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Guide to Leveling Elec/Elec Tanker Solo and Teaming


DougGraves

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Guide to Leveling Elec/Elec Tanker Solo and Teaming

 

This guide covers the power for an elec/elec tanker while leveling solo and with teams. How to use them, how useful they are, and how to slot them. It completely ignores end game and IO sets.

 

Why Elec/Elec? AoE without END problems. Electrical melee gives you 3 good AoE attacks and a minor one, electric armor gives you solid protection with END discount, END restoration, and resistance to END drain.

 

Why Not Elec/Elec? Those AoE powers come at levels 16, 28, and 38. Before that you have okay single target damage. And your armor is resistance only, no defense.

 

Overall: Elec/elec is great for the two Positron and Yin TFs if you have Grounded. You can take the END drain of clockwork and freaks and keep fighting. It is a solid combination at low levels, but soloing you probably want to run past foes to get to the end instead of fighting through. The combination is better for teaming than soloing.

 

Electric Armor

 

Charged Armor is your standard toggle for smash and lethal plus energy. Run it always on teams. Solo you may leave it off early on when END is an issue but damage is not. Slot 1 END, 3 Resistance.

 

Lightning Field is a damage and taunt aura. At low levels the damage can be useful solo, but the taunt may be more than you can handle in teams. Take in your teens after getting Static Shield. Slot 1 END, 1 Accuracy, 3 Damage.

 

Conductive Shield is your second resistance toggle and a must have. Run it always on teams. Solo you may leave it off early on when END is an issue but damage is not. Slot 1 END, 3 Resistance.

 

Static Shield is a toggle for most mezz protection and psionic resistance. Run it always on teams and solo if mezz is an issue with the villain group. Slot 1 END.

 

Grounded is an auto power with some energy and negative resistance but also your immobilize and knockback protection. It also protects from END drain. Get this asap. Slot 1 Resistance.

 

Energize is a small heal, plus a regeneration for 30s, plus a 60% END discount on your powers for 30s. On teams the heal is what matters. Soloing, the END discount is what matters. Slot 3 Recharge, 3 Heal.

 

Lightning Reflexes is an auto power that gives you +20% recharge and increases run and flight speed. Unfortunately the recharge cannot be enhanced. Take it asap. Slot 1 Run or Flight speed.

 

Power Sink drains END from your foes and gives it to you. It drains 40% of your foe's END, so you can slot it with END modification to drain them to almost nothing – with elec/elec this is effective. Even without END modification enhancements, a few foes will refill your END to full. Slot 3 Recharge.

 

Power Surge is a massive Resistance and mezz protection boost for 180s and then a crash. It needs no enhancements except it has a recharge of 16 minutes. Keep this only as a panic button due to the crash. (You can take the Presence power pool and get Unrelenting to prevent the crash). Slot 1 Recharge.

 

 

 

Electrical Melee

 

Charged Brawl does minor single target damage but is very fast. It has a chance of putting the target to sleep which is useful solo if you leave your resistance toggles off. Slot 1 Accuracy, 3 Damage.

 

Havoc Punch does moderate single target damage. It has a chance of putting the target to sleep which is useful solo if you leave your resistance toggles off. Slot 1 Accuracy, 3 Damage.

 

Jacobs Ladder is a very small, short cone. It does high damage but has a long activation so the damage per time is low unless you hit several foes. It has a chance of putting the target to sleep. You can skip this power if you find it hard to use, or respec out of it once you have the AoEs. Slot 1 Accuracy, 3 Damage.

 

Taunt is your standard tanker taunt. Take after you have static shield when you can survive the aggro. Slot 1 Range.


Thunder Strike is a small radius, high damage AOE that does knockdown with a long activation time. Much easier to use than Jacobs Ladder. Solo and teaming you will want to use this all of the time against groups of foes as it does damage and the knockdown provides protection. Slot 1 Accuracy, 3 Damage, 2 Recharge.

 

Build Up is +80% damage and +20% to hit for 10s. That is enough time to get off Lightning Rod, Chain Induction, and Thunder Strike. Slot 3 Recharge.

 

Chain Induction is a moderate single target attack that jumps to other foes if it hits, making it effectively AoE. It is fast activating, but make sure you target a minion since it will not jump if it misses its first target. Slot 1 Accuracy, 3 Damage, 2 Recharge.

 

Lightning Clap is an AoE knockback with a minion stun that has a 50% chance of stunning lts. Unless you can turn knockback into knockdown, skip this power. Slot 1 Accuracy.

 

Lightning Rod is a short range teleport that does AoE damage and knockdown where you arrive. It's only problem is the 90 second recharge. Use this to start your fights. Slot 1 Accuracy, 3 Damage, 2 Recharge.

 

 

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