hover -- LucoftheG-Def/Rchg+:50(A)
Level 32: Stealth -- LucoftheG-Def/Rchg+:50(A)
Level 35: Mu Lightning -- Slv-Acc/Dmg:25(A), Slv-Dmg/EndRdx/Rchg:25(36), Slv-Acc/Dmg/EndRdx/Rng:25(36), EntChs-Acc/Dmg:35(36), EntChs-Dmg/EndRdx/Rchg:35(37), EntChs-Dmg/Rchg:35(37)
Level 38: Lightning Rod -- Mlt-Acc/Dmg:50(A), Mlt-Acc/Dmg/EndRdx:50(39), Mlt-Dmg/Rchg:50(39), Mlt-Dmg/EndRdx:50(39), Obl-Acc/Dmg/EndRdx/Rchg:50(40), Obl-Dmg/Rchg:50(40)
Level 41: Ball Lightning -- Dtn-Acc/Dmg:50(A), Dtn-Acc/Dmg/EndRdx:50(42), Dtn-Dmg/EndRdx:50(42), Ann-Acc/Dmg/EndRdx/Rchg:50(42), Ann-Dmg/Rchg:50(43), Ann-ResDeb%:50(43)
Level 44: Static Discharge -- Dtn-Acc/Dmg/EndRdx:50(A), Dtn-Dmg/EndRdx:50(45), Dtn-Acc/Dmg:50(45), Ann-Acc/Dmg/EndRdx/Rchg:50(45), Ann-Dmg/Rchg:50(46), Ann-ResDeb%:50(46)
Level 47: Invisibility -- Rct-ResDam%:50(A)
Level 49: Grant Invisibility -- ShlWal-ResDam/Re TP: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(3), Mrc-Rcvry+:40(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod:50(A), PrfShf-End%:50(5)




Edited by Caulderone
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