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Necro/Electric It's alive, IT'S ALIVE!!!


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So in my pursuit of more chaos with my beloved necro pets, I made a necro/electric....yes call me DOKTOR FRANKENSTEIN. Not the Gene Wilder type...well maybe a little of that and and some Von Brunn....for the muahaha! Well without further adieu my build...and YES be savage in your critique.

 

 

 

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I'm not liking a couple of concepts in this build. It's possible that if you prefer to run outside of Bodyguard mode and control the pets actively, that this build may work better for your style. Personally I run the MM more aggressively and the henchmen remain in Bodyguard mode much of the time.

 

0: You didn't take 2 of the pet auras (the ones from normal Pet Sets). You still have room in Soul Extraction to add them, and I'd definitely add them there. If you don't want to add the slots, I'd rather go with just 2 Soulbound and get the auras, they're too important to skip.

 

1: /EA is a very strong defensive secondary that will keep the pets alive very well. You're not going to be Tankerminding with this combination. And you will also have the benefit of an Absorb shield that's regularly refreshed, regular healing from the chain Heal, some healing from Life Drain, and good Resist from the Faraday cage... in addition to Bodyguard. Given all this, I wouldn't worry about chasing defensive/resist set bonuses like the 6-slotted Gaussian or Command of the Mastermind. I'd go for more damage, period... /EA will handle the defense.

 

2: On the same topic, take AT LEAST Gloom, if not also Dark Blast (but EA is busy so I'm not sure there's room to run all 3 attacks)... it is very helpful defensively to just debuff a Boss into submission by ordering the Lich to attack it and following with the blasts for a lot of -ToHit. Bosses usually do most of the AoE damage and thus you can save yourself a good amount of having to heal by debuffing them more.

 

3: I like to put at least 2 damage procs in LifeDrain plus the Theft of Essence. Yes, it can heal you, but... you won't be taking much damage in general, and the chain heal will keep up with the damage you do take. I'd rather put procs in this and in Gloom (3 in Gloom including Apocalypse, 2 damage and 1 ToE in this) and focus Bosses down faster.

 

Again, this is more for a playstyle where the MM attacks more and trusts Bodyguard to work defensively. Note that Discharge has a fast recharge and two uses of it will generally zero out spawns, as well as being able to quickly stack Shock with it and drain a single Boss. Then blast another Boss, and 2 Bosses are neutered or at least heavily weakened, so I wouldn't really look to spend too many slots maxing out my personal defenses over draining and blasting. And if I'm getting into trouble, the henchmen will drop first, which means I will need to slot up the Heal and the Absorb more than my defenses, to keep them alive.

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Oh cool, nice to see someone else utilizing this MM combo! Mine's still sitting in her... 20's I think, but I hope to experiment with her more. 

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Global: @Valnara1; Formerly @TigerGoddess on Live

I primarily play on Everlasting, but you may occasionally find me on Indom. 🙂

Indom: Kincatic - Beast/Kin MM; Tyger Darkstorm - Dark/Storm Corr; Botanical Pathogen - Plant/Poison Troller

Everlasting: Helen Wails - Thermal/Sonic Def; Trixie Traxx - Crab Spider; Illiana the Shroud - Fire/Dark Troller; Lola Huntress - Night Widow; Frosty Forest - Ice/Nature Corr

The Saber Force Squad: Alpha - Fire/Rad Sent; Beta - Katana/Ninjitsu Scrapper; Gamma - Bots/EA MM; Delta - MA/Regen Scrapper; Epsilon - Rad/Fire Brute

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34 minutes ago, Coyote said:

I'm not liking a couple of concepts in this build. It's possible that if you prefer to run outside of Bodyguard mode and control the pets actively, that this build may work better for your style. Personally I run the MM more aggressively and the henchmen remain in Bodyguard mode much of the time.

 

0: You didn't take 2 of the pet auras (the ones from normal Pet Sets). You still have room in Soul Extraction to add them, and I'd definitely add them there. If you don't want to add the slots, I'd rather go with just 2 Soulbound and get the auras, they're too important to skip.

 

1: /EA is a very strong defensive secondary that will keep the pets alive very well. You're not going to be Tankerminding with this combination. And you will also have the benefit of an Absorb shield that's regularly refreshed, regular healing from the chain Heal, some healing from Life Drain, and good Resist from the Faraday cage... in addition to Bodyguard. Given all this, I wouldn't worry about chasing defensive/resist set bonuses like the 6-slotted Gaussian or Command of the Mastermind. I'd go for more damage, period... /EA will handle the defense.

 

2: On the same topic, take AT LEAST Gloom, if not also Dark Blast (but EA is busy so I'm not sure there's room to run all 3 attacks)... it is very helpful defensively to just debuff a Boss into submission by ordering the Lich to attack it and following with the blasts for a lot of -ToHit. Bosses usually do most of the AoE damage and thus you can save yourself a good amount of having to heal by debuffing them more.

 

3: I like to put at least 2 damage procs in LifeDrain plus the Theft of Essence. Yes, it can heal you, but... you won't be taking much damage in general, and the chain heal will keep up with the damage you do take. I'd rather put procs in this and in Gloom (3 in Gloom including Apocalypse, 2 damage and 1 ToE in this) and focus Bosses down faster.

 

Again, this is more for a playstyle where the MM attacks more and trusts Bodyguard to work defensively. Note that Discharge has a fast recharge and two uses of it will generally zero out spawns, as well as being able to quickly stack Shock with it and drain a single Boss. Then blast another Boss, and 2 Bosses are neutered or at least heavily weakened, so I wouldn't really look to spend too many slots maxing out my personal defenses over draining and blasting. And if I'm getting into trouble, the henchmen will drop first, which means I will need to slot up the Heal and the Absorb more than my defenses, to keep them alive.

Thanks Coyote, I'll check into what your laying down. I for whatever reason always chase down cap on def/res and don't take into account anything else...well rech but you get it.

I am very active with my pets, while I do run BG I micromanage the sh!t out of everything.

I don't have time tonite prior commitment with a certain demon/cold and an Apex.

 

BUT, I will play with Mids tomorrow with your suggestions to see it.

 

Thanks!

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41 minutes ago, TygerDarkstorm said:

Oh cool, nice to see someone else utilizing this MM combo! Mine's still sitting in her... 20's I think, but I hope to experiment with her more. 

Yeah had to go with necro freaking love that set, EA was just natural after 2 vgmates made a merc and thug ones, then I saw the amount of end drain on some gm/av and was hooked.

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12 minutes ago, The_Warpact said:

Yeah had to go with necro freaking love that set, EA was just natural after 2 vgmates made a merc and thug ones, then I saw the amount of end drain on some gm/av and was hooked.

As I've seen many people say, Elec Aff definitely feels like a support set that was geared for MM's (though I play it on multiple AT's since I just love it lol). I have a thugs/EA and necro/EA and hope to test out a beasts/EA after someone on the forums here said it was a shit combo that doesn't work. I know demons/EA and bots/EA are considered pretty top tier as well. I tried bots/EA since the theme seems neat and all, but it didn't click with me for some reason; started feeling kind of slow and boring and like it wasn't working, but I'm sure that's just something my end or because I didn't push it through the 20's to get to the 32 upgrade. I wonder if mercs/EA would be decent with the new Full Auto changes the devs implemented on beta.

Global: @Valnara1; Formerly @TigerGoddess on Live

I primarily play on Everlasting, but you may occasionally find me on Indom. 🙂

Indom: Kincatic - Beast/Kin MM; Tyger Darkstorm - Dark/Storm Corr; Botanical Pathogen - Plant/Poison Troller

Everlasting: Helen Wails - Thermal/Sonic Def; Trixie Traxx - Crab Spider; Illiana the Shroud - Fire/Dark Troller; Lola Huntress - Night Widow; Frosty Forest - Ice/Nature Corr

The Saber Force Squad: Alpha - Fire/Rad Sent; Beta - Katana/Ninjitsu Scrapper; Gamma - Bots/EA MM; Delta - MA/Regen Scrapper; Epsilon - Rad/Fire Brute

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5 minutes ago, TygerDarkstorm said:

As I've seen many people say, Elec Aff definitely feels like a support set that was geared for MM's (though I play it on multiple AT's since I just love it lol). I have a thugs/EA and necro/EA and hope to test out a beasts/EA after someone on the forums here said it was a shit combo that doesn't work. I know demons/EA and bots/EA are considered pretty top tier as well. I tried bots/EA since the theme seems neat and all, but it didn't click with me for some reason; started feeling kind of slow and boring and like it wasn't working, but I'm sure that's just something my end or because I didn't push it through the 20's to get to the 32 upgrade. I wonder if mercs/EA would be decent with the new Full Auto changes the devs implemented on beta.

Sane on the bots/ea it just didn't mesh well with me.

My buddy has the merc one and he loves it, its his first mm so I dont know how well I trust his judgment lol.

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I run Bots/EA, and they can handle +4/x8 at max level. But I agree that from mid-level on, they have a dragging pace to their feel, since Bosses JUST DON'T DIE!!!. Bots single-target damage is just anemic, and the -Regeneration is only useful against AVs, so while the AssBot clears spawns pretty well once you get the last upgrade, Bosses are just a pain.

They should be fine up to x4, though, once you get the last upgrade, as you don't see too many Bosses at that difficulty setting.

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On 3/15/2021 at 5:09 PM, Coyote said:

I'm not liking a couple of concepts in this build. It's possible that if you prefer to run outside of Bodyguard mode and control the pets actively, that this build may work better for your style. Personally I run the MM more aggressively and the henchmen remain in Bodyguard mode much of the time.

 

0: You didn't take 2 of the pet auras (the ones from normal Pet Sets). You still have room in Soul Extraction to add them, and I'd definitely add them there. If you don't want to add the slots, I'd rather go with just 2 Soulbound and get the auras, they're too important to skip.

 

1: /EA is a very strong defensive secondary that will keep the pets alive very well. You're not going to be Tankerminding with this combination. And you will also have the benefit of an Absorb shield that's regularly refreshed, regular healing from the chain Heal, some healing from Life Drain, and good Resist from the Faraday cage... in addition to Bodyguard. Given all this, I wouldn't worry about chasing defensive/resist set bonuses like the 6-slotted Gaussian or Command of the Mastermind. I'd go for more damage, period... /EA will handle the defense.

 

2: On the same topic, take AT LEAST Gloom, if not also Dark Blast (but EA is busy so I'm not sure there's room to run all 3 attacks)... it is very helpful defensively to just debuff a Boss into submission by ordering the Lich to attack it and following with the blasts for a lot of -ToHit. Bosses usually do most of the AoE damage and thus you can save yourself a good amount of having to heal by debuffing them more.

 

3: I like to put at least 2 damage procs in LifeDrain plus the Theft of Essence. Yes, it can heal you, but... you won't be taking much damage in general, and the chain heal will keep up with the damage you do take. I'd rather put procs in this and in Gloom (3 in Gloom including Apocalypse, 2 damage and 1 ToE in this) and focus Bosses down faster.

 

Again, this is more for a playstyle where the MM attacks more and trusts Bodyguard to work defensively. Note that Discharge has a fast recharge and two uses of it will generally zero out spawns, as well as being able to quickly stack Shock with it and drain a single Boss. Then blast another Boss, and 2 Bosses are neutered or at least heavily weakened, so I wouldn't really look to spend too many slots maxing out my personal defenses over draining and blasting. And if I'm getting into trouble, the henchmen will drop first, which means I will need to slot up the Heal and the Absorb more than my defenses, to keep them alive.

You talking more like these changes? Although I got confused on your #3 and went with what I thought you were trying to convey.

 

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This is a slight change off what you have, with the main difference changing Vengeance for CJ which makes up for losing some Defense, swapping some IOs in Zombies, and changing Agility for Musculature (with Necros, I like Alphas that give -ToHit modifiers so they can put out a lot of -ToHit debuffing).

 

Gloom has two slotting options... one gives better IO bonuses, the other does a good deal more damage (over 200 DPA with Musculature)

 

Spoiler

This Villain build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Doktor Frankenstein: Level 50 Science Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Electrical Affinity
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Zombie Horde -- SprMarofS-Dmg(A), SprMarofS-Dmg/EndRdx(3), SprMarofS-Acc/EndRdx(3), ExpRnf-Acc/Dmg(5), CaltoArm-+Def(Pets)(5), ExpRnf-+Res(Pets)(7)
Level 1: Shock -- PreOptmz-EndMod/Acc/Rech(A), PreOptmz-EndMod/End(7), PreOptmz-EndMod/Acc/End(9)
Level 2: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(9), Prv-Heal/Rchg(11), Prv-Heal/Rchg/EndRdx(11)
Level 4: Super Speed -- BlsoftheZ-ResKB(A)
Level 6: Enchant Undead -- EndRdx-I(A)
Level 8: Discharge -- PreOptmz-EndMod/End(A), PreOptmz-EndMod/Acc/End(15), PreOptmz-EndMod/Acc/Rech(17), PreOptmz-EndMod/End/Rech(17)
Level 10: Energizing Circuit -- PreOptmz-EndMod/End(A), PreOptmz-EndMod/Acc/End(19), PreOptmz-EndMod/Acc/Rech(19), PreOptmz-EndMod/End/Rech(21)
Level 12: Grave Knight -- SprCmmoft-Dmg/EndRdx/Rchg(A), SprCmmoft-Acc/Dmg/Rchg(21), SprCmmoft-Acc/Dmg(23), SprCmmoft-Dmg/EndRdx(23), AchHee-ResDeb%(25), SprCmmoft-Rchg/PetAoEDef(25)
Level 14: Life Drain -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(27), Thn-Dmg/EndRdx(27), ThfofEss-+End%(29), TchoftheN-%Dam(29)
Level 16: Faraday Cage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-Rchg/ResDam(31)
Level 18: Soul Extraction -- SlbAll-Dmg/Rchg(A), EdcoftheM-PetDef(33), SlbAll-Acc/Dmg/Rchg(33), SlbAll-Dmg/EndRdx(33), SvrRgh-PetResDam(34), SlbAll-Build%(34)
Level 20: Empowering Circuit -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(34)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-ResDam/EndRdx(36), UnbGrd-Max HP%(36), GldArm-3defTpProc(37), StdPrt-ResDam/Def+(37)
Level 26: Lich -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitDeb(37), CldSns-%Dam(39), SprMarofS-Acc/Dmg/EndRdx(39), SprMarofS-Acc/Dmg(39), SprMarofS-EndRdx/+Resist/+Regen(40)
Level 28: Weave -- Rct-Def(A), Rct-Def/EndRdx/Rchg(40), Rct-Def/EndRdx(40), Rct-Def/Rchg(42), LucoftheG-Def/Rchg+(42)
Level 30: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx/Rchg(42), Rct-Def/EndRdx(43), Rct-Def/Rchg(43), ShlWal-ResDam/Re TP(43)
Level 32: Dark Empowerment -- EndRdx-I(A)
Level 35: Insulating Circuit -- Prv-Heal(A), Prv-Heal/Rchg/EndRdx(45), Prv-Heal/EndRdx(45), Prv-Heal/Rchg(45)
Level 38: Scorpion Shield -- Rct-Def(A), Rct-Def/EndRdx(46), Rct-Def/EndRdx/Rchg(46), Rct-ResDam%(46), LucoftheG-Def/Rchg+(48)
Level 41: Gloom -- Apc-Dam%(A), Apc-Dmg(48), Apc-Acc/Dmg/Rchg(48), Apc-Dmg/EndRdx(50), Apc-Dmg/Rchg(50), CldSns-%Dam(50)
Level 44: Hasten -- RechRdx-I(A)
Level 47: Assault -- EndRdx-I(A)
Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 1: Supremacy
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(13)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
Level 1: Zombie
Level 12: Grave Knight
Level 26: Lich
Level 50: Musculature Radial Paragon
------------

 

 

 

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On 3/16/2021 at 9:37 PM, Coyote said:

This is a slight change off what you have, with the main difference changing Vengeance for CJ which makes up for losing some Defense, swapping some IOs in Zombies, and changing Agility for Musculature (with Necros, I like Alphas that give -ToHit modifiers so they can put out a lot of -ToHit debuffing).

 

Gloom has two slotting options... one gives better IO bonuses, the other does a good deal more damage (over 200 DPA with Musculature)

 

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This Villain build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Doktor Frankenstein: Level 50 Science Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Electrical Affinity
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Zombie Horde -- SprMarofS-Dmg(A), SprMarofS-Dmg/EndRdx(3), SprMarofS-Acc/EndRdx(3), ExpRnf-Acc/Dmg(5), CaltoArm-+Def(Pets)(5), ExpRnf-+Res(Pets)(7)
Level 1: Shock -- PreOptmz-EndMod/Acc/Rech(A), PreOptmz-EndMod/End(7), PreOptmz-EndMod/Acc/End(9)
Level 2: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(9), Prv-Heal/Rchg(11), Prv-Heal/Rchg/EndRdx(11)
Level 4: Super Speed -- BlsoftheZ-ResKB(A)
Level 6: Enchant Undead -- EndRdx-I(A)
Level 8: Discharge -- PreOptmz-EndMod/End(A), PreOptmz-EndMod/Acc/End(15), PreOptmz-EndMod/Acc/Rech(17), PreOptmz-EndMod/End/Rech(17)
Level 10: Energizing Circuit -- PreOptmz-EndMod/End(A), PreOptmz-EndMod/Acc/End(19), PreOptmz-EndMod/Acc/Rech(19), PreOptmz-EndMod/End/Rech(21)
Level 12: Grave Knight -- SprCmmoft-Dmg/EndRdx/Rchg(A), SprCmmoft-Acc/Dmg/Rchg(21), SprCmmoft-Acc/Dmg(23), SprCmmoft-Dmg/EndRdx(23), AchHee-ResDeb%(25), SprCmmoft-Rchg/PetAoEDef(25)
Level 14: Life Drain -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(27), Thn-Dmg/EndRdx(27), ThfofEss-+End%(29), TchoftheN-%Dam(29)
Level 16: Faraday Cage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-Rchg/ResDam(31)
Level 18: Soul Extraction -- SlbAll-Dmg/Rchg(A), EdcoftheM-PetDef(33), SlbAll-Acc/Dmg/Rchg(33), SlbAll-Dmg/EndRdx(33), SvrRgh-PetResDam(34), SlbAll-Build%(34)
Level 20: Empowering Circuit -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(34)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-ResDam/EndRdx(36), UnbGrd-Max HP%(36), GldArm-3defTpProc(37), StdPrt-ResDam/Def+(37)
Level 26: Lich -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitDeb(37), CldSns-%Dam(39), SprMarofS-Acc/Dmg/EndRdx(39), SprMarofS-Acc/Dmg(39), SprMarofS-EndRdx/+Resist/+Regen(40)
Level 28: Weave -- Rct-Def(A), Rct-Def/EndRdx/Rchg(40), Rct-Def/EndRdx(40), Rct-Def/Rchg(42), LucoftheG-Def/Rchg+(42)
Level 30: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx/Rchg(42), Rct-Def/EndRdx(43), Rct-Def/Rchg(43), ShlWal-ResDam/Re TP(43)
Level 32: Dark Empowerment -- EndRdx-I(A)
Level 35: Insulating Circuit -- Prv-Heal(A), Prv-Heal/Rchg/EndRdx(45), Prv-Heal/EndRdx(45), Prv-Heal/Rchg(45)
Level 38: Scorpion Shield -- Rct-Def(A), Rct-Def/EndRdx(46), Rct-Def/EndRdx/Rchg(46), Rct-ResDam%(46), LucoftheG-Def/Rchg+(48)
Level 41: Gloom -- Apc-Dam%(A), Apc-Dmg(48), Apc-Acc/Dmg/Rchg(48), Apc-Dmg/EndRdx(50), Apc-Dmg/Rchg(50), CldSns-%Dam(50)
Level 44: Hasten -- RechRdx-I(A)
Level 47: Assault -- EndRdx-I(A)
Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 1: Supremacy
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(13)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
Level 1: Zombie
Level 12: Grave Knight
Level 26: Lich
Level 50: Musculature Radial Paragon
------------

 

 

 

Going to IO this build tonight, and then tomorrow an all MM Ms Liberty tf, ill let ya know how it does!

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On 3/15/2021 at 6:13 PM, TygerDarkstorm said:

As I've seen many people say, Elec Aff definitely feels like a support set that was geared for MM's (though I play it on multiple AT's since I just love it lol). I have a thugs/EA and necro/EA and hope to test out a beasts/EA after someone on the forums here said it was a shit combo that doesn't work. I know demons/EA and bots/EA are considered pretty top tier as well. I tried bots/EA since the theme seems neat and all, but it didn't click with me for some reason; started feeling kind of slow and boring and like it wasn't working, but I'm sure that's just something my end or because I didn't push it through the 20's to get to the 32 upgrade. I wonder if mercs/EA would be decent with the new Full Auto changes the devs implemented on beta.


Ive got a Bots/everything and the only two that never felt right were Bots/TA and Bots/ElecAff.  
 

The issue I had with Elec Affinity is that it makes the Bots quite sturdy but does almost nothing for their damage output.  Thus you are just standing there going almost nothing while they pew pew things to death SLOOOOOOOWLY.  
 

I prefer some risk vs reward ratio.  I want higher damage output and reasonable durability.  But I don’t care all that much if I have to resummon because I already build for high recharge.  The inbound summon timer reductions will just make this easier.

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33 minutes ago, Crysis said:


Ive got a Bots/everything and the only two that never felt right were Bots/TA and Bots/ElecAff.  
 

The issue I had with Elec Affinity is that it makes the Bots quite sturdy but does almost nothing for their damage output.  Thus you are just standing there going almost nothing while they pew pew things to death SLOOOOOOOWLY.  
 

I prefer some risk vs reward ratio.  I want higher damage output and reasonable durability.  But I don’t care all that much if I have to resummon because I already build for high recharge.  The inbound summon timer reductions will just make this easier.

Empowering Circuit gives a 22.5% dmg buff, plus Assault at 11.25%, IOS with dmg buffs, etc.

 

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2 hours ago, The_Warpact said:

Empowering Circuit gives a 22.5% dmg buff, plus Assault at 11.25%, IOS with dmg buffs, etc.

 


First henchman it hits only for EC I believe yes? (Edit for better clarity....I meant I think you only get that buff for the first henchman and everyone after gets less).

 

Assault anyone can take.

Edited by Crysis
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30 minutes ago, The_Warpact said:

 

Screenshot_20210318-211827_Chrome.jpg

Right, which confirms what @Crysis is saying; that 22% chance only hits that number on the first target in the chain, every pet or person after that gets a diminished effect, just like almost all of ElecAff's powers.

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Global: @Valnara1; Formerly @TigerGoddess on Live

I primarily play on Everlasting, but you may occasionally find me on Indom. 🙂

Indom: Kincatic - Beast/Kin MM; Tyger Darkstorm - Dark/Storm Corr; Botanical Pathogen - Plant/Poison Troller

Everlasting: Helen Wails - Thermal/Sonic Def; Trixie Traxx - Crab Spider; Illiana the Shroud - Fire/Dark Troller; Lola Huntress - Night Widow; Frosty Forest - Ice/Nature Corr

The Saber Force Squad: Alpha - Fire/Rad Sent; Beta - Katana/Ninjitsu Scrapper; Gamma - Bots/EA MM; Delta - MA/Regen Scrapper; Epsilon - Rad/Fire Brute

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8 hours ago, TygerDarkstorm said:

Right, which confirms what @Crysis is saying; that 22% chance only hits that number on the first target in the chain, every pet or person after that gets a diminished effect, just like almost all of ElecAff's powers.

Ah didn't catch that, I wonder what the actual numbers are for all the pets then.

It would obviously make more sense to hit the big pet first and let it go from there.

I can see why he didn't like it though, Bots imo are really only good for groups, ST is weak.

Now if we could set up the attack chains for pets that would be a way different animal. 

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13 hours ago, The_Warpact said:

@Coyote

 

First time out on that build and soloed Scrapyard. 

To say that I am more than pleased is an understatement. 

😁

 

Great, glad to hear it clicks well for you. As Crysis said, it does lack for +Damage (though it's great against AVs/GMs due to the huge -Regen). I maxed out the single-target Hold in Mu with procs to try to squeeze a bit more single-target damage. And before I switched to Group Fly for fun, I had Weaken Resolve to try to help with burning Bosses down. AVs go down easy, trash mobs go down easy, it's just dealing with a lot of Bosses that is annoying.

 

Also, on the +Damage power: like all other powers in EA, the first target gets the max effect, the second target gets about 2/3 (I forget if it's 2/3 or 3/4) of the effect, and target #3 and on get 50% of the first target's buff (or healing or Absorb).

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Posted (edited)

UPDATE

Ran this build in a Ms.Liberty TF, team make up was. 

Me Necro/EA

Wife Beast/Therm

Buddy 1 Thug/EA

Buddy 2 Merc/Trap

Buddy 3 Crab tankermind

Buddy 4 Ill/Nature troller

 

Ran this on +4×8, only issues was mostly our fault. Over all it was a steamroller, kill all in 3.5 hrs. The build is really solid even having Recluse start attacking pets kept them alive unless he did his burst attack.

 

Really rocked it in the Vines mission, dropped Faraday cage repeatedly as a path for the Merc/Traps he was only 45 to start no IOs plus too many personal attacks imo. Think he got 2 debt badges out of the TF lol, I made him a build to strive for as he did hit 50.

 

Thugs/EA was tanky asf the brute was keeping Recluse busy for the most part along with the Illusions.

It was a great time overall, we were all impressed with my wife's Beast mm (her first mm btw), I already have a concept for a Beast/Nature....sigh...MM altitis. 

Edited by The_Warpact
I have fat fingers hence spelling mistakes.
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