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Mini-workshop question: Lightning Clap (Tankers)


tidge

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I am workshopping a Dark/Electric Tanker. and I am looking at the T8 Secondary Lightning Clap.

 

Originally, I had planned to franken-slot this with 4xAbsolute Amazement (to get 15% Accuracy Bonus) and some %damage. As I've been playing (solo) I'm confronted with how I actually use the power:

  • I like the PBAoE Stun aspect
  • The knockback (because it is a PBAoE on a melee character) is problematic, even for me (a player who tolerates KB)

 

I'm just about committed to slotting a KB->KD piece, but I'm wondering if I should go 5x for the little bit of extra Recharge? The build will have a couple of powers/slotting choices where the extra 10% Global recharge can help. This power is consuming 6 slots, and it is an AoE that I'd otherwise like to keep.

 

I'm wondering what the collective thoughts are on Lightning Clap?

 

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I like the stacking with Oppressive Gloom. Depending on global accuracy, I’d slot 2x Acc/EndRed, KB->KD, and a FFB proc and call it a day. I’d be tempted though to sneak a Triumphal Insult chance to stun proc in there as well.

 

If you have the slots and no other better place for them, I like your alternative (5 Absolute Amazement and the KD converter).

The Splintered Soul Project: (Nyght****) 21 and counting (18 max). 

 

DSorrow: “Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime.

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Oddly enough I do not have an Electric/Dark Scrapper (yet) but if I did, I would certainly 6-slot both Lightning Clap and Oppressive Gloom.  Assuming both hit, you've got mag 4 stun and knockdown for everything in an eight foot radius, plus they get knocked down.  That's over ten seconds of safety.  You've got plenty of other spots to put FF +recharge.  

 

If I were making a tanker like this, I'd probably consider not even worrying about melee defense and just looking at ranged defense.  My only question would be whether to slot Lightning Clap with 5 pieces of Stupefy (missing the proc) and SA proc (and Oppressive Gloom with 5 +5 pieces of Absolute Amazement (skipping Stun/End) and Triumphant insult proc), or with 5 +5 pieces of Absolute amazement (skipping Stun) and SA proc (and Oppressive Gloom with 5 pieces Stupefy and TI proc).  Or skip the TI proc and put in immobilze proc from Razzle Dazzle to stop wanderers.

Who run Bartertown?

 

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1 hour ago, Yomo Kimyata said:

If I were making a tanker like this, I'd probably consider not even worrying about melee defense and just looking at ranged defense.

 

The workshop version of my Dark/Electric Tanker has poor (positional) ranged defense! Type defenses are better, and AoE is fine. After I've got it leveled up I will have more to say... I'm skipping the Fitness Pool and making some set choices that have put me in this (poor) position(al). This character is about trying some new things, such as the Experimentation pool(*1).

 

2 hours ago, Nyghtmaire said:

I like the stacking with Oppressive Gloom. Depending on global accuracy...

 

I planned to skip Oppressive Gloom! On other characters, I've never been satisfied with this type of aura, even if they seem to be what the cool kids are wearing. Global Accuracy is vitally important for my take on the build... The finished build will have the Kismet +ToHit piece in Cloak of Darkness! This is weighing heavily on the "play-up" period because I don't yet have those set bonuses for Accuracy, and I'm slotting for Endurance management pre-50.

 

Sidebar: The "wanderers" are something I worry about for this character. For example: I am leveraging Dark Regeneration as a(nother) PBAoE source of damage... it's just that the Endurance cost for this is so high I ended up taking out a %damage and put the Theft of Essence %+Endurance piece in to mitigate it's use!

 

(*1) I'm liking the Experimentation pool so far. My thoughts:

 

Experimental Injection was going to be skipped, but I worked it back in to use as a mule.

 

Toxic Dart was in the build (to provide an extra ST attack, and for a set bonus) but with more Recharge I don't need it so it was pulled from build (freeing many slots)

 

Speed of Sound is my Combat Teleport replacement, and the travel power. I feel like I will have to mock up a set of macro/rotating bindfiles to toggle it on/off and TP to target on demand, since I don't like to keep it on during heavy combat.

 

Corrosive Vial is crazy good, either as an opening attack and especially once I have clustered enemies near me.

 

Adrenal Booster it is planned but not yet taken.

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My Elec/Elec Tank has it slotted with a kb -> kd and an FF proc. It does a great job keeping mobs stunned/knocked and supercharges my recharge. Obviously that has diminishing returns vs a solo mob, but pretty good for a 2 slot investment.

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1 hour ago, tidge said:

I planned to skip Oppressive Gloom! On other characters, I've never been satisfied with this type of aura, even if they seem to be what the cool kids are wearing. Global Accuracy is vitally important for my take on the build... The finished build will have the Kismet +ToHit piece in Cloak of Darkness! This is weighing heavily on the "play-up" period because I don't yet have those set bonuses for Accuracy, and I'm slotting for Endurance management pre-50.

 

Oh, my!

 

I find OG to be marvelous and take it with reckless abandon whenever I can get mag 4+ disorient in total.  The endurance cost is minimal, and I find the damage inflicted is significantly less than the damage mitigated.

 

Reminder that the inherent accuracy of Lightning Clap is an abysmal 60%!  That's going to make my mind up to put +5 Absolute Amazement there rather than in OG.

 

1 hour ago, tidge said:

(*1) I'm liking the Experimentation pool so far.

 

I've been going there the last few months as well, and I would on an Elec/Dark scrapper as well.  Generally I skip Toxic Dart and take Speed of Sound (20% Slow resist) and Experimental Injection (PM proc) as the pre-reqs.  Adrenal Booster is bueno with three Membranes, and I like Corrosive Vial with two Lysosomes and two -res debuffs.

 

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Who run Bartertown?

 

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15 hours ago, StriderIV said:

I’ve ran an Elec Armor/Dark Melee tanker, but have been really interested in running the inverse of the combo! Would love to see your builds to use as a base!

 

 

Here is my current noodling:

 

Spoiler

Primary Power Set: Dark Armor
Secondary Power Set: Electrical Melee
Power Pool: Experimentation
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Leaping


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


Level 1:        Dark Embrace    
 (A) Gladiator's Armor - End/Resist: Level 50+5
 (*) Gladiator's Armor - TP Protection +3% Def (All)
 (*) Steadfast Protection - Resistance/+Def 3%

 

Level 1:        Havok Punch
 (A) Superior Gauntleted Fist - Accuracy/Damage
 (*) Superior Gauntleted Fist - Damage/RechargeTime
 (*) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
 (*) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
 (*) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime

 

Level 2:        Murky Cloud    
 (A) Unbreakable Guard - Resistance
 (*) Unbreakable Guard - Resistance/Endurance
 (*) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (*) Unbreakable Guard - +Max HP

 

Level 4:        Jacob’s Ladder    
 (A) Superior Might of the Tanker - Accuracy/Damage
 (*) Superior Might of the Tanker - Damage/Endurance/Recharge
 (*) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
 (*) Superior Might of the Tanker - Recharge/Chance for +Res(All)
 (*) Perfect Zinger - Chance for Damage (Psi)
 (*) Scirocco's Dervish - Chance for Damage (Lethal)


Level 6:        Speed of Sound    
 (A) Blessing of the Zephyr - Travel/Endurance: Level 50+5


Level 8:    Dark Regeneration    
 (A) Touch of the Nictus - Accuracy/Endurance/Recharge
 (*) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
 (*) Touch of the Nictus - Chance for Damage (Negative)
 (*) Scirocco's Dervish - Chance for Damage (Lethal)
 (*) Eradication - Chance for Damage (Energy)
 (*) Theft of Essence - Chance for +Endurance


Level 10:    Obsidian Shield    
 (A) Unbreakable Guard - Resistance
 (*) Unbreakable Guard - Resistance/Endurance


Level 12:    Cloak of Darkness    
 (A) Shield Wall - +Res (Teleportation), +5% Res (All)
 (*) Shield Wall - Defense/Endurance: Level 50+5
 (*) Shield Wall - Defense: Level 50+5
 (*) Kismet - Accuracy +6%
 (*) Reactive Defenses - Scaling Resist Damage
 (*) Luck of the Gambler - Recharge Speed


Level 14:    Taunt    
 (A) Mocking Beratement - Taunt
 (*) Mocking Beratement - Taunt/Range
 (*) Mocking Beratement - Taunt/Recharge
 (*) Mocking Beratement - Recharge
 (*) Mocking Beratement - Taunt/Recharge/Range
 (*) Mocking Beratement - Accuracy/Recharge


Level 16:    Thunder Strike    
 (A) Multi-Strike - Accuracy/Endurance: Level 50+5
 (*) Superior Gauntleted Fist - RechargeTime/+Absorb
 (*) Scirocco's Dervish - Chance for Damage (Lethal)
 (*) Eradication - Chance for Damage (Energy)
 (*) Perfect Zinger - Chance for Damage (Psi)
 (*) Explosive Strike - Chance for Damage (Smashing)


Level 18:    Death Shroud    
 (A) Superior Avalanche - Damage/Endurance
 (*) Scirocco's Dervish - Damage/Endurance: Level 50+5


Level 20:    Experimental Injection    
 (A) Preventive Medicine - Chance for +Absorb


Level 22:    Corrosive Vial    
 (A) Positron's Blast - Chance for Damage (Energy)
 (*) Bombardment - Chance for Damage (Fire)
 (*) Javelin Volley - Chance for Damage (Lethal)
 (*) Touch of Lady Grey - Chance for Damage (Negative)
 (*) Javelin Volley - Accuracy/Endurance/Recharge: Level 50+5
 (*) Ragnarok - Accuracy/Recharge: Level 50+5


Level 24:    Chain Induction    
 (A) Hecatomb - Damage: Level 50+5
 (*) Hecatomb - Accuracy/Damage/Recharge: Level 50
 (*) Hecatomb - Accuracy/Recharge: Level 50
 (*) Hecatomb - Damage/Endurance: Level 50+5
 (*) Hecatomb - Chance for Damage (Negative): Level 50
 (*) Gladiator's Strike - Chance for Damage (Smashing)


Level 26:    Cloak of Fear    
 (A) Siphon Insight - ToHit Debuff
 (*) Siphon Insight - Accuracy/ToHit Debuff
 (*) Siphon Insight - Accuracy/Recharge
 (*) Siphon Insight - ToHit Debuff/Endurance/Recharge
 (*) Siphon Insight - Accuracy/Endurance/Recharge
 (*) Siphon Insight - Chance for +ToHit


Level 28:    Lightning Clap    
 (A) Absolute Amazement - Stun: Level 50+5
 (*) Absolute Amazement - Stun/Recharge: Level 50+5
 (*) Absolute Amazement - Accuracy/Stun/Recharge: Level 50+5
 (*) Absolute Amazement - Accuracy/Recharge: Level 50+5
 (*) Absolute Amazement - Endurance/Stun: Level 50+5
 (*) Sudden Acceleration - Knockback to Knockdown


Level 30:    Lightning Rod    
 (A) Armageddon - Damage/Recharge: Level 50
 (*) Armageddon - Accuracy/Damage/Recharge: Level 50
 (*) Armageddon - Accuracy/Recharge: Level 50
 (*) Armageddon - Damage/Endurance: Level 50+5
 (*) Armageddon - Chance for Fire Damage: Level 50
 (*) Range: Level 50+5

 

Level 32:    Build Up    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
 (*) Recharge Reduction IO: Level 50+5


Level 35:    Adrenal Booster    
 (A) Recharge Reduction IO: Level 50+5
 (*) Recharge Reduction IO: Level 50+5

 

Level 38:    Maneuvers    
 (A) Luck of the Gambler - Recharge Speed


Level 41:    Combat Jumping
 (A) Luck of the Gambler - Recharge Speed


Level 44:    Soul Transfer    
 (A) Power Transfer - Chance to Heal


Level 47:    Super Jump    
(A) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 49:    Stealth    
 (A) Luck of the Gambler - Recharge Speed


Level 1:    Brawl    
 (A) Empty


Level 1:    Gauntlet    

 

Level 1:    Sprint    
 (A) Empty

 

Level 2:    Rest    
 (A) Empty

 

Level 1:    Athletic Run    

 

Level 2:    Swift    
 (A) Run Speed IO: Level 50+5

 

Level 2:    Health    
 (A) Panacea - +Hit Points/Endurance
 (*) Numina's Convalesence - +Regeneration/+Recovery
 (*) Numina's Convalesence - Heal

 (*) Miracle - +Recovery


Level 2:    Hurdle    
 (A) Jumping IO: Level 50+5


Level 2:    Stamina    
 (A) Performance Shifter - Chance for +End
 (*) Performance Shifter - EndMod

 

 

 

I suppose there are two personal motivations for this build:

  • I wanted to try some powers I haven't used (or didn't work as well as I liked on other ATs)
  • I wanted to make a scrappy tank (so leverage larger AoE and %procs)
  • I wanted the build to be "essentially complete" by level 32

For example: I've never used Dark Armor, and I was disappointed with Electrical Melee attacks on my Dominator. Electrical Melee (and Corrosive Vial) seem to work pretty well for this Tanker.

 

To those ends, I recognize that this build is committing (at least!) a couple of "Tanker sins":

  • I did not make an effort to maximize either Defenses OR Resistances (sorry Fighting Pool!)
  • I did not pursue +Max Health/HP (also there may be some room for more Regeneration)

Frankly: I don't mind living on the edge and allowing teammates to provide buffs. I can sort of see which enemies are going to be problematic. I will consider a second build that leans into those things missing from this build for when a sturdier Tanker is needed.

 

I haven't actually settled on the powers (order, choices) for levels 38+. I was initially going to not include the Leaping pool and simply leverage the Concealment pool as LotG mules, but I figured "What is one more toggle for some more defense?" and slipped in Combat Jumping, which casually allowed Super Jump as a mule for some KB protection (or Slow resist).

 

Some noodling on Lightning Rod may happen. As of right now I have a Range IO and the Armageddon %Fire... but I have considered doing this instead:

  • Swap out the Range IO for a Centriole 53 (I have them cluttering storage!)
  • Swap the Armageddon %Fire for the Damage piece, and then boost each to 50+5

The second swap would allow me to add the %Fire to an earlier-level power (like Thunder Strike or Dark Regeneration). I need to get more practice using Lightning Rod... I think once the global Recharge is higher I will leverage Lightning Rod more than I have been while leveling.

 

I also haven't made a final decision on the slotting of Cloak of Fear and Build Up. Normally I'd 6-slot Build Up with Gaussian's (if not going with the 2-slotting as shown) but I kind of want the -ToHit (and Fear) effect, so improving Accuracy and Endurance consumption in the aura seems like a better investment ATM.

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