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Build Request & Advice: Ele/Ele/Mu


Calibrex

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Hello All,

 

I am very new to the game and everyday I am learning new QOLs. It’s been awesome so far running DFB, DiB, TF, etc to 45. Now that I am almost 50, I wanted to figure out to slot my build. 

 

My Build is all primary and secondary skills except power surge and havoc punch. To keep with the ele theme, I picked Mu (ele fence and ball lightning aoes). Secondaries are boxing, tough, and weave; combat jumping; hasten; and fly (a must). 

 

I have no idea how to start slotting sets. What I mean is I have no idea the cost of different sets. I know I want to put [edit] overwhelming forces obliterate in thunder strike to change KB to KD. I guess I should look up each enhancement to see price before attempting the build? I know I want to focus on macing out resistances over defense and making sure I have the most recharge (to have the best up time for the heal and power sink). 

 

What advice do you have and are there any builds I can view to get ideas from?

 

 

Edit 2: it would have to be budget.....I guess?

 

 

thank you, 

calibrex

Edited by Calibrex
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I don't think Thunderstrike is knockback, at least it's not for me.  Electric Clap though, that's a power that benefits from having a KB to KD IO in it.  That's about all I can say at this point; I have only just started theorizing with my Ice/Elec, and the only sets I've done have been in Ice.

 

Pine's is your friend with stuff like this, and yes, checking prices as you plan in Pines is certainly a good idea.

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26 minutes ago, Sura said:

I don't think Thunderstrike is knockback, at least it's not for me.  Electric Clap though, that's a power that benefits from having a KB to KD IO in it.  That's about all I can say at this point; I have only just started theorizing with my Ice/Elec, and the only sets I've done have been in Ice.

 

Pine's is your friend with stuff like this, and yes, checking prices as you plan in Pines is certainly a good idea.

Sorry- overwhelming forces set. 

 

Lightning clap doesn’t allow for it because it does not do damage.

 

edit- wiki says LC is KD already.

Edited by Calibrex
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LC is definitely Knockback.  You have to use the other KB to KD enhancement in it, the one that's the knockback set.  Which I am completely spacing on the name of right now.  I should have specified.

 

EDIT: Sudden Acceleration, pretty sure that's it.

Edited by Sura
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16 hours ago, Sura said:

LC is definitely Knockback.  You have to use the other KB to KD enhancement in it, the one that's the knockback set.  Which I am completely spacing on the name of right now.  I should have specified.

 

EDIT: Sudden Acceleration, pretty sure that's it.

Yes SA , ty

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You betcha!  I wish I had more ideas for you.  I've loved the Elec attacks and the Mu pool.  It never occurred to me that having an immobilize would be good for a Tanker, but I use Electrical Fences all the time.  

 

I did Agility in the Alpha slot, that something I can mention that will be relevant for you at 50 when you open that slot.  Agility works out great for me: some DEF (which is nice) but the recharge rate and especially END MOD are awesome.  With the Elec attacks and Mu attacks that END MOD will apply to almost all of them, helping to drain endurance, which is one thing I really try to do when I can.  

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2 hours ago, Sura said:

You betcha!  I wish I had more ideas for you.  I've loved the Elec attacks and the Mu pool.  It never occurred to me that having an immobilize would be good for a Tanker, but I use Electrical Fences all the time.  

 

I did Agility in the Alpha slot, that something I can mention that will be relevant for you at 50 when you open that slot.  Agility works out great for me: some DEF (which is nice) but the recharge rate and especially END MOD are awesome.  With the Elec attacks and Mu attacks that END MOD will apply to almost all of them, helping to drain endurance, which is one thing I really try to do when I can.  

I have been messing with Pines but as said before, no idea which sets are easy to get or are cheap. There are at least 3 that are musts. I have been able to get the heal and end active ability to a low RUT. 

 

My my main issue is no matter how I mess with Pines, I can’t seem to get the overall defenses to a high level. However, I have told by different sources that because of my combo, I should macing out resistances instead. Then focus on global recharge for the heal and end.

Edited by Calibrex
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Electric is a resistance based primary, I'm pretty sure, so I would think you'd want to look at maximizing resists first, and then start looking at Defense.   @Megajoule might be a person that could help out with some Electric information; they've been helpful to me in the past.

 

For myself, I've approached slotting with sets slowly, and done more with the Incarnate system at hitting 50.  You don't necessarily have to be fully setted out right away.  As far as pricing you can do /ah in game and it'll call up the Auction House where you can check prices.  I guess I sort of figure about 3 million per IO set piece, but they can of course vary.  I will say that prices can be lower during the week compared to the weekend.

 

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18 hours ago, Sura said:

Electric is a resistance based primary, I'm pretty sure, so I would think you'd want to look at maximizing resists first, and then start looking at Defense.   @Megajoule might be a person that could help out with some Electric information; they've been helpful to me in the past.

 

For myself, I've approached slotting with sets slowly, and done more with the Incarnate system at hitting 50.  You don't necessarily have to be fully setted out right away.  As far as pricing you can do /ah in game and it'll call up the Auction House where you can check prices.  I guess I sort of figure about 3 million per IO set piece, but they can of course vary.  I will say that prices can be lower during the week compared to the weekend.

 

You of many have said ele is resistance based primary. However, those that have built a template in Pines for me to look at all have been macing defense and leaving holes in resistances. Here is a build that I slightly altered (let me know if the link does not work and I’ll grab different information)

 

uc=1442&c=669&a=1338&f=HEX&dc=78DA6594594F135114C7EF746E29A5AD6D296D416881B294454A8B3E6B54D007A8D625BED6491D606028645A127DF41BB8807E0B3F85BB316AD4C4E5C9B83DB9BC1AC5F1CC9C3FC564266D7F33E7FEEF9CFF3DE7DE962FCF86EF9CBC7A4428E1E3A6D66854CF6BF555DDF297B525A3269C2B40DF0C47ABB3FAA25E6FE8853953AF352DA3563D6AADAD5BBBA365DDD4F7C63493032252595F370B278CA5E5A6515F0ABB4F0BBAB6410FD1DD874BBAD5583636422C351D6D726EC3A8158E599B4DBD5ADEAC96B54653B7AE74939B11FADE8DD28FE2F8B35591A59BBC1453FDCCE94130C77C1A15B8485B21E4A49838039E654E9D63DE23AD82F72A6F54214A52F8DE82EF9813EF99F749AB42ABC2838407090F797878405A3FB47E68DBA06D837618DA87A40DB0D61748D34D468AF619CED9FE8BF98C34415E930CFEF6B9B18E1DF02F336C8382E73CA739219E234293C28D3DA25804EF89CC2B6E6C5F193CC5EC3ACD1CAE305FD01C2EA9ED8F22770CB963C8DD89DC9DC8DDF581F99826C6796D229E204855F8688B25D09F04FA338DFE94D09F12FAA39236893A2651C714EA9842FD0687D003D2A651C77492BD77778131E613F2D3E36E245BF6DC60CFFB6F825BCCC16DF016F325CDE945CD7A17B98E7DCBA0C1CCAE3007569929F29281970CBC64E7B926D91DE1F6384E9A7E68FAA11980CF8104F315E5CE21776E95FD0CAD8106B8C21CB6E912AFA37C629C6E8DA05BA37F40746D145DCBA36B7974ED22610C9D19BBC60EC6AF835BE0365323ED249C4D7EE4F9073E819FC12FCCA9AFCC04ADB880DD50982124A40851AC885D5AEC655D9F6C9D60FA38AB1A97ADF36F4F78468B9E48C91339E8891CF244163C918A445A8A286E2418134EB55C27DF3A5AFF1E18FDB11751940B5CA9D2613ED3DF3DEA9FFF476E732FFE01452DEB08

 

 

 

 

 

 

 

33991543-F333-4C55-B1CC-808E9B08AA49.png

87B1F45A-7E2E-4805-9B7C-9A5BD5C377DD.png

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Hmmmm.  Maybe they're going for maxing out defense on the most common types: smashing/lethal?  That's all I can think of.  You'd be within a small purple insp of the defense cap on those three types.  Still, I don't know that I'd do it that way.  I think I'd try and get all of my resists as high as they could be and then try to get smash/lethal defense since that's by far the most common type of damage.  So if you had a way to get more Negative resist, or fire resist (there's almost no cold damage in the game), or psionic resist, I'd probably do that.  But I'm far from an expert on Electric Armor.

 

There could be other considerations too I suppose.  There just might not be good options for adding to those resists, or they might be in purples that were left off for budgetary reasons.  Certainly if there's not a better option building toward smash/lethal defense is always going to be a good idea. 

 

Wow, that's a nice Psionic resist score.  Not used to seeing anything there.  

 

Slotting on Lightning Rod looks like what I had figured, except I was going to leave off one of the set and put a range in there.  But Ice doesn't need the Defense from that sixth slot, that's probably the difference.  Thanks for posting that, I'm going to use that layout for some ideas for the Elec attacks on my Ice/Elec.

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Sura, before I write a reply, I wanted to add that the blank slot is for Sudden Acceleration. Pines 2.21 doesn’t have it. I wanted to change it to a KD. And why I chose certain abilities - i.e. tactics over build up: rather have a static 8-10% to-hit buff that also aids the team than a 10sec long RUT ability. I believe the to-hit is mid 20s% and damage is doubled.

Edited by Calibrex
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37 minutes ago, Sura said:

Hmmmm.  Maybe they're going for maxing out defense on the most common types: smashing/lethal?  That's all I can think of.  You'd be within a small purple insp of the defense cap on those three types.  Still, I don't know that I'd do it that way.  I think I'd try and get all of my resists as high as they could be and then try to get smash/lethal defense since that's by far the most common type of damage.  So if you had a way to get more Negative resist, or fire resist (there's almost no cold damage in the game), or psionic resist, I'd probably do that.  But I'm far from an expert on Electric Armor.

 

There could be other considerations too I suppose.  There just might not be good options for adding to those resists, or they might be in purples that were left off for budgetary reasons.  Certainly if there's not a better option building toward smash/lethal defense is always going to be a good idea. 

 

Wow, that's a nice Psionic resist score.  Not used to seeing anything there.  

 

Slotting on Lightning Rod looks like what I had figured, except I was going to leave off one of the set and put a range in there.  But Ice doesn't need the Defense from that sixth slot, that's probably the difference.  Thanks for posting that, I'm going to use that layout for some ideas for the Elec attacks on my Ice/Elec.

Obliteration’s last enhancement is ‘Chance for Smashing Damage’, however, it for the large 6thset bonus: 3.75% melee def and 1.875 Smash/Lethal def.

 

What order do you prioritize resists?

 

I believe I can fix negative resist without an issue. Same with fire. From what I have been seeing, most bonuses have both fire&ice together.

 

The original builder left the last pool blank because he believes in flex spots. That way, people who use his as a base/template, are able to add or change what they want. i.e. add leadership, hasten, etc. I added fly because….personal reasons.

 

As I stated earlier, I rather have Tactics for a static 8-10% to-hit for myself and the group rather than Build Up.

 

Also, a lot of people don’t have Pine’s 2.22 which has Sudden Acceleration. Therefore, I left the last slot blank in Lightning Clap to turn the KB to KD.

Edited by Calibrex
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I've never updated Pines, so my SA is blank.  🙂

 

I think for resist and defense the priority tends to be: smash/lethal, energy/negative energy, fire/cold, psionic, toxic.  Something like that, with fire and cold together in the list because (as you point out) they usually are, but there's a lot more fire than cold in the game so if they were separate I'd choose fire.  

 

Because my Tanker is Ice Armor/Electric I don't need that defense from the sixth slot in Obliteration.  Plus my Ice Armor defense is by type, not by position, so the larger value in melee defense wouldn't do me a lot of good.  Plus I really like having a bit more range.  I'm a big fan of Lightning Rod.  So freakin' cool.

 

I'm working on an Invulnerable/Street Justice Tanker now, I bet a lot of what you're hitting will apply to that build since it has resist too.

 

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NOT a "budget build".

But should give you some ideas on how to slot up.

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Charged Armor -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(3), RctArm-ResDam/Rchg:40(3), RctArm-ResDam/EndRdx/Rchg:40(5), GldArm-3defTpProc:50(5)
Level 1: Charged Brawl -- CrsImp-Dmg/EndRdx/Rchg:50(A), CrsImp-Acc/Dmg:50(7), CrsImp-Dmg/EndRdx:50(7), CrsImp-Dmg/Rchg:50(9), CrsImp-Acc/Dmg/Rchg:50(9), CrsImp-Acc/Dmg/EndRdx:50(11)
Level 2: Lightning Field -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(11), SprAvl-Acc/Dmg/EndRdx:50(13), SprAvl-Acc/Dmg/Rchg:50(13), SprAvl-Acc/Dmg/EndRdx/Rchg:50(15), SprAvl-Rchg/KDProc:50(15)
Level 4: Havoc Punch -- CrsImp-Acc/Dmg:50(A), CrsImp-Dmg/EndRdx:50(19), CrsImp-Dmg/Rchg:50(21), CrsImp-Acc/Dmg/Rchg:50(21), CrsImp-Acc/Dmg/EndRdx:50(23), CrsImp-Dmg/EndRdx/Rchg:50(23)
Level 6: Conductive Shield -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(25), RctArm-ResDam/Rchg:40(25), RctArm-ResDam/EndRdx/Rchg:40(27), StdPrt-ResDam/Def+:30(27)
Level 8: Static Shield -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(29), RctArm-ResDam/Rchg:40(29), RctArm-ResDam/EndRdx/Rchg:40(31)
Level 10: Taunt -- PrfZng-Dam%:50(A)
Level 12: Grounded -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(31), RctArm-ResDam/Rchg:40(31), RctArm-ResDam/EndRdx/Rchg:40(33)
Level 14: Energize -- RgnTss-Regen+:30(A)
Level 16: Thunder Strike -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(33), SprMghoft-Acc/Dmg/Rchg:50(33), SprMghoft-Dmg/EndRdx/Rchg:50(34), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(34), SprMghoft-Rchg/Res%:50(34)
Level 18: Lightning Reflexes -- Run-I:50(A)
Level 20: Build Up -- RechRdx-I:50(A), RechRdx-I:50(36)
Level 22: Kick -- FrcFdb-Rechg%:50(A)
Level 24: Tough -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(36), RctArm-ResDam/Rchg:40(36), RctArm-ResDam/EndRdx/Rchg:40(37)
Level 26: Power Sink -- PrfShf-EndMod/Acc/Rchg:50(A)
Level 28: Chain Induction -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(37), SprBlsCol-Acc/Dmg/EndRdx:50(37), SprBlsCol-Acc/Dmg/Rchg:50(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(39), SprBlsCol-Rchg/HoldProc:50(39)
Level 30: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(40), ShlWal-ResDam/Re TP:50(40)
Level 32: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(40), Rct-ResDam%:50(42)
Level 35: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(42)
Level 38: Lightning Rod -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(42), SprGntFis-Acc/Dmg/Rchg:50(43), SprGntFis-Dmg/EndRdx/Rchg:50(43), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(43), SprGntFis-Rchg/+Absorb:50(45)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(45)
Level 44: Mu Lightning -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(45), SprWntBit-Acc/Dmg/EndRdx:50(46), SprWntBit-Acc/Dmg/Rchg:50(46), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(46), SprWntBit-Rchg/SlowProc:50(48)
Level 47: Ball Lightning -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(48), SprFrzBls-Acc/Dmg/EndRdx:50(48), SprFrzBls-Acc/Dmg/Rchg:50(50), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(50), SprFrzBls-Rchg/ImmobProc:50(50)
Level 49: Super Jump -- BlsoftheZ-ResKB:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
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 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(17), Mrc-Rcvry+:40(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(19)
------------

 

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|-------------------------------------------------------------------|

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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And here's a Common IO variant with no sets.
 

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Charged Armor -- ResDam-I:50(A), ResDam-I:50(3), EndRdx-I:50(3), ResDam-I:50(42)
Level 1: Charged Brawl -- Acc-I:50(A), Acc-I:50(5), Dmg-I:50(5), Dmg-I:50(7), EndRdx-I:50(7)
Level 2: Lightning Field -- Acc-I:50(A), Acc-I:50(9), Dmg-I:50(9), Dmg-I:50(11), EndRdx-I:50(11)
Level 4: Havoc Punch -- Acc-I:50(A), Acc-I:50(17), Dmg-I:50(17), Dmg-I:50(19), EndRdx-I:50(19)
Level 6: Conductive Shield -- ResDam-I:50(A), ResDam-I:50(21), EndRdx-I:50(21), ResDam-I:50(43)
Level 8: Static Shield -- ResDam-I:50(A), ResDam-I:50(23), EndRdx-I:50(23), ResDam-I:50(43)
Level 10: Taunt -- Taunt-I:50(A), RechRdx-I:50(25)
Level 12: Grounded -- ResDam-I:50(A), ResDam-I:50(25), ResDam-I:50(46)
Level 14: Energize -- Heal-I:50(A), Heal-I:50(27), RechRdx-I:50(27)
Level 16: Thunder Strike -- Acc-I:50(A), Acc-I:50(29), Dmg-I:50(29), Dmg-I:50(31), EndRdx-I:50(31)
Level 18: Lightning Reflexes -- Run-I:50(A)
Level 20: Build Up -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(33)
Level 22: Kick -- Empty(A)
Level 24: Tough -- ResDam-I:50(A), ResDam-I:50(33), EndRdx-I:50(33), ResDam-I:50(43)
Level 26: Power Sink -- EndMod-I:50(A), EndMod-I:50(34), RechRdx-I:50(34)
Level 28: Chain Induction -- Acc-I:50(A), Acc-I:50(34), Dmg-I:50(36), Dmg-I:50(36), EndRdx-I:50(36)
Level 30: Weave -- DefBuff-I:50(A), DefBuff-I:50(37), EndRdx-I:50(37), DefBuff-I:50(46)
Level 32: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(37), EndRdx-I:50(39), DefBuff-I:50(50)
Level 35: Maneuvers -- DefBuff-I:50(A), DefBuff-I:50(39), EndRdx-I:50(39), DefBuff-I:50(50)
Level 38: Lightning Rod -- Acc-I:50(A), Acc-I:50(40), Dmg-I:50(40), Dmg-I:50(40), EndRdx-I:50(42)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Mu Lightning -- Acc-I:50(A), Acc-I:50(45), Dmg-I:50(45), Dmg-I:50(45), EndRdx-I:50(46)
Level 47: Ball Lightning -- Acc-I:50(A), Acc-I:50(48), Dmg-I:50(48), Dmg-I:50(48), EndRdx-I:50(50)
Level 49: Super Jump -- Jump-I:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
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 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal-I:50(A), Heal-I:50(13), Heal-I:50(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(15), EndMod-I:50(15)
------------

 

| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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21 hours ago, Hyperstrike said:

And here's a Common IO variant with no sets.
 

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Charged Armor -- ResDam-I:50(A), ResDam-I:50(3), EndRdx-I:50(3), ResDam-I:50(42)
Level 1: Charged Brawl -- Acc-I:50(A), Acc-I:50(5), Dmg-I:50(5), Dmg-I:50(7), EndRdx-I:50(7)
Level 2: Lightning Field -- Acc-I:50(A), Acc-I:50(9), Dmg-I:50(9), Dmg-I:50(11), EndRdx-I:50(11)
Level 4: Havoc Punch -- Acc-I:50(A), Acc-I:50(17), Dmg-I:50(17), Dmg-I:50(19), EndRdx-I:50(19)
Level 6: Conductive Shield -- ResDam-I:50(A), ResDam-I:50(21), EndRdx-I:50(21), ResDam-I:50(43)
Level 8: Static Shield -- ResDam-I:50(A), ResDam-I:50(23), EndRdx-I:50(23), ResDam-I:50(43)
Level 10: Taunt -- Taunt-I:50(A), RechRdx-I:50(25)
Level 12: Grounded -- ResDam-I:50(A), ResDam-I:50(25), ResDam-I:50(46)
Level 14: Energize -- Heal-I:50(A), Heal-I:50(27), RechRdx-I:50(27)
Level 16: Thunder Strike -- Acc-I:50(A), Acc-I:50(29), Dmg-I:50(29), Dmg-I:50(31), EndRdx-I:50(31)
Level 18: Lightning Reflexes -- Run-I:50(A)
Level 20: Build Up -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(33)
Level 22: Kick -- Empty(A)
Level 24: Tough -- ResDam-I:50(A), ResDam-I:50(33), EndRdx-I:50(33), ResDam-I:50(43)
Level 26: Power Sink -- EndMod-I:50(A), EndMod-I:50(34), RechRdx-I:50(34)
Level 28: Chain Induction -- Acc-I:50(A), Acc-I:50(34), Dmg-I:50(36), Dmg-I:50(36), EndRdx-I:50(36)
Level 30: Weave -- DefBuff-I:50(A), DefBuff-I:50(37), EndRdx-I:50(37), DefBuff-I:50(46)
Level 32: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(37), EndRdx-I:50(39), DefBuff-I:50(50)
Level 35: Maneuvers -- DefBuff-I:50(A), DefBuff-I:50(39), EndRdx-I:50(39), DefBuff-I:50(50)
Level 38: Lightning Rod -- Acc-I:50(A), Acc-I:50(40), Dmg-I:50(40), Dmg-I:50(40), EndRdx-I:50(42)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Mu Lightning -- Acc-I:50(A), Acc-I:50(45), Dmg-I:50(45), Dmg-I:50(45), EndRdx-I:50(46)
Level 47: Ball Lightning -- Acc-I:50(A), Acc-I:50(48), Dmg-I:50(48), Dmg-I:50(48), EndRdx-I:50(50)
Level 49: Super Jump -- Jump-I:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
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 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal-I:50(A), Heal-I:50(13), Heal-I:50(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(15), EndMod-I:50(15)
------------

 

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Thank you, I will check it out!

 

here is what a SG member put together:

 

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If you're never REALLY using Charged Brawl or Chain Induction?

Yeah...It'd work.

Also, since you're not really looking to max out your E/N Defense, you're better off with Unbreakable Guard, rather than Reactive Armor.  Superior S/L Defense award (1.56 vs 1.25) and more E/N Resist.

The Def boost, though small, would allow you to strip a slot out of Weave and Maneuvers.
Yank the Defense-only.  And you're STILL above Soft Cap.
Take those slots and slot them into Lightning Field and full-shebang Might of the Tanker.

Also, the 2.5% you're getting from Mocking Beratement means jack.
Go with Perfect Zinger.  You get better S/L Defense out of it, vs MB, which primarily gives Melee.

You had a spare slot in Lightning Clap.
Yes, Lightning Clap is an okay "Get the *BLEEP!* away from me" power.
But you're a fricking TANK!  And one with Endurance issues, even with Power Sink.  In small groups, you're going to STARVE for Endurance.
Take the slot and either throw it in Health (and add Miracle +Recovery) or in Stamina and throw in a Perf Shifter: EndMod.

For Energize?  FRANKENSLOT!
Just throw three Heal/Recharge in and call it done.
Take the extra slot and do the opposite of whatever you did for the slot you stole from Lightning Clap.

Toss a Blessing of the Zephyr: +4 KB Resist in.
Remember, Grounded NORMALLY handles your KB fine.
But Lightning Rod brings you up off the ground, making you vulnerable to KB again.

Honestly I'd yank Lightning Clap (does no real damage) and just go with Hover and Afterburner for a couple more LOTG +Recharge.
Or you could throw a couple more BOTZ KB Resists in.  12 points of KB should make you immune to most stuff.
Or maybe split the difference at one each.



 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Charged Armor -- UnbGrd-ResDam:40(A), UnbGrd-ResDam/EndRdx:40(3), UnbGrd-Rchg/ResDam:40(3), UnbGrd-ResDam/EndRdx/Rchg:40(5)
Level 1: Charged Brawl -- KntCmb-Acc/Dmg:35(A), KntCmb-Dmg/Rchg:35(5), KntCmb-Dmg/EndRdx:35(7), KntCmb-Dmg/EndRdx/Rchg:35(7)
Level 2: Lightning Field -- SprMghoft-Rchg/Res%:50(A), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(9), SprMghoft-Dmg/EndRdx/Rchg:50(9), SprMghoft-Acc/Dmg/Rchg:50(11), SprMghoft-Acc/Dmg:50(33), SprMghoft-Dmg/Rchg:50(40)
Level 4: Boxing -- KntCmb-Acc/Dmg:35(A), KntCmb-Dmg/EndRdx:35(11), KntCmb-Dmg/Rchg:35(13), KntCmb-Dmg/EndRdx/Rchg:35(13)
Level 6: Static Shield -- UnbGrd-ResDam:40(A), UnbGrd-ResDam/EndRdx:40(15), UnbGrd-Rchg/ResDam:40(15), UnbGrd-ResDam/EndRdx/Rchg:40(17)
Level 8: Conductive Shield -- UnbGrd-ResDam:40(A), UnbGrd-ResDam/EndRdx:40(17), UnbGrd-Rchg/ResDam:40(19), UnbGrd-ResDam/EndRdx/Rchg:40(19)
Level 10: Grounded -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(21), UnbGrd-Max HP%:30(21)
Level 12: Energize -- DctWnd-Heal/Rchg:50(A), Prv-Heal/Rchg:50(23), NmnCnv-Heal/Rchg:50(23)
Level 14: Jacobs Ladder -- Obl-%Dam:50(A), Obl-Acc/Dmg/EndRdx/Rchg:50(25), Obl-Acc/Dmg/Rchg:50(27), Obl-Dmg/Rchg:50(27), Obl-Dmg:50(29)
Level 16: Tough -- UnbGrd-ResDam:40(A), UnbGrd-ResDam/EndRdx:40(29), UnbGrd-Rchg/ResDam:40(31), UnbGrd-ResDam/EndRdx/Rchg:40(31)
Level 18: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx/Rchg:50(31), LucoftheG-Def/EndRdx:50(33)
Level 20: Thunder Strike -- OvrFrc-Dam/KB:50(A), Obl-Acc/Dmg/EndRdx/Rchg:50(33), Obl-Dmg:50(34), Obl-Dmg/Rchg:50(34), Obl-Acc/Dmg/Rchg:50(34), Obl-%Dam:50(36)
Level 22: Lightning Reflexes -- Run-I:50(A)
Level 24: Combat Jumping -- LucoftheG-Rchg+:50(A), ShlWal-ResDam/Re TP:50(36)
Level 26: Power Sink -- PrfShf-EndMod/Rchg:50(A), PrfShf-Acc/Rchg:50(36), PrfShf-EndMod/Acc/Rchg:50(37)
Level 28: Chain Induction -- KntCmb-Acc/Dmg:35(A), KntCmb-Dmg/EndRdx:35(37), KntCmb-Dmg/Rchg:35(37), KntCmb-Dmg/EndRdx/Rchg:35(39)
Level 30: Fly -- Empty(A)
Level 32: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx/Rchg:50(39), LucoftheG-Def/EndRdx:50(39)
Level 35: Taunt -- PrfZng-Taunt:50(A), PrfZng-Taunt/Rchg:50(40), PrfZng-Taunt/Rchg/Rng:50(40), PrfZng-Acc/Rchg:50(42), PrfZng-Taunt/Rng:50(42), PrfZng-Dam%:50(42)
Level 38: Lightning Rod -- Obl-%Dam:50(A), Obl-Acc/Dmg/EndRdx/Rchg:50(43), Obl-Dmg:50(43), Obl-Acc/Rchg:50(43), Obl-Dmg/Rchg:50(45), Obl-Acc/Dmg/Rchg:50(45)
Level 41: Electrifying Fences -- EnfOpr-Acc/Immob/Rchg:50(A), EnfOpr-Immob/Rng:50(45), EnfOpr-Acc/Immob:50(46), EnfOpr-Acc/Rchg:50(46), EnfOpr-EndRdx/Immob:50(46), EnfOpr-Acc/EndRdx:50(48)
Level 44: Ball Lightning -- PstBls-Acc/Dmg:50(A), PstBls-Dmg/EndRdx:50(48), PstBls-Dmg/Rchg:50(48), PstBls-Dmg/Rng:50(50), PstBls-Acc/Dmg/EndRdx:50(50)
Level 47: Hover -- BlsoftheZ-ResKB:50(A)
Level 49: Afterburner -- LucoftheG-Rchg+:50(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 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+:50(A), Mrc-Rcvry+:40(25)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(50)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 50: Agility Core Paragon
------------

 

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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Hello Hyperstrike. Thank you for the in-depth analysis and response.

Questions and Comments – I’ll respond to them in order

 

When the build was being hashed over, I mentioned a few skills to have/not have and it being “budget” per se (but seeing how I have no idea about the enhancements, prices, etc., it is hard for me to gauge this). For example, and you commented on it later on, one of the reasons why I picked /electrical melee was because of certain abilities. Specifically Lightning Clap for flavor and concept reasons. Same with energize for the heal and having the ability to use Mu as the epic pool to complete the concept.

 

15 hours ago, Hyperstrike said:

If you're never REALLY using Charged Brawl or Chain Induction?

Charged Brawl & Chain Induction: I did not intend to not use or ignore them. I don’t really use Charged Brawl currently but Chain Induction has been in my attack rotation. It was like that when the build was presented to me.

 

15 hours ago, Hyperstrike said:

Also, since you're not really looking to max out your E/N Defense, you're better off with Unbreakable Guard, rather than Reactive Armor.  Superior S/L Defense award (1.56 vs 1.25) and more E/N Resist.

E/N Defense: I do not know why Reactive Armor was selected over Unbreakable Guard. Price? I do see what you are saying.

 

15 hours ago, Hyperstrike said:

Also, the 2.5% you're getting from Mocking Beratement means jack.
Go with Perfect Zinger.  You get better S/L Defense out of it, vs MB, which primarily gives Melee.

Taunt’s Mocking Beratement vs Perfect Zinger: Until I begin to learn more and more, I have been unable to compare why specific skills were slots (either the number of slots used or the set chosen).

 

15 hours ago, Hyperstrike said:

You had a spare slot in Lightning Clap.
Yes, Lightning Clap is an okay "Get the *BLEEP!* away from me" power.
But you're a fricking TANK!  And one with Endurance issues, even with Power Sink.  In small groups, you're going to STARVE for Endurance.
Take the slot and either throw it in Health (and add Miracle +Recovery) or in Stamina and throw in a Perf Shifter: EndMod.

Lightning Clap’s spare slot was for Sudden Acceleration to turn the KB into KD. It is ultimately a preference because, as stated earlier, one of the skills I wanted to have and make it group friendly, work well with the AoEs concept, and be fun for me. I understand I can go OOE easily, even with a normal rotation that doesn’t include Lightning Clap, but I feel with proper [micro] management, it could be possible… If push came to shove and I didn’t mind to not min/max my first character so I can simply gear him up to play, could Lightning Clap be added and make it usable? I am guessing we would need to at least have accuracy to make it practical.

 

15 hours ago, Hyperstrike said:

For Energize?  FRANKENSLOT!
Just throw three Heal/Recharge in and call it done.
Take the extra slot and do the opposite of whatever you did for the slot you stole from Lightning Clap.

I just learned what Frankenslotting was half way through template building. I believe Energize was 5 slotted with Doctored Wounds in order to get marginally better stats plus the global 5% recharge. But yes, I agree that 2 slots could easily be used elsewhere because of the 40+ second CD.

 

15 hours ago, Hyperstrike said:

Toss a Blessing of the Zephyr: +4 KB Resist in.
Remember, Grounded NORMALLY handles your KB fine.
But Lightning Rod brings you up off the ground, making you vulnerable to KB again.

I don't follow you about being “ground”. Do you mean being on your feet to prevent knockback to an extent? Do you use hover actively for that extra defense? If so, defense goes WAY over the top (50%+). Nonetheless, you are satisfying my requirement for fly  by taking the Flight Pool.

 

~ Lastly ~

 

Build Up: I can see both sides of either taking it or not. Initially, I did not add it, but many of the following builds had it. 

 

When I downloaded the build for Mids/Pines, the last skill was not added. However, I just found that in the text based, hero profile listed before the code, Afterburner is the last skill slot with LotG recharge.

 

Ultimately, the build has it all....but could we fit in Lightning Clap with Sudden Acceleration (and I am guess it would also need end/accuracy?)?

 

 

Thank you,

Calibrex

Edited by Calibrex
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Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Elec Elec Mu: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electrical Melee
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Charged Armor

  • (A) Unbreakable Guard - Resistance
  • (3) Unbreakable Guard - Resistance/Endurance
  • (3) Unbreakable Guard - Endurance/RechargeTime
  • (5) Unbreakable Guard - RechargeTime/Resistance
  • (5) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (7) Unbreakable Guard - +Max HP

Level 1: Charged Brawl

  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (7) Superior Gauntleted Fist - Damage/RechargeTime
  • (9) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (9) Mako's Bite - Accuracy/Endurance/Recharge
  • (11) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (11) Mako's Bite - Chance of Damage(Lethal)

Level 2: Conductive Shield

  • (A) Gladiator's Armor - Resistance
  • (13) Gladiator's Armor - Resistance/Rech/End
  • (13) Gladiator's Armor - End/Resist
  • (15) Gladiator's Armor - Recharge/Resist
  • (50) Impervium Armor - Psionic Resistance

Level 4: Jacobs Ladder

  • (A) Armageddon - Damage/Recharge
  • (15) Armageddon - Accuracy/Damage/Recharge
  • (17) Armageddon - Accuracy/Recharge
  • (17) Armageddon - Damage/Endurance
  • (19) Armageddon - Chance for Fire Damage
  • (19) Fury of the Gladiator - Chance for Res Debuff

Level 6: Static Shield

  • (A) Impervium Armor - Psionic Resistance

Level 8: Lightning Field

  • (A) Superior Might of the Tanker - Accuracy/Damage
  • (23) Superior Might of the Tanker - Accuracy/Damage/Recharge
  • (23) Superior Might of the Tanker - Damage/Endurance/Recharge
  • (25) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
  • (25) Superior Might of the Tanker - Recharge/Chance for +Res(All)

Level 10: Grounded

  • (A) Impervium Armor - Psionic Resistance

Level 12: Fly

  • (A) Winter's Gift - Slow Resistance (20%)

Level 14: Energize

  • (A) Preventive Medicine - Heal
  • (31) Preventive Medicine - Heal/Endurance
  • (31) Preventive Medicine - Endurance/RechargeTime
  • (33) Preventive Medicine - Heal/RechargeTime
  • (33) Preventive Medicine - Heal/RechargeTime/Endurance
  • (33) Preventive Medicine - Chance for +Absorb

Level 16: Thunder Strike

  • (A) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (21) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
  • (21) Superior Gauntleted Fist - RechargeTime/+Absorb
  • (27) Superior Avalanche - Accuracy/Damage/Endurance
  • (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (34) Superior Avalanche - Damage/Endurance

Level 18: Lightning Reflexes

  • (A) Run Speed IO

Level 20: Taunt

  • (A) Perfect Zinger - Taunt/Recharge
  • (27) Perfect Zinger - Taunt/Recharge/Range
  • (29) Perfect Zinger - Taunt/Range
  • (31) Perfect Zinger - Chance for Psi Damage

Level 22: Boxing

  • (A) Empty

Level 24: Tough

  • (A) Gladiator's Armor - Resistance
  • (34) Gladiator's Armor - Resistance/Rech/End
  • (36) Gladiator's Armor - End/Resist
  • (37) Gladiator's Armor - Recharge/Resist
  • (50) Impervium Armor - Psionic Resistance

Level 26: Power Sink

  • (A) Efficacy Adaptor - EndMod
  • (29) Efficacy Adaptor - EndMod/Recharge
  • (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (37) Efficacy Adaptor - Accuracy/Recharge
  • (40) Efficacy Adaptor - EndMod/Accuracy
  • (40) Efficacy Adaptor - EndMod/Endurance

Level 28: Chain Induction

  • (A) Hecatomb - Damage/Recharge
  • (40) Hecatomb - Accuracy/Damage/Recharge
  • (42) Hecatomb - Accuracy/Recharge
  • (42) Hecatomb - Damage/Endurance
  • (42) Hecatomb - Chance of Damage(Negative)
  • (43) Mako's Bite - Chance of Damage(Lethal)

Level 30: Hasten

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

Level 32: Hover

  • (A) Luck of the Gambler - Recharge Speed
  • (45) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (46) Reactive Defenses - Scaling Resist Damage

Level 35: Mu Lightning

  • (A) Apocalypse - Damage/Recharge
  • (36) Apocalypse - Accuracy/Damage/Recharge
  • (37) Apocalypse - Accuracy/Recharge
  • (39) Apocalypse - Damage/Endurance
  • (39) Apocalypse - Chance of Damage(Negative)

Level 38: Lightning Rod

  • (A) Superior Avalanche - Accuracy/Damage
  • (39) Superior Avalanche - Accuracy/Damage/Recharge
  • (43) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (45) Obliteration - Chance for Smashing Damage
  • (45) Multi-Strike - Damage/Endurance/Recharge

Level 41: Ball Lightning

  • (A) Ragnarok - Damage/Recharge
  • (46) Ragnarok - Accuracy/Damage/Recharge
  • (48) Ragnarok - Accuracy/Recharge
  • (48) Ragnarok - Damage/Endurance
  • (50) Ragnarok - Chance for Knockdown

Level 44: Afterburner

  • (A) Luck of the Gambler - Recharge Speed

Level 47: Build Up

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 49: Combat Jumping

  • (A) Luck of the Gambler - Recharge Speed

Level 1: Brawl

  • (A) Empty

Level 1: Gauntlet 


Level 1: Prestige Power Dash

 

 

Something you may want to consider.  Basically capped Resists to everything except Negative and Toxic.  90% Slow Resist.  Perma Hasten.  Heal up every 34 seconds.

 

I'd probably go Spiritual or Agility...either RCH + Healing or RCH + End Mod

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