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Posted

I’ve been looking for a concept that fit Titan Weapons for quite a while and finally landed on one!

 

Elec/TW Tanker seems like it could be quite the combo.

 

On the TW front, what are the must have attacks? Any specific attack strings I should follow?

 

Also, if anyone has played this combo and has a sample build, I’d be all eyes and ears!

Posted

I have not played an Elec tank but I do have a TW tank (Willpower is my primary).  I can't verify at the moment (damn job) but I believe my attack power picks were Defensive Sweep (the character was made before you could get T2 at level 1), Titan Sweep, Follow Through, Rend Armor and Whirling Smash.  Taunt and Build Momentum as well.  I would have taken Arc of Destruction but I insisted on flight and AoD can't be used in the air.  I'm no expert but I think the consensus is that Crushing Blow is better for getting your momentum going but Defensive Sweep does have a defense bonus (similar to moves like Parry and Divine Avalanche) and can slot a Luck of the Gambler if so desired.  I would say the best powers to skip are Taunt and possibly Defensive Sweep, and skip Arc of Destruction only if you intend on flying all the time like I do.

 

I think my usual attack chain involved starting with a sweep, into Whirling Smash and Follow Through, filling in Rend Armor and another Sweep before needing to start over.  Use your Epic/Patron AoE between momentum so you're not wasting time for your fast attacks.

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Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

Posted
3 hours ago, ZorkNemesis said:

I have not played an Elec tank but I do have a TW tank (Willpower is my primary).  I can't verify at the moment (damn job) but I believe my attack power picks were Defensive Sweep (the character was made before you could get T2 at level 1), Titan Sweep, Follow Through, Rend Armor and Whirling Smash.  Taunt and Build Momentum as well.  I would have taken Arc of Destruction but I insisted on flight and AoD can't be used in the air.  I'm no expert but I think the consensus is that Crushing Blow is better for getting your momentum going but Defensive Sweep does have a defense bonus (similar to moves like Parry and Divine Avalanche) and can slot a Luck of the Gambler if so desired.  I would say the best powers to skip are Taunt and possibly Defensive Sweep, and skip Arc of Destruction only if you intend on flying all the time like I do.

 

I think my usual attack chain involved starting with a sweep, into Whirling Smash and Follow Through, filling in Rend Armor and another Sweep before needing to start over.  Use your Epic/Patron AoE between momentum so you're not wasting time for your fast attacks.

Thanks for this Zork. That is a big question of mine right now, is if you pass up on Defensive Sweep or not now that it is an option.

Posted

Generally, you want to take everything in TW. Defensive Sweep is skippable. A case can be made to drop Titan Sweep as well if something else is desired, but it's still a solid attack for levelling.

 

Crushing Blow will always be your quickest attack outside of Momentum, so if you ever drop Momentum and Build Momentum isn't up, you should use Crushing Blow.

 

As far as what to do after Crushing Blow, just do whatever! Inside momentum, you have 2 ST attacks and 3 AoEs, so this should be pretty self explanatory. Arc of Destruction has the best DPA out of the AoEs, so if you need something else to do for ST, just use that.

 

Definitely consider picking up some epic powers to fill in the gaps! Since you have a lot of recharge boosting at your disposal (nearly every power can take an FF proc), Gloom fits nicely here, and you can even double dip for Dark Obliteration!

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Mainly on Excelsior. Find me in game @Spaghetti Betty.

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Posted
8 hours ago, StriderIV said:

That is a big question of mine right now, is if you pass up on Defensive Sweep or not now that it is an option.

Depends on your build. Since your Elec Armor you could eschew padding defense and just build to your strengths, in which case defensive sweep is a LoTG mule (but could also house a kismet, and the 2 +resistance IOs) depending on your build and if you had access to any other power that allows for defense IOs like combat jumping.

 

I have the scrapper version of this as a tw/elec scrapper, but I haven't touched it in 3+ years at this point.

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Posted
8 hours ago, Spaghetti Betty said:

Generally, you want to take everything in TW. Defensive Sweep is skippable. A case can be made to drop Titan Sweep as well if something else is desired, but it's still a solid attack for levelling.

 

Crushing Blow will always be your quickest attack outside of Momentum, so if you ever drop Momentum and Build Momentum isn't up, you should use Crushing Blow.

 

As far as what to do after Crushing Blow, just do whatever! Inside momentum, you have 2 ST attacks and 3 AoEs, so this should be pretty self explanatory. Arc of Destruction has the best DPA out of the AoEs, so if you need something else to do for ST, just use that.

 

Definitely consider picking up some epic powers to fill in the gaps! Since you have a lot of recharge boosting at your disposal (nearly every power can take an FF proc), Gloom fits nicely here, and you can even double dip for Dark Obliteration!

Extremely helpful as always Betty, thank you.

Posted
8 hours ago, StriderIV said:

Thanks for this Zork. That is a big question of mine right now, is if you pass up on Defensive Sweep or not now that it is an option.

 

I'd skip at least one of the first three attacks.   When I ran a Rad/TW to 50, I skipped Titan Sweep.  I might reconsider today but it would probably be in favor of skipping Crushing Blow instead.  While it's true CB is the fastest of the "slow" attacks, it's faster than Defensive Sweep by all of 0.12 seconds and it only does less damage vs. fewer than 3 targets. Since I mostly build Tankers to tank for teams, I generally do not care much about ST damage output being optimal.  

 

With Elec Armor, you won't have a lot of other places to slot LotG:+rech.  And recharge is pretty key here since you want that self heal up as often as possible.  Elec Armor has some +rech, good slow resist (though you want to build more), and good endurance recovery and drain resistance.  It's got the fuel to go fast.  So go fast.   I'd take Def Sweep and add LotG to it.  Then Titan Sweep with FF:+rech.

 

The thing to know and accept about Titan Weapons is the weird Momentum mechanic.  If you are excessively worried about things like optimal attack chains, this set will drive you nuts.  Momentum, despite the name, cannot be maintained indefinitely.  You gain Momentum for 5s after performing a slow attack (i.e. timer starts after the slow attack finishes) or for 10s after Build Momentum.  So now you have 5 or 10 seconds to perform the fast versions of your attacks, which is the ideal.  But as @ZorkNemesis notes, it makes you want to do things like delay using Epic attacks and other powers until after Momentum drops so as to not "waste" momentum time.  That's annoying because typically I want to use whatever is the most appropriate power for the moment.  If I see some enemies making a bee-line over to gut the Blaster, I want to toss out a Taunt at them.  Oops... that just "cost" me a fast attack.  Or if you don't have taunt, you have to run over there to save your buddy.  Re-positioning, healing, pool attacks, taunting, anything other than a fast attack wastes Momentum if it's up.

 

To me, team tanking is managing chaos, not being able to run well-ordered and optimal attack patterns endlessly.    If you are more into soloing, it's probably a different story.  

 

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Posted
1 hour ago, ZemX said:

it makes you want to do things like delay using Epic attacks and other powers until after Momentum drops so as to not "waste" momentum time.  That's annoying because typically I want to use whatever is the most appropriate power for the moment.  If I see some enemies making a bee-line over to gut the Blaster, I want to toss out a Taunt at them.  Oops... that just "cost" me a fast attack.

This right here is why I ultimately ruled out pairing TW with Fiery Aura. I had a cool theme in my head, but dropping burn would impact momentum, so I ultimately went fire/fire.

 

TW works a bit easier I think with Elec armor because of the longer recharge on energize and your likely not using power sink on CD unless you're trying to sap a target or have absolutely horrible end management.

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Posted
1 hour ago, ZemX said:

 

I'd skip at least one of the first three attacks.   When I ran a Rad/TW to 50, I skipped Titan Sweep.  I might reconsider today but it would probably be in favor of skipping Crushing Blow instead.  While it's true CB is the fastest of the "slow" attacks, it's faster than Defensive Sweep by all of 0.12 seconds and it only does less damage vs. fewer than 3 targets. Since I mostly build Tankers to tank for teams, I generally do not care much about ST damage output being optimal.  

 

With Elec Armor, you won't have a lot of other places to slot LotG:+rech.  And recharge is pretty key here since you want that self heal up as often as possible.  Elec Armor has some +rech, good slow resist (though you want to build more), and good endurance recovery and drain resistance.  It's got the fuel to go fast.  So go fast.   I'd take Def Sweep and add LotG to it.  Then Titan Sweep with FF:+rech.

 

The thing to know and accept about Titan Weapons is the weird Momentum mechanic.  If you are excessively worried about things like optimal attack chains, this set will drive you nuts.  Momentum, despite the name, cannot be maintained indefinitely.  You gain Momentum for 5s after performing a slow attack (i.e. timer starts after the slow attack finishes) or for 10s after Build Momentum.  So now you have 5 or 10 seconds to perform the fast versions of your attacks, which is the ideal.  But as @ZorkNemesis notes, it makes you want to do things like delay using Epic attacks and other powers until after Momentum drops so as to not "waste" momentum time.  That's annoying because typically I want to use whatever is the most appropriate power for the moment.  If I see some enemies making a bee-line over to gut the Blaster, I want to toss out a Taunt at them.  Oops... that just "cost" me a fast attack.  Or if you don't have taunt, you have to run over there to save your buddy.  Re-positioning, healing, pool attacks, taunting, anything other than a fast attack wastes Momentum if it's up.

 

To me, team tanking is managing chaos, not being able to run well-ordered and optimal attack patterns endlessly.    If you are more into soloing, it's probably a different story.  

 

Zem, this gave me a lot to chew on, thank you.

Posted
26 minutes ago, SeraphimKensai said:

This right here is why I ultimately ruled out pairing TW with Fiery Aura. I had a cool theme in my head, but dropping burn would impact momentum, so I ultimately went fire/fire.

 

TW works a bit easier I think with Elec armor because of the longer recharge on energize and your likely not using power sink on CD unless you're trying to sap a target or have absolutely horrible end management.

This was my thinking behind the Elec/TW pairing as well.

Posted (edited)

From TW you must take:

 

CB - usually used to start the 5s momentum window. Also fits Achilles procs because this set is a munchkin’s wet dream.

FT, RA, whirling, arc - the good attacks. 
Build momentum - take it or I will find you and shake you. 
 

You can skip:

 

defensive sweep - weak. But it is a parry (I have no clue why a set with dpa as high as TW is allowed to have a parry but anyway) and can mule lotg which gives it niche uses.
 

Titan sweep - also not really necessary since you already have 2 aoe attacks in whirling and arc. That said, if you skip both titty sweep and defensive, then your first aoe is the T8. That’s later than even SS and its infamous footstomp. [EDIT: actually, it's not - footstomp is a T9. I blame the fact that my last half-dozen SS's have been brutes - the idea of footstomp in the late 20's is burned into my brain.] Only recommended for AE sitters.

 

I do not understand what this talk about wasting momentum time is. Momentum TW attacks are very good, but if you can replace one of them with an even higher dpa attack, it is still a gain. TW builds regularly use snipes like moonbeam under momentum, for example. Another option is to use them at the end of a momentum window before you start the next momentum window. For example, slow CB (momentum starts) > RA > arc > FT > fast CB > (momentum ends) > burn/zzap > slow CB to start momentum again. This productively uses the gap between one momentum window and the next, results in fewer slow CBs used and higher dps overall. 

Edited by Zect
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Posted
1 hour ago, Zect said:

From TW you must take:

 

CB - usually used to start the 5s momentum window. Also fits both FF and Achilles procs because this set is a munchkin’s wet dream.

FT, RA, whirling, arc - the good attacks. 
Build momentum - take it or I will find you and shake you. 
 

You can skip:

 

defensive sweep - weak. But it is a parry (I have no clue why a set with dpa as high as TW is allowed to have a parry but anyway) and can mule lotg which gives it niche uses.
 

Titan sweep - also not really necessary since you already have 2 aoe attacks in whirling and arc. That said, if you skip both titty sweep and defensive, then your first aoe is the T8. That’s later than even SS and its infamous footstomp. Only recommended for AE sitters.

 

I do not understand what this talk about wasting momentum time is. Momentum TW attacks are very good, but if you can replace one of them with an even higher dpa attack, it is still a gain. TW builds regularly use snipes like moonbeam under momentum, for example. Another option is to use them at the end of a momentum window before you start the next momentum window. For example, slow CB (momentum starts) > RA > arc > FT > fast CB > (momentum ends) > burn/zzap > slow CB to start momentum again. This productively uses the gap between one momentum window and the next, results in fewer slow CBs used and higher dps overall. 

This is really helpful knowledge, thank you.

 

Funny thing: I finally got mids working! Most of my builds have been standing on the shoulders of others or just flying by the seat of my pants. Excited to experiment. I’m going to try and get my Elec/Titan build posted in this thread tomorrow and gather feedback.

Posted (edited)

First time doing/sharing a mids build, so I hope I'm doing it right! Would love insight/feedback on things to change. Thanks @Ratch_ for some suggestions on the TW attack slotting! I'm not sure if I have anything toggled on, but I don't believe so since I didn't select any incarnate powers. I'm looking to go Musc Radial for Alpha slot however. Other incarnate suggestions are welcomed!

Looks like I was able to hit 90% to everything but NegE (75.9%) and Toxic (a measly 18.5%). I decided to just let that hole be and just to strengthen up in other areas.

One possible change is to switch Crushing Blow out for Defensive Sweep. That should allow me to hit softcap on Melee Defense, but I'm not sure if it is worth it on a set with no DDR. It would allow for another LOTG mule however.

One other question: It says my +ToHit is at 66%. Would it be better to drop Assault and pick up Tactics?

 

Data chunk

Spoiler

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Tanker Elec-TW.mbd

Screenshot 2024-03-16 201925.png

Edited by StriderIV
Added screenshot
  • Like 2
Posted (edited)
13 hours ago, StriderIV said:

One possible change is to switch Crushing Blow out for Defensive Sweep.

Really well done on the build, Strider! It's honestly very tight as is.

 

I did make some minor adjustments for no loss (mostly moving the Psi resist Impervium from tough to a 5th Might ATO in Lightning Field - free 6% Toxic for no downside), but did a few other small changes that I feel are worth it.

 

To the point above though - I think you're on target, though both Crushing Blow and Defensive Sweep have their merits. 100% defensive sweep would be useful in some scenarios, but:

  • You have pretty good aoe chaining with whirling and arc, given that both have FFback support. These are also super efficient aoes while in momentum - much more so than defensive.
  • Without Crushing Blow, your ST would be pretty annoying. Just follow through + Rend would be really awkward, and you'd be blowing end and animation time on aoes on hard targets.

A few other things I changed:

  • Dropped Assault in favor of Power Surge.
    • You gain a slot through muling Gladiator Unique, which I shifted to some end support. Assault is pretty paltry return here, and you're already tight on end, so running it all the time is not ideal.
    • You can always lean on Power Sink, but it has a large animation time, and is best reserved for emergencies rather than set as a required element to maintain your rotation. Honestly I'm not sure how Power Sink works with the Power Transfer Proc. If it heals based on enemies hit, that's pretty brilliant!
    • Power Surge gives you something to fall back on if overwhelmed with toxic damage, really needing to cap NE in a fight, or in certain content where being immune to resist debuffs for a while is handy. Mostly there for the mule, but surprisingly handy at times.
  • Swapped some slotting in Dark Oblit. The Immob proc isn't super useful on a tanker, who already has mobs glued to them. In fact, immobilizing distant foes could be annoying, as they will fail to clump around you. The Rag proc will have almost twice the chance to go off than Overwhelming force, as OF is a set 20% no matter the proc math. It is a nice bit of extra mitigation!
  • Dropped a recharge for buildup proc in build momentum. With your global recharge +ffback, that extra recharge IO is only going to save you 2-4 seconds on average. Much nicer to have the extra damage on demand.
  • I like the idea of decimation buildup in Gloom, but swapped it for another damage proc. The issue is that the decimation proc only has a little over a 5 second window, and by virtue of using Gloom, you'll already be forced to draw your weapon, and may not be in momentum window, so it will be very hard to take advantage of procs.

 

One thing you might consider is dropping epic attacks entirely. Gloom/oblit will almost always come out on top in ultimate DPA, but you could:

  • Have a simpler time managing momentum without rotating epics in.
  • Work in Defensive Sweep for some extra lotg fun, the parry benefits, and even proc it out to work into aoe.
  • Grab a travel power. This would let you mule the winter set IO for slow resist, which would mean you don't need the winter set in defensive to keep capped slow resist. This would let you more freely frankenslot and proc out Defensive Sweep as above.

Epics always have thematic considerations too of course. Soul Mastery is a really strong choice here! Just something to consider.

 

Here is an example approach for an epicless iteration. Even with no DDR, 51% melee defense is pretty nice! This also allows some slotting freedom to juice NE a bit more too as you see.

Tanker Elec-TW no epics.mbd

 

Other than that, it's a really nice balance of damage and survivability! You could push the pedal in either direction, but you've hit a good spot between them. Usually I like the Might ATO proc in a medium recharge ST attack with good proc potential so I can triple stack it. However, I think LF is the right play as you have done here. Crushing Blow isn't the best for proccing, follow through a bit too conditional, and rend a bit too long on recharge. You'll get a brainless 1-2 stacks and be happy.

 

Note in my update I have toggled build momentum off, and did include the recommended Alpha (musculature Radial).

Tanker Elec-TW.mbd

 

Text:

Spoiler

Selected Powers

Level 1: Charged Armor

  • Slot Level 1: Unbreakable Guard: Resistance
  • Slot Level 7: Unbreakable Guard: Resistance/Endurance
  • Slot Level 9: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • Slot Level 9: Unbreakable Guard: RechargeTime/Resistance

Level 1: Crushing Blow

  • Slot Level 1: Superior Gauntleted Fist: RechargeTime/+Absorb
  • Slot Level 3: Superior Gauntleted Fist: Accuracy/Damage
  • Slot Level 3: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime
  • Slot Level 45: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime
  • Slot Level 45: Superior Gauntleted Fist: Damage/Endurance/RechargeTime
  • Slot Level 46: Achilles' Heel: Chance for Res Debuff

Level 2: Lightning Field

  • Slot Level 2: Superior Might of the Tanker: Recharge/Chance for +Res(All)
  • Slot Level 5: Superior Might of the Tanker: Accuracy/Damage
  • Slot Level 42: Superior Might of the Tanker: Accuracy/Damage/Recharge
  • Slot Level 43: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge
  • Slot Level 45: Superior Might of the Tanker: Damage/Endurance/Recharge

Level 4: Hasten

  • Slot Level 4: Invention: Recharge Reduction
  • Slot Level 5: Invention: Recharge Reduction

Level 6: Combat Jumping

  • Slot Level 6: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • Slot Level 7: Reactive Defenses: Scaling Resist Damage
  • Slot Level 11: Kismet: Accuracy +6%

Level 8: Conductive Shield

  • Slot Level 8: Unbreakable Guard: Resistance
  • Slot Level 11: Unbreakable Guard: Resistance/Endurance
  • Slot Level 13: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • Slot Level 13: Impervium Armor: Psionic Resistance

Level 10: Taunt

  • Slot Level 10: Perfect Zinger: Chance for Psi Damage

Level 12: Static Shield

  • Slot Level 12: Unbreakable Guard: +Max HP
  • Slot Level 15: Unbreakable Guard: Resistance
  • Slot Level 15: Unbreakable Guard: Resistance/Endurance
  • Slot Level 23: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • Slot Level 50: Unbreakable Guard: RechargeTime/Resistance
  • Slot Level 50: Impervium Armor: Psionic Resistance

Level 14: Grounded

  • Slot Level 14: Steadfast Protection: Resistance/+Def 3%

Level 16: Follow Through

  • Slot Level 16: Hecatomb: Damage
  • Slot Level 17: Superior Blistering Cold: Accuracy/Damage
  • Slot Level 17: Superior Blistering Cold: Accuracy/Damage/Endurance
  • Slot Level 19: Touch of Death: Chance of Damage(Negative)
  • Slot Level 19: Perfect Zinger: Chance for Psi Damage
  • Slot Level 21: Force Feedback: Chance for +Recharge

Level 18: Energize

  • Slot Level 18: Preventive Medicine: Heal
  • Slot Level 37: Preventive Medicine: Heal/Endurance
  • Slot Level 39: Preventive Medicine: Endurance/RechargeTime
  • Slot Level 39: Preventive Medicine: Heal/RechargeTime
  • Slot Level 39: Preventive Medicine: Heal/RechargeTime/Endurance
  • Slot Level 40: Preventive Medicine: Chance for +Absorb

Level 20: Build Momentum

  • Slot Level 20: Invention: Recharge Reduction
  • Slot Level 21: Gaussian's Synchronized Fire-Control: Chance for Build Up

Level 22: Lightning Reflexes

  • Slot Level 22: Invention: Run Speed

Level 24: Rend Armor

  • Slot Level 24: Hecatomb: Damage/Recharge
  • Slot Level 25: Hecatomb: Damage/Recharge/Accuracy
  • Slot Level 25: Hecatomb: Recharge/Accuracy
  • Slot Level 27: Hecatomb: Damage/Endurance
  • Slot Level 27: Hecatomb: Chance of Damage(Negative)
  • Slot Level 29: Achilles' Heel: Chance for Res Debuff

Level 26: Power Sink

  • Slot Level 26: Power Transfer: Chance to Heal Self

Level 28: Whirling Smash

  • Slot Level 28: Armageddon: Damage/Recharge
  • Slot Level 29: Armageddon: Damage/Recharge/Accuracy
  • Slot Level 33: Armageddon: Recharge/Accuracy
  • Slot Level 34: Armageddon: Damage/Endurance
  • Slot Level 34: Armageddon: Chance for Fire Damage
  • Slot Level 34: Force Feedback: Chance for +Recharge

Level 30: Arc of Destruction

  • Slot Level 30: Superior Avalanche: Accuracy/Damage
  • Slot Level 31: Superior Avalanche: Accuracy/Damage/Endurance
  • Slot Level 31: Eradication: Chance for Energy Damage
  • Slot Level 31: Armageddon: Damage
  • Slot Level 33: Force Feedback: Chance for +Recharge
  • Slot Level 33: Fury of the Gladiator: Chance for Res Debuff

Level 35: Gloom

  • Slot Level 35: Apocalypse: Chance of Damage(Negative)
  • Slot Level 36: Cloud Senses: Chance for Negative Energy Damage
  • Slot Level 36: Gladiator's Javelin: Chance of Damage(Toxic)
  • Slot Level 36: Superior Winter's Bite: Accuracy/Damage/Endurance
  • Slot Level 37: Superior Winter's Bite: Accuracy/Damage
  • Slot Level 37: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime

Level 38: Tough

  • Slot Level 38: Unbreakable Guard: Resistance
  • Slot Level 40: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • Slot Level 40: Unbreakable Guard: Resistance/Endurance

Level 41: Weave

  • Slot Level 41: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • Slot Level 42: Shield Wall: +Res (Teleportation), +5% Res (All)
  • Slot Level 42: Shield Wall: Defense
  • Slot Level 43: Shield Wall: Defense/Endurance
  • Slot Level 43: Shield Wall: Defense/Endurance/Recharge

Level 44: Maneuvers

  • Slot Level 44: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 47: Dark Obliteration

  • Slot Level 47: Ragnarok: Chance for Knockdown
  • Slot Level 48: Cloud Senses: Chance for Negative Energy Damage
  • Slot Level 48: Superior Frozen Blast: Damage/Endurance
  • Slot Level 48: Superior Frozen Blast: Accuracy/Damage
  • Slot Level 50: Superior Frozen Blast: Accuracy/Damage/Endurance

Level 49: Power Surge

  • Slot Level 49: Gladiator's Armor: TP Protection +3% Def (All)

 

Inherent Powers

Health:

  • Slot Level 1: Panacea: +Hit Points/Endurance
  • Slot Level 23: Numina's Convalesence: +Regeneration/+Recovery
  • Slot Level 46: Miracle: +Recovery

Stamina:

  • Slot Level 1: Performance Shifter: Chance for +End
  • Slot Level 46: Performance Shifter: EndMod

 

Incarnate Abilities

Musculature Radial Paragon (Alpha)

 

Chunk:

Spoiler

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Edited by Onlyasandwich
  • Thanks 1
Posted

How easily could this be adapted for a brute? I'm messing around on one today.

 

I'm using the same character concept as as my invuln/staff tanker. That character has been sidelined because she's  such a defensive shootout I was just kinda meh on continuing to build it out. Hoping the TW/Elec brute is more exciting offensively.

Posted

@Onlyasandwich WOW this is so appreciated. A ton of small improvements I would have totally overlooked. I appreciate you!!!

 

I’ve tossed around the idea of going the new Psychic epic tree for one of the attacks and Harmonic Mind to help with endurance further. Truth be told, this has become sort of a Saint Paddy’s Day toon named Donn Taranis. Donn is the Celtic God of Shadow/Dark/Dead and Taranis is the Celtic God of Thunder/Storms. So Soul Mastery kind of just fits the “dark” part of the theme.

 

One other thing I was looking at: do you find it worth switching some of the sets of Unbreakable Guard for Titanium Coating? I gain some resists and max hp with Titanium Coatings, but I would lose out on some endurance/melee defense.

Posted (edited)

 

4x Tit coating has better RPAS than 3x unbreakable guard (but not 6x, but you only get one of those since the global is unique). The catch is it’s a mix of SL and EN res while unbreakable is pure EN, the rarest res to build for. If you 1) need EN res more, and/or 2) can use the def from 4x unbreakable guard, and/or 3) are overcapped on SL with tit coating, then unbreakable guards are better (this is true more often than not, which is why you see it in builds most of the time). But elec with its great base resists don’t need EN res that badly and may be able to take tit coating, nice on a set that gets no +maxhp. Check your caps. 

 

Elec has great end economy out of the box, so it should not need harmonized mind. The key is perma-energize (you can hold it for a bit if you know you’re about to take a chunk of damage, but otherwise just click on cooldown; treat it as a perma buff as opposed to click sustain such as healing flames) which is ~60% of ED-busting endrdx. That’s stronger even than a cardiac T4. But what can I say - it’s your build and epics are often a playfeel/personal/concept choice. I absolutely respect not being optimal in exchange for fluff. 

Edited by Zect
  • Thanks 1
Posted
16 hours ago, StriderIV said:

Titanium Coatings

I don't think it's a worthy trade in this build. The extra NE resist and endredux are both desirable, and of course the melee defense for larger sets is nice.

 

The benefit of stacking a few more tiny hp boosts is pretty marginal.

 

I agree that harmonized mind would be a waste. You may even find yourself fairly okay on end consumption as is even without 2+/sec recovery, as your attacks will be so much cheaper due to Energize.

  • Like 1
Posted
19 hours ago, Zect said:

 

4x Tit coating has better RPAS than 3x unbreakable guard (but not 6x, but you only get one of those since the global is unique). The catch is it’s a mix of SL and EN res while unbreakable is pure EN, the rarest res to build for. If you 1) need EN res more, and/or 2) can use the def from 4x unbreakable guard, and/or 3) are overcapped on SL with tit coating, then unbreakable guards are better (this is true more often than not, which is why you see it in builds most of the time). But elec with its great base resists don’t need EN res that badly and may be able to take tit coating, nice on a set that gets no +maxhp. Check your caps. 

 

Elec has great end economy out of the box, so it should not need harmonized mind. The key is perma-energize (you can hold it for a bit if you know you’re about to take a chunk of damage, but otherwise just click on cooldown; treat it as a perma buff as opposed to click sustain such as healing flames) which is ~60% of ED-busting endrdx. That’s stronger even than a cardiac T4. But what can I say - it’s your build and epics are often a playfeel/personal/concept choice. I absolutely respect not being optimal in exchange for fluff. 

A lot of great info here, appreciate it.

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