Deathevn Posted September 2, 2019 Share Posted September 2, 2019 Hello everyone, First off thanks for your time reading this. So I came across a character concept I want to flesh out and decided to go with a Elec blast /Energy Aura Sent. This is born of a Elec/Elec/Elec blaster I loved in live mixed with a bit of trying something new. I would just like to confirm a few things: 1) With a bit of slotting Short Circuit + Power Drain will do the same job flattening everyone's endurance that it did on my blaster. Seems to me it should and I had a lot of fun doing this on my blaster. 2) How important is going fighting pool for this? Ive had a habit of getting it out of reflex and I am willing to do so, it just pushes me out of epic pools and I want to make sure the payoff is worth it. 3) Tesla cage does a lot more damage on a sent then it did for my blaster. Should I be considering treating it just as a big damage hit with a hold side effect? Or should I consider the control aspect of it more. 4) Is there any 'must skip' powers from elec blast? I am looking at it and the only one that seems a bit up in the air is aim. But I dont know how the attacks tie together once you start getting into some recharge. 5) Any big tips? It looks pretty straight forward use wise. 6) If I was going epic I was thinking elec mastery for the CC . Is rehabilitating Circuit worth anything? Bit of a head scratcher on that one. Thank you for anyone who takes the time to respond and read, and have a great night. Link to comment Share on other sites More sharing options...
Teirusu Posted September 2, 2019 Share Posted September 2, 2019 I have a NRG/EA/EM Sentinel on Everlasting myself which might be pretty close to what you're doing. Although, I have not taken power drain, I do know how effective the combo is of Short Circuit+Power Drain actually is. So, I'm sure that could be fun! Although, depending on how good your build is, you might find that you don't actually need it to survive. Still, making half of the spawn nearly unable to fight back against the rest of the team is never bad. 2) The fighting pool is not really needed and you can get away without it. Maneuvers is nearly as good as Weave so the only reason to go fighting is for Tough. You can get enough set bonuses to simulate it. The other powers in /EA have enough space for Resist Uniques. Power Armor is now an auto power which makes it even easier. 3) I don't really consider controls all that important for my Sentinels, but they are nice to have. I'd just consider Tesla Cage as a big damage power with a bonus hold on it. Eventually you might be able to frankenslot it to boost both the damage and hold, but that's probably more end-game build. Since you're a sentinel, you're not having to survive by the seat of your pants with a lucky hold, you have a whole secondary of defense. 4) Not really? They really designed the Sentinel blast sets pretty nicely. Most of the powers are pretty decent. I might suggest dropping the tier-1 attack (Charged bolts), actually. The -Resistance is applied by both the tier-1 and tier-2 attacks so your're not missing out on the important part of the Opportunity doing that. Just the bonus damage from the T1 Opportunity. I would not skip Aim as it's your major damage boost for your Nuke and, funny enough, the recharge on Aim matches the T9 Nukes on Sentinels.. 5) Recharge, lots and lots of recharge. Aim, Thunderous Blast, Ball Lightning, Short Circuit.. profit! Power Drain what still has END and pick off the rest. 6) Chain Fences is pretty neat with that short cooldown that it has. Havoc Punch is one of the higher damage melee attacks for Sentinel epics. Lightning Field adds zero cast-time damage and will help keep mobs drained. Rehabilitating Circuit.. meh? You have a much better heal power in Energize. Here is my current build below for my NRG/EA/EM Sentinel to give you an idea. The two blank slots in Power Armor are for generic Heal IOs since Mids doesn't seem to be updated yet for the new version of Power Armor which gives HP. (Currently doesn't accept sets either, it's a bit bugged.) Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3https://github.com/ImaginaryDevelopment/imaginary-hero-designer Jane Zim: Level 50 Magic Sentinel Primary Power Set: Energy Blast Secondary Power Set: Energy Aura Power Pool: Flight Power Pool: Sorcery Power Pool: Leadership Ancillary Pool: Electricity Mastery Hero Profile: ------------ Level 1: Power Blast SprSntWar-Dmg/Rchg:50(A), SprSntWar-Acc/Dmg/Rchg:50(3), SprSntWar-Acc/Dmg/EndRdx:50(3), SprSntWar-Acc/Dmg/EndRdx/Rchg:50(5), SprSntWar-Rchg/+Absorb:50(5) Level 1: Kinetic Shield Rct-Def:50(A), Rct-Def/EndRdx:50(11), Rct-ResDam%:50(11), LucoftheG-Def/Rchg+:50(39) Level 2: Energy Torrent OvrFrc-Acc/Dmg:50(A), OvrFrc-Acc/Dmg/End:50(39), OvrFrc-Dmg/End/Rech:50(40), OvrFrc-Acc/Dmg/End/Rech:50(40), OvrFrc-Dam/KB:50(40) Level 4: Kinetic Dampening Ags-ResDam/EndRdx:50(A), Ags-ResDam/Rchg:50(42), Ags-ResDam:50(43), Ags-Psi/Status:50(43), GldArm-3defTpProc:50(43), ImpArm-ResPsi:40(45) Level 6: Power Burst SprOppStr-Dmg/Rchg:50(A), SprOppStr-Acc/Dmg/Rchg:50(7), SprOppStr-Acc/Dmg/EndRdx:50(7), SprOppStr-Acc/Dmg/EndRdx/Rchg:50(9), SprOppStr-Rchg/+Opportunity:50(9) Level 8: Hover HO:Micro(A) Level 10: Mystic Flight WntGif-ResSlow:50(A) Level 12: Power Push Apc-Dmg/Rchg:50(A), Apc-Acc/Dmg/Rchg:50(13), Apc-Acc/Rchg:50(13), Apc-Dmg/EndRdx:50(17), Apc-Dam%:50(27), SuddAcc--KB/+KD:50(39) Level 14: Energize DctWnd-Heal/Rchg:50(A), DctWnd-Heal/EndRdx/Rchg:50(15), Prv-Heal/Rchg:50(15), Prv-Heal/Rchg/EndRdx:50(17) Level 16: Entropy Shield EndRdx-I:50(A) Level 18: Power Shield ShlWal-Def/EndRdx:50(A), ShlWal-Def:50(19), ShlWal-ResDam/Re TP:50(19), LucoftheG-Def/Rchg+:50(37) Level 20: Explosive Blast Rgn-Dmg/Rchg:50(A), Rgn-Acc/Dmg/Rchg:50(21), Rgn-Acc/Rchg:50(21), Rgn-Dmg/EndRdx:50(36), Rgn-Knock%:50(37), SuddAcc--KB/+KD:50(37) Level 22: Aim GssSynFr--ToHit/Rchg:50(A), GssSynFr--Rchg/EndRdx:50(23), GssSynFr--Build%:50(23), GssSynFr--ToHit/Rchg/EndRdx:50(36) Level 24: Power Armor UnbGrd-ResDam:50(A), UnbGrd-Max HP%:50(25), StdPrt-ResDam/Def+:30(25), Empty(27), Empty(29) Level 26: Spirit Ward Prv-Absorb%:50(A) Level 28: Repelling Force LucoftheG-Def:50(A), LucoftheG-Def/Rchg+:50(29) Level 30: Rune of Protection ImpArm-ResDam/Rchg:40(A), ImpArm-ResDam:40(31), ImpArm-ResDam/EndRdx/Rchg:40(31), ImpArm-ResPsi:40(31) Level 32: Nova Arm-Dmg/Rchg:50(A), Arm-Acc/Dmg/Rchg:50(33), Arm-Acc/Rchg:50(33), Arm-Dmg/EndRdx:50(33), Arm-Dam%:50(34), SuddAcc--KB/+KD:50(34) Level 35: Chain Fences TraoftheH-EndRdx/Immob:50(A), TraoftheH-Acc/EndRdx:50(36), TraoftheH-Immob/Acc:50(50) Level 38: Havoc Punch Hct-Dmg/Rchg:50(A), Hct-Acc/Dmg/Rchg:50(46), Hct-Acc/Rchg:50(46), Hct-Dmg/EndRdx:50(48), Hct-Dam%:50(48), Hct-Dmg:50(48) Level 41: Lightning Field SprAvl-Dmg/EndRdx:50(A), SprAvl-Acc/Dmg/EndRdx:50(42), SprAvl-Acc/Dmg/EndRdx/Rchg:50(42) Level 44: Maneuvers LucoftheG-Def/EndRdx:50(A), LucoftheG-Def/Rchg+:50(45) Level 47: Assault EndRdx-I:50(A) Level 49: Vengeance LucoftheG-Def/Rchg+:50(A) Level 1: Brawl Empty(A) Level 1: Opportunity 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 Clr-Stlth:50(A) Level 2: Rest Empty(A) Level 4: Ninja Run Level 2: Swift Flight-I:50(A) Level 2: Health NmnCnv-Heal/EndRdx:50(A), NmnCnv-Heal:50(34), NmnCnv-Regen/Rcvry+:50(50), Mrc-Rcvry+:40(50) Level 2: Hurdle Jump-I:50(A) Level 2: Stamina PrfShf-EndMod:50(A), PrfShf-EndMod/Rchg:50(45), PrfShf-End%:50(46) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Radial Paragon Level 50: Assault Radial Embodiment ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1548;732;1464;HEX;| |78DA6594594F135114C7EF74A642595BF6A5C8DA8DC2D00A68148D5101235283127| 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|A5A3C38DFFD7EA68FC9E7FE8774B7F29E5B0F435FDB11E610F328D87E8CC97B5E25| |0D1DC8B5752CA177E72330FC185CA3180FD7F7F890DFEB6706C0BE6E6690E905D72| |9D7CFF5FD4FD033F094F90C74D16F30C873083AD1B387E750453E95E7A6F2EFA186| |6C21B68538CEAD64EF327DCC895F0F9837D5BC0F994C7781375460091758FA0B2C0| |305967125FBFF802E0DF63CA164EFBD90AC2887936E352C998D12F27286D4891D6D| |E56CB2741E3B6ABFC8A770893986D3DECCCFF7237F3B67B3490FA0A267914F68895| |59598F385862B79EB58DEFA6ADEFA5F1DA5F17AB923B7FE0F95180895| |-------------------------------------------------------------------| Pet Summons pop-menu: https://forums.homecomingservers.com/topic/38759-pet-summons-pop-menu-v2/ Everlasting Base-Code pop-menu: https://forums.homecomingservers.com/topic/39109-everlasting-base-code-pop-menu/ Replace Cities' in-game Font with NotoSans: https://mods.cityofheroes.dev/modView.php?id=192 Link to comment Share on other sites More sharing options...
Sovera Posted September 2, 2019 Share Posted September 2, 2019 Draining won't do much, but if you want to do it then go for it. In practical terms by the time you've drained something flat that something has probably died already. But, IMO, as long as you don't mess with your slotting just for the sake of draining then sure, go for it. Fighting Pool is as important as you want to make it. By pouring more inf and being inventive with set bonuses you can try to skip it, but you might find it easier to embrace the near 6% defense you get from Weave and having Tough to mule both 3% defense uniques. Tesla Cage is your big hitter and I would personally just slot it accordingly with a damage proc as the sixth slot. It's always nice to just run a ST chain on a boss and it stays held. i have an old Elec/EA build I never got around posting, see if you can extract some ideas from it. Spoiler Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic SentinelPrimary Power Set: Electrical BlastSecondary Power Set: Energy AuraPower Pool: FlightPower Pool: SpeedPower Pool: LeadershipPower Pool: LeapingAncillary Pool: Electricity Mastery Hero Profile:Level 1: Lightning Bolt -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(3), SprSntWar-Acc/Dmg/Rchg(3), SprSntWar-Acc/Dmg/EndRdx(5), SprSntWar-Acc/Dmg/EndRdx/Rchg(5), SprSntWar-Rchg/+Absorb(7)Level 1: Kinetic Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7), LucoftheG-Def/EndRdx(9)Level 2: Ball Lightning -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(9), PstBls-Dmg/EndRdx(11), PstBls-Dmg/Rchg(11), PstBls-Dam%(13), JvlVll-Acc/End/Rech(13)Level 4: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(50)Level 6: Zapping Bolt -- SprOppStr-Acc/Dmg(A), SprOppStr-Rchg/+Opportunity(17), SprOppStr-Acc/Dmg/EndRdx/Rchg(17), SprOppStr-Acc/Dmg/Rchg(19), SprOppStr-Acc/Dmg/EndRdx(19), GldJvl-Dam%(21)Level 8: Hover -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(21), LucoftheG-Def/EndRdx(23)Level 10: Energize -- Pnc-Heal/EndRedux(A), Pnc-Heal(23), Pnc-EndRdx/Rchg(25), Pnc-Heal/Rchg(25), Pnc-Heal/EndRedux/Rchg(27)Level 12: Tesla Cage -- Apc-Dam%(A), Apc-Dmg/Rchg(27), Apc-Acc/Dmg/Rchg(29), Apc-Acc/Rchg(29), Apc-Dmg/EndRdx(31), UnbCns-Dam%(31)Level 14: Afterburner -- LucoftheG-Def/Rchg+(A)Level 16: Entropy Shield -- EndRdx-I(A)Level 18: Power Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(33)Level 20: Power Armor -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(33)Level 22: Kinetic Dampening -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(34), UnbGrd-Max HP%(34)Level 24: Hasten -- RechRdx-I(A), RechRdx-I(34)Level 26: Short Circuit -- Arm-Dam%(A), Arm-Dmg/Rchg(36), Arm-Acc/Dmg/Rchg(36), Arm-Acc/Rchg(36), Arm-Dmg/EndRdx(37), Obl-%Dam(37)Level 28: Repelling Force -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(39)Level 30: Aim -- RechRdx-I(A), GssSynFr--Build%(39)Level 32: Thunderous Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Rchg/ImmobProc(39), SprFrzBls-Acc/Dmg/EndRdx(40), SprFrzBls-Acc/Dmg/Rchg(40), SprFrzBls-Dmg/EndRdx/Acc/Rchg(40), Ann-ResDeb%(42)Level 35: Chain Fences -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(42), EnfOpr-Acc/EndRdx(42), EnfOpr-Immob/Rng(43), EnfOpr-Acc/Immob/Rchg(43), EnfOpr-Acc/Immob(43)Level 38: Power Drain -- PrfShf-EndMod/Rchg(A), PrfShf-EndMod/Acc/Rchg(45), EffAdp-EndMod/Rchg(45), EffAdp-EndMod/Acc/Rchg(45)Level 41: Lightning Field -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(46), SprAvl-Acc/Dmg/EndRdx(46), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SprAvl-Rchg/KDProc(48), SprAvl-Acc/Dmg/Rchg(48)Level 44: Super Speed -- Clr-Stlth(A)Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(48), RedFrt-Def/EndRdx(50)Level 49: Combat Jumping -- Rct-ResDam%(A), Rct-Def(50)Level 1: Brawl -- Empty(A)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 RunLevel 2: Swift -- Empty(A)Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(15), Pnc-Heal/+End(15)Level 2: Hurdle -- Empty(A)Level 2: Stamina -- PrfShf-End%(A)Level 0: The Atlas MedallionLevel 0: Task Force CommanderLevel 0: Portal JockeyLevel 0: Freedom Phalanx ReserveLevel 1: OpportunityLevel 50: Barrier Core EpiphanyLevel 50: Musculature Radial Paragon------------ - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds. Link to comment Share on other sites More sharing options...
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