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Elec/SS build review


3seven

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On live, I never played a /SS past about 12 or so. I think it is time to experience the awesomeness of foot stomp. I also wanted to try an armor I haven't really used, Elec. Is this combo good, bad, middling? I like the elec visuals, damage auras are fun, and the +rech is not a bad thing so I thought I'd give it a shot. 

 

Here is the build I came up with:

This Hero build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Natural Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Lightning Field -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(9), Obl-Acc/Dmg/Rchg(9), Obl-Dmg(21), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(42)
Level 1: Jab -- TchofDth-Dam%(A), TchofDth-Dmg/EndRdx/Rchg(3), TchofDth-Dmg/Rchg(3), TchofDth-Acc/Dmg/EndRdx(5), TchofDth-Dmg/EndRdx(5), TchofDth-Acc/Dmg(7)
Level 2: Charged Armor -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam(7)
Level 4: Haymaker -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(11), KntCmb-Acc/Dmg(11), KntCmb-Dmg/EndRdx(13), KntCmb-Dmg/Rchg(13), KntCmb-Dmg/EndRdx/Rchg(15)
Level 6: Static Shield -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam(15), UnbGrd-ResDam/EndRdx(17), UnbGrd-ResDam/EndRdx/Rchg(17)
Level 8: Grounded -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(50)
Level 10: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(19), UnbGrd-ResDam/EndRdx(19), UnbGrd-Rchg/ResDam(21), UnbGrd-Max HP%(25), UnbGrd-EndRdx/Rchg(25)
Level 12: Energize -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal(23), NmnCnv-Heal/EndRdx/Rchg(23)
Level 14: Taunt -- MckBrt-Rchg(A), MckBrt-Taunt/Rchg(27), MckBrt-Taunt/Rng(27), MckBrt-Taunt(29), MckBrt-Taunt/Rchg/Rng(29), MckBrt-Acc/Rchg(31)
Level 16: Super Speed -- WntGif-ResSlow(A)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Kick -- Empty(A)
Level 22: Knockout Blow -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(34), Mk'Bit-Dmg/Rchg(34), Mk'Bit-Acc/EndRdx/Rchg(34), Mk'Bit-Dmg/EndRdx(36), Mk'Bit-Acc/Dmg(36)
Level 24: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(33)
Level 26: Power Sink -- PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/Acc/Rech(43), PreOptmz-EndMod/Acc/End(46), PreOptmz-EndMod/Rech(46), PreOptmz-EndMod/End(48), PreOptmz-Acc/Rech(48)
Level 28: Rage -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(46)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31), Rct-ResDam%(43), ShlWal-ResDam/Re TP(43)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 35: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(37)
Level 38: Foot Stomp -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(39), OvrFrc-Acc/Dmg/End/Rech(39), OvrFrc-Acc/Dmg(39), OvrFrc-Acc/Dmg/End(40), OvrFrc-Dmg/End/Rech(40)
Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42)
Level 44: Assault -- EndRdx-I(A)
Level 47: Focused Accuracy -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(48)
Level 49: Physical Perfection -- PwrTrns-Dam/EndMod(A), PwrTrns-EndMod(50)
Level 1: Gauntlet 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(45), RgnTss-Regen+(45), Mrc-Rcvry+(50)
Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(45)
Level 14: Speed Phase 
------------

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I tried to get melee soft-capped and a decent amount of the other positionals along with bumping up the resists as much as I could. I'm not wealthy, so it uses cheapy sets. I know it could be better with purples, but is this build generally functional for all but extreme content? Are there key powers I missed? Or is it slotted poorly?

 

I haven't tanked in HC, but I have in other games. I mostly do PuGs and solo, but once I get re-acquainted with TF content, I'll be doing some more serious tanking. What would the general limits be for this build, difficulty-wise? Is this combo not suited to high-level tanking?

 

Thanks in advance for any input or suggestions.

Edited by 3seven
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First off, bless you for including a data chunk.

 

I like Electrical Armor. No, its no Invulnerability or Stone/Granite, but it has its perks. If I had not already had an SS/Bio Brute I might have made an  Elec/SS Tanker instead of the Elec/Rad I ended up with.  Aside from the basic tanking abilities that most armors are going to give you, it seems to me there is a spectrum between Energize and Power Sink where you will camp your build. You went more on the Power Sink end of things whereas I pushed as far as I could into the territory of Energize. What sold me on Energize over Power Sink was that Power Sink gets you more endurance to spend while Energize reduces your expenditure, heals you, and boosts your regen. 

 

You have to find your own comfort zone too, but with the notion that my costs were going to be lowered I did not focus so much on upping my  Recovery, relying instead on making use of Power Sink slotted with a single Endurance IO in it to refill my bar periodically. So the routine is staying mostly stable on endurance while Energize is up, losing endurance while it is down, recovering endurance if the fight goes long by using Power Sink. I should seriously consider revising the build for perma-Hasten as that and the slotting I would use for Energize would allow for it to cycle every 38s, giving only 8 seconds down time as opposed to the 14.5s down time I actually have.

 

I would have worked out a build to include in this post for Elec/SS but I was up late last night due to work and am headed to bed. I will see what I can come up with in the morning. For now I will include my Elec/Rad build because it might give you some ideas. But do keep in mind it also relies on the behavior of Rad Melee, and the ability to proc healing by using Radiation Siphon against Contaminated foes. With SS as your secondary that probably strongly argues for going the Energize route--for the healing and regen.

 

Spoiler

 

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

Click this DataLink to open the build!

Leyden  Jar: Level 50 Science Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Radiation Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Arctic Mastery

Hero Profile:
Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Max HP%(5)
Level 1: Contaminated Strike -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(5), TchofDth-Dmg/Rchg(7), TchofDth-Acc/Dmg/EndRdx(7), TchofDth-Dmg/EndRdx/Rchg(9), TchofDth-Dam%(9)
Level 2: Radioactive Smash -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(11), TchofDth-Dmg/Rchg(11), TchofDth-Acc/Dmg/EndRdx(13), TchofDth-Dmg/EndRdx/Rchg(13), TchofDth-Dam%(15)
Level 4: Boxing -- Empty(A)
Level 6: Super Jump -- WntGif-RunSpd/Jump/Fly/Rng(A), WntGif-ResSlow(17)
Level 8: Static Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(19)
Level 10: Grounded -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(21)
Level 12: Lightning Field -- MghoftheT-Acc/Dmg(A), MghoftheT-Dmg/Rchg(21), MghoftheT-Acc/Dmg/Rchg(23), MghoftheT-Dmg/EndRdx/Rchg(23), MghoftheT-Acc/Dmg/EndRdx/Rchg(25), MghoftheT-Rchg/Res%(25)
Level 14: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(27), UnbGrd-ResDam/EndRdx/Rchg(29)
Level 16: Radiation Siphon -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(29), KntCmb-Dmg/Rchg(31), KntCmb-Dmg/EndRdx/Rchg(31), ThfofEss-Acc/Heal(31), ThfofEss-+End%(33)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Energize -- NmnCnv-EndRdx/Rchg(A), NmnCnv-Heal/Rchg(33), NmnCnv-Heal/EndRdx/Rchg(33), NmnCnv-Heal(34), NmnCnv-Regen/Rcvry+(34), RechRdx-I(34)
Level 22: Kick -- Empty(A)
Level 24: Cross Punch -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37)
Level 26: Power Sink -- EndMod-I(A)
Level 28: Irradiated Ground -- Obl-Dmg(A), Obl-Acc/Rchg(37), Obl-Dmg/Rchg(39), Obl-Acc/Dmg/Rchg(39), Obl-Acc/Dmg/EndRdx/Rchg(39), Obl-%Dam(40)
Level 30: Taunt -- Acc-I(A)
Level 32: Weave -- ShlWal-ResDam/Re TP(A), Rct-Def(40), Rct-ResDam%(40), LucoftheG-Def/Rchg+(42)
Level 35: Fusion -- RechRdx-I(A)
Level 38: Atom Smasher -- GntFis-Acc/Dmg(A), GntFis-Dmg/Rchg(42), GntFis-Acc/Dmg/Rchg(42), GntFis-Dmg/EndRdx/Rchg(43), GntFis-Acc/Dmg/EndRdx/Rchg(43), GntFis-Rchg/+Absorb(43)
Level 41: Block of Ice -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-Rchg/Hold(45), BslGaz-Acc/EndRdx/Rchg/Hold(45)
Level 44: Shiver -- TmpRdn-Acc/Slow(A), TmpRdn-Dmg/Slow(46), TmpRdn-Acc/EndRdx(46), TmpRdn-Rng/Slow(46), TmpRdn-Acc/Dmg/Slow(48)
Level 47: Ice Storm -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rng(48), PstBls-Acc/Dmg/EndRdx(50), PstBls-Dam%(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 1: Gauntlet 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(15)
Level 50: Spiritual Boost 
------------

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EDIT: Skip the following post which follows this, because what comes below DID NOT WORK.  

 

 

I admit I am thinking outside the box...like from where you cannot see the box any longer...perhaps orbit. So I would SERIOUSLY suggest testing this on the test server if you find the build that follows remotely interesting.

 

Spoiler

 

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

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Experimentation
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Charged Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(3), Ags-ResDam/EndRdx/Rchg(3), Ags-ResDam(5)
Level 1: Jab -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(5), TchofDth-Dmg/Rchg(7), TchofDth-Acc/Dmg/EndRdx(7), TchofDth-Dam%(9)
Level 2: Punch -- MghoftheT-Acc/Dmg(A), MghoftheT-Dmg/Rchg(9), MghoftheT-Acc/Dmg/Rchg(11), MghoftheT-Dmg/EndRdx/Rchg(11), MghoftheT-Acc/Dmg/EndRdx/Rchg(13), MghoftheT-Rchg/Res%(13)
Level 4: Speed of Sound -- Empty(A)
Level 6: Static Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam(19)
Level 8: Haymaker -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(21), CrsImp-Dmg/Rchg(21), CrsImp-Acc/Dmg/Rchg(23), CrsImp-Acc/Dmg/EndRdx(23)
Level 10: Grounded -- ImpArm-ResPsi(A)
Level 12: Conductive Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam(25)
Level 14: Lightning Field -- Obl-Dmg(A), Obl-Acc/Rchg(25), Obl-Dmg/Rchg(27), Obl-Acc/Dmg/Rchg(27), Obl-Acc/Dmg/EndRdx/Rchg(29), Obl-%Dam(29)
Level 16: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(31), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(33), Prv-Absorb%(33)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Knockout Blow -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(33), CrsImp-Dmg/Rchg(34), CrsImp-Acc/Dmg/Rchg(34), CrsImp-Acc/Dmg/EndRdx(34), CrsImp-Dmg/EndRdx/Rchg(36)
Level 22: Maneuvers -- Rct-ResDam%(A), ShlWal-ResDam/Re TP(36), LucoftheG-Def/Rchg+(36)
Level 24: Assault -- EndRdx-I(A)
Level 26: Power Sink -- EndMod-I(A)
Level 28: Rage -- RechRdx-I(A)
Level 30: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 32: Toxic Dart -- EntChs-Acc/Dmg(A), EntChs-Dmg/EndRdx(37), EntChs-Dmg/Rchg(37), EntChs-Dmg/EndRdx/Rchg(37), EntChs-Heal%(39)
Level 35: Mu Lightning -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(39), Dcm-Dmg/Rchg(39), Dcm-Acc/EndRdx/Rchg(40), Dcm-Acc/Dmg/Rchg(40), Dcm-Build%(40)
Level 38: Foot Stomp -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-%Dam(43), FrcFdb-Rechg%(43)
Level 41: Ball Lightning -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(43), PstBls-Dmg/Rchg(45), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(45), PstBls-Dam%(46)
Level 44: Static Discharge -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(46), PstBls-Dmg/Rchg(46), PstBls-Dmg/Rng(48), PstBls-Acc/Dmg/EndRdx(48), PstBls-Dam%(48)
Level 47: Adrenal Booster -- RechRdx-I(A), RechRdx-I(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-Dam/Rech(15), PwrTrns-Dam/EndMod(15), PwrTrns-Dam/Acc/End(17), PwrTrns-Dam/Acc/Rech/End(17), PwrTrns-+Heal(19)
------------


| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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For purposes  of comparison I have toggled off Rage, Force Feedback, and powers whose effects are not close to or actually at being up all the time (Hasten, Energize, Adrenal Booster). So what follows is a somewhat arguable comparison. Your build has Hasten down for 22s between uses. My build has Hasten down for just under a second. Fairly, your downtime could come while moving between missions or groups of opponents and even being down, the situation may not henge on having it up. But when Hasten is down for you Energize is on a 59.35s recharge cycle, and 44s while Hasten is up. For my build Energize is pretty much going to stay right around 34.5s--just a few seconds more than its duration. So while the picture below is not completely true, it is not trying to sell you land in a swamp either.

 

In the realm of a picture being worth a thousand words we have:

 

Insane_SS_Elec.jpg.4c76272e74eecf7f5c032120d566fdd1.jpg

 

  • Resistances are comparable with my suggestion having a hair more F/C, a hair less N, double the T (though nothing to write home about) and capped P.
  • Recovery is lower on my suggestion but so is expenditure. The gap between them is larger on my side: 1.78/s vs 1.45/s.
  • Regen is higher on my side by roughly 100% due to Energize being up near permanently.
  • OMG...where did the Defense go in my build??!?!

 

Yeah, I ignored Defense. Did not even bother to boost Melee or Smash/Lethal. No, Defense is not meaningless on a resistance set...at least in any situation where your Defense is not being debuffed. Remember the  opening lines of the post about testing things on the test server? There is a certain amount of safety that comes from opponents within melee range being subjected to Foot Stomp every  6 seconds, having an extra 10 HP/s rolling in (the difference in the build's Regen values), and a 49% heal coming in every 34.5s but in the realm of near equal level opponents who do not debuff defenses your guy is going to be tougher as goes S/L M/R/A. But once the levels start getting turned up and foes have an easier time hitting or facing things which debuff defenses I think things will become more even or possibly swing my way. We could probably theorycraft it out but far easier to slot up a build on the test server to be sure.

 

A couple quality of life things in my build:

  • Speed of Sound comes  with Jaunt, which gives you verticality Super Speed does not have
  • Adrenal Booster is up for a minute out of roughly every three. That is +43% to both To-Hit and Damage. And that before considering Rage gives you +20% To-Hit and +80% Damage. So when you really want to hit and damage something you can be at +63% To-Hit and +123% Damage. Did I forget to mention is also grants +43% Recharge?
  • I have not tested Power Transfer: Chance to Heal but the wiki says it averages 3 procs per minute for 5% health.

 

Edited by Erratic1
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2 hours ago, Erratic1 said:

I admit I am thinking outside the box...like from where you cannot see the box any longer...perhaps orbit. So I would SERIOUSLY suggest testing this on the test server if you find the build that follows remotely interesting.

 

  Reveal hidden contents

 

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

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Experimentation
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Charged Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(3), Ags-ResDam/EndRdx/Rchg(3), Ags-ResDam(5)
Level 1: Jab -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(5), TchofDth-Dmg/Rchg(7), TchofDth-Acc/Dmg/EndRdx(7), TchofDth-Dam%(9)
Level 2: Punch -- MghoftheT-Acc/Dmg(A), MghoftheT-Dmg/Rchg(9), MghoftheT-Acc/Dmg/Rchg(11), MghoftheT-Dmg/EndRdx/Rchg(11), MghoftheT-Acc/Dmg/EndRdx/Rchg(13), MghoftheT-Rchg/Res%(13)
Level 4: Speed of Sound -- Empty(A)
Level 6: Static Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam(19)
Level 8: Haymaker -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(21), CrsImp-Dmg/Rchg(21), CrsImp-Acc/Dmg/Rchg(23), CrsImp-Acc/Dmg/EndRdx(23)
Level 10: Grounded -- ImpArm-ResPsi(A)
Level 12: Conductive Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam(25)
Level 14: Lightning Field -- Obl-Dmg(A), Obl-Acc/Rchg(25), Obl-Dmg/Rchg(27), Obl-Acc/Dmg/Rchg(27), Obl-Acc/Dmg/EndRdx/Rchg(29), Obl-%Dam(29)
Level 16: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(31), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(33), Prv-Absorb%(33)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Knockout Blow -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(33), CrsImp-Dmg/Rchg(34), CrsImp-Acc/Dmg/Rchg(34), CrsImp-Acc/Dmg/EndRdx(34), CrsImp-Dmg/EndRdx/Rchg(36)
Level 22: Maneuvers -- Rct-ResDam%(A), ShlWal-ResDam/Re TP(36), LucoftheG-Def/Rchg+(36)
Level 24: Assault -- EndRdx-I(A)
Level 26: Power Sink -- EndMod-I(A)
Level 28: Rage -- RechRdx-I(A)
Level 30: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 32: Toxic Dart -- EntChs-Acc/Dmg(A), EntChs-Dmg/EndRdx(37), EntChs-Dmg/Rchg(37), EntChs-Dmg/EndRdx/Rchg(37), EntChs-Heal%(39)
Level 35: Mu Lightning -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(39), Dcm-Dmg/Rchg(39), Dcm-Acc/EndRdx/Rchg(40), Dcm-Acc/Dmg/Rchg(40), Dcm-Build%(40)
Level 38: Foot Stomp -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-%Dam(43), FrcFdb-Rechg%(43)
Level 41: Ball Lightning -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(43), PstBls-Dmg/Rchg(45), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(45), PstBls-Dam%(46)
Level 44: Static Discharge -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(46), PstBls-Dmg/Rchg(46), PstBls-Dmg/Rng(48), PstBls-Acc/Dmg/EndRdx(48), PstBls-Dam%(48)
Level 47: Adrenal Booster -- RechRdx-I(A), RechRdx-I(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-Dam/Rech(15), PwrTrns-Dam/EndMod(15), PwrTrns-Dam/Acc/End(17), PwrTrns-Dam/Acc/Rech/End(17), PwrTrns-+Heal(19)
------------

 











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For purposes  of comparison I have toggled off Rage, Force Feedback, and powers whose effects are not close to or actually at being up all the time (Hasten, Energize, Adrenal Booster). So what follows is a somewhat arguable comparison. Your build has Hasten down for 22s between uses. My build has Hasten down for just under a second. Fairly, your downtime could come while moving between missions or groups of opponents and even being down, the situation may not henge on having it up. But when Hasten is down for you Energize is on a 59.35s recharge cycle, and 44s while Hasten is up. For my build Energize is pretty much going to stay right around 34.5s--just a few seconds more than its duration. So while the picture below is not completely true, it is not trying to sell you land in a swamp either.

 

In the realm of a picture being worth a thousand words we have:

 

Insane_SS_Elec.jpg.4c76272e74eecf7f5c032120d566fdd1.jpg

 

  • Resistances are comparable with my suggestion having a hair more F/C, a hair less N, double the T (though nothing to write home about) and capped P.
  • Recovery is lower on my suggestion but so is expenditure. The gap between them is larger on my side: 1.78/s vs 1.45/s.
  • Regen is higher on my side by roughly 100% due to Energize being up near permanently.
  • OMG...where did the Defense go in my build??!?!

 

Yeah, I ignored Defense. Did not even bother to boost Melee or Smash/Lethal. No, Defense is not meaningless on a resistance set...at least in any situation where your Defense is not being debuffed. Remember the  opening lines of the post about testing things on the test server? There is a certain amount of safety that comes from opponents within melee range being subjected to Foot Stomp every  6 seconds, having an extra 10 HP/s rolling in (the difference in the build's Regen values), and a 49% heal coming in every 34.5s but in the realm of near equal level opponents who do not debuff defenses your guy is going to be tougher as goes S/L M/R/A. But once the levels start getting turned up and foes have an easier time hitting or facing things which debuff defenses I think things will become more even or possibly swing my way. We could probably theorycraft it out but far easier to slot up a build on the test server to be sure.

 

A couple quality of life things in my build:

  • Speed of Sound comes  with Jaunt, which gives you verticality Super Speed does not have
  • Adrenal Booster is up for a minute out of roughly every three. That is +43% to both To-Hit and Damage. And that before considering Rage gives you +20% To-Hit and +80% Damage. So when you really want to hit and damage something you can be at +63% To-Hit and +123% Damage. Did I forget to mention is also grants +43% Recharge?
  • I have not tested Power Transfer: Chance to Heal but the wiki says it averages 3 procs per minute for 5% health.

Nice write up, I had one thing I wanted to reply to about that PT: Chance for Heal proc - it is not a unique proc, meaning you can slot dozens in your build if you want to; though I wouldn't recommend doing so. The reason being that the return is so abysmally low that even acting as a passive healing mechanic, it does not provide a noticeable improvement to the health bar. I have an Elec/Regen Sentinel and I've slotted PT: Chance for Heal and Entropy Chaos: Chance for Heal in nearly every power, mainly as a niche regen idea to test out. The return on my Elec/Regen Sentinel with capped HP of 5% base HP amounts to around 100 HP when the proc triggers, with some powers at around 95% proc chance, and others below 50% (due to the base recharge of most attacks unfortunately). There aren't many builds out there that could slot as many of these Chance for Heal procs as the one I mentioned, so I figured it was a good proof of concept. That being said, I could gain more HP back from slotting Healing IOs in to one of my passive regen powers than relying on the passive Chance for Heal procs activating. 

 

Edit: Should've said base HP, not max HP.

Edited by Glacier Peak
  • Thanks 1

Pocket D Zone Tour

Best Post Ever.... 568068478_BestContentEverSignature.png.4ac4138c1127616ebdcddfe1e9d55b57.png

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Here's another version, built for max resistance.



This Hero build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Mutation Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-EndRdx/Rchg(5), UnbGrd-Max HP%(5), UnbGrd-Rchg/ResDam(7)
Level 1: Jab -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(7), TchofDth-Dmg/Rchg(9), TchofDth-Acc/Dmg/EndRdx(9), TchofDth-Dmg/EndRdx/Rchg(11), TchofDth-Dam%(11)
Level 2: Lightning Field -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(13), SprMghoft-Acc/Dmg/Rchg(13), SprMghoft-Dmg/EndRdx/Rchg(15), SprMghoft-Acc/Dmg/EndRdx/Rchg(15), SprMghoft-Rchg/Res%(17)
Level 4: Haymaker -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/Rchg(21), SprBlsCol-Dmg/EndRdx/Acc/Rchg(23), SprBlsCol-Rchg/HoldProc(23)
Level 6: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(25), UnbGrd-Rchg/ResDam(27), UnbGrd-ResDam/EndRdx/Rchg(27)
Level 8: Static Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(31)
Level 10: Taunt -- MckBrt-Taunt/Rchg(A), MckBrt-Taunt/Rchg/Rng(31), MckBrt-Taunt/Rng(31)
Level 12: Fly -- BlsoftheZ-ResKB(A)
Level 14: Boxing -- Empty(A)
Level 16: Grounded -- ImpArm-ResPsi(A), ImpArm-ResDam(33), StdPrt-ResDam/Def+(33)
Level 18: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(34), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(34), Prv-Absorb%(36)
Level 20: Knockout Blow -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(36), SprGntFis-Acc/Dmg/Rchg(36), SprGntFis-Dmg/EndRdx/Rchg(37), SprGntFis-Acc/Dmg/EndRdx/Rchg(37), SprGntFis-Rchg/+Absorb(37)
Level 22: Lightning Reflexes -- Run-I(A)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(39), ShlWal-ResDam/Re TP(39)
Level 26: Power Sink -- EffAdp-EndMod/Rchg(A), EffAdp-EndMod/EndRdx(39)
Level 28: Rage -- AdjTrg-ToHit/Rchg(A), AdjTrg-ToHit/EndRdx/Rchg(40), AdjTrg-Rchg(40), GssSynFr--Build%(40)
Level 30: Tough -- GldArm-3defTpProc(A)
Level 32: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(42), RedFrt-Def/EndRdx/Rchg(42), RedFrt-Def(42), RedFrt-EndRdx(43), LucoftheG-Def/Rchg+(43)
Level 35: Hurl -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(43), OvrFrc-Acc/Dmg/End(45), OvrFrc-Dmg/End/Rech(45), OvrFrc-Acc/Dmg/End/Rech(45), OvrFrc-Dam/KB(46)
Level 38: Foot Stomp -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(46), SprAvl-Acc/Dmg/EndRdx(46), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(48), FrcFdb-Rechg%(48)
Level 41: Combat Jumping -- Ksm-ToHit+(A), Rct-ResDam%(50), LucoftheG-Def/Rchg+(50)
Level 44: Focused Accuracy -- RctRtc-Pcptn(A)
Level 47: Physical Perfection -- Mrc-Rcvry+(A), Mrc-Heal(50)
Level 49: Power Surge -- Ags-Psi/Status(A)
Level 1: Gauntlet 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- EndMod-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- NmnCnv-Heal(A), NmnCnv-Regen/Rcvry+(17)
Level 2: Stamina -- EndMod-I(A), PrfShf-End%(19)
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 4: Ninja Run 
Level 50: Musculature Radial Paragon 
Level 50: Diamagnetic Core Flawless Interface 
Level 50: Melee Radial Embodiment 
Level 50: Rebirth Radial Epiphany 
Level 12: Afterburner 
------------



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12 hours ago, Erratic1 said:

First off, bless you for including a data chunk.

 

I like Electrical Armor. No, its no Invulnerability or Stone/Granite, but it has its perks. If I had not already had an SS/Bio Brute I might have made an  Elec/SS Tanker instead of the Elec/Rad I ended up with.  Aside from the basic tanking abilities that most armors are going to give you, it seems to me there is a spectrum between Energize and Power Sink where you will camp your build. You went more on the Power Sink end of things whereas I pushed as far as I could into the territory of Energize. What sold me on Energize over Power Sink was that Power Sink gets you more endurance to spend while Energize reduces your expenditure, heals you, and boosts your regen. 

 

You have to find your own comfort zone too, but with the notion that my costs were going to be lowered I did not focus so much on upping my  Recovery, relying instead on making use of Power Sink slotted with a single Endurance IO in it to refill my bar periodically. So the routine is staying mostly stable on endurance while Energize is up, losing endurance while it is down, recovering endurance if the fight goes long by using Power Sink. I should seriously consider revising the build for perma-Hasten as that and the slotting I would use for Energize would allow for it to cycle every 38s, giving only 8 seconds down time as opposed to the 14.5s down time I actually have.

 

I would have worked out a build to include in this post for Elec/SS but I was up late last night due to work and am headed to bed. I will see what I can come up with in the morning. For now I will include my Elec/Rad build because it might give you some ideas. But do keep in mind it also relies on the behavior of Rad Melee, and the ability to proc healing by using Radiation Siphon against Contaminated foes. With SS as your secondary that probably strongly argues for going the Energize route--for the healing and regen.

 

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

Click this DataLink to open the build!

Leyden  Jar: Level 50 Science Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Radiation Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Arctic Mastery

Hero Profile:

------------

 



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Wow! Thank for the very detailed write up! There is a lot to consider.

 

I really was just winging it on the build. I've only back to the game for a few weeks, so I am still getting my feet under me. I also have little experience with tankers, outside of early on live map-pulling dumpster burn nonsense. 

 

My inclination was to energize, I like having on-demand healing (which your build has). I just figured power sink was a more set defining power, a "must have" as a core of the build. I am not in any way tied to that and I think I'd prefer the extra healing you suggest in actual game play. It also seems to be a different kind of tanker experience, which I think will add to playability for me. Your build also has a power pool I've never used, so that is another bonus since I'm trying out new sets anyway.

 

I guess, my ignorant question is, is the energize/no defense route "good enough" to get through normal solo and group content without too much struggle? It sounds like the top end performance on harder content will be much better on your build due the defenses being less relevant.

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1 hour ago, Glacier Peak said:

Nice write up, I had one thing I wanted to reply to about that PT: Chance for Heal proc - it is not a unique proc, meaning you can slot dozens in your build if you want to; though I wouldn't recommend doing so. The reason being that the return is so abysmally low that even acting as a passive healing mechanic, it does not provide a noticeable improvement to the health bar. 

 

Thanks for letting me know how poorly it performs. Its there for the set bonus and the healing was at best icing. Guess that means no icing.

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1 hour ago, 3seven said:

I guess, my ignorant question is, is the energize/no defense route "good enough" to get through normal solo and group content without too much struggle? It sounds like the top end performance on harder content will be much better on your build due the defenses being less relevant.

 

So I went to the test server and tested the build.

 

TLDR: DO NOT DO THIS!

 

I have managed to avoid defeat at +4x8 but just barely and not a few times by running away. And I am talking about against Arachnos, CoT, and Council...not the hard foes. I shudder to think what an ITF would feel like. It is so bad I am hopping back on my Elec/Rad for a comparison....

 

...and its not even a remote comparison. Same roughish resistance numbers (well, Toxic and Psionic are lower) but with 42.46% Defense to melee and my health does not move for the most part as opposed to the sudden sinking like you've stepped into an elevator shaft without the car being there. Heck, I could probably there and type a sentence or two in chat if I had to with no great worries whereas the Elec/SS build above you'd best be keeping an eye on your health and uttering prayers to as many divine entities as you can think of.  I did not expect the Defense to be that meaningful and I know I've done ITF on my Elec/Rad before with all the nastiness of defense debuff that can muster.

 

So I will go back to the drawing board, try to keep perma-Hasten and short cycling Energize but aim for decent Melee defense at the very least.

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This is a quick and dirty retreat to sanity. Does not reach the previous level of +Recharge but gets must better +Melee. When I get a chance I'll test it out on the test server.

 

Spoiler

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

Click this DataLink to open the build!

Level 50 Science Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Experimentation
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Max HP%(5)
Level 1: Jab -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(5), TchofDth-Dmg/Rchg(7), TchofDth-Acc/Dmg/EndRdx(7), TchofDth-Dmg/EndRdx/Rchg(9), TchofDth-Dam%(9)
Level 2: Lightning Field -- MghoftheT-Acc/Dmg(A), MghoftheT-Dmg/Rchg(11), MghoftheT-Acc/Dmg/Rchg(11), MghoftheT-Dmg/EndRdx/Rchg(13), MghoftheT-Acc/Dmg/EndRdx/Rchg(13), MghoftheT-Rchg/Res%(15)
Level 4: Haymaker -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(17), TchofDth-Dmg/Rchg(17), TchofDth-Acc/Dmg/EndRdx(19), TchofDth-Dmg/EndRdx/Rchg(19), TchofDth-Dam%(21)
Level 6: Speed of Sound -- Empty(A)
Level 8: Static Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-Rchg/ResDam(23), UnbGrd-ResDam/EndRdx/Rchg(23)
Level 10: Grounded -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(25)
Level 12: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(27), UnbGrd-ResDam/EndRdx/Rchg(27)
Level 14: Boxing -- Empty(A)
Level 16: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(29), Prv-EndRdx/Rchg(29), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(31)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Knockout Blow -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(33), TchofDth-Dmg/Rchg(33), TchofDth-Acc/Dmg/EndRdx(33), TchofDth-Dmg/EndRdx/Rchg(34), TchofDth-Dam%(34)
Level 22: Kick -- Empty(A)
Level 24: Cross Punch -- Obl-Dmg(A), Obl-Acc/Rchg(34), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-%Dam(37)
Level 26: Power Sink -- EndMod-I(A)
Level 28: Rage -- RechRdx-I(A)
Level 30: Weave -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(37), LucoftheG-Def/Rchg+(39)
Level 32: Toxic Dart -- EntChs-Acc/Dmg(A), EntChs-Dmg/EndRdx(39), EntChs-Dmg/Rchg(39), EntChs-Dmg/EndRdx/Rchg(40), EntChs-Heal%(40)
Level 35: Mu Lightning -- EntChs-Acc/Dmg(A), EntChs-Dmg/EndRdx(37), EntChs-Dmg/Rchg(48), EntChs-Dmg/EndRdx/Rchg(48), EntChs-Heal%(50)
Level 38: Foot Stomp -- Obl-Dmg(A), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-%Dam(42), FrcFdb-Rechg%(43)
Level 41: Ball Lightning -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rchg(43), PstBls-Dmg/Rng(43), PstBls-Acc/Dmg/EndRdx(45), PstBls-Dam%(46)
Level 44: Static Discharge -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rchg(45), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(46), PstBls-Dam%(46)
Level 47: Adrenal Booster -- RechRdx-I(A), RechRdx-I(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 1: Gauntlet 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(15)
------------

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  •  Hasten has 12s downtime on its own. If you pop Adrenal Booster after popping Hasten, Hasten will recharge before it runs out the first time. Eventually hit a cycle where it will be down though.
  • If I have not screwed up the math  this means Adrenal Booster is up  every 175.68s working in concert with Hasten.
  • Energize, without Hasten or Adrenal Booster cycles every 47.52s With Hasten that drops to 37s. 

All this to say is I think you should be good with the most weaker Recovery. But I will try to work in time to test it and report back here.

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