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| Freedom |
UP |
| Justice |
UP |
| Pinnacle |
UP |
| Virtue |
UP |
| Liberty |
UP |
| Guardian |
UP |
| Infinity |
UP |
| Protector |
UP |
| Victory |
UP |
| Champion |
UP |
| Triumph |
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| Training Room |
UNKNOWN |
Last Updated: 2008-07-24 03:55:01 EST
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Electric/Electric Brute Guide! |
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Written by Nemo Utopia
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The Electric SMASH!!!(tm)
and You! – A Guide to Electric Brutes, v1.1
Please
note, this guide is in Damage Scalar format! For those familiar with
Brawl Index, a second notation near damage is included. Brawl Index is
the amount of damage the power does compared to your Brawl damage, for
those not familiar with either. DS info is Found Here.
This
is the Professor Todesfall guide on how to build a better
Electric/Electric robot. This guide works just as well if you are a
meddling magical fairy, filthy mutie, accident of science, or just
naturally electrical, but that is merely an unintended side effect of
the nature of this guide.
If you’re
looking to be an
Electric/Electric Brute, you’re going to want to know the
facts. How
are you different from your flaming, dark, tough, energetic, and rocky
brothers? How are you better? How are you worse? These questions can be
tricky, and even a detailed first glance won’t say it all. In
fact,
before even looking at that glance, you should read: Foo's Brute Guide. Also, while
it’s of less concern to you defensively, you should still
read Arcanaville's Defense guide.
Regardless, here is that glance:
Pros
– -High Resistances -Resist
Psychic Damage -Resist Endurance Drain -Endurance
Recovery -TP Foe Protection -Resist Slows -Auto
–Recharge -Auto +Speed -Auto KB/Immob
Protection -Endurance Draining attacks -A slight AoE
bent in attacking
Cons – -No
Self Heal -No Fear or Confuse protection -No Toxic
resists -KB/Immob protection is only partial
That’s
a pretty big first glance…but can you handle the
repercussions? First,
we’ll go over the powers in detail, and then we’ll
come back to what it
all means. For ease of reference, Rch is recharge time, Act is
activation time, Acc is accuracy off a base of 1, End is the endurance
cost, EPS is endurance per second, Radius is the radius of effect, Rng
is range, and Base refers to % resistance. Str is Strength (a Prima
guide measurement) and I will convert these to Mag (Magnitude) which is
more commonly used by the player base. A Mag 2 (or higher) status
effect will affect minions, a Mag 3 (or higher) will affect Lts., and a
Mag 4 (or higher) will affect Bosses. Attacks may have another notation
of "Drain", which is formatted as (# or # / # for #). The first set
shows the amount drained from a target, and the second is the chance to
return X endurance. So Drain (5% or 2 / 10% for 5) would mean that the
power drains 5% endurance from NPCs or 2 End points from players, and
has a 10% chance to give you back 5 End.
Electric
Melee
1) Charged Brawl
(level 1) -Attack: Melee / -Acc: 1.0 -Dmg: 0.5 S/L +
0.34 Eng = 0.84 DS (1.3889 + 0.9444 = 2.3333 BI) -Drain (7% or
1.25 / 10% for 2.184) -Rch: 3s / End: 4.369 / Act: 1.07s
-Charged
Brawl is part of your Bread and Butter attacks, and is a basic punch
that serves well as a quick attack. Don’t skip this unless
you have a
darn good reason. Also puts target to sleep (zappy electric dance!) for
6 seconds 10% of the time…but this is of Str 2.38, which is
Mag 2
(minions only). Another 10% check to reduce a foe's End recovery by
100% for 2 seconds. -Slotting: Standard slotting of 1 Acc, 3
Dmg
will serve you well. Additional slots (if any) should go to End and
Rch, but this should wait to higher levels (and access to Synthetic
Hami-Os).
2) Havoc Punch
(level 1) -Attack: Melee / -Acc: 1.0 -Dmg: 0.8 S/L +
0.52 Eng = 1.32 DS (2.2222 + 1.4444 = 3.6666 BI) -Drain (10%
or 2 / 10% for 3.432) -Rch: 6s / End: 6.864 / Act: 1.5s
-Havoc
Punch is the other part of your Bread and Butter, and you will use it
often. Good, builds Fury, use it, don’t skip it. Also puts
target to
sleep (more zappy dance!) for 8 seconds 30% of the time…but
like
Charged Brawl this is Str 2.38, and thus only Mag 2. Another 30% check
for a 4 second reduction of a foe's End recovery by 100%. -Slotting:
Standard slotting of 1 Acc, 3 Dmg will carry you far. Like Charged
Brawl, End and Rch can help, but should only be applied in later levels
and after access to more slots (thanks to respeccing with SHOs).
3)
Jacob’s Ladder (level 4) -Attack:
Melee Cone / -Acc: 1.0 / -Radius-range: 5’ in a 50 degree arc
from target -Dmg: 0 S/L + 1.5 Eng = 1.5 DS (0 + 4.1667 =
4.1667 BI) -Drain (7% or 1.25 / no return) -Rch: 8s /
End: 8.528 / Act: 1.67s
-Jacob’s
Ladder is where the AoE part of your attack chain starts…and
lets you
start practicing as early as level four. As a melee cone, this may be
fairly familiar to you in application if you’ve played Dark
before.
Compared to your Bread and Butter, it’s OK as a single target
attack,
but shines when you can hit two to its maximum of five targets. Every
hit target has a 10% chance of getting a Str 2.38 (again, Mag 2) Sleep
put on them for 6 seconds as well. Another 10% check occurs to reduce
the foe's end recovery by 100% for 2 seconds. Tip: Cluster enemies, and
target the one in the back of the cluster. If you target the closest
one, you’ll hit only him, but by targeting the back, you
catch (up to
four extra) targets in between the target and you in the arc. A good
attack with decent activation, you’ll want it at low levels
and will
get use out of it for a long while. You may consider dropping it in a
respec later on, but do so only when you know you’ll have a
solid
attack chain without it. -Slotting: Once more, 1 Acc and 3 Dmg
is
really the way to go. Throwing a single End in here may help, but
should wait until later levels.
4) Build Up
(level 6) -Self Buff: +80% Dmg / +20% ToHit -Rch: 90s
/ End: 5.2 / Act: 1.17s
-The
requisite Build Up. +80% base damage, +20% ToHit. Some will skip it and
never look back, others will take it and never regret it. Great for
opening a fight or complimenting your Fury and external buffage when
you’re ready to lay down some heavy smack to higher level and
boss
level targets. -Slotting: Base slot goes to Rch. If you have
slots
to spare, put in up to 2 more recharges. Getting an extra 80% damage
every 45 seconds goes a long way to getting it whenever you need it.
5)
Thunderstrike (level 8) -Attack: Melee AoE
/ -Acc: 1.0 / -Radius: 7’ from target (Eng portion) -Dmg:
1 S/L + 0.96 Eng = 1.96 DS (2.7778 + 2.6667 = 5.4444 BI) -Rch:
18s / End: 10.192 / Act: 3.3s
-You’ll
want to find room for this one! The activation is a bit slow, but it
makes up for it with great single target damage and a high chance of
knockdown. Remember those clusters you got good at making for
Jacob’s
Ladder? Well, now you can target anyone of them, because anyone within
about 7’ (2’ ft. past punching range) of your
target is gonna get fried
by the Energy portion of the damage. They’ll even do the
zappy dance
for you. This attack is one you’ll want to take, and
won’t regret. As a
side note, this has a 50% chance to give a Str 3.57 Disorient (Mag 3
Stun) to a hit PvE target, and will knock down your target 80% of the
time. The 40% chance to reduce end recovery on a hit target by 100% for
4 seconds is frosting on the cake. -Slotting: 1 Acc, 3 Dmg,
and get
them in ASAP. This power can really benefit from an End or Rch boost,
even beyond what your sets are capable of, so that extra SO (or two)
could be well worth your while. You may be tempted to slot for
Disorient, but it only increases the duration, not the chance. Slotting
for something that only happens 1/2 the time isn't necessarily wise. Note:
The sleep component appears to be like Jacob's Ladder, with a 10%
chance to have a Str 2.38 (Mag 2) Sleep on enemies hit by the AoE
portion. This is currently unconfirmed.
6)
Taunt (level 12) -Targeted AoE Mez: Draws
Aggro (20s in PvE, 5s in PvP) / -Acc: 1.0 PvP, autohit PvE -Rng:
70 ft. (15 ft. radius) / up to 5 targets / End: 0 / Act: 2.67 / Rch: 10s
-The
requisite Taunt. If you plan on teaming and have the room, you might
find this useful for drawing aggro away from your decidedly squishier
allies (or other Brutes in severe danger). However, you’ll
likely
consider this power quite skippable. It’s an aggro management
tool…but
it’s that much less SMASH!!!(tm)
or other powers you’ll find more useful. -Slotting:
If you picked this up, you obviously want to taunt. That means Taunt
Duration and Recharge are for you. If you PvP, Acc is a good idea too.
If your goal is to tank, then you're actually going to want to slot
Taunt into your other attacks as you can spare it as well.
Tanker-wannabe. Go back to Paragon! 
7) Chain Induction
(level 18) -Attack: Melee AoE / -Acc: 1.0 -Dmg: 0.8
S/L + 0.52 Eng = 1.32 DS (2.2222 + 1.4444 = 3.6666 BI) (jumps do .7 DS
[1.95 BI] Eng) -Rch: 14s / End: 10.192 / Act: 1s
-Another
gem, you’ll find this attack is faster than Thunderstrike,
for the same
cost…but it’s also pretty random.
There’s a chance that this will arc
to other targets, but the chance is random (and seems to be a number of
additional targets algorithm). This is a love-it-or-hate it
power…and
you’ll either love it, or hate it. The real consideration is
that it’s
paying for Tunderstrike while getting the benefit of Havoc
Punch…a
Havoc Punch that may just decide to arc and hit extra targets a bit
farther away than Thunderstrike would. Diamond in the rough, or waste
of space? I can’t really tell you, you’re gonna
have to get advice from
other Brutes who know how you play and what you like. Me? I like it.
There's even a handy 30% chance to reduce the target's end recovery by
100% for 4 seconds. -Slotting: Acc and Damage, 1 and 3. If you
want
to use this a lot, Recharge is for the better. I'd save off on that
until they get the bug fixed. Note: Chain Induction
is still
currently bugged for XP loss. Damage dealt beyond the actual attack
(the extra arcs of damage) are not treated as player dealt, pet dealt,
summon dealt, or even confusion credit, but as a completely outside
entity. This means that any of this extra damage will take a
proportional amount of XP to damage dealt compared to the total health
of the enemy. Example: Chain Induction arcs and does 1/2 of a minion's
HP, and you immediately follow up and defeat it. Because half the
damage was "by you" and half "wasn't" (Chain Induction), you get 1/2 XP
for that mob. This is currently being looked into, and a fix is
coming…SOON(tm).
8) Lightning
Clap (level 26) -Attack: Melee AoE Mez / -Acc: 0.8 /
-Dmg: 0 -Rch: 30s / End: 13 / Act: 1.23s / Radius:
19’
-Lightning
Clap can save your bacon. This power packs Disorient and Knockback into
one happy 100% package…at a slight accuracy penalty. For
those who
wonder, it’s 100% chance of KB with 100% chance of an 8s Str
2.38 w/
50% for an 8s Str 1.19 Disorient. For the less game-mechanic inclined,
that's a minion level stun, with about a 50% chance to stun any Lts.
For those familiar with Magnitude, that's basically a 100% chance of
Magnitude 2 Stun with an additional 50% chance for a Mag 1, stacking
into a Mag 3 Stun. In PvP, the Disorient goes to 5.34s at Str 2.38.
You’ll either find you use this power as an extra soft
control (see
Power Sink in your secondary), or as a “too many, oh
@#$%!” (*CLAP!*)
and run away power. Which means you either think this power is
completely skippable, because why would you want a power that hurts
Fury generation, or a must have because it can make a difference that
helps compensate for your lack of a self heal. If you can’t
figure out
based on that analysis, you’ll just have to test it. Me? I
like it, but
I see there’s also some trouble fitting it in your build
sometimes. -Slotting:
Accuracy. It takes two to get this power up to the 95% ceiling you want
to be at against even cons, and 3 to be truly safe. Stun Duration is
useful if this is your panic button, but not always so if it's a
utility combat power for you. Recharge allows it to be up more, but
that's not always good. If you have it, slot 2 Acc and then go fromA
there based on experience. Summary: -Basic Slotting: 2 Acc -Panic
Slotting: 3 Acc, 3 Disorient -Utility Slotting: 2-3 Acc, 1-3
Rch, 1-2 End
9) Lightning Rod
(level 32) -Attack: Teleport (60') + PBAoE / -Acc: 0.9 -Dmg:
1 S/L + 0.7 Eng = 1.7 DS (2.7778 + 1.9444 = 4.7222 BI) -Rch:
90s / End: 13.52 / Act: 2.57s / Radius: 20’
-BOOM!,
baby! If you refuse to take this power, I call you a lunatic. This
mini-nuke has both an effect (80% Knockdown chance) and a boom (all
that pretty, Fury enhanced damage, plus the free light show) to make
even a Blaster jealous. This power shines as a way to start (or
completely pre-empt) a fight after you’ve ended another.
Scenario:
you’re right near full Fury, and your team has the situation
handled
with this group or you’ve just landed the last punch.
There’s a pretty
group of enemies all nicely clustered for you right nearby! Pop just
enough Redage and Build Up to give you the benefit of some serious
buffage, and BOOM!...look at all the pretty corpses. One caveat: there
IS an acc penalty. You also don’t have Aim (something all
Blasters with
half a brain use with THEIR nukes). So if you want to BOOM! and not
flourish a broken rapier (so to speak), make sure you’ve got
Acc in the
power, and +Acc/+ToHit as well. Also, get good with that reticule:
you’ll be very embarrassed if you just miss an enemy because
you’re 21’
away when you BOOM! and not 20’. Lest we forget, this IS a
teleport
power, allowing you to use it just fine while immobilized. -Slotting:
1 Acc, 3 Dmg, 2 Rch (advised). If differing from this, 1-2 Acc, 3 Dmg,
1-3 Rch is most serviceable. A single Range can get your range out to
72' and isn't all that bad an idea, if you feel you can sacrifice a Rch. Note:
testing of this power indicates that the current "known" damage values
may be incorrect, and suggest that instead this power does a more
traditional PBAoE "Nuke" with a standard "Nuke Distribution" of effect,
having a base wave of ~1.3 DS value with a chance of one or two "follow
ups" of ~.936 DS each. This would make the power most likely to do an
actual DS of ~2.1 with a chance of as high as ~3.172. These equate to
BIs of 3.7 and 2.6, with the potential for 8.9. This is currently being
tested, and I will post when more information is confirmed.
-General
slotting notes: Some players find that they can live with only 2
Damages (instead of 3) in any given attack. If you find this true for
you, you can either save an extra slot for elsewhere, drop in an
Endurance (not really a concern at later levels), or a Rch for faster SMASH!!!(tm).
Due to your ability to gain endurance and access to +Rch effects,
however, you may find that only 3 or four total slots (1-2 Acc, 2-3
Dmg) is all you'll ever need in any attack (exception being LR, which
dern well better have 1-2 Acc, 3 Dmg, 1-3 Rch). Also, some players like
2 Accuracies in most powers to get that much better "I DON'T miss"
potential, and LR and LC should very definitely have at least one and
likely two Acc.
Electric Armor
1)
Charged Armor (level 1) -Toggle: Self +
Res(S/L, Eng) -Base: 26.25% Smash/Lethal, Energy / -Rch: 2s /
-Act: 0.67s -EPS: 0.26 (0.13 end every 1/2 second as ticks) /
Enhancements taken: +Res, -End, -Rch
-You
have to take it. Really, you actually don’t have a choice.
And you’ll
love it. The center of your early resistances, you’ll find
S/L is
something you’ll enjoy through the entire game. -Slotting:
3 Res, 1-2 End. You want this power on most of the time and giving the
most benefit, so slot up!
2) Lightning
Field (level 2) -Toggle: PBAoE, Minor DoT (Eng), Foe
–End -Dmg: 0.216 DS (0.6 BI) Eng / -Radius: 8ft. /
-EPS: 0.52 (0.26 end every 1/2 second as ticks) -Rch: 10s /
-Act: 2.03s
-The best analysis of this power is
courtesy of Speqter:
Quote:
all
these #'s are @ lvl 40 Lightning Field(.2 DS) does 08.342
damage, every 2 seconds. It costs 1.04 endurance and can
harm up to 10 opponents. It effectively costs .52
endurance/second. deals 4.171 damage/second (per opponent in
range). gives 8.021 damage/endurance point (per opponent in
range). average performance (3 mobs) deals 12.513
damage/second gives 24.063 damage/endurance point MAX
performance (10 mobs) deals 41.71 damage/second gives
80.21 damage/endurance point
Compare that to some
Electric Melee attacks. Charged Brawl (2.33 BI, 4.368 end) 34.99
damage/activation gives 8 damage/end Havoc Punch
(3.66 BI, 6.864 end) 54.95 dam/act gives 8
Dam/end Jacob's Ladder (4.5 BI, 8.5 end) Jacob's
Ladder 67.572 damage, every 8 seconds. It costs 8.528
endurance and can harm up to 5 opponents. It effectively
costs 1.07 endurance/second deals 8.447 dam/sec. gives
7.925 damage/endurance point average performance (3 mobs) deals
25.341 damage/second gives 23.775 damage/endurance point Max
performance (5 mobs) deals 42.235 damage/second gives
39.625 damage/endurance point It
is more efficient over time than the first 3 electric melee powers, but
mainly it's a play style. It's seems to pay off more when there are
lots of critters around you or you are fighting on a team.
That’ll give you a good idea. It’s also a toggle
that costs the same as
two armors…so it’s decent area damage (and aggro
holder), but you may
just not think it’s worth it. -Slotting: 1-3 Dmg,
1-3 End. This is
something of a hog, but if you take it, you probably use it to hold agg
through damage and drop mobs you don't touch. Being able to run it
while protected is a must, and while 3 Ends may be excessive, 1 is a
good idea and 2 isn't bad. The damage is discretionary.
3)
Conductive Shield (level 4) -Toggle: Self
+Res(Fire, Cold, Eng, Neg) -Base: 26.25% Fire, Cold, Eng, 15%
Neg / -Rch: 2s / -Act: 0.67 -EPS: 0.26 (0.13 end every 1/2
second as ticks) / Enhancements taken: +Res, -End, -Rch
-Your
second toggle shield, and the elemental one. If you feel you can live
without it, I think you’re crazy, but that’s up to
you. 26.25% against
both Fire and Cold with the added 15% to Negative Energy is nothing to
sneeze at. Especially not when the numbers look more like 42% and 24%
when slotted with +3 SOs. -Slotting: 3 Res, 1-2 End. Just like
Charged Armor, you want to get the most benefit and keep it up. Slot,
slot, slot.
4) Static Shield
(level 10) -Toggle: Self +Res(Hold, Sleep, Disorient, End
Drain, Recovery DeBuff, Psi, TP) -Base: 26.25% Psi / -Rch: 4s
/ -Act: 1.17s -EPS: 0.26 (0.13 end every 1/2 second as ticks)
/ Enhancements taken: +Res, -End, -Rch
-This
is another toggle, and it’s your status protection. Ohhhhh,
looky, you
get Psychic damage resistane too! Take. It. Protection from all those
mezzes and Psychic to boot for the cost of one shield (and something
around 42% with SOs, at that!)…that’s a bargin.
Note that the Psychic
resistance is fixed, and is affected by Damage Resistance SOs, but that
the Status protection is unaffected by enhancements, but scales with
level. The Endurance Drain protection is also 80%. -Slotting 3
Res,
1-2 End. Even more so than your other two shields, you want this to be
up, and having Psi resists will help a LOT late game. You can likely
hold off slotting the resistance component until later levels, but slot
for End immediately so you don't have to choose between status
protection and attacking.
5) Grounded
(level 16) -Auto: Self +Res(Eng, Neg, End Drain, Immob, KB) -Base:
9.375% Eng, 7.5% Neg / Enhancements taken: +Res
-This
is perhaps the good and bad choice, and the one power that truly has a
downside. The energy resistance is almost trivial considering how much
you get from other powers, but the extra Negative energy resistance by
itself makes this a good auto power. Throwing in moderate Immobilize
and Knock Back protection is great too. Here’s the real
catch: you have
to stay near the ground. That wouldn’t be SO bad, except that
the
definition of “ground” by the game seems a bit
buggy, especially in
caves and on ramps, etc. Grounded now scales properly to level. This
matters, because previously it failed to grant proper protection
against things like Earthquake, but does so now. If you're near the
ground, that is, and a still buggy definition of ground. Acro stacks
with the protection from Grounded in great ways, but know the ups and
downs of Grounded, or be sent up and down a lot. -Slotting:
1-3 Res.
The base slot is only good for Resistance, really. If you find you
really, really want that extra Negative Energy protection, slot it
more, but this can easily wait until the late game.
6)
Lightning Reflexes (level 20) -Auto: Self
+Spd, +Rch, Res(Slow) -Base: Rch = 20% discount, Spd =
+5.2+(lvl*.043) ft./s -Enhancements taken: +Run
-This
power, at first glance, seems almost trivial. Take another look. TWENTY
PERCENT RECHARGE DISCOUNT on ALL powers. That’s like having a
bit
better than a +3 Recharge DO in EVERY power. And it counts as an
external buff, so you still slot the appropriate powers with 2-3
recharge if you want. If you use Hasten, this also helps make it that
much closer to perma, and stacks with Hasten’s own external
buff, which
means you can still get the full benefit from any powers slotted for
recharge as well! The additional run speed is also nice (and really,
the only way to use the one slot). The Slow protection you’ll
find you
appreciate, even if it tends to only be good against one application.
You’re not going to want to waste enhancement slots on this
one, but
you will notice a definite benefit to taking it. -Slotting: 1
Run
Speed. If you find you have extra slots to spare and just want to run
faster, put in another 1 or 2 Runs, but it's a waste of slots IMO.
7)
Conserve Power (level 28) -Self Endurance
Discount / 66% Discount -Lasts 90s / -Rch: 600s / -End: 7.8 /
-Act: 1.17 -Enhancements taken: -End, +Rch
-This
power IS a good power. The benefits it gives, however, are overshadowed
when you are able to have Power Sink, and Stamina and Endurance
reduction slots can also be more effective. Many of you reading this
will consider this a skippable power. However, if you intend to run all
your toggles constantly with Combat Jumping, Acrobatics, and Tough plus
Weave (to make your S/L resists truly impressive and add some
noticeable +Def), and perhaps even a Leadership or two,
you’ll find
this to be a boon sent from heaven. Slotted for recharge and with the
benefit of Hasten and Lightning Reflexes, this power can be up for good
amounts of time with manageable downtime. The fact that it
doesn’t hurt
Fury buildup is also something to consider. -Slotting: 3 Rch.
If you took this power at all, you want it up. 3 Recharges is the way
to do it.
8) Power Sink
(level 35) -PBAoE Self +End, Foe -End / -Radius: 10ft. (Base
return = 25 end / minion) -Rch: 60s / -End: 13 / -Act: 2.03s -Enhancements
taken: -End, -Rch, End Mod, Taunt
-A
bane and a blessing, all rolled up into one. This power can give you
back a full endurance bar from a reasonably sized fight, and some soft
control. However, the fact that that comes at the expense of incoming
attacks (meaning less Fury) is something to weigh. Many of you will
find that the benefit outweighs the cost (quite handily, in many
cases), but there will be a few of you neither want nor feel you need
this power at all. The choice is yours, but choose wisely. If nothing
else but a mob-control panic button for you, this makes a dern good
panic button. -1-3 End Mod, 1-3 Rch. This power is a very YMMV
power. The drain is slottable (and not a bad idea at all) and with 3
Rch you can have this up every half a minute. The only way for you to
decide is to play with it on your own and choose.
9)
Power Surge (level 38) -Self
+Res(Disorient, Sleep, Hold, Immob, KB, End Drain, Recovery DeBuff, TP,
Dmg [not Psi]) +Recovery -Base: 52.5% (Smash/Lethal, Fire,
Cold, Tox), 60% (Eng), 45% (Neg) -Lasts 180s / -Rch: 1000s /
-End: 2.6 / -Act: 1.96s -Enhancements taken: +Acc, -End, -Rch,
+Hold, +Dmg, End Mod -Special:
When this power ends, you drop to 10% HP and 0 End, a special EMP Pulse
activates (holds even Lts./minions for 10s). The Acc and Hold affect
the EMP Pulse
-Do you wish you could look like a
Gremlin? Do you
love the cackle of electricity? Do you just love taking only half
damage from any non-psychic? Well, this is a power you’ll
want, and is
your “god mode” button. Unslotted, this thing lasts
for three minutes
out of just under every 20. Slotted (and with Hasten and Lightning
Reflexes), the recharge means it can be up far more often, and
resistance slotting means that 52.5%/60%/45% can go to ~84%/96%/72%.
When running this and your toggles, you can EASILY cap resistances and
have ~42 % to Psychic! That’s a darn good deal. The fact that
this
completes your status protection and has +Recovery means
you’ll love
every second of Gremliny goodness. Your slotting will depend on your
other powers, however. The EMP Pulse at crash is also a
“safety
feature” that other builds don’t have. Just
don’t go touching any
water. Remember, however, that even with this up, Confuse and Fear will
still leave you discharging at thin air. -Slotting: 3 Res, 3
Rch.
You want to get the most benefit, the most often, and that's the way to
do it. If you find you want to run your other shields, you can sack a
few Res slots in this for an Acc, Hold, and/or End Mod. Acc and Hold
help the safety button, but are likely a waste, whereas End Mod
increases your recovery while Power Surge is up…which can
let you run
your other shields (and Lightning Field) while attacking like a
mad-beast. I'd stick to 3 Res, 3 Rch, and consider 2 Res, 1 End Mod, 3
Rch.
But What Does It
All Mean? -Put
together, all of this means that the Electric Brute has options and
flexibility, but must face choices. This also means that the Electric
Brutes may not be right for you, even if other Brutes are! An Electric
Brute is capable of high DPS with a solid attack chain, and has both
resistances and the potential to hold aggro that rivals Tankers,
especially if you take your Taunt and have experience tanking. Heck,
you have resistances that can make even a Tank blush! Your single
target damage is a tad lackluster compared to other sets, so while you
can eat hordes of minions and Lts for breakfast, expect longer fights
against Boss and Elite Boss foes. However, your damage mitigation
varies from other sets: you have only your resists and damage to save
you, along with the minor Sleep component (negated if you’re
running
Electric Field) of your attacks. The –Recovery component of
your
attacks is something you may not even notice, and only comes into play
as a tool for keeping a drained target from recovering. This typically
only helpful in EB or AV fights, and even slotted to drain your target,
you likely can't do it reliably enough without other, also slotted
drainers there. If you can utilize this, you can keep a target
effectively at 0 End, but it takes a lot of doing, and a lot of drain.
You will likely notice the return from your basic punches however,
since using them often will help prevent you from running out of
endurance quite so quickly. You have no +Def, and NO HEAL. So, more so
than other Brutes, Electric Brutes have to ask the question: how do I
approach a fight? Other Brutes (with some exceptions) charge in and
just SMASH!!!(tm),
and know that if things get hairy they can heal, then run if they must.
-You,
however, are going to need to question whether it is better to defeat
the minion or let him live to build Fury and whether you need to run.
You’re going to need to decide faster than other Brutes, too,
since the
margin of error is smaller if you want to stay standing. Managing
herding is also more necessary than other Brutes. Although you
don’t
get more Fury from the AoE component of your attacks, you can both hold
aggro better and hit anywhere from 1-5 (or even 10) extra targets with
practice! Enough practice with Chain Induction, Thunderstrike, and
Jacob’s Ladder will have even those AoE happy Fire builds
envy your
kill power, but it DOES take practice. Manipulating targeting (nearest,
farthest, next, previous) and your own visibility are key to this, and
each of you will develop your own system. Needless to say, Lightning
Rod is quite an electrifying experience once you’ve gotten
using it
down, and is awesome for both opening or closing (or both at once!) a
fight. In the late game, however, you do get a powerful tool available
to you: Power Sink. Power Sink can save you, and your
team…but it can
also make a fight take longer (you’re not gaining extra Fury
if you’re
not being attacked)! The difference here is that your paradox is larger
than most other Brutes, and your survival depends upon your experience
and knowing the answers. This also means that enemies who can confuse
you or fear you have a very distinct advantage, and you will want to
take them down first. It’s up to you to determine how to best
utilize
your slots and powers…and the answer will vary by the player!
A
note on Power Pools -The
powers you take and how you slot them, as well as your play style, will
determine the pools you take, and these are examples of the choices
(and player types) that make the Electric Brute fun and variable. To
get a self heal, you need Aid Self…and another power just to
get it.
Aid Self is certainly more powerful in pure HP gain…but it
is slower,
costlier, and interruptible, disadvantages all compared to
“true” self
heals. Tough (and the extra attack necessary to get it) can also be
useful if you can spare the endurance and slots, since with it your S/L
resistance is very, very high. If this fits you well, you might also
consider weave (especially if you have the Jumping Pool) for the
defense bonus. Another consideration is that you may not need
Stamina…but you may want Health. This paradox is another
choice that
must be made. Health is the poor man’s Regen, and with your
high
resistances, can be very useful in long fights. Stamina also can free
up end redux slots for other attributes (like resistance and SMASH!!!(tm)).
You’ll also find these help you recover much faster from the
crash from
Power Surge, and between it and Conserve Power let you run more toggles
with less slotting. The cost is three powers, however, and while Swift
or Hurdle can be quite nice, it’s something you very well
find you
don’t need.
A note on travel -Another
hard choice
faces you pool-wise: fly, speed, teleport or jump? Fly can give you Air
Superiority…and it is possible to fly near the ground to
stay grounded.
Speed can give you Hasten and the best linear speed
possible…added to
Lightning Reflexes, you may even consider dropping a primary attack for
another power! Jumping can give Combat Jumping and
Acrobatics…two key
powers to close gaps in your Mez defenses that you may find you feel
you need, or may not consider worth the powers at all. Jumping is also
nearly as fast as Super Speed…but not being near the ground
for
Grounded can put you at risk!
A note on
Teleport The
fourth option you have for travel is Teleport. Unlike Fly, Speed, and
Jumping, you cannot attack while moving (only before or after), but you
skip over the space between you and the location. Teleport also means
that you either get Recall Friend (great for getting allies out of a
bind) or one of the best pulling tools around: Teleport Foe (which is
also fairly good in PvP, for those who do). Teleport means that you can
either stay Grounded while traveling...or not need Grounded at all.
Remember, you can Teleport while Immobilized (and KB doesn't mean
anything), which means that with some slotting, it can be a good way to
zap around. Again, if you're really hung up on which pool to get, read
over TopDoc's guide, and remember the power you get BEFORE your travel
power (which may decide for you). If you feel you need Hasten (or
Flurry), Air Superiority (or Hover), Combat Jumping (or Jump Kick [but
really, leading to Acrobatics]), or Teleport Foe (or Recall
Friend)...you've probably chosen your mode of travel and are just
having cold feet because the others are cool too. What you choose will
be up to you…there is no “right” answer!
The powers you might choose to
save can even lead to you getting Presence for Fear (or even just
Taunt) or even Leadership to give you both that small boost in
potential and help get some status resists not just to you, but your
team. The fact that Leadership can help provide Confuse and Fear
mitigation is nothing to sneeze at, and means that if you can team with
folks who have it, you’ll be very happy indeed. For an
in-depth skinny
on movement, try TopDoc's Movement Guide.
A
note on Patron Powers -41
may seem a long way away. And it is. But Patronage is something to
consider. Sirocco is naturally the most thematically fitting and game
stacking Patron to take. More damage and more end drain (and recovery).
If for some reason you don’t want energy damage, but similar
benefits,
remember that the other Patrons each offer the same benefits of a two
ranged attacks (one an AoE) and an area immobilize…and of
course, a
pet. The true difference is damage types: Energy for Sirocco, Negative
Energy for Ghost Widow, Lethal/Toxic for Captain Mako, and
Energy/Smash/Lethal for Black Scorpion. The secondary effects are
Endurance Drain, –Acc, Tox/More damage, and Knockdown,
respectively.
Sirocco is undoubtedly the best fit power wise, but if you want to
change things up, pick another patron, but be ready to deal with the
non-synergistic effects.
-The final consideration
means your
build can be very flexible if you are flexible or very tight if you
have a core idea in mind, and provides a challenge that can be its own
brand of fun. Each Electric Brute is a truly customizable circuit of
binary components…and your combination of on and off is
going to make
or break you! Hopefully, I’ve given you the construction
plan: all
possible parts included, not all parts will be used in every
installation. Use the parts you like, throw out those you
don’t, and go
bring some ELECTRIC SMASH!!!(tm)
to the Isles!
Only
half-Electric? Here's how you stack up! Electric
Melee but not Electric Armor Not
having the armor means that you have all the pros and cons of your
chosen armor set, whatever it may be. It means you have a fully
different set of tools, and while your resists are lower, you
compensate with defense (a lot of it, in Energy's case) and some
self-healing. Hasten may actually mean more than ever: Electric Melee
is good, but it's single target damage will be found a little lacking
without Lightning Reflexes (since recharge is a tad slow in comparison
to some other sets). Take the notes from the melee set and find what
meshes with your armor and play style. Your armor is your other
survival tool, and you'll need to know what it can do. Each set has
it's own jolly run around which take too long to go into, but other
guides out there should give you the feel for each armor set, and
hopefully, my notes on ElM can set you right for what you want when put
together.
Electric Armor but not Electric
Melee These
notes are short enough to go into here, but a little harder to really
piece together. You have all the pros and cons of your armor...perhaps
the most important of which is (still) no self-heal. 1&2)-
Stone and Energy Melee:
superb for taking out single targets (and are in that sense the
opposite of ElM: instead of dropping a group together, you pound them
out one by one). This changes a little as Fault and Whirling Hands come
into play, but the reality is the same: you survive by taking out each
target before he can hit you enough that you feel it, and you do it
well. Lightning Reflexes and the ability to recover with Power Sink
(and you may consider taking Conserve Power, even with Power Sink AND
Stamina) is a boon for these slow recharge, high endurance sets. 3)-Fire
Melee
gives an interesting mix that like Stone and Energy, benefits from your
+Rch and better ability to get endurance back, but unlike them gives
great AoE capacity (Great Fire Sword...you'll love it), it doesn't take
up quite as much Endurance, however, which can free up another few
powers and/or slots for more utility and versatility. 4)-Super
Strength
is something like Fire in terms of AoE + Single Target capacity, and
can take you far. It's still the first odd man out, tho, because Rage
is a superb self buff...but has that aggravating crash. Popping a blue
could allow you to recover with Power Sink after a drop in Rage, which
could be the key to keep smashing instead of just taking an actual
breather (as well as keeping foes from attacking long enough for you to
either finish pummeling them or get away as needed). And, let's face
it: Rage + Power Surge = grown men giggling like school girls in front
of their computer. The additional recharge to your one ranged attack
(who DOESN'T want to rip up rocks and chuck them at people?) and the
ever-devastating KO-Blow means they could actually come in more handy
than usual, and this set combo is one I'm tempted to play in the future. 5)-Dark
Melee
is the second (and more odd) of the two odd men out here. Dark Melee
has decent capacities, and the fact that it is NEGATIVE Energy can make
a lot of difference in being resisted by most foes (unless you're
facing another Darkie or a select few PvE enemies, that is). It's also
the fastest recharging, fastest activation, lowest endurance set. This
means that Power Sink and Lightning Reflexes are not so critical to
your abilities, but may come in handy if you literally want to have
only three or four specific attacks that chain endlessly. One power
(and one of those attacks you WILL want up often and accurate) that is
sometimes skipped by other Dark Meleers is one you will want to slot
like a mad-man: Siphon Life. You have no self-heal in your armor, and
this accuracy dependant one is no slouch. Slot this baby triple acc,
because you want it to hit whenever it's up. You also have the ability
to fear enemies at critical times, debuff hit opponents, and get a
variety of buffs (like more End recovery from Drain Life, more Accuracy
and Damage from Soul Drain, and a great "HOLD...STILL!" with decent
damage power at 32). You give up some SMASH!!!(tm)
compared to other set combinations, but between DM and ElA, you have
survivability options that are relatively unrivaled.
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