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Posts
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I believe I posted a build for DB/ela. Also I have a vid thundra knight which is in my signature. Its my ela/db soloing +4+8
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Your right ACC Does suffer, only if you solo +2 and up. If you team (incarnate content) then your acc is very much ok.
Same level soloing is fine and just as effective if you add bosses. If you team then acc is will increase with buffers. I only state acc as an issue with my guide because tyats what it can be. An issue. Recharge is fine wherw its at. You can get 6-8 seconds recharge from perma energize and power sink at 20 seconds -
U can make it awesome, check my guide and vid. In my . Thundra
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I dare say it would be hard and come at great cost to other attributes of your toon. I havnt tried, mainly becuase I wouldnt dare try. Most position buffs need to be 6 slotted and due to the tight slotting required to softcap typed I would say its a costly experience.
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i had aplay around with your build. its a good build but your Accuracy worried me alittle bit. I played around and got you an extra +25% to accuracy on all attacks. It cost you some damge on KB (not much and alittle more end use, rectified by Cardiac. If you dont like the build then dont worry about it, your is good. Just the acc that got me
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1420;699;1398;HEX;| |78DA6593DB6E12511486F73083B49416684B4B4BA1147AA46560DA265E36C6D6442| |D11C5786708D22D8CA540068CAD57BE87A7C467F1AC976AFA0A1EAABE012ED6BF8B| |244C18BE3DFFACFDEFB5D79A9D3BDEF509F1644768BECBB552AB55BC5DAA1F4AC79| |D2B55ECB2F00821A2508ABBF2BEACB7A4B95793E5B663978B979CA38613516F73B2| |26A55978D8A471A1EDC87AA55D0D5EAD57250DDBE6F9C09B6F346A66A129E5819F8| |7FBB274209D56D56E8EF2F315BB526DDBF58AEFFC6D931E827B4DBB6CE64F1C59CC| |955A6DE99C8429AF14DDAFFDF4A7D12D3A8688D160455C5800128CA12463619A101| |51B5EA1AE8E2EF2848470DD6418B78002E32DD96AB0D535D80EC1D60B5B2F6C4DF2| |D3959F0E3F1FFCC6E03706BF77E4E7567E6EF8F9E010806D00B6EF29CE8338E1D9D| |4BB2927A805C3905CC3EB044B8C0373C0079A33821C8C91EB5A579ADC674CE5801B| |8C709E1124BF5195CA6888A57880B138C9C804196FC8D68F38B7FFBBAB9BCAF82FC| |6E40F46F88C31FB88B3987DCCF848B3826A03C1344B19AAD184AAD1C491AB2B2DD8| |C003C6628D61515C0871EE106AB9F88597584149D750D2144A6A9DF23B8DB6338D5| |9621AB3A6489A410EDA8CDAE1457A3274B1496B44B8B11D2DF2D4D54D6CEE1943A7| |49515596283A14436B62684D0CFDFA4C1B9C5759CE7FE514E2DF90E53C07A430391| |5676CC0E393BF9B18AFAB275083E421805224518A6DCA6F49F57209455F46B5977F| |0268C1CA3197D6A0A45755D2ABD8E9DA04805EA6D1D92DB25D572D587FCE53375E3| |2D2AF80178C53FAE24CB5BC89B80CE23208B0D0100B1B4FD2F25955FB6C44E76FD2| |E81D30FAD125D68CDE09EDA406DE6607146B40D91A50B60794FD01256FA86549D15| |8190EF40E6BE7CCDB3BE042C377FAE7BFA469D7D0BD3B5CBEDFFDC1AB1CFCB73F38| |CE920BC87B39075EE56EDFF85EDFB8D437DEA1B361A9FAFC031970E504| |-------------------------------------------------------------------|
enjoy your god like TANK
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Ok cool looking solid. I'll have a look at ur build on mids wen I get back home. Your rite about the GA it is expensive, maybe a goal for later? You can use your hero merits to get it, it takes time but is a better option over 2billion. As for stone (i know not everyone likes it) it definatly can get in the way of being conceptual but I just found it the best way to softcap, and I used it for the guide intentionlly so just ignore it. There are otherways to get to softcap using fire.
Ill have a look at the build alittle later -
for some reason i cant load your post? can you please load a Data chunk so i manualy copy and paste?
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Not much else I can add to breog. But maybe with not needing a hole lot of influence try increasing your recharge so you can power sink for mitigation more regularly. Use your end drain tools to suck the enemies dry of endurance. Add at least 3 slots of end modification to lightning field to aid your power sink effort. This will increase your survivability without the need for softcap defenses. Still you want to look at working on your def but for a band aid fix recharge will help. Lighting rod+powersink+thunderstrike added with lightning feild with some decent recharge will do wonders for you.
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Here is a guide for anyone who may want to softcap there Electric Armor Tank
Electric Armour and the Soft cap -
Electric Armor and SOFTCAPPING your defense
Electric Armour has some of the best resistances in the game. Has the potential to hit almost 90% resisted to smashing and lethal and will hit the hard cap of Energy resistance (a very important factor in the incarnate content).
Standard resistance with 3 standard Invention Origin is as follows
Smashing: 79.2%
Lethal: 79.2%
Fire: 55.5%
Cold: 55.5%
Energy: 90%
Negative energy: 41.7%
Psionic: 55.5%
Toxic: 0%
1. this means for pure smashing and lethal damage types you will receive 20.8% of the enemies maximum output
2. you receive for pure fire, ice and Psionic you receive 44.5% of its full effect
3. 10% of pure energy attacks
4. 58.3% damage received from pure negative energy
5. 100% damage taken from toxic
What Does Resistance mean for an ELA?
But even with these very high resistances an Electric tank wont cut it in the end game content. You will dominate the early levels but once you head into the 40s and beyond, you will find that there is a paradigm shift where you will need more mitigation from your build other than resistance, so we need to start looking out how we can incorporate defence and other forms of mitigation. ELA has absolutely no powers that offer defence in its power makeup. It is a pure resistance machine, which is great because that means we as the player have some of the best resistances in the game. BUT resistances arent enough!!!! Sure you can take the big hits and power on but what if your fighting someone that hits really hard??? Someone like Reichsman or Bobcat. Bobcat as of current can hit my ELA at 88% S/L resists for 600 damage, so imagine if I get 4 times in a row (which is likely to happen if Im a lead tank in the Tinmage task force taunting her) thats a wopping 2400 hp taken out of my life bar.
Since ELA has not got a power that buffs your base hp (we have a power that buffs regeneration instead) you are really stuck with 2000 to 2400 hp, which is not a lot by many tanks standards. So 4 attacks from bobcat at 90% resistance is still death to an ELA tank.
Thats Bad Right?
No its not bad its actually a good thing. Because since we have been blessed with such strong resistances we can utilize the power pools and Crafted IOs to push our defense from 0% to 32.5 or 45%. By incorperating the softcap we are able to increase our survivability to almost limitless.
Why are these numbers significant?
Well the softcap works like this.
At birth of your toon every enemy has 50% chance to hit you, as we attain more defense that 50% decreases. So for example we can get 32.5% defense and the chance of a enemy to hit you has dropped from 50% to 17% chance to hit you. If we are able to get to 45% defense, than we have dropped their chance of hitting us from 50% to 5%. Even though we can still increase our defense above 45% it will not matter due to the fact that the chance to hit can never be lower than 5% (for further reference please check http://cityofheroes.wikia.com/wiki/Limits)
So while 45% defense is ideal for your ELA tank 32.5 can be just as effective.
32.5% puts you in range of the softcap when you use a small purple inspiration called a luck
(if you are still not sure on how the softcap works be sure to check http://cityofheroes.wikia.com/wiki/Limits it is on Dechs Kaison blog
What defensive powers do I need to select to achieve softcap?
The following powers are needed to attain the softcap on a ELA
1. Combat Jumping
2. Weave
3. Maneuvers
These are the 3 main powers to select from there is also stealth that you can run as a toggle as well to try and push you over the line (note: I do not recommend taking stealth at all. You already need to make huge sacrifice to attain the sofcap as it already stands and this will add extra strain on your agro control and endurance usage).
How do these 3 powers help?
These three powers give a defense buff to ALL damage types (typed and positional):
Typed defense
Smashing
Lethal
Fire
Cold
Energy
Negative Energy
Psionic
Positional defense
Melee
Ranged
AoE (area of affect)
We are going to focus on 4 most common TYPED defense Smashing/Lethal/Energy/Negative Energy. These four are the most common damage type enemies use in the game. Smashing and lethal at the highest, energy second and negative third.
So lets look at what you will need to start doing to your ELA tank to get too softcap.
We have 2 options to take at the beginning of building your level 50 tank. We can continue to use your SOs which gives us a decent buff to resistance but not enough for defense.
Defense with 3 single origin enhancements in the 3 defense powers (maneuvers, combat jumping and weave) you have chosen will buff you to only a staggering 9%
We have decreased S/L/E/NE attacks to 41% chance to hit you :nowhere near the 5%
If we were to upgrade to common IOs those same states for S/L/E/NE increase from 9% to 11.5%. Not a big jump at all, but still an improvement. Every percentage helps.
Now it gets tricky determining what sets to get and for what powers with the budget we have. Lets start with the most expensive sets we can get
Armor Sets
Gladiators Armor= 3% defense to all damage types (2 billion currently in market) goes in your Resistance power
Steadfast Protection Unique= 3% defense to all damage types (about 30 million in market) goes in your Resistance power
Reactive Armor: 4xreactive armor= Mez resist 1.1%, 1.25% E/N defense, 0.63% ranged defense (for a set of 4 roughly 200-400 million) goes in your Resistance power
Attack Sets
Kinetic Combat: 4xkinetic combats = Mez resist 2.75%, 28.1 hp (1.5%hit points) and 3.75% defense S/L and 1.88% defense to melee (for a set of 4 400-600 million) this is a set for single target attacks
Eradication: 3xEradication= 1.8% to max endurance and 3.13% defense E/N and 1.56% ranged defense (a set of 3 cost roughly 250-350 million) this set goes in your AoE or PbAoE
How many you will need
You will need roughly 4 sets of 4 reactive armor = 5% to S/L/E/NE bonus
5 Sets of 4 kinetic combats = 18.75% to S/L bonus
2-4 sets of 3 Eradications = pending on how many you get roughly 9.39% E/NE bonus
(This is a core structure; this wont alone get you to softcap)
Lets look at cheaper sets so you can use to help get closer to the softcap
The following attack sets are far cheaper than kinetic combats or Eradications
Smashing lethal sets
Smashing Haymaker: 4x smashing haymaker= 1.88% S/L def (This is a Single Target set)
Multi Strike: 6x multi strike= 0.94% S/L defense (this is a AoE or PbAoE set)
Energy and Negative energy sets
Pounding Slugfest: 3x Pounding Slugfest= 1.25% E/NE def (Single Target set)
Pulverizing Fisticuffs: 3x Pulverizing Fisticuffs= 1.25% E/NE def (single target set)
Cleaving Blow: 3x Cleaving blow= 1.25% E/NE def (AoE or PbAoE set)
(This is a core structure; this wont alone get you to softcap)
Some other tricks Ive picked up to help you get over the line
Mocking Beratement: Is a set you can slot in taunt. It can offer 2.5% defense to S/L and is reasonably cheap. (It will also slot into power sink or any other attack you have)
Basilisk Gaze: can offer 2.5% defense to E/NE and can be slotted into Power surge and or Fossilize (fossilize is found in the earth mastery epic pool)
Lethargic Response: offers a 1.88% defense to S/L/E/NE and can be slotted in salt crystals (also found in earth mastery)
Thunderstrike: is a ranged attack and can be slotted in fossilize for a 2.5% defense to E/NE
I must clearly state now the Pros and Cons that can come with softcapping your ELA tank. It is a big challenge to softcap an Electric tank and maintains balance within your build. Sacrifices must be made and sometimes the sacrifice is not worth it.
Pros
High resistances layered with high defense (means if you do get hit, its a small amount and if they do hit you really hard then they probably wont hit again for a while)
Your Survivability will increase to almost God like status in most end game content
Cons
Power selection is tight (choose carefully)
May cause you to lack balance in other areas of your character stats (you may never be able to land an attack)
Theme based toons are harder to make with softcap in mind (you may need to choose epic powers or power pools that dont match your character theme or design)
Can be very expensive
I personally have made three electric tanks in the past, in order to determine actual field results. My first was Electric/Electric. I found it easier to hit the softcap than others but it cost me a lot of global recharge and endurance drain. In the end my mitigation had suffered due to defense debuff.
My second Attempt was an Electric/Duel Blade. Global recharge was fine and so was endurance use, but my Accuracy suffered. I was fine with same level enemies, but once I went against +3 or +4 I was hardly able to hit unless I was buffed by a team mate.
My third and last attempt was Electric/Super Strength; so far it has met my expectations with end game content. I am able to solo +4 +8 and have had no troubles with the Incarnate content either.
Im not saying here that you should all go and make an ELA/SS tank because I think it has the best synergy. Im saying that not all ELA tanks are best off aiming for the softcap. Sometimes its worth wile to aim for softcapping only S/L damage and settle for 32.5% for E/NE. Or even aim for just 32.5% for all four S/L/E/NE this will keep you within range of a small luck. This will bring you to if not close to 45% defense to S/L/E/N meaning that you now have a 95% chance of dodging the 4 most common damage types in the game. Combine this with the resistance of ELA provides and you are looking pretty. Bobcat that was able to kill you in 4 hits is now unable to touch you.
These are some of the necessities to helping you push towards the softcap. Please keep in mind that the developers of the game have made the game in a way that the IO bonus you obtain will only work up to 5 times. Anymore is wasted and wont be added to your total
Here is a look at a cheaper build to help you with the soft cap. It isnt soft cap its self but is close and far cheaper than a Softcapped version
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(3), S'ngH'mkr-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx(42)
Level 2: Lightning Field -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/EndRdx(11), Efficacy-EndMod/Acc(13), C'ngBlow-Acc/Dmg(15), C'ngBlow-Dmg/EndRdx(15), C'ngBlow-Dmg/Rchg(17)
Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx(42)
Level 6: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23)
Level 8: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(36)
Level 12: Combat Jumping -- S'dpty-Def(A), S'dpty-Def/EndRdx(13), S'dpty-Def/EndRdx/Rchg(34), S'dpty-Def/Rchg(43)
Level 14: Grounded -- Aegis-Psi/Status(A)
Level 16: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(23), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31)
Level 18: Lightning Reflexes -- Empty(A)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam/Rchg(33)
Level 24: Weave -- S'dpty-Def(A), S'dpty-Def/EndRdx(25), S'dpty-Def/EndRdx/Rchg(33), S'dpty-Def/Rchg(43)
Level 26: Knockout Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(27), S'ngH'mkr-Dmg/Rchg(27), S'ngH'mkr-Dmg/EndRdx/Rchg(29), BasGaze-Acc/Rchg(42), BasGaze-Acc/Hold(46)
Level 28: Power Sink -- Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(37), Mocking-Taunt/Rchg(39), Mocking-Acc/Rchg(40)
Level 30: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(36)
Level 32: Power Surge -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 38: Foot Stomp -- Sciroc-Dmg/Rchg(A), Sciroc-Acc/Rchg(39), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg/EndRdx(43), Sciroc-Acc/Dmg(46)
Level 41: Super Speed -- Empty(A)
Level 44: Salt Crystals -- LgcRps-Acc/Rchg(A), LgcRps-Acc/EndRdx(45), LgcRps-EndRdx/Sleep(45), LgcRps-Sleep/Rng(45)
Level 47: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), Thundr-Acc/Dmg(48), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(50)
Level 49: Hurl -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 50: Cardiac Core Paragon
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(37)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1403;692;1384;HEX;| |78DA6D93596F125114C7EF85A1B59496EE7B29D0952E43B1F5B931B62646A82455D| |F0C19E915C6524A06D4D6273F81D1449FDCA21FC42571D747FD185A3F81E399F3BF| |C59A7102F3BBF7CC7FCE7A27B7BF1E11E2CE9A90913315AB5E2F5CB4AA3BCA09E5A| |C925D14AD428871580AEBEA9AAAD695B95151C58663170BA79DDD3D67543FCDA98A| |52E6D68D1AADB71A8EAA961AE5EE73D5B2A265C33C5A44F27B7B1533ABAC9A5D2D7| |5F0E6AC5D2A376817E6DD564DA9EDE8916A5B39F5B25DEBD9A8D94573C3721AE542| |CEAA379473304489A5E8FF364A37497FE106458C16B3E24412986084138CC5B0D09| |71B125942520472C026C3B8C098DD266444CA62BC23EF12DE43F26E807A21C2F719| |917B8CCE0AEB3A77195D558649B1823A5610B10CC46A41AC96FFC57A4FB142BA921| |04AE843417DA86400957C205DABD6B542D005790F743DD0A5298B3664116C2B07BC| |10099B31791DD8610CD08CDBB5BFF600BF1AF92D3C2424EFE65DDE7DA4B81DD0898| |E53D27BF51399A23019D1F36C1AC83386B28CB14D462CC7F84CF26EEDA1DBA54B48| |8ADD8B1C452F5B8264E9D72EFB07A5D7E3188A8CA1C838AA8BA35683E4833AF9412| |43F84E4E3FF249FA1660CEB910C63242318C90846328691A4BEF35897BE31BE50C2| |A37CBADCE0285A3885DECDA093B368E149F23ECEE7C495E38F025E4D938F195FC9C| |304E2CA09384D204492324F2273995CE013B004AC92B769BC634CEF0BCFCDCC0170| |8B317F1BF29B8C497234A77B38C73D7C40876F414F7EE125B77EF135F00A78C3784| |83A530732915C1AC9A59FB0EBF45346E6196385F25A863CB00C41E639F082316634| |BF31FA7999A48CE6D7E9CEFB9E2EFB2C199F65C56759F559B23E4BDED061C922D9D| |2D6D5FC26DD1FE1E657AD9F1EFEB54879890FCED465EED14F9FF6D7716D9C0B9F02| |D67ABD3B625C0D7336BCCE1F5B5F39B6FE033F7BF6FD| |-------------------------------------------------------------------|
Here is the ideal soft cap build. It is a multi billion doller build and will take time and patience to create.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(40)
Level 2: Lightning Field -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(13), C'ngBlow-Acc/Dmg(15), C'ngBlow-Dmg/EndRdx(15), C'ngBlow-Dmg/Rchg(17)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(40)
Level 6: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23)
Level 8: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(36)
Level 12: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(13), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(43)
Level 14: Grounded -- GA-3defTpProc(A)
Level 16: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(23), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31)
Level 18: Lightning Reflexes -- Empty(A)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam/Rchg(33)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(25), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(43)
Level 26: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(42)
Level 28: Power Sink -- Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(37), Mocking-Taunt/Rchg(39), Mocking-Acc/Rchg(40)
Level 30: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(36)
Level 32: Power Surge -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(43), Sciroc-Acc/Dmg(46), Sciroc-Dmg/EndRdx(46)
Level 41: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(42)
Level 44: Salt Crystals -- LgcRps-Acc/Rchg(A), LgcRps-Acc/EndRdx(45), LgcRps-EndRdx/Sleep(45), LgcRps-Sleep/Rng(45)
Level 47: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), Thundr-Acc/Dmg(48), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(50)
Level 49: Hurl -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 50: Cardiac Core Paragon
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(37)
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Here are some builds if you want to use a secondary that isnt super strenght.
Kinetic Melee
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Kinetic Melee
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(19)
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(40)
Level 2: Lightning Field -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(5), Erad-Acc/Rchg(7), P'Shift-EndMod(7), P'Shift-EndMod/Acc(11), P'Shift-End%(15)
Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(34)
Level 6: Boxing -- Empty(A)
Level 8: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(40)
Level 10: Grounded -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(46)
Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(13), Mocking-Taunt/Rchg(13), Mocking-Acc/Rchg(15)
Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(40), RctvArm-ResDam(43), RctvArm-ResDam/EndRdx/Rchg(43)
Level 16: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(37)
Level 18: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(39), Dct'dW-Rchg(39), Dct'dW-Heal(39)
Level 20: Power Siphon -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(21), Rec'dRet-Pcptn(21)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(23), LkGmblr-Def/EndRdx/Rchg(25)
Level 24: Lightning Reflexes -- Empty(A)
Level 26: Power Sink -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(27), Mocking-Acc/Rchg(34)
Level 28: Burst -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(29), Erad-Dmg/Rchg(29), C'ngBlow-Acc/Dmg(31), C'ngBlow-Dmg/EndRdx(31), C'ngBlow-Acc/Rchg(31)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(34)
Level 32: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(33), LkGmblr-Def/EndRdx(33)
Level 35: Focused Burst -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 41: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(43)
Level 44: Salt Crystals -- LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(45), LgcRps-Acc/EndRdx(45), LgcRps-Sleep/Rng(45)
Level 47: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), Thundr-Acc/Dmg(48), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(50)
Level 49: Power Surge -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndModOk please dont be offended by my reply but im not looking for a reveiw on my build. I like my build and I do a very good job with it. I can solo mostly everything +4 x8 except cimorians and achronos and maybe some others I havnt tried yet. Im sorry I dont mean to sound arrogant and I apologize if I have?
Im asking for a reveiw/feedback on the guide and on how you can reach softcap on an ELA. Spelling mistakes, mis para-phrasing and the such. Things I may need to add or ive missed. Thankyou in advanceElectric Armor and SOFTCAPPING your defense
Electric Armour has some of the best resistance’s in the game. Has the potential to hit almost 90% resisted to smashing and lethal and will hit the hard cap of Energy resistance (a very important factor in the incarnate content).
Standard resistance with 3 standard Invention Origin is as follows
Smashing: 79.2%
Lethal: 79.2%
Fire: 55.5%
Cold: 55.5%
Energy: 90%
Negative energy: 41.7%
Psionic: 55.5%
Toxic: 0%
1. this means for pure smashing and lethal damage types you will receive 20.8% of the enemies maximum output
2. you receive for pure fire, ice and Psionic you receive 44.5% of its full effect
3. 10% of pure energy attacks
4. 58.3% damage received from pure negative energy
5. 100% damage taken from toxic
What Does Resistance mean for an ELA?
But even with these very high resistances an Electric tank won’t cut it in the end game content. You will dominate the early levels but once you head into the 40’s and beyond, you will find that there is a paradigm shift where you will need more mitigation from your build other than resistance, so we need to start looking out how we can incorporate defence and other forms of mitigation. ELA has absolutely no powers that offer defence in its power makeup. It is a pure resistance machine, which is great because that means we as the player have some of the best resistances in the game. BUT resistances aren’t enough!!!! Sure you can take the big hits and power on but what if your fighting someone that hits really hard??? Someone like Reichsman or Bobcat. Bobcat as of current can hit my ELA at 88% S/L resists for 600 damage, so imagine if I get 4 times in a row (which is likely to happen if I’m a lead tank in the Tinmage task force taunting her) that’s a wopping 2400 hp taken out of my life bar.
Since ELA has not got a power that buffs your base hp (we have a power that buffs regeneration instead) you are really stuck with 2000 to 2400 hp, which is not a lot by many tanks standards. So 4 attacks from bobcat at 90% resistance is still death to an ELA tank.
That’s Bad Right?
No it’s not bad it’s actually a good thing. Because since we have been blessed with such strong resistances we can utilize the power pools and Crafted IO’s to push our defense from 0% to 32.5 or 45%. By incorperating the softcap we are able to increase our survivability to almost limitless.
Why are these numbers significant?
Well the softcap works like this.
At birth of your toon every enemy has 50% chance to hit you, as we attain more defense that 50% decreases. So for example we can get 32.5% defense and the chance of a enemy to hit you has dropped from 50% to 17% chance to hit you. If we are able to get to 45% defense, than we have dropped their chance of hitting us from 50% to 5%. Even though we can still increase our defense above 45% it will not matter due to the fact that the chance to hit can never be lower than 5% (for further reference please check http://cityofheroes.wikia.com/wiki/Limits)
So while 45% defense is ideal for your ELA tank 32.5 can be just as effective.
32.5% puts you in range of the softcap when you use a small purple inspiration called a luck
(if you are still not sure on how the softcap works be sure to check http://cityofheroes.wikia.com/wiki/Limits it is on Dechs Kaison blog
What defensive powers do I need to select to achieve softcap?
The following powers are needed to attain the softcap on a ELA
1. Combat Jumping
2. Weave
3. Maneuvers
These are the 3 main powers to select from there is also “stealth” that you can run as a toggle as well to try and push you over the line (note: I do not recommend taking stealth at all. You already need to make huge sacrifice to attain the sofcap as it already stands and this will add extra strain on your agro control and endurance usage).
How do these 3 powers help?
These three powers give a defense buff to ALL damage types (typed and positional):
Typed defense
Smashing
Lethal
Fire
Cold
Energy
Negative Energy
Psionic
Positional defense
Melee
Ranged
AoE (area of affect)
We are going to focus on 4 most common TYPED defense Smashing/Lethal/Energy/Negative Energy. These four are the most common damage type enemies use in the game. Smashing and lethal at the highest, energy second and negative third.
So let’s look at what you will need to start doing to your ELA tank to get too softcap.
We have 2 options to take at the beginning of building your level 50 tank. We can continue to use your SO’s which gives us a decent buff to resistance but not enough for defense.
Defense with 3 single origin enhancements in the 3 defense powers (maneuvers, combat jumping and weave) you have chosen will buff you to only a staggering 9%
We have decreased S/L/E/NE attacks to 41% chance to hit you :nowhere near the 5%
If we were to upgrade to common IO’s those same states for S/L/E/NE increase from 9% to 11.5%. Not a big jump at all, but still an improvement. Every percentage helps.
Now it gets tricky determining what sets to get and for what powers with the budget we have. Let’s start with the most expensive sets we can get
Armor Sets
Gladiators Armor= 3% defense to all damage types (2 billion currently in market) goes in your Resistance power
Steadfast Protection Unique= 3% defense to all damage types (about 30 million in market) goes in your Resistance power
Reactive Armor: 4xreactive armor= Mez resist 1.1%, 1.25% E/N defense, 0.63% ranged defense (for a set of 4 roughly 200-400 million) goes in your Resistance power
Attack Sets
Kinetic Combat: 4xkinetic combats = Mez resist 2.75%, 28.1 hp (1.5%hit points) and 3.75% defense S/L and 1.88% defense to melee (for a set of 4 400-600 million) this is a set for single target attacks
Eradication: 3xEradication= 1.8% to max endurance and 3.13% defense E/N and 1.56% ranged defense (a set of 3 cost roughly 250-350 million) this set goes in your AoE or PbAoE
How many you will need
You will need roughly 4 sets of 4 reactive armor = 5% to S/L/E/NE bonus
5 Sets of 4 kinetic combats = 18.75% to S/L bonus
2-4 sets of 3 Eradications = pending on how many you get roughly 9.39% E/NE bonus
(This is a core structure; this won’t alone get you to softcap)
Let’s look at cheaper sets so you can use to help get closer to the softcap
The following attack sets are far cheaper than kinetic combats or Eradications
Smashing lethal sets
Smashing Haymaker: 4x smashing haymaker= 1.88% S/L def (This is a Single Target set)
Multi Strike: 6x multi strike= 0.94% S/L defense (this is a AoE or PbAoE set)
Energy and Negative energy sets
Pounding Slugfest: 3x Pounding Slugfest= 1.25% E/NE def (Single Target set)
Pulverizing Fisticuffs: 3x Pulverizing Fisticuffs= 1.25% E/NE def (single target set)
Cleaving Blow: 3x Cleaving blow= 1.25% E/NE def (AoE or PbAoE set)
(This is a core structure; this won’t alone get you to softcap)
Some other tricks I’ve picked up to help you get over the line
Mocking Beratement: Is a set you can slot in taunt. It can offer 2.5% defense to S/L and is reasonably cheap. (It will also slot into power sink or any other attack you have)
Basilisk Gaze: can offer 2.5% defense to E/NE and can be slotted into Power surge and or Fossilize (fossilize is found in the earth mastery epic pool)
Lethargic Response: offers a 1.88% defense to S/L/E/NE and can be slotted in salt crystals (also found in earth mastery)
Thunderstrike: is a ranged attack and can be slotted in fossilize for a 2.5% defense to E/NE
I must clearly state now the Pro’s and Con’s that can come with softcapping your ELA tank. It is a big challenge to softcap an Electric tank and maintains balance within your build. Sacrifices must be made and sometimes the sacrifice is not worth it.
Pro’s
High resistances layered with high defense (means if you do get hit, it’s a small amount and if they do hit you really hard then they probably won’t hit again for a while)
Your Survivability will increase to almost God like status in most end game content
Con’s
Power selection is tight (choose carefully)
May cause you to lack balance in other areas of your character stats (you may never be able to land an attack)
Theme based toons are harder to make with softcap in mind (you may need to choose epic powers or power pools that don’t match your character theme or design)
Can be very expensive
I personally have made three electric tanks in the past, in order to determine actual field results. My first was Electric/Electric. I found it easier to hit the softcap than others but it cost me a lot of global recharge and endurance drain. In the end my mitigation had suffered due to defense debuff.
My second Attempt was an Electric/Duel Blade. Global recharge was fine and so was endurance use, but my Accuracy suffered. I was fine with same level enemies, but once I went against +3 or +4 I was hardly able to hit unless I was buffed by a team mate.
My third and last attempt was Electric/Super Strength; so far it has met my expectations with end game content. I am able to solo +4 +8 and have had no troubles with the Incarnate content either.
I’m not saying here that you should all go and make an ELA/SS tank because I think it has the best synergy. I’m saying that not all ELA tanks are best off aiming for the softcap. Sometimes it’s worth wile to aim for softcapping only S/L damage and settle for 32.5% for E/NE. Or even aim for just 32.5% for all four S/L/E/NE this will keep you within range of a small “luck”. This will bring you to if not close to 45% defense to S/L/E/N meaning that you now have a 95% chance of dodging the 4 most common damage types in the game. Combine this with the resistance of ELA provides and you are looking pretty. Bobcat that was able to kill you in 4 hits is now unable to touch you.
These are some of the necessities to helping you push towards the softcap. Please keep in mind that the developers of the game have made the game in a way that the IO bonus you obtain will only work up to 5 times. Anymore is wasted and won’t be added to your total.
Just make sure what ever you do u have enough accuracy on lightning field so it always hits. if you slot to much for dmg a whole 22dmg per hit and end mod, you might be getting a large end drain of foes but you will miss. I had issues with my ela/db in landing LF even though I was softcapped my other mitigation (end drain failed) due to acc. Priority is acc so it always lands and you get a constant end drain for mitigation. Depending on ur budget id go 5-6 slot multistrike or sirroco. If you have some cash go three eradications and 3 performance shifters. Slotting power sink for end and recharge should do great. If your interested in the softcap of a ela send me a pm but other than that there is some great info in this thread for you too look at.Steel as a fellow speed cluber and a friend. (we have had some good disscussions late at night) I feel like your fueling a fire that you wont win. Im not much of a sit down and calculate type of guy but what I have gathered from your posts you are disreguarding tanks. Wheather they produce dps at smaller level than a scrapper (thats how they are made) that doesnt stop them from being a important AT to have on a effective team. I know you have done some impressive things with your speed tf's but what u consistantly do is exclude players played prefrecences. Imagine if everyone ran just buffers/debuffers and high level dps. How boring will that be? some one mentioned its human nature to excel and be greater than others. Its also human nature to be different. And some players like to play as Superman (or at least there version of it) and I feel that if you exclude those players than your taking the way the game was intended. To play YOUR SUPER HERORQuote:Thanks for your input CMA. You know how it can get when sitting in front of a screen, you tend to not type what you are thinking. At least I do. Currently at work atm so I cant revise my guide but you gave me some good pointers to incorperate plus it sparked up some other ideas I can add from you and Amy_amp as wellOverall not bad, it could use some proofreading and a bit of polish (and another font/color choice) but it has good information.
In several places your sentence structure is a bit awkward, for example:
That would read better as something like this:
In choosing Electric Armor you've chosen a set with great resistances, some of the best possible in the game. Electric has the potential to nearly reach the 90% resistance cap to Smashing/Lethal damage and it's the only tanker primary that can reach the 90% resistance cap to Energy damage.
There's several other places where your phrasing needs a bit of polish. Additionally you really need to mention the inf costs involved in that character; you're specifying the 2-3 BILLION influence Glad Armor unique and that's far out of the reach of all but dedicated marketeers and the truly hardcore players. I'll give you the Kin Combat sets but those are in the 600 million range per set; again not something that a typical player can afford in quantity. Frankly I couldn't afford to sink that much into one build myself and I'm fairly well off and I am a bit of a min/maxer.
I'd work up an optimal build using relatively inexpensive IO's (Pounding Slugfest and the like) for the majority of the players and also give an ultimate 10 billion build like you've done. Remember that most of the audience for your guide simply cannot afford things like Kin Combat, far less can afford the Glad Armor. To be useful to most players you need to give them a guide that they can actuallyP use.
Another thing I'd suggest is making your guide "secondary neutral"; not everyone will be running Elec/SS so again you have an overall more useful guide if it applies to all secondaries.
Good luck with your guide.
Thanks for the advice but im happy with my build. I feel that I do fine with dps and healing in +4 x8 missions plus I really had no issues in running the new content either. Watch my video raikage 2 in my signiture 4/8 carnies, malta, cot, rikti and freakshowELA and SOFTCAPPING your defense
Electric Armour has some of the best resistance’s in the game. Has the potential to hit almost 90% resisted to smashing and lethal. (Same as Invulnerable and Stone Armour) actually ELA has some of the strongest resists in the game
Standard resistance with 3 standard Invention Origin is as follows
Smashing: 79.2%
Lethal: 79.2%
Fire: 55.5%
Cold: 55.5%
Energy: 90%
Negative energy: 41.7%
Psionic: 55.5%
Toxic: 0%
1. this means for pure smashing and lethal damage types you will receive 20.8% of the enemies maximum output
2. you receive for pure fire, ice and Psionic you receive 44.5% of its full effect
3. 10% of pure energy attacks
4. 58.3% damage received from pure negative energy
5. 100% damage taken from toxic
What Does Resistance mean for an ELA?
So ELA has some really good resistances to go round and mop up the damage so you can handle the big hits but what about defence? Well ELA has absolutely no powers that offer defence in its power makeup. It is a pure resistance machine, which is great because that means we as the player have some of the best resistances in the game. BUT resistances aren’t enough!!!! Sure you can take the big hits and power on but what if you fighting someone that hits really hard??? Someone like Reichsman or Bobcat. Bobcat as of current can hit my ELA at 88% S/L resists for 600 damage, so imagine if I get hit 4 times in a row (which is likely to happen if I’m a lead tank in the Tinmage task force taunting her) that’s a wopping 2400 hp taken out of my life bar.
Since ELA has not got a power that buffs your base hp (we have a power that buffs regeneration instead) you are really stuck with 2000 to 2400 hp, which is not a lot by many tanks standards. So 4 attacks from bobcat at 90% resistance is still death to an ELA tank.
That’s Bad Right?
No it’s not bad it’s actually a good thing. Because we have been blessed with such strong resistances we as the player can utilize the power pools and Crafted IO’s to push our defense from 0% to 32.5-45%. By incorperating the softcap we are able to increase our survivability to almost limitless.
Why are these numbers significant?
Well the softcap works like this.
At birth of your toon every enemy has 50% chance to hit you, as we attain more defense that 50% decreases. So for example we can get 32.5% defense and the chance of a enemy to hit you has dropped from 50% to 17% chance to hit you. If we are able to get to 45% defense than we have dropped their chance of hitting us from 50% to 5%. Even though we can still increase our defense above 45% it will not matter due to the fact that the chance to hit can never be lower than 5% (for further reference please check http://cityofheroes.wikia.com/wiki/Limits)
So while 45% defense is ideal for your ELA tank 32.5 can be just as effective.
32.5% puts you in range of the softcap when you use a small purple inspiration called a luck
(if you are still not sure be sure to check http://cityofheroes.wikia.com/wiki/Limits it is on Dechs Kaison blog
What defensive powers do I need to select to achieve softcap?
The following powers are needed to attain the softcap on a ELA
1.Combat Jumping
2.Weave
3.Maneuvers
These are the 3 main powers to select from there is also “stealth” that you can run as a toggle as well to try and push you over the line (note: I do not recommend taking stealth at all. You already need to make huge sacrifice to attain the sofcap as it already stands and this will add extra strain on your agro control and endurance usage).
How do these 3 powers help?
These three powers give a defense buff to ALL damage types (typed and positional):
Typed defense
Smashing
Lethal
Fire
Cold
Energy
Negative Energy
Psionic
Positional defense
Melee
Ranged
AoE (area of affect)
We are going to focus on 4 most common TYPED defense Smashing/Lethal/Energy/Negative Energy. These four are the most common damage type enemies use in the game. Smashing and lethal at the highest, energy second and negative third. The following IO sets will be the on your agenda
5x Kinetic Combat sets (for single target attacks) give 3.75% def. to Smashing/Lethal
4x Reactive Armor sets (for charged Armor/conductive shield/static shield/tough) gives 1.25% def. to S/L/E/N
2-3x eradication sets (for PBAoE) gives 3.13 def. to energy/negative
1x steadfast protection +def. 3% to all
1x Gladiators Armor +def. 3% to all
These are the major necessities to helping you push towards the softcap. Please keep in mind that the developers of the game have made the game in a way that the IO bonus you obtain will only work up to 5 times. Anymore is wasted and won’t be added to our total.
This will bring you to if not close to 45% defense to S/L/E/N meaning that you now have a 95% chance of dodging the 4 most common damage types in the game. Combine this with the resistance of ELA provides and you are looking pretty. Bobcat that was able to kill you in 4 hits is now unable to touch you.
Here is my current build to give you an idea how to slot and what to slot
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Charged Armor- (A) Reactive Armor - Resistance/Endurance
- (9) Reactive Armor - Resistance
- (9) Reactive Armor - Resistance/Recharge
- (11) Reactive Armor - Resistance/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (3) Kinetic Combat - Damage/Recharge
- (5) Kinetic Combat - Damage/Endurance/Recharge
- (40) Crushing Impact - Accuracy/Damage/Endurance
- (A) Eradication - Damage
- (11) Eradication - Accuracy/Damage/Recharge
- (13) Eradication - Accuracy/Damage/Endurance/Recharge
- (15) Cleaving Blow - Accuracy/Damage
- (15) Cleaving Blow - Damage/Endurance
- (17) Cleaving Blow - Damage/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Endurance
- (7) Kinetic Combat - Damage/Recharge
- (7) Kinetic Combat - Damage/Endurance/Recharge
- (40) Crushing Impact - Accuracy/Damage/Endurance
- (A) Reactive Armor - Resistance
- (21) Reactive Armor - Resistance/Endurance
- (21) Reactive Armor - Resistance/Recharge
- (23) Reactive Armor - Resistance/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance
- (19) Reactive Armor - Resistance/Recharge
- (19) Reactive Armor - Resistance/Endurance/Recharge
- (A) Mocking Beratement - Taunt
- (34) Mocking Beratement - Taunt/Recharge
- (36) Mocking Beratement - Taunt/Recharge/Range
- (36) Mocking Beratement - Accuracy/Recharge
- (A) Luck of the Gambler - Defense
- (13) Luck of the Gambler - Recharge Speed
- (34) Luck of the Gambler - Defense/Endurance
- (43) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Doctored Wounds - Heal/Endurance
- (23) Doctored Wounds - Recharge
- (25) Doctored Wounds - Endurance/Recharge
- (29) Doctored Wounds - Heal/Endurance/Recharge
- (31) Doctored Wounds - Heal/Recharge
- (A) Empty
- (A) Empty
- (A) Steadfast Protection - Resistance/+Def 3%
- (31) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance
- (33) Reactive Armor - Resistance/Endurance/Recharge
- (33) Reactive Armor - Resistance/Recharge
- (A) Luck of the Gambler - Defense
- (25) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Defense/Endurance
- (43) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (27) Kinetic Combat - Damage/Endurance
- (27) Kinetic Combat - Damage/Recharge
- (29) Kinetic Combat - Damage/Endurance/Recharge
- (42) Crushing Impact - Accuracy/Damage/Endurance
- (A) Mocking Beratement - Taunt
- (37) Mocking Beratement - Taunt/Recharge/Range
- (39) Mocking Beratement - Taunt/Recharge
- (40) Mocking Beratement - Accuracy/Recharge
- (A) Rectified Reticle - To Hit Buff
- (36) Rectified Reticle - To Hit Buff/Recharge
- (A) Basilisk's Gaze - Accuracy/Hold
- (34) Basilisk's Gaze - Accuracy/Recharge
- (A) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (39) Eradication - Accuracy/Damage/Recharge
- (39) Eradication - Accuracy/Recharge
- (43) Scirocco's Dervish - Accuracy/Damage/Endurance
- (46) Scirocco's Dervish - Accuracy/Damage
- (46) Scirocco's Dervish - Damage/Endurance
- (A) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense/Endurance
- (A) Lethargic Repose - Accuracy/Recharge
- (45) Lethargic Repose - Accuracy/Endurance
- (45) Lethargic Repose - Endurance/Sleep
- (45) Lethargic Repose - Sleep/Range
- (A) Basilisk's Gaze - Accuracy/Hold
- (48) Basilisk's Gaze - Accuracy/Recharge
- (48) Thunderstrike - Accuracy/Damage
- (48) Thunderstrike - Damage/Endurance
- (50) Thunderstrike - Damage/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (50) Thunderstrike - Accuracy/Damage/Endurance
- (50) Thunderstrike - Damage/Endurance/Recharge
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
------------
Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 2: Swift- (A) Empty
- (A) Miracle - +Recovery
- (37) Numina's Convalescence - +Regeneration/+Recovery
- (A) Empty
- (A) Endurance Modification IO
- (37) Endurance Modification IO
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Quote:I think you will find i did chose Static Shield asap. I find my biggest issue with Tanks is my Endurance from 1-20 with all the toggles your running and not that much endurance recovery yet available (i know stamina is now inheret) but your still running 2.08 end/sec recovery and a 1.07 end/sec usuage, not to mention your attacks on top of that. This is how I rectified that issue. Ill add a more detailed build including final content and the softcap later on (they are works in progress). I have a 17 month old son and another one on the way so unfortunatly i run short of timeIt's a guide to build the way you built if anything. There is no hard and fast rule to build (I'd of taken haste over flurry) and you could of just stuck a build from Mids down that did you first 20 levels with the slots in order.. First 20 levels flyby, in anycase static shield is a power that should be taken pretty much asap and I see alot of people not doing that so a guide is possibly a good thing for people to have. If I were you I'd pad it to more than how you built, perhaps how you play it too.but want to try and help other players as best i can. I'm seeing lots of new/old players wanting to roll ELA's and i know how frustrating they can get at times. But i thankyou for your advice and will revise and incorperate play style aswell. It is also my first build so i apologize for the amature quality
Untoldheros Guide to Electric Armour
I see that a lot of people are looking for advice how to build ELA and when I did a search for a guide I couldnt really find one that was up to date.
There is a rather good Brute ELM/ELA guide but I thought I would write one from a team tanking perspective.
Frist let me state that this guide is purely opinionated in how I used my ELA and in which I found it the most successful from 1-20. Ill be using ELA/Super strength in my guide so please keep that in mind.
So the first 20 levels are very basic youre at your base building at this point. We know that a tank is ment to be the meat shield of the team and its his job to hold aggro so the rest of the team can all play roles without fear of death.
Lets make our Character: CREATION
LEVEL 1
Tier 1: Toggled/Charged Armour gives a 35% resist to Smashing and Lethal at a cost of 0.26 end/sec
T1 attack: Default is Jab
LEVEL 2
T3: Toggled/Conductive Shield gives a 35% res to fire/cold/negative/energy at 0.26 end/sec
LEVEL 3
2 slots granted, add one slot to T1 charged armour and one slot to T1 attack
LEVEL 4
T3 attack: Haymaker
LEVEL 5
2 slots granted, add one slot to T3 conductive shield and one slot to T3 attack
LEVEL 6
T4: Toggle/Static shield gives res to Hold/Stun/sleep/endurance drain/recovery debuff/teleport also gives 35% res to psi
(we have now got a base protection against most attacks in the game, not to mention we now have a 95% resistance to endurance drain)
LEVEL 7
2 slots granted, add one slot to T1 and T3 attacks (this make it 3 slotted) you can now slot these with 1 endurance reduction, one Accuracy buff and one Damage buff
LEVEL 8
T5: Auto power/Grounded, this is your Knockback Protection power. It is always on and wont use endurance it also gives you Resistance to Negative energy and energy and immobilize protection (a side note: Grounded means you must stay standing on the ground for it to be active, if you jump in the air your knockback protection drops to 0 meaning you can be thrown around like a rag doll)
LEVEL 9
2 slots granted, add one slot to T1 armour and T3 armour this is Charged Armour and Conductive Shield (you will be 3 slotted) slot 2 end reductions and 1 resistance buff
LEVEL 10
I personally recommend Lightning Field, Gauntlet is now active which procs off your attacks making the enemy more likely to attack you rather than your team mates
T2: Toggle/Lightning Field PBAoE which constantly damages your enemies within melee range while it is activated. It also has an Endurance drain applied to your foes so they lose end
LEVEL 11
2 slots granted, add 2 slots to T2 Lightning Field, slot 2 end reductions and 1 Accuracy buff
LEVEL12
Select your power pool: I recommend Speed because of the Grounded effect, you have 2 choices Flurry or Hasten (remember you can always respect out) I chose Flurry for an extra attack since Super Strength doesnt really get effective until the later levels
Flurry
LEVEL 13
2 slots granted, slot one slot in Charged Armour and one slot in Static shield
Slot your Charged with another resistance buff and your static with 2 end reductions
LEVEL14
Select a Travel Power in my case Super Speed (your power pools are completely optional you do not have to do this)
LEVEL 15
2 Slots granted, slot one slot in T1 and T3 attacks and give them a damage buff
LEVEL 16
T4 attack: Taunt
LEVEL 17
2 Slots granted, add one slot to Conductive and one slot to static. Add a Resistance buff to both
LEVEL 18
Next power pool Fighting (in preparation for Tough)
Boxing
LEVEL 19
2 slots granted, Give a slot to T1 and T3 attacks and slot with another end reduction for each
LEVEL 20
This is governed by your secondary and how many attacks you already have, if I had more attacks at this time I would choose energize but this is how I played my Super Strength
T6 attack: Knockout Blow
That is the first 20 levels of game play that I found worked for me. Since ELA based solely on resistance for its protection, its important to utilize those tools to effectively support your team. If you can attract the enemies and hold their attention your team will be grateful. This is not the time to try and with stand 5 groups of enemies but to hold your own long enough for the team to be safe, so they can support you and finish the job.
Much later in the game do you start looking at how you can be that Tank that just takes punishment with a smile.I was actually stating that a cardiac alpha is better choice than masculater. NOT that he must choose it.here found his very old build back in somthing like i17 or 18
it will need to be updated for you persifics
http://boards.cityofheroes.com/showt...r+sucks&page=8Quote:Da should be fine in any farm you do. You should try and slot for Softcapped S/LE/NE defenses, fire and cold arn't really needed. You best attributes are , S/L resists, NE resists and PSI resists. In fact with the Cardiac Alpha you almost Cap PSI res. If you arn't to keen on spending the coin on softcapping those 4 maybe softcap just S/L, add oppresive gloom or Cloak of Fear... I reccomend Oppressive Gloom along with some decent recharge so that Dark regeneration is up at around 15-20 seconds and you should be damn near unstoppable.I tried speccing him for the fire farm but he seems topped out at 32% fire defense and 42% fire resistance. Negative energy is only at 53 while psi is 56.
Dechs Kaison has a good build you could get ideas from. I actually used his build for ideas on my Softcapped ELAQuote:You hit the nail on the head.
The issue I have without Cardiac is using Energize and Power Sink more often than I'd like to keep my endurance up instead of saving them for mitigation, and having to use oranges/barrier/empowerment buff/cimeroran day job to get 90% S/L when needed.
Claws I didnt mean to sound like I was attacking your input, I apologize if I did? You do carry a valid point. Just looking at it from my experience as a Ela/SSQuote:Dude if he has enough recharge then his Dmg will be fine without Maculatar alpha, a double stacked Rage works wonders, then wen it crashes he has POWER SINK to draw from. The extra resist is more important... have you fought Bobcat latley in Tinmage??? She hits friggin hard. Sure the End thing shouldnt matter but its those resists that count. Espescially if you arnt softcapped.Why? The LAST thing an Electric Armor anything needs is more end recovery. Power Sink is available every 30 seconds, and that should be enough to keep even the end hungriest build rolling in endurance.
Again, why? Electric Armor does NOT need more end management tools. The only purpose Cardiac could possibly serve on an Electric tank is a little bit more resistance. The extra damage from Musculature would be more useful.