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EB/Elec/Elec Looking for Critique

Doctor Megalomaniac

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This is an updated version of the character I played on live based on an OC I had previously so a few of the choices I've made for this build are for aesthetic/thematic reasons, but I was fairly happy with how this character held together while I was levelling. Now that I'm unlocking Incarnate powers and doing level 50 content I find he's still pretty beefy aside from the occasional difficulty spikes that the game likes to throw at me on an increasingly frequent basis, so I've been lurking this board for tips and built this version based on the advice I've seen. Right now I want to make sure there aren't any huge mistakes being made that I failed to notice, being fairly new to building "optimized" characters. I have fairly modest goals for this character, I'd mostly like to be able to solo missions and not drag down groups in incarnate trials. Am I on the right track?


Hero Plan by Mids' Reborn : Hero Designer

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Doctor Megalomaniac: Level 50 Technology Sentinel
Primary Power Set: Energy Blast
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Power Blast -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(3), SprSntWar-Acc/Dmg/Rchg(3), SprSntWar-Acc/Dmg/EndRdx(5), SprSntWar-Acc/Dmg/EndRdx/Rchg(5), SprSntWar-Rchg/+Absorb(15)
Level 1: Charged Armor -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(7), RctArm-ResDam/EndRdx/Rchg(7), RctArm-ResDam/Rchg(9)
Level 2: Energy Torrent -- PstBls-Dmg/EndRdx(A), PstBls-Dmg/Rng(9), PstBls-Acc/Dmg(11), PstBls-Acc/Dmg/EndRdx(11), PstBls-Dam%(13)
Level 4: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(17)
Level 6: Charged Shield -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-Heal/Rchg(21)
Level 8: Power Burst -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(23), SprOppStr-Acc/Dmg/Rchg(23), SprOppStr-Acc/Dmg/EndRdx(25), SprOppStr-Acc/Dmg/EndRdx/Rchg(25), SprOppStr-Rchg/+Opportunity(27)
Level 10: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(13), Prv-EndRdx/Rchg(34), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(36), Prv-Absorb%(36)
Level 12: Boxing -- Empty(A)
Level 14: Power Push -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(29), Apc-Acc/Rchg(29), Apc-Dmg/EndRdx(31), Apc-Dam%(31), ExpStr-Dam%(31)
Level 16: Fly -- BlsoftheZ-ResKB(A)
Level 18: Explosive Blast -- Rgn-Dmg(A), Rgn-Dmg/Rchg(33), Rgn-Acc/Dmg/Rchg(33), Rgn-Acc/Rchg(33), Rgn-Dmg/EndRdx(34), Rgn-Knock%(34)
Level 20: Grounded -- GldArm-3defTpProc(A)
Level 22: Static Shield -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(37), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Max HP%(37)
Level 24: Aim -- GssSynFr--Build%(A)
Level 26: Focused Power Bolt -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(39), Dcm-Acc/Dmg/Rchg(40), Dcm-Acc/EndRdx/Rchg(40), Dcm-Build%(40), ExpStr-Dam%(42)
Level 28: Hasten -- RechRdx-I(A)
Level 30: Lightning Reflexes -- Flight-I(A)
Level 32: Nova -- FuroftheG-ResDeb%(A), Arm-Dam%(42), Arm-Dmg/EndRdx(42), Arm-Acc/Rchg(43), Arm-Acc/Dmg/Rchg(43), Arm-Dmg/Rchg(43)
Level 35: Havoc Punch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Acc/Dmg/EndRdx(45)
Level 38: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(39)
Level 41: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-Def/Rchg+(48)
Level 44: Chain Fences -- GrvAnc-Acc/Immob/Rchg(A), GrvAnc-Immob/EndRdx(45), GrvAnc-Immob/Rchg(46), GrvAnc-Immob(46)
Level 47: Paralyzing Jolt -- Stp-Acc/Rchg(A), Stp-Acc/EndRdx(48), Stp-Acc/Stun/Rchg(48)
Level 49: Combat Jumping -- Rct-Def/EndRdx(A), Rct-Def/EndRdx/Rchg(50), Rct-ResDam%(50), ShlWal-ResDam/Re TP(50)
Level 1: Brawl -- Empty(A)
Level 1: Opportunity 
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 -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(19), Mrc-Rcvry+(19)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(27)

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@Doctor Megalomaniac you're on the right track.  I'll throw out some suggestions to consider which may (or may not) be helpful for you.  


1) I'd consider swapping out Power Blast for Power Bolt.  Bolt would make things feel a bit smoother, in my opinion, but the real reason is Offensive Opportunity > Defensive Opportunity (if only slightly).  Energize is effectively perma so the endurance resource restore from Defensive might be a bit less appealing.  Energize also gives you a lot of regen and the minor heal isn't that big a deal.  Bolt and Blast have very similar damage per activation so it isn't a big deal either way on that front.  The very minor damage effect of Offensive Opportunity could be a slight improvement since Energy Blast overall is a bit lacking.  The bulk of your damage is in Burst, Push, and Focused PB anyway so the T1 vs T2 debate is minor, at best.  

2) I agree that 2 slot Hasten would be ideal. 

3) There could be some general slotting adjustment ideas to tighten things up

  • I'd consider lowering the slots in Combat Jumping down to 3.  I'd use maybe a Defense IO + 3% armor from Reactive (for slight S/L  resist) and the 5% PvP.  
  • Move a slot to Hasten.  You could boost both of those recharge mods to +4 each and get closer to perma-hasten. 
  • You don't need 6 slots of Ragnarok (or even that set at all).  I'd move one slot to Havoc Punch and 5 slot that for the set.  That's 5% Smashing/Lethal defense and 2.5% melee.  
  • I'd maybe swap the set in Charged Armor to another Unbreakable Guard.  This would move melee defense to 29%
  • I'd run a full Def IO plus Def/End in Weave vs what you have.  You don't need the endurance reduction that bad with Energize.  This will bring Melee defense right at 30.2%
  • I'd maybe drop a slot (or more, or even remove) from Paralyzing Jolt and 5 slot Chain Fences.  With Chain Fences you could swap the set to Trap of the Hunter for Smashing/Lethal resistance.  You could run the 5pc purple set and remove Ragnarok out of Explosive Blast.  EB could take on Bombardment instead.  You could run the same set in Energy Torrent.  This would get you 68% S/L resistance with 172.5% recharge.  So not bad on some compromises there.  You'd lose some HP but only lose an effective 2 hp regen per second.  

Cardiac Alpha would push your resistance to 74% on Smashing/Lethal if you wanted to go that route.  Endurance issues wouldn't be a thing with all of that endurance reduction.  Alternatively, you could run Musculature for more damage which I would recommend.  Either one of these paths would work really well though.  



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Thank you very much for the input. I honestly have no idea how much recharge is enough or too mach, it seems like a lot of people shove as many LotGs into their builds as they can regardless of what else they're doing, but I just couldn't find the slots. I'll figure out a way to add one to Hasten.


I was already on the fence about Blast vs Bolt, wound up going with the former largely because my issue in game has been getting WTFPWN'd by unexpectedly strong mobs. ...of course only now that I say that out loud I realize in those cases I wouldn't be able to get Defensive Opportunity up in time to make a difference anyway. That's decided then.


I honestly have Ragnarok in the build because that's the only full set of purples I already have. Is it bad? I'm sure that if there was a generally agreed upon sub-par purple set it would be the one I immediately grabbed. >_> Or is it just sub-par for the build/sentinels in general? I could always pass it on to one of my alts I suppose.


I kind of like Paralyzing Jolt but without the slots to make it work I'm not married to it. Any other powers that could serve better in it's place?

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Ragnarok is "OK".  The reason why I suggest swapping it out is because Bombardment gets you some resistances to stack plus 5% recharge.  You can't fully 5 slot the purple Immobilize set in your current build so may as well swap Ragnarok for that one and actually make gains in recharge.  

If you like Paralyzing Jolt, keep it.  I would probably run Maneuvers, but you don't have to do it.  You don't need tons of Luck of the Gamblers in your build.  If you go through all of the bullet points I presented you can hit 172.5% global recharge with only 1 LotG.  With boosters in Hasten that is only 1~ second off perma.  

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Here is my modified Elec/Elec/Elec build. I swapped in Hover, Fly, and Afterburner. I had Weave, Maneuvers, and Tactics. Grounded does not provide Immobilize/knockback protection in the air.


I like a lot of recharge.




Could not get the long form build to post.

Edited by Neverburn
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I know some folks like the feel of knockback, especially when soloing. Watching everything get knocked on it's butts... But in groups, especially when AoE pools are placed on the ground, watching attacks knock everything back and out of those AoE zones (thereby voiding their beneficial effects) can be rather annoying for the folks placing them down (or for tanks that heard a group into one spot). I always recommend adding in Knockback to Knockdown IO's into powers prone to have lots of Knockback, if you plan to group a lot... Of course, play how you want to, but I like to throw that caveat out there, because it is annoying to watch all your powers get nullified by other players powers knocking everything out of your AoE's, especially for classes where those are your more useful abilities for debuffing and crowd control (such as the various rains and hold pools)...


And I whole heartedly agree with changing out Power Blast with Power Bolt. Sure Power Blast does more damage, but Power Bolt has a faster cast time, comes back faster, and is a great mule for Decimation: Chance for Build Up and other procs, that will help make up for its slightly lower damage output. The first two powers in most attack sets, tend to become fillers mostly in the late game anyhow, depending on your build. Acting more as Proc mules or Set Bonus hosts, then anything else. Also, Sentinel's Ward works better in shorter cooldown AoE powers, so it has more chances to proc. You can still use it in your most used power as well, but if the power containing that set is used more as an occasional filler, then it's Proc benefit becomes sorta nullified.


I also think that at end-game, you have way too many attacks in this build. Unless your just using them as Set IO Bonus Mules, you'll find that your more powerful attacks will come back fast enough that some powers will rarely need to be used, and might feel like wasted power choices as you do various end-game group activities.


Also, focusing on a ton of various higher resistances while at the same time avoiding most defenses will feel a bit counter productive. Just because you take less damage when hit, the fact that your getting hit all the time because of low defenses, will just end up getting you killed regardless of taking less damage per hit. High Health Regen will not compensate for it either, as the health return doesn't come back fast enough if the damage is coming in too fast... More so if you plan to stick with knockback, because if you knock stuff away from members taunt auras or out of control fields, with high damaging attacks, you will end up drawing the agro from some, if not many, of those baddies effected, which means more incoming attacks towards you... And so on...


When it comes to Sentinels, I find that if you plan to choose a Resistance Secondary set, then you need to work towards capping only the few most common damage types (such as L/S and a few others), and when selecting IO set bonuses, you also need to account for shoring up your lower defenses. Same goes for Defense Secondary sets, using IO bonuses to shore up common resistances once the more common defenses are shored up. It's a balancing act, to either try and avoid getting hit at all, but if you do get hit, the damage will be reduced. Or going with some moderate defenses so you get hit now and then, but take less damage for certain damage types... Problem is, if your getting hit all the time (compared to now and then), no manner of resistance or health regen will keep you alive for long, and this build has really low defenses across the board, other then Melee, which you should only have to worry about when you run in to Nova.


Now all that being said, you can compensate for some of those defense holes, by selecting the right Incarnate abilities as well.. So take that into consideration before scrapping this whole build based off my comments, and trying to rebalance it all...  🙂




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Huh, I could have sworn I had some knockback to knockdown in there. I mostly solo with this character anyway, so I don't think it's too much of a problem, so no, I don't think I'll be scrapping this build based on anyone's comments. 😉


@oldskool I plugged in the suggestions you made and the numbers do look better, think I'm gonna build it and take it for a test run so I have some practical data before fine-tuning it. Thank you and everyone else who contributed, I really appreciate it.

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