Jump to content

Electric Blast and Power Transfer Heal procs


MonteCarla

Recommended Posts

I've been theorycrafting a build where I slot nearly all the Electric Blast powers with the Power Transfer: Chance to Heal proc.

It only does a 5% Heal when it triggers, but could go off multiple times in Short Circuit and Ball Lightning, both of which get a proc rate of around 20% or so if my calculations are right (with 40% Recharge from a full Power Transfer set)

A whole set of Power Transfer gives you +83% Damage/+60% End Mod at level 40 and a sweet +7.5% Recharge global bonus, so I might even try that - layering mitigation between some Defence, enhanced End Drain and a steady feed of healing.

 

Firing the two AoEs off and hitting just 5 targets would yield 10% of your health back, say every 8 seconds.

 

Has anyone tried this? I don't think it's going to be amazing, but an interesting alternative to just building up Defence for mitigation.

 

Link to comment
Share on other sites

I run pretty defensive Blasters.  A lot of fully ranged softcap ranged defense 

 

theory wise let me say this.  Defense is greater than Resistance is greater than Heal.  You’ve chosen to sacrifice build power to get some random procs at the tail end of helpful.  Kapisch?   

Procs are not served well in fast recharging powers.  I would seriously look at killing the things trying to harm you rather than try to tank through it.  Eat a purple and Nuke them!

Link to comment
Share on other sites

Agreed with Snark, that heal will be insufficient vs the sacrifices in defense and damage. Build for solid defense and max damage/recharge. Done right, you don't need to heal, you unload and nothing lives beyond alpha. Get your nuke down to 25 or less seconds and heals are trivial.

  • Thumbs Up 1
Link to comment
Share on other sites

Someone else can correct me if I'm remembering this incorrectly as it could've changed in the time I was off from the game, but the PT+Heal proc won't fire more than one instance of itself in a singular trigger event, meaning even if it did get multiple proc hits you'd only get one actual return in that activation, so keep that in mind when trying to plan this thought process out.

 

Should you include them? It doesn't hurt to have them sprinkled around, but there are mindful best practices for its existence like in Stamina where it's more assured and just gradual bonus health. If I were going to stick it into something like Short Circuit or Ball Lightning then look to make sure you've maximized your utility in your build, it may not be the best option to full burn that entire set in there when you can just use the proc itself in the last slot. Between the two powers your best option is probably Short Circuit since it isn't a damage focused power in the first place.

 

I myself did try building with it in Short Circuit for a short period of time, but the evaluation had to be made on its contribution versus safety and net value in the build over other options (like better defenses). Leveraging a wider volume of defense in the build meant better opportunities for Energize to continue doing its thing leading to a dual combination of better health and fewer hits. Ultimately a singular proc of Power Transfer wasn't going to equate well enough to what 5/s of breathing room was going to earn me with my regen rate going strong at 30/s. So I pulled the plug there and moved the slotting over to something different that gave more Energy defense (an area the build needed, and one that doubles into Ranged and are both tied to a lot of status effects).

  • Thumbs Up 1
Link to comment
Share on other sites

Yeah, good point, Sir Myshkin, about the passive regeneration that's already there in every Blaster these days.

 

Base Regen is from 1 to full health in 4 minutes. A typical slotted sustain power gives +300% or so to that, so you're recovering... 5% of your health every 3 seconds anyway!! That's more than my estimates above for letting off Short Circuit and Ball Lightning in combat.

 

I have a level 40+ Elec/Elec Blaster gathering dust, and billions of spare inf. I think the sensible (?) thing to do at this point is fit her out with as many heal procs as I can (including Entropic Chaos in the blasts and Call of the Sandman in the punches) and see what happens! 😄

 

I still doubt it will be amazing, but it's nice to try something different from all my other Blasters who've gone the high Def and Recharge route.

 

  • Thumbs Up 1
Link to comment
Share on other sites

This is my "joke" elec blaster.  It was inspired by watching an Elec Blaster in a farm (I was Bruting) who could keep damage up and 99% time not get killed.  Because they could bubble and run when agro got wild.  Then i got frustrated trying to build Sentinels that could deal damage.... and I remembered that Elec blaster.

 

The concept is the thing has 3 O Crap! buttons.  Including one that will get it thru a Rikti map or Rularuu map unscathed.  High ranged Defense and fully ranged.  Will out damage any Sentinel.  Played correctly....just as survivable.  Falls short of most Blasters damage due to the build constraints.  But its a nasty piece of work.

 

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Blanker: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Temporal Manipulation
Power Pool: Concealment
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Lightning Bolt

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (3) Thunderstrike - Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Endurance
  • (7) Thunderstrike - Damage/Endurance/Recharge

Level 1: Time Wall

  • (A) Trap of the Hunter - Accuracy/Recharge
  • (7) Trap of the Hunter - Endurance/Immobilize
  • (9) Trap of the Hunter - Accuracy/Endurance
  • (9) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (11) Trap of the Hunter - Chance of Damage(Lethal)
  • (11) Trap of the Hunter - Immobilize/Accuracy

Level 2: Ball Lightning

  • (A) Artillery - Accuracy/Damage
  • (13) Artillery - Damage/Endurance
  • (15) Artillery - Damage/Recharge
  • (15) Artillery - Accuracy/Damage/Recharge
  • (17) Artillery - Accuracy/Recharge/Range
  • (17) Artillery - Endurance/Recharge/Range

Level 4: Stealth

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (19) Luck of the Gambler - Defense
  • (19) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 6: Charged Bolts

  • (A) Superior Defiant Barrage - Accuracy/Damage
  • (21) Superior Defiant Barrage - Damage/RechargeTime
  • (21) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
  • (23) Superior Defiant Barrage - Accuracy/Damage/Endurance
  • (23) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
  • (25) Superior Defiant Barrage - RechargeTime/+Status

Level 8: Charge Up

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (27) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (29) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 10: Chronos

  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO

Level 12: Zapp

  • (A) Executioner's Contract - Accuracy/Damage
  • (31) Executioner's Contract - Damage/Endurance
  • (31) Executioner's Contract - Damage/Interrupt
  • (33) Executioner's Contract - Damage/Range
  • (33) Executioner's Contract - Damage/Recharge
  • (33) Executioner's Contract - Disorient Bonus

Level 14: Fly

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (34) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range

Level 16: Grant Invisibility

  • (A) Reactive Defenses - Scaling Resist Damage

Level 18: Phase Shift

  • (A) Recharge Reduction IO

Level 20: Temporal Healing

  • (A) Preventive Medicine - Chance for +Absorb
  • (34) Preventive Medicine - Heal
  • (34) Performance Shifter - Chance for +End
  • (36) Performance Shifter - EndMod
  • (36) Endurance Modification IO

Level 22: Time Stop

  • (A) Lockdown - Accuracy/Hold
  • (36) Lockdown - Accuracy/Recharge
  • (37) Lockdown - Recharge/Hold
  • (37) Lockdown - Endurance/Recharge/Hold
  • (37) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (39) Lockdown - Chance for +2 Mag Hold

Level 24: Kick

  • (A) Force Feedback - Chance for +Recharge

Level 26: Tough

  • (A) Reactive Armor - Resistance/Endurance
  • (39) Reactive Armor - Resistance/Recharge
  • (40) Reactive Armor - Resistance

Level 28: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (40) Luck of the Gambler - Defense/Endurance
  • (40) Luck of the Gambler - Defense/Recharge
  • (42) Luck of the Gambler - Defense/Endurance/Recharge
  • (42) Luck of the Gambler - Defense
  • (42) Kismet - Accuracy +6%

Level 30: Hasten

  • (A) Recharge Reduction IO
  • (43) Recharge Reduction IO

Level 32: Thunderous Blast

  • (A) Superior Blaster's Wrath - Accuracy/Damage
  • (43) Superior Blaster's Wrath - Damage/Recharge
  • (43) Superior Blaster's Wrath - Accuracy/Damage/Recharge
  • (45) Superior Blaster's Wrath - Accuracy/Damage/Endurance
  • (45) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
  • (45) Superior Blaster's Wrath - Recharge/Chance for Fire Damage

Level 35: Personal Force Field

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 38: Time Lord

  • (A) Steadfast Protection - Resistance/+Def 3%

Level 41: Repulsion Bomb

  • (A) Bombardment - Damage
  • (46) Bombardment - Damage/Recharge
  • (46) Bombardment - Accuracy/Damage/Recharge
  • (48) Bombardment - Accuracy/Damage/Recharge/Endurance
  • (48) Bombardment - Chance for Fire Damage
  • (48) Sudden Acceleration - Knockback to Knockdown

Level 44: Temp Invulnerability

  • (A) Reactive Armor - Resistance/Endurance
  • (50) Reactive Armor - Resistance/Recharge
  • (50) Reactive Armor - Resistance

Level 47: Time Shift

  • (A) Impeded Swiftness - Accuracy/Slow
  • (50) Impeded Swiftness - Chance of Damage(Smashing)

Level 49: Force of Nature

  • (A) Gladiator's Armor - TP Protection +3% Def (All)

Level 1: Defiance 


Level 1: Brawl

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1668;724;1448;HEX;|
|78DA75945B4F1351108067BB5B0A2D450AAD14B9172B97CAD262E2B30A342234216|
|27C25B56CEAC6B56DDA62E407F8077C100501318A1A837FC2EB83FE01E39B2FBEA0|
|26C66B42D6E9991D3C0BB1C976BF333367CECCEC9CC95C9F687CF776E61428C1712|
|B5BA9CC9FC1FFAA51F666B2793307F8F3A1A470C528FB907B1CEDFCF96C216F2CE8|
|939691AB96CD5CD6A27D71D6CF2D964AC57255BF605CC537AA33D982595AB4B255B|
|35880D06CB168E953856B66C5BC645A667529202469CBCC5FAE06896B6816F27EB1|
|9A2B19C642CB64C9CCE9E9623967A0BFDA394B510C2A86CF28B87EB617600DDF290|
|D3CB0CEB041A0C13D864D823AB84F707AE8809B5B8A63B24C500FB7195608FCB0CA|
|708720897B15D98D02AA57681A412368022F431D4133F818EA09825872F59F1FDBA|
|342840E688130C3B42A404703AF645BF3AE094D1814060FC16150193482287809C6|
|6A1F5C8EDC070F3C8EC9438223B0C5F088A0131E333C2198C03A36486E940648508|
|5BB194EE02B20071C80E76CF282E125412FBC6278CDF0862080D106E59382F08162|
|E883F7044D68724832C1C5372A5A336A42B226C4D1A5318156293AAD157654C7ED2|
|78665F2DF0F37197A69F738EE8EC8B945E03B9BFC20380A3F197E31FC2638067F08|
|3C185E9BE406DAE0066954D4B4CB9DD10EDDB8ECAA6DEE4118D0600062041ADA76C|
|8C17470170D403343886048242D20CCB00BC2710CDD74C985EEE25A0D339CAC4D08|
|F9A41E58511D935586BB04C7618D619D6183E0A94A777A2FED18073C85758DCB058|
|98BFA6074DBD8038372DF0EC22E75F4087E3C0780AED528280C1E868F64B38D4727|
|E4BA26445DB18A29AE6B8AEB7A1683D1255B45874D0A26055B04CFD05D52CE24096|
|34EF368AE1161DB9D9A7BF208A16DC3CC7FE4B39A7BC4E042C877FC6EC7F8F4D3D7|
|F97C5023767CD927C70EEB539D617551713AF21CE5FC759F2DA2730946F8124C0FB|
|B73B671CAB86EA81D4D8851B5B027F80B3814D0A0|
|-------------------------------------------------------------------|

Link to comment
Share on other sites

On 2/20/2023 at 9:08 PM, Sir Myshkin said:

Someone else can correct me if I'm remembering this incorrectly as it could've changed in the time I was off from the game, but the PT+Heal proc won't fire more than one instance of itself in a singular trigger event,

 

Well, no but also yes depending on how you meant.

 

Sometime during Page 3 or 4 PT:%Heal was fixed so that multiples of them would stop stepping on each other when slotted in an auto or an aura.  I've used more than one in this way on a handful of characters and they stack up nicely. I wax a bit philosophical in a stalker thread about how much value I felt I was getting against using a slot elsewhere. I think there are some outliers that can slot three of them into auto/aura powers, but 2+ Panacea is easier to pull off.

 

However, if you mean that sticking one into an AoE attack will only give you a single application of the heal regardless of target count, then that is 100% correct.

  • Like 1

You see a mousetrap? I see free cheese and a f$%^ing challenge.

Link to comment
Share on other sites

On 2/23/2023 at 10:15 AM, InvaderStych said:

However, if you mean that sticking one into an AoE attack will only give you a single application of the heal regardless of target count, then that is 100% correct.

 

This is indeed what I was focused on.

 

On 2/23/2023 at 10:15 AM, InvaderStych said:

Sometime during Page 3 or 4 PT:%Heal was fixed so that multiples of them would stop stepping on each other when slotted in an auto or an aura.

 

However this part is a change I missed, I was under the impression they still nuked the stack and only allowed one to go off.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...