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Electrical Affinity - Discussion


Neiska

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1 hour ago, Crysis said:

Defibrillate or Amp Up if you could only have one in the build?

 

Amp Up is only partially effective for Henchmen since the +Recharge is wasted.  But Defib seems pretty iffy also.

 

BTW although Amp Up appears to share some of the traits of Power Boost in boosting secondary effects I have tested it on Protector Bots and it has no effect on strength of their shields.  Unsure of other secondary effects of bots.

 

Thoughts?

Defibrillate. Not only is the red always valuable, on a mm it has the added benefit of being a big end drain. As the sleep would be i would assume the end drain is aoe. So that plus discharge will fully drain a whole mob up to +3 in about 5 seconds, every 35ish seconds with two 50+5 recharges and the rest of the build.

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2 hours ago, CienFuegos said:

image.png.e3f14950a9fbe004deb8eee9218b504b.png

 

im still old school where I six slot stamina for endurance 

You could and just one slot shock and put them in endurance.. Which probably is a good idea

But Crysis build is better. 

I say that is the current Robot EA build to beat

 

 

Edited by plainguy
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1 hour ago, plainguy said:

You could and just one slot shock and put them in endurance.. Which probably is a good idea

But Crysis build is better. 

I say that is the current Robot EA build to beat

 

 

Check page 4 and you'll see it beat. It addresses the kb issue for one so it far out dps's the other builds. the only difference is tough/weave are later in the build, but also means you get two attacks earlier. The only other main difference is the extra ranged defense, but that doesn't mean much, when you're already capping s/l/e defenses plus about 38/39% to the rest. My build also has 35% more global recharge in addition to 45% more slow resistance which is very important for EA. Oh yeah and was web envelope too to manage the wanders wander when they are drained.

Edited by WindDemon21
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21 minutes ago, WindDemon21 said:

Check page 4 and you'll see it beat. It addresses the kb issue for one so it far out dps's the other builds. the only difference is tough/weave are later in the build, but also means you get two attacks earlier. The only other main difference is the extra ranged defense, but that doesn't mean much, when you're already capping s/l/e defenses plus about 38/39% to the rest. My build also has 35% more global recharge in addition to 45% more slow resistance which is very important for EA.

I will agree your build posts the best overall numbers I've seen, but I think you kind of railed on @Nemu for using expensive IO sets, but yours actually costs considerably more I'd guess if we threw out his Hami-O's.

 

Regardless, influence in this game isn't that difficult to come by, and Converter Roulette and Merits covers the really hard to get stuff.

 

So I learned something from BOTH of the builds posted, tweaked it just a bit, made a couple of power choice changes and got rid of most of the purples/PVP sets to make this more approachable to most players.  I'm pretty happy with it right now.

 

Here's where @plainguy and I started....

 

image.png.aa89ff75f719bca34f4816ffac8914a8.png

 

Then I made a few different choices, dropped Provoke (I'm not a big fan of that playstyle, but it does work well) to free up Speed pool, got to this....lost a little DEF, but picked up more +RES and significantly more +Recharge.  But if you are a Tankerminder, you may really miss Provoke.  I find a well placed Photon Grenade pulls aggro onto you just as well.  YMMV.

 

image.png.6590601ce7b40b1fa0b0617f18914583.png

 

But then looking at your build (best stats build posted yet), I'm seeing this....very impressive, highest overall S/L +DEF, same Energy +DEF, but significantly less Range DEF.  +RES is about on par overall to my original build based off of plainguy's.  Definitely best +RECHARGE though.

 

image.png.a9ddabb206e95b4a75ae48b498f76271.png

 

So taking your's and Nemu's, and applying some of my own preferences, I'm settling on something a bit less than your stats, but very comfortable nonetheless.  And far less cost.  Like I said, money isn't the big deal to me, but I do like to find ways to min/max and that means maximum stats for minimum spend.  This build doesn't have the same degree of Slow resistance that yours does, but after Agility and Ageless, and not really facing all that much Slow in late game, I'm not sure I'm going to feel it.  Time will tell....and if it does, then I can always respec into your build.

 

Here's stats for where I've landed....

 

image.png.d3109a442b840a792132c5495cbd0c5f.png

 

And as for Slow (recharge) resistance.....I think I'm at around 38%, vs yours is at 63% if I'm reading that right.  Not as good, but better than nothing.

 

Keep in mind all build totals above shown minus any Incarnates and with the Protector Bubbles "On" and we now believe those may be off by as much as 2.5%.  So actual in-game stats may vary a bit. 

 

Here's my final build....and thanks to everyone for sharing your ideas with me.

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Bots EA: Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: zn_Electrical Affinity
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Battle Drones -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/EndRdx(3), SprCmmoft-Acc/Dmg(3), SprCmmoft-Acc/Dmg/EndRdx/Rchg(15), SprCmmoft-Rchg/PetAoEDef(31), SuddAcc--KB/+KD(33)
Level 1: Shock -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(39), PreOptmz-EndMod/Rech(40), PreOptmz-EndMod/Acc/End(40), PreOptmz-EndMod/Acc/Rech(46), PreOptmz-EndMod/End/Rech(50)
Level 2: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(46)
Level 4: Discharge -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(9), PreOptmz-EndMod/Rech(9), PreOptmz-EndMod/Acc/End(11), PreOptmz-EndMod/Acc/Rech(11), PreOptmz-EndMod/End/Rech(40)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Photon Grenade -- Artl-Acc/Dam(A), Artl-Dam/End(25), Artl-Dam/Rech(31), Artl-Acc/Dam/Rech(34), Artl-Acc/Rech/Rng(34), Artl-End/Rech/Rng(34)
Level 10: Energizing Circuit -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(17), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(21), PreOptmz-EndMod/Acc/Rech(37), PreOptmz-EndMod/End/Rech(37)
Level 12: Protector Bots -- SprMarofS-Dmg(A), SprMarofS-Acc/Dmg(13), EdcoftheM-Acc/Dmg/EndRdx(13), EdcoftheM-PetDef(15), LucoftheG-Def(29), LucoftheG-Def/Rchg+(33)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 16: Faraday Cage -- GldArm-End/Res(A), GldArm-ResDam(17), StdPrt-ResDam/Def+(19)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 20: Empowering Circuit -- RctRtc-Pcptn(A)
Level 22: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def(23), ShlWal-ResDam/Re TP(23), Rct-ResDam%(25), LucoftheG-Def/Rchg+(46)
Level 24: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(43), GssSynFr--ToHit/Rchg/EndRdx(43), GssSynFr--Rchg/EndRdx(45), GssSynFr--ToHit/EndRdx(45), GssSynFr--Build%(45)
Level 26: Assault Bot -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-EndRdx/+Resist/+Regen(27), SvrRgh-Acc(27), SvrRgh-PetResDam(29), SlbAll-Dmg(31), OvrFrc-Dam/KB(33)
Level 28: Defibrillate -- RechRdx-I(A)
Level 30: Super Speed -- WntGif-ResSlow(A)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Insulating Circuit -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(36), DctWnd-Heal/EndRdx/Rchg(36), DctWnd-Heal(36), DctWnd-Rchg(37)
Level 38: Scorpion Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(39), LucoftheG-Def/Rchg+(39)
Level 41: Web Envelope -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(42), GrvAnc-Acc/Rchg(42), GrvAnc-Immob/EndRdx(42), GrvAnc-Hold%(43)
Level 44: Kick -- Empty(A)
Level 47: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-Rchg/ResDam(48), UnbGrd-Max HP%(48)
Level 49: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(50), LucoftheG-Def/Rchg+(50)
Level 1: Brawl -- Empty(A)
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 -- UnbLea-Stlth(A)
Level 1: Supremacy 
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 1: Battle Drone 
Level 12: Protector Bot 
Level 26: Assault Bot 
Level 50: Agility Core Paragon 
Level 50: Ageless Core Epiphany 
------------

 

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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|-------------------------------------------------------------------|

 

 

 

 

 

 

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1 hour ago, Coyote said:

Just be aware, with these Defense numbers, that the Protector Bots are showing a 10% base Defense in Mids, but they're actually only 7.5%.

Yeah noted above in a few posts.

 

I don't think the old Mids had the wrong values.   Likely snuck in somewhere during the whole "Reborn" thing, or Pines perhaps.

 

Any place we can list it as a bug?

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14 hours ago, WindDemon21 said:

Defibrillate. Not only is the red always valuable, on a mm it has the added benefit of being a big end drain. As the sleep would be i would assume the end drain is aoe. So that plus discharge will fully drain a whole mob up to +3 in about 5 seconds, every 35ish seconds with two 50+5 recharges and the rest of the build.

Having tried it on the test server, Defibrilate seems woefully lackluster. I had it slotted up for full recharge plus a 50th level end mod in the power, and with 18 stacks of static, it only drained about 70% of a +1 minion's end. My guess is that each static stack is only adding like +1-2%, which is pretty miserable. 

 

Amp Up I was interested in, despite the fact that for a matermind, it doesn't really do a whole lot. Most of the bonuses are lacking when it comes to tossing them onto your pets, and from what I can see the +defense doesn't work at all. It put it on one of my pets and its defense values didn't change at all, despite the power supposedly giving +45% defense.

 

Overall, the set is very good, though there are some powers that, at least for the moment, I find incredibly lackluster. Defibrilate and Amp Up are the two that I would almost always skip, with Discharge being a "maybe if I can't think of anything better to pick". I've never found end drain to be all that effective when it comes to killing mobs, personally, since having to devote two powers for it, especially something like Defib with its long casting time, small radius and melee range, makes it impractical.

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21 hours ago, Psylenz0511 said:

 

 

Late to the party, again. It is my understanding in game that some of the Circuits do NOT stack. Word of mouth is that empowering and insulating circuits do not stack. Are there other abilities that do not stack? Do they not stack period or just not stack from the same caster? Thank  you for any replies.

No takers on these observations?

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12 hours ago, WindDemon21 said:

Check page 4 and you'll see it beat.

There was room for improvement:

 

Spoiler

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Bots EA: Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: zn_Electrical Affinity
Power Pool: Leaping
Power Pool: zn_Experimentation
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Battle Drones -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Acc/Dmg/Rchg(3), SprCmmoft-Acc/Dmg/EndRdx/Rchg(3), SprCmmoft-Rchg/PetAoEDef(15), SlbAll-Build%(31), OvrFrc-Dam/KB(33)
Level 1: Shock -- PreOptmz-EndMod/Acc/Rech(A), PreOptmz-EndMod/Acc/End(37), PreOptmz-Acc/Rech(37), PreOptmz-EndMod/End(46)
Level 2: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(46)
Level 4: Discharge -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(9), PreOptmz-EndMod/Rech(9), PreOptmz-EndMod/Acc/Rech(11), PreOptmz-EndMod/Acc/End(11), PreOptmz-EndMod/End/Rech(19)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Photon Grenade -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(25), Bmbdmt-Dam/Rech(34), Bmbdmt-Acc/Dam/Rech(34), Bmbdmt-Acc/Dam/Rech/End(34), Bmbdmt-+FireDmg(45)
Level 10: Energizing Circuit -- PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PwrTrns-+Heal(37)
Level 12: Protector Bots -- SvrRgh-Acc/Dmg(A), SvrRgh-Acc/Dmg/EndRdx(13), SvrRgh-PetResDam(13), ExpRnf-Acc/Dmg(15), ExpRnf-+Res(Pets)(29), LucoftheG-Def/Rchg+(33)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 16: Faraday Cage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-Max HP%(36)
Level 18: Speed of Sound -- WntGif-ResSlow(A)
Level 20: Empowering Circuit -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(43), AdjTrg-ToHit/EndRdx(43)
Level 22: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def(23), ShlWal-Def/EndRdx/Rchg(23), ShlWal-ResDam/Re TP(25), LucoftheG-Def/Rchg+(45), Rct-ResDam%(46)
Level 24: Tactics -- EndRdx-I(A)
Level 26: Assault Bot -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Dmg/EndRdx(27), SprMarofS-Acc/Dmg(27), SprMarofS-Dmg(29), SprMarofS-Acc/EndRdx(31), SprMarofS-EndRdx/+Resist/+Regen(33)
Level 28: Defibrillate -- RechRdx-I(A)
Level 30: Pulse Rifle Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(31), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), SprWntBit-Rchg/SlowProc(40)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Insulating Circuit -- DctWnd-Heal(A), DctWnd-Heal/EndRdx(36)
Level 38: Scorpion Shield -- LucoftheG-Def/EndRdx(A), RedFrt-Def/EndRdx(39), RedFrt-Def(39), RedFrt-Def/EndRdx/Rchg(45)
Level 41: Web Envelope -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(42), GrvAnc-Acc/Rchg(42), GrvAnc-Immob/EndRdx(42), GrvAnc-Hold%(43)
Level 44: Kick -- Empty(A)
Level 47: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(48), RctArm-ResDam(48), RctArm-ResDam/EndRdx(48), RctArm-ResDam/EndRdx/Rchg(50)
Level 49: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(50), LucoftheG-Def/Rchg+(50)
Level 1: Brawl -- Empty(A)
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 -- UnbLea-Stlth(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 1: Battle Drone
Level 12: Protector Bot
Level 26: Assault Bot
Level 50: Musculature Radial Paragon
Level 50: Preemptive Radial Flawless Interface
Level 50: Barrier Core Epiphany
------------

 

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I still don't get why folks are bent on including Hasten into Electrical Affinity when it has no appreciable value to the set. At best it shaves one or two seconds off 90% of the sets powers when paired alongside 80-90% additional global recharge, and the kicker is that many of those powers it does impact none of them can be stacked. The above build is 77.5% Global w/o Hasten, and if Energizing Circuit is spammed every 15/s, that's equivalent to 40% additional global on long-cooldown abilities... which the only power that even matters on is effectively Defibrillate.

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34 minutes ago, Sir Myshkin said:

I still don't get why folks are bent on including Hasten into Electrical Affinity when it has no appreciable value to the set.

 

Well, it helps Energizing Circuit get spammed more often. And it helps stack Shock on an AV (and if you're using Discharge to help drain spawns, it helps that come up faster).

But for primaries that have good attacks (Necro, Demons), it helps you chain them better (and gets Energizing C up faster to handle the End drain).

And for primaries with long-recharge useful powers (Demons, Thugs) it helps them get Gang War/Hell on Earth up faster.

 

I do think that it's generally useful for MMs, especially for one power with 2-3 slots. The cost of taking it over another specific power pool may be an issue, but it still is one of the more useful pools for a MM.

 

That said, frankly, Robots and their crappy personal attacks and useless Repair is probably the primary that can play best without Hasten.

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10 minutes ago, Sir Myshkin said:

There was room for improvement:

 

  Reveal hidden contents

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Bots EA: Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: zn_Electrical Affinity
Power Pool: Leaping
Power Pool: zn_Experimentation
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Battle Drones -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Acc/Dmg/Rchg(3), SprCmmoft-Acc/Dmg/EndRdx/Rchg(3), SprCmmoft-Rchg/PetAoEDef(15), SlbAll-Build%(31), OvrFrc-Dam/KB(33)
Level 1: Shock -- PreOptmz-EndMod/Acc/Rech(A), PreOptmz-EndMod/Acc/End(37), PreOptmz-Acc/Rech(37), PreOptmz-EndMod/End(46)
Level 2: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(46)
Level 4: Discharge -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(9), PreOptmz-EndMod/Rech(9), PreOptmz-EndMod/Acc/Rech(11), PreOptmz-EndMod/Acc/End(11), PreOptmz-EndMod/End/Rech(19)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Photon Grenade -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(25), Bmbdmt-Dam/Rech(34), Bmbdmt-Acc/Dam/Rech(34), Bmbdmt-Acc/Dam/Rech/End(34), Bmbdmt-+FireDmg(45)
Level 10: Energizing Circuit -- PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PwrTrns-+Heal(37)
Level 12: Protector Bots -- SvrRgh-Acc/Dmg(A), SvrRgh-Acc/Dmg/EndRdx(13), SvrRgh-PetResDam(13), ExpRnf-Acc/Dmg(15), ExpRnf-+Res(Pets)(29), LucoftheG-Def/Rchg+(33)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 16: Faraday Cage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-Max HP%(36)
Level 18: Speed of Sound -- WntGif-ResSlow(A)
Level 20: Empowering Circuit -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(43), AdjTrg-ToHit/EndRdx(43)
Level 22: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def(23), ShlWal-Def/EndRdx/Rchg(23), ShlWal-ResDam/Re TP(25), LucoftheG-Def/Rchg+(45), Rct-ResDam%(46)
Level 24: Tactics -- EndRdx-I(A)
Level 26: Assault Bot -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Dmg/EndRdx(27), SprMarofS-Acc/Dmg(27), SprMarofS-Dmg(29), SprMarofS-Acc/EndRdx(31), SprMarofS-EndRdx/+Resist/+Regen(33)
Level 28: Defibrillate -- RechRdx-I(A)
Level 30: Pulse Rifle Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(31), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), SprWntBit-Rchg/SlowProc(40)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Insulating Circuit -- DctWnd-Heal(A), DctWnd-Heal/EndRdx(36)
Level 38: Scorpion Shield -- LucoftheG-Def/EndRdx(A), RedFrt-Def/EndRdx(39), RedFrt-Def(39), RedFrt-Def/EndRdx/Rchg(45)
Level 41: Web Envelope -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(42), GrvAnc-Acc/Rchg(42), GrvAnc-Immob/EndRdx(42), GrvAnc-Hold%(43)
Level 44: Kick -- Empty(A)
Level 47: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(48), RctArm-ResDam(48), RctArm-ResDam/EndRdx(48), RctArm-ResDam/EndRdx/Rchg(50)
Level 49: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(50), LucoftheG-Def/Rchg+(50)
Level 1: Brawl -- Empty(A)
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 -- UnbLea-Stlth(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 1: Battle Drone
Level 12: Protector Bot
Level 26: Assault Bot
Level 50: Musculature Radial Paragon
Level 50: Preemptive Radial Flawless Interface
Level 50: Barrier Core Epiphany
------------

 

 



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I still don't get why folks are bent on including Hasten into Electrical Affinity when it has no appreciable value to the set. At best it shaves one or two seconds off 90% of the sets powers when paired alongside 80-90% additional global recharge, and the kicker is that many of those powers it does impact none of them can be stacked. The above build is 77.5% Global w/o Hasten, and if Energizing Circuit is spammed every 15/s, that's equivalent to 40% additional global on long-cooldown abilities... which the only power that even matters on is effectively Defibrillate.

I totally get this about hasten. Sure, you have power recharging faster, but how many more activations per minute do you get from it? There is a liimit on click based abilities based on activation time! Recharge is overkill with the Electrical affinity abilities.

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2 hours ago, Sir Myshkin said:

There was room for improvement:

 

  Reveal hidden contents

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Bots EA: Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: zn_Electrical Affinity
Power Pool: Leaping
Power Pool: zn_Experimentation
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Battle Drones -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Acc/Dmg/Rchg(3), SprCmmoft-Acc/Dmg/EndRdx/Rchg(3), SprCmmoft-Rchg/PetAoEDef(15), SlbAll-Build%(31), OvrFrc-Dam/KB(33)
Level 1: Shock -- PreOptmz-EndMod/Acc/Rech(A), PreOptmz-EndMod/Acc/End(37), PreOptmz-Acc/Rech(37), PreOptmz-EndMod/End(46)
Level 2: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(46)
Level 4: Discharge -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(9), PreOptmz-EndMod/Rech(9), PreOptmz-EndMod/Acc/Rech(11), PreOptmz-EndMod/Acc/End(11), PreOptmz-EndMod/End/Rech(19)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Photon Grenade -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(25), Bmbdmt-Dam/Rech(34), Bmbdmt-Acc/Dam/Rech(34), Bmbdmt-Acc/Dam/Rech/End(34), Bmbdmt-+FireDmg(45)
Level 10: Energizing Circuit -- PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PwrTrns-+Heal(37)
Level 12: Protector Bots -- SvrRgh-Acc/Dmg(A), SvrRgh-Acc/Dmg/EndRdx(13), SvrRgh-PetResDam(13), ExpRnf-Acc/Dmg(15), ExpRnf-+Res(Pets)(29), LucoftheG-Def/Rchg+(33)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 16: Faraday Cage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-Max HP%(36)
Level 18: Speed of Sound -- WntGif-ResSlow(A)
Level 20: Empowering Circuit -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(43), AdjTrg-ToHit/EndRdx(43)
Level 22: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def(23), ShlWal-Def/EndRdx/Rchg(23), ShlWal-ResDam/Re TP(25), LucoftheG-Def/Rchg+(45), Rct-ResDam%(46)
Level 24: Tactics -- EndRdx-I(A)
Level 26: Assault Bot -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Dmg/EndRdx(27), SprMarofS-Acc/Dmg(27), SprMarofS-Dmg(29), SprMarofS-Acc/EndRdx(31), SprMarofS-EndRdx/+Resist/+Regen(33)
Level 28: Defibrillate -- RechRdx-I(A)
Level 30: Pulse Rifle Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(31), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), SprWntBit-Rchg/SlowProc(40)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Insulating Circuit -- DctWnd-Heal(A), DctWnd-Heal/EndRdx(36)
Level 38: Scorpion Shield -- LucoftheG-Def/EndRdx(A), RedFrt-Def/EndRdx(39), RedFrt-Def(39), RedFrt-Def/EndRdx/Rchg(45)
Level 41: Web Envelope -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(42), GrvAnc-Acc/Rchg(42), GrvAnc-Immob/EndRdx(42), GrvAnc-Hold%(43)
Level 44: Kick -- Empty(A)
Level 47: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(48), RctArm-ResDam(48), RctArm-ResDam/EndRdx(48), RctArm-ResDam/EndRdx/Rchg(50)
Level 49: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(50), LucoftheG-Def/Rchg+(50)
Level 1: Brawl -- Empty(A)
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 -- UnbLea-Stlth(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 1: Battle Drone
Level 12: Protector Bot
Level 26: Assault Bot
Level 50: Musculature Radial Paragon
Level 50: Preemptive Radial Flawless Interface
Level 50: Barrier Core Epiphany
------------

 

 



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I still don't get why folks are bent on including Hasten into Electrical Affinity when it has no appreciable value to the set. At best it shaves one or two seconds off 90% of the sets powers when paired alongside 80-90% additional global recharge, and the kicker is that many of those powers it does impact none of them can be stacked. The above build is 77.5% Global w/o Hasten, and if Energizing Circuit is spammed every 15/s, that's equivalent to 40% additional global on long-cooldown abilities... which the only power that even matters on is effectively Defibrillate.

I'll agree that EA doesn't use hasten as much as some sets do, but it still does a good bit. Especially when it's main defense is spamming the heal and absorb. It also helps you use the aoe and ST damage attacks faster as well, and yes, 25% faster energizing circuit is always good. And there wasn't really much room for any improvement. Some stats on a MINOR scale for defense etc maybe, but overall to do that it's not worth what you have to lose/move around to do so. So there isn't room for improvement, as much as it is YOUR preference.

 

Also, it's very important for discharge to neuter spawns.

Edited by WindDemon21
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14 hours ago, Crysis said:

I will agree your build posts the best overall numbers I've seen, but I think you kind of railed on @Nemu for using expensive IO sets, but yours actually costs considerably more I'd guess if we threw out his Hami-O's.

 

Regardless, influence in this game isn't that difficult to come by, and Converter Roulette and Merits covers the really hard to get stuff.

It wasn't that he was using influence, it was that it was being used inappropriately.

 

As to the build, yes it's mostly expensive cause of the couple purple sets and winter set i have in there. The rest we can agree that about 2 mil per IO is about average. My builds usually work, so that you can use other sets in those same exact slots and power/slot selections until you can afford the purple/winter IOs.

 

For a much cheaper build until then, all you do is this which saves about 344 million at not much cost to the build and you won't even have to respec:

 

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Bots EA: Level 50 Magic Mastermind
Primary Power Set: Robotics
Secondary Power Set: zn_Electrical Affinity
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Battle Drones -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/EndRdx(3), SprCmmoft-Acc/Dmg(3), SprCmmoft-Acc/Dmg/EndRdx/Rchg(15), SprCmmoft-Rchg/PetAoEDef(31), SuddAcc--KB/+KD(33)
Level 1: Shock -- SynSck-EndMod(A), SynSck-Dam/Rech/Acc(46), SynSck-Dam/Acc/End(50)
Level 2: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(46)
Level 4: Discharge -- SynSck-EndMod(A), SynSck-EndMod/Rech(9), SynSck-Dam/Acc/End(9), EffAdp-EndMod/Acc/Rchg(11), PrfShf-EndMod/Acc/Rchg(11)
Level 6: Equip Robot -- EndRdx-I(A)
Level 8: Photon Grenade -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(25), Bmbdmt-Dam/Rech(34), Bmbdmt-Acc/Dam/Rech(34), Bmbdmt-Acc/Dam/Rech/End(34)
Level 10: Energizing Circuit -- SynSck-Dam/Rech(A), SynSck-EndMod/Rech(21), SynSck-EndMod/+RunSpeed(21), EffAdp-EndMod/Rchg(37), EffAdp-EndMod/EndRdx(37)
Level 12: Protector Bots -- SprMarofS-Dmg(A), SprMarofS-Acc/Dmg(13), EdcoftheM-Acc/Dmg/EndRdx(13), EdcoftheM-PetDef(15), LucoftheG-Def(29), LucoftheG-Def/Rchg+(33)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 16: Faraday Cage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), GldArm-3defTpProc(17), StdPrt-ResDam/Def+(19)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 20: Empowering Circuit -- EndRdx-I(A)
Level 22: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(23), ShlWal-ResDam/Re TP(23), Rct-ResDam%(25), LucoftheG-Def/Rchg+(46)
Level 24: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(43), GssSynFr--ToHit/Rchg/EndRdx(43), GssSynFr--Rchg/EndRdx(45), GssSynFr--ToHit/EndRdx(45), GssSynFr--Build%(45)
Level 26: Assault Bot -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-EndRdx/+Resist/+Regen(27), SvrRgh-Acc(27), SvrRgh-PetResDam(29), SlbAll-Dmg(31), OvrFrc-Dam/KB(33)
Level 28: Defibrillate -- RechRdx-I(A)
Level 30: Pulse Rifle Burst -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(31), Thn-Dmg/Rchg(39), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(40)
Level 32: Upgrade Robot -- EndRdx-I(A)
Level 35: Insulating Circuit -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(36), DctWnd-Heal/EndRdx/Rchg(36), DctWnd-Heal(36), DctWnd-Rchg(37)
Level 38: Scorpion Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(39), LucoftheG-Def/Rchg+(39)
Level 41: Web Envelope -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(42), EnfOpr-Acc/EndRdx(42), EnfOpr-Acc/Immob/Rchg(42), EnfOpr-Acc/Immob(43)
Level 44: Kick -- Empty(A)
Level 47: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-Rchg/ResDam(48), UnbGrd-Max HP%(48)
Level 49: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(50), LucoftheG-Def/Rchg+(50)
Level 1: Brawl -- Empty(A)
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 -- UnbLea-Stlth(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 1: Battle Drone
Level 12: Protector Bot
Level 26: Assault Bot
Level 50: Agility Core Paragon
------------

 

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Edited by WindDemon21
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Also, if you're not getting that 3% defense pvp in faraday, which is really important too, just need to move one slot to it, use 2 of unbreakable, it's cheaper, and that 2.5% end reduction ends up meaning more for endurance.

 

I'm not sure on the merit of that +perception proc in emp circ outside of pvp, especially when you already have tactics, and other people on the team likely would too. As for literally no reason that the dam/to hit values scale down down the chain, a to hit doesn't do much either, so i feel with 13 end cost for how fast it recharges, an end reduction goes the furthest.

 

I do like full pre-opt in discharge, (shock too but i don't feel it's worth the slots, statwise without the slow resist, i would do 3 pre-opt, acc/rech and the two triples), on your build i may take a slot from the immobilize, and put that to 6 slot discharge as that's actually worth it (6 slotted, not as much with 5 slots for the stats).

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3 hours ago, WumpusRat said:

Having tried it on the test server, Defibrilate seems woefully lackluster. I had it slotted up for full recharge plus a 50th level end mod in the power, and with 18 stacks of static, it only drained about 70% of a +1 minion's end. My guess is that each static stack is only adding like +1-2%, which is pretty miserable. 

 

Amp Up I was interested in, despite the fact that for a matermind, it doesn't really do a whole lot. Most of the bonuses are lacking when it comes to tossing them onto your pets, and from what I can see the +defense doesn't work at all. It put it on one of my pets and its defense values didn't change at all, despite the power supposedly giving +45% defense.

 

Overall, the set is very good, though there are some powers that, at least for the moment, I find incredibly lackluster. Defibrilate and Amp Up are the two that I would almost always skip, with Discharge being a "maybe if I can't think of anything better to pick". I've never found end drain to be all that effective when it comes to killing mobs, personally, since having to devote two powers for it, especially something like Defib with its long casting time, small radius and melee range, makes it impractical.

It does get resisted and doesn't do enough on it's own, but paired with discharge, that's 120 end if you don't slot it, allowing you to basically insta neuter +2 mobs. Putting an end mod +5 in it, will be 155%, allowing you to drain +3s in two hits.

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1 hour ago, WindDemon21 said:

It wasn't that he was using influence, it was that it was being used inappropriately.

It's cool that you shared alternate builds for the masses so they have more choices and can make educated decisions on how they want to build their toons.

 

But c'mon, this comment is silly. One can do raids and run speed LRSF/MLTFs and get those hamis, they are not THAT rare. In fact they are more guaranteed than winter/purple drops and unlike those you don't have to collect a whole set.

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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1 hour ago, WindDemon21 said:

I'll agree that EA doesn't use hasten as much as some sets do, but it still does a good bit. Especially when it's main defense is spamming the heal and absorb. It also helps you use the aoe and ST damage attacks faster as well, and yes, 25% faster energizing circuit is always good. And there wasn't really much room for any improvement. Some stats on a MINOR scale for defense etc maybe, but overall to do that it's not worth what you have to lose/move around to do so. So there isn't room for improvement, as much as it is YOUR preference.

 

Also, it's very important for discharge to neuter spawns.

WindDemon21 Build w/ Agility Adjusted Build w/o Agility, (Musculature), w/o Hasten
image.png.16b8d44cefb6cb94d5003b9d1cb6e74a.png image.png.0d4dd26c4c9f9d2356b624448971b5e1.png

image.png.4312984d6e0013d3eecc194b85e64a35.png

-Recovery 106.8%

image.png.3196cc91ccc6e052bd10edbbeb6dcdf0.png

-Recovery of 126.7%

image.png.010cdf19787a335db7d6b262f00129db.png image.png.22415225eb470fabc5bb09686e872b5f.png

 

Energizing Circuit pops for 125% recharge over 5/s, its own effect would cycle it in the adjusted build at ~9/s-9.5/s. Shock > Discharge > Energizing > Shock > Discharge will be nearly seamless as a first straight cycle, carry about a 3/s gap and be cycled again. The gap makes a perfect spot to cast Rejuvenating Circuit or an Empower refresh, or a Faraday refresh.

 

Overall I didn't move any powers, I just took out Hasten and put a travel power in its place. I did move slots because what it gained was 12% S/L, 6% F/C, 20% E/N, and 10% T/Psi Resistances, while maintaining 45% S/L base and 42% Energy base, and opened up the ability to push damage from the bots even further by taking Musculature over Agility. The alteration to Energizing Circuit by adding Power Transfer +Heal also ups survival by imparting a (currently) stacking heal on the player. I wouldn't call any stretch of that a "MINOR" difference as it maximizes all aspects of survivability both from damage performance, and damage prevention. There's nothing "preference" based there.

 

Yes I removed Hasten, because it doesn't add significant value to the build beyond marginal half second gains on off-cycle abilities, or two seconds on an AoE attack that's unlikely to be spammed in the first place. To actually include the ability would entail an actual preference. Either way, all it boils down to is the difference of putting it back in its place over Speed of Sound and it doesn't even need a second slot to be perma so long as Energizing Circuit gets used three times in a minute.

 

Anyway, my point in doing this was to demonstrate that each player will have their own approach to exploring build design, and that your build may never truly be the best comparatively. Power for Power the adjusted build I posted does have better performance and survival prospects.

 

/em shrug

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Not read the full thread, so I can't say if this is new.

 

T9: Amp Up has only damage-type-based defense. This means it does not stack with defenses from the Shield or Super Reflexes sets. This is not good. Force Field once had this problem, and it was considered serious enough that it was changes - Force Field (and later ice) shields now offer both directional and type-based defenses.

 

I realize this might give concept issues, as Amp Up might not conceptually work well defending from certain types of attack. But I consider the synergies with existing defense sets more important.

Edited by Cidri
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Just to throw an off track with all the discussion above about defensive numbers: EA feels to me like a very tanky set. Damage-wise, however, it's not at all impressive. I'm really considering whether a build that is statistically inferior defensively but goes for more offense may not actually play a lot better, because giving up some personal defense while gaining offense may help more. This is especially true if you're not using Provoke, because you're not raising the pet survivability much by raising your personal defenses, but you are if you help kill/drain mobs faster.

 

The primary may also matter for this... with Robots, I'm feeling really tanky. Probably would feel tough with Demons also, but if I were running Ninjas, I would probably be looking for a Tankermind build and using Provoke, in which case personal defense would matter a lot.

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9 hours ago, Redlynne said:

You'd be watching the Ninjas run out of the Faraday Cage all the time.

 

Hehe, and other Ninja jokes.

"...and disappearing in a puff of smoke.... from a Fireball, not from their own smoke"
"...and run to the nearest morgue"
"...I wouldn't be watching them, since I'd be too busy re-summoning them" 😄

 

Heh, yeah, the Ninja comment was just because I was thinking about pairing high-offense/low-defense primary with a high-defense/low-offense secondary. I'm not sure if EA would work well at all with Ninjas, and probably the only way it would is to make a brawling Mastermind, using Defibrillate as a PBAoE drain to stack with Discharge, run in the middle of mobs and drain them, and add in Thunder Strike or KO Blow to make it worthwhile. Then they wouldn't run out quite so much because you'd  be in the middle of the spawn with them, and they might survive if they just go to chase a single straggler.

 

At least, until they chase that straggler into another spawn and die too fast to even register damage.

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All of those points are reasons why I continue to assert that Ninja/Time/Mace is a near perfect synergy for a Ninja Mastermind, whereas Ninja/Electric would be wonky but work out okay when playing a "longer game" where a significant portion of your protection scheme relies on sapping to neutralize the danger factor(s) to both your Mastermind and your Ninja pets.  With Ninja/Electric you'd only need to be able to soak the alpha strike via Bodyguard mode, and then once the battle is joined you'd be sapping endurance from everything around you so your opposition couldn't fight back while the Ninjas dismantle them unopposed.  Given the time needed to set the strategy in motion, and see it realized, it would work out really well (and Faraday Cage would help you both absorb the alpha strike via Bodyguard mode and build Static charges going into the fight, with the intent to recast Faraday Cage once the battle is repositioned after the alpha strike).

 

Ninja/Electric simply needs a different working theory of how to engage in terms of tactics and strategies, but it would have the advantage of being able to make ranged pulls almost at will without needing to resort to use of the personal attacks in the primary like I do with Ninja/Time/Mace, or even need Power Boost and Hasten at all(!), thanks to Energizing Circuit being all you need for recharge buffing in that regard to be able to sling around ranged attacks that notify mobs as your alpha strike (and honestly, you're better off using Shock and Discharge to grab attention since that initiates the sapping you need to prevent incoming damage to yourself and your Ninjas).  So a very different philosophy in how to solve the problem of keeping Ninjas alive long enough to be extremely dangerous/damaging.

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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18 hours ago, Cidri said:

Not read the full thread, so I can't say if this is new.

 

T9: Amp Up has only damage-type-based defense. This means it does not stack with defenses from the Shield or Super Reflexes sets. This is not good. Force Field once had this problem, and it was considered serious enough that it was changes - Force Field (and later ice) shields now offer both directional and type-based defenses.

 

I realize this might give concept issues, as Amp Up might not conceptually work well defending from certain types of attack. But I consider the synergies with existing defense sets more important.

I'm confident that the way Amp Up is displayed in Mid's is an error.  Amp Up is a power boost type of effect that can be cast on allies, meaning that it will only boost defense-based abilities that the target executes after the Amp Up buff is applied.  Defense toggles and auto powers will be boosted for the duration of Amp Up, and click powers will be boosted until the click power expires.   Keep in mind, not all powers can be affected by power boost type affects...  for a Bots MM that take this powers, they would want to only use it on their protector bots if not another player.

 

For a Tier-9 power, it's quite underwhelming for a Mastermind.

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1 hour ago, Kommon said:

Defense toggles and auto powers will be boosted for the duration of Amp Up

 

Wait, did they change Amp Up? On the test shard, it did NOT boost +Defense powers. It SAID that it did in the power description, but that seems to have been a copy-paste from other Power Boost - type powers. Unlike the majority of Power Boost powers, at least in testing, Amp Up was not actually boosting the effects of +Defense powers despite claiming that it did. I recall specifically thinking that it would be great with Thugs and Robots for boosting the AoE Defense powers, or with Demons or Ice Control to boost the Smash/Lethal Defense of the Demon Prince or Jack Frost... and had to shelve that idea.

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1 hour ago, Kommon said:

I'm confident that the way Amp Up is displayed in Mid's is an error.  Amp Up is a power boost type of effect that can be cast on allies, meaning that it will only boost defense-based abilities that the target executes after the Amp Up buff is applied.  Defense toggles and auto powers will be boosted for the duration of Amp Up, and click powers will be boosted until the click power expires.   Keep in mind, not all powers can be affected by power boost type affects...  for a Bots MM that take this powers, they would want to only use it on their protector bots if not another player.

 

For a Tier-9 power, it's quite underwhelming for a Mastermind.

Tested, has absolutely zero impact on Protector Bots.  Neither the bubbles they cast on other 'Bots nor on me change at all.

 

Also tested it on my second-account farmer.  Zero impact to +DEF there either.

 

I tried it all ways possible.  While DEF toggles already running THEN cast Amp Up (zero effect) and then without any toggles running, apply Amp Up and THEN toggle on defefensive powers.  Nothing either way.

 

The power info tab is just wrong....exactly as Coyote suggests.  They copied over Power Boost text but didn't adjust to show it's actually a far weaker power than Power Boost.

 

The only things that I can see on the Ally that has Amp Up cast on them is a +45% to Healing Bonus and +50% to Recharge bonus in the Combat attributes for that targeted ally.  -HOWEVER- I can't for the life of me figure out where the Healing bonus would come into play.  Regeneration rate doesn't appear to be impacted at all, and if the targeted ally uses a self-healing power (eg Healing Flames in case of my Fire farmer toon), there is ZERO bonus applied to the actual heal received meaning ITS THE SAME WETHER AMP UP IS ACTIVE on the buff bar or NOT. 

 

Note that I also tried this by applying Amp Up to a single Bot as well as a targeted Ally and then running my own Rejuvenating Circuit heal.  Nothing, same healing whether target to start chain has Amp Up applied or not.

 

I don't understand at all what this power should be doing.  It's not behaving anything like it's text info says it should, and the bonuses don't reflect any buffs even though Combat Attributes claim they are in play.

 

Right now it just seems like a totally wasted power pick.

 

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