Zen_Concern

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  1. [ QUOTE ]
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    , sure you can spend 3 recharge to get it to about 90s and then pull it down more with Hasten if desired. But it just seems too much.


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    Yes, because besides pigeon-holing people to take hasten, You cut down on the damage by slotting it with 3 recharges, making it pale even more in comparison to the other 32 powers.

    pathetic.

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    Yes. It comes off as a melee power designed for a ranged powerset. But from what I'm reading its nowhere near as strong as Nova, or heck Blackstar.

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    This would be a great power for a Blaster secondary. Ranged, and yet melee. GENIUS!
  2. Stealth is not energy cloak. The instant you attack, all your stealth goes away.
  3. Huzzah! Good show Luminara and friends!

    Interesting that Acid Arrow is 30%, I wonder when it got buffed? Maybe I should do another test on live and see if it got buffed in I7?

    In anycase, thanks alot for the information. With the advent of accolades being available all the time, I will of course be working towards the vangaurd accolade with my TA defender. EMP Arrow is looking absolutely delicious as a hold power when I need a hold power. Too bad about the -regen.

    We can only hope that we get a decent -regen power in TA at some point.
  4. A stone melee brute can chain knockdown in an AoE. I think it is going to be a little hard for LR to do that to every group since it has the small problem of a 3 minute timer.

    Instead of Lightning Rod, I wonder if we could get something like Lightning Spear. Instead of having it be an AoE, have it be a narrow cone but have it recharge every 30 seconds. That would be a bit more usefull since we could use it as part of the single target attack chain.

    So far, I am finding Elec Melee to be a complete disaster outside of Charged Brawl, Havoc Punch, and Thunderstrike. Energy Melee for the win I guess.
  5. [ QUOTE ]
    @Zen_Concern
    That's a good idea. Would it be a +recovery per mob in melee or a straight heal this many points per pulse per mob? (or is there a difference?)

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    In regards to turning adding a health version of invinceability to lightning field, I had planned to have it work almost exactly like invinceability. Say a 70% increase while one mob is in range and an additional 5% for every additional mob in range up to the cap. Slotting health only increases the initial 70% increase. So you could slot this power to give you a healing rate identical to health from the powerpool.

    Not bad considering that it would still be a damage Aura and your basic taunt aura. So, you get more agro, you heal slightly more, do slightly more damage and your team is argueably a little safer.

    It in no way has any advantage over ANY of the click heals, especially in PvP.

    Oh, and for those bringing up DA, remember that DA can heal from 1 HP to full with Dark Regeneration. It can do that every 30 seconds. If you don't think that is freaking awesome damage mitigation, you haven't tanked for 8 man teams set to invinceable and fought +3 mobs with a scrapper. I am not saying DA is overpowered, far from it since it has a really nice hole in knockback protection which conveniently hampers Dark Regeneration. I am just saying that the Electric Brute does have room to move up no matter what set you compare it to. If it didn't have any resist holes or had higher resist numbers, I would think that it would be just fine. However, with the current numbers it doesn't offer enough raw surviveability to make use of it's nifty utility powers.
  6. With the hole in it's damage resistance, it could stand to use some form of healing.

    I still like the idea of having a healing power work similar to the way Invincibility does and have it be put on top of Lightning field. Call it an entropy field and have fun.
  7. Hi, I am the resident ranged AT supporter.

    I like my claws scrapper with the new animations. It lets me drop brawl out of my attack chain. I like that. Later in the game, I am not as concerned about my endurance as I am with other primary sets.

    For all those that can use BS and EM or other primary sets without running out of endurance, your not attacking enough or fast enough.

    Last but not least, I agree with Stupid Fanboy when it comes to the advantages of Claws over other sets. I'll take ranged crits for 1000 Alex.
  8. I took slug for the ghetto knockback and the damage it dealt. In the low levels it is great, although I may respec out of it when I hit the upper levels to get flash Arrow instead for that little bit of extra surviveability.

    I'll see how it plays out, and personaly I it just fits my character concept to have both a bow ans a gun. Styled after Rambo, but I named him Raunbo. Search for Raun-bo to see why.
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    Anyway, I can say without a doubt that the Glue Arrow changes now make it possibly the most annoying power in PvP for enemies. Can you believe I almost defeated a Stalker and Brute at the sametime using Glue Arrow and Oil Slick Arrow?

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    You'll start getting them. It took me a few weeks of irregular visits to Siren's and trying various tactics, but eventually, I started getting more than free hospital tokens.

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    The Stalker eventually reached the edge of the patch and hopped away, but the Brute... can't SMASH what you can't catch, I guess.

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    Glue is even worse for brutes. -recharge = bye-bye Fury. And no Fury = not much of a threat. They can still stun/hold you, briefly, but the -recharge and lack of Fury just takes the wind right out of their sails. Plus, your attacks don't come fast enough to help them build up Fury, either!

    TA/A is one of the worst sets for either stalkers or brutes to face. Even without the recent fixes. Anti-Hide with Acid and Blazing, anti-Fury with Glue and Oil Slick.

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    Just remember the flip side. /TA MMs. They get to debuff you, and continue attacking while they do it.

    I just made my Merc/TA on live so I could start leveling him up. Ranged all the way.
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    I'm seriously hoping the Devs are using their famed "Weak now so we can buff it later after testing" approach to these sets... because, quite frankly, Electric melee and Electric Shields are decidedly sub-par.

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    You will have an uphill battle on your hands if it hits live without getting buffed first. Just look at TA. It has taken us some time to finally get the developers to realize that the set needed some buffs before people would start to play it.
  11. [ QUOTE ]
    My issue with the set as is is the fact that having Conserve Power and Power Sink in the same set is redundant. We need one or the other, not both.


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    I keep seeing this pop-up from time to time. EA also has End Drain (Powersink) and conserve power. Even slotting endurance reduction in all of my attacks and shields I can run out of endurance, even with Energy Drain slotted with three recharge and two end modification. Stamina, is three slotted for endurance modification of course. I find that I am going to have to take Conserve Power if I want to remain usefull in some AV and multiple boss fights.

    I understand that some sets don't need that level of endurance gain. I also understand that some people want to respec stamina out of their builds. This would offer a good way to do that for them. I understand that you are frustrated by this set haveing something you don't need and not having things you do want.

    All I ask is that before anyone says that something is redundant that they look at all the angles.
  12. Have you tried to kill the bloom effects?
  13. [ QUOTE ]
    * Changed the timing on the Oil Slick Ignite effect to improve its chances of affecting the Oil Slick.
    * Glue Arrow now has a -Fly component. For real this time.
    * Fixed an issue where Entangling arrow could be escaped, despite its -Fly component by jumping/flying out of it.


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    Ahem, Glue now has -fly.

    We are definately getting there folks. Now, just a larger AoE on Acid and we are going to be seeing more people picking up TA Defenders.
  14. Sure, that would be great too.

    Either an End Drain or a Health Drain would be neat but with the end drain powers already in the set, I would rather have a health buff power that is increased by the number of foes that you fight.
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    shouldn't blasters feel the same way about rooting affects

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    The Rooted in all powers (except snipes) should be removed.

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    Concern would be among the first to tell you that unrooting blaster attacks would be too powerful...and then he'd complain that unrooting was removed from WW.

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    Damn straight. It ruined my MM. I have to wait for Bodyguard before I venture out into PvP again.

    I do think that with rooting + suppression that without some mechanic for getting around melee defenses the defenses melee has in PvP are too high in conjunction with their offense in relation to squishy people.
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    Edit: Found the video still picture. This is what I expected the Thugs to look like. And I don't care if they couldn't keep the trenchcoats at least these guys have some meat on their bones and visual flavor.

    ------------------------------------------------------------
    Dr Thorpe

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    That IS how they look once they get the second upgrade.

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    Is that confirmed? Seems a lot of stuff to add on costume wise. They get a do rag, bandana, sun glasses, vest, and chest symbol all on the last upgrade? The arsonist loses his arm bandages?

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    I hope they get something like that, because all I can think of when I see the current enforcers is that scene from Police Academy where the two guys go into the Blue Oyster room. Everytime I see them I just have that song go through my head.
  17. Ever used a Mag Welder and had it stick? Thematicaly I am amazed any electric based AT can even move.
  18. What gets me about this set is that the damage mitigation is VERY similar to what EA has but it has holes in it's mez protection where EA has none.

    I can live with the holes in the mez protection but we should get something for it.
  19. [ QUOTE ]
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    I have noticed that many people seem to consider Conserve power redundant when a set already has Energy Drain or Power Sink.

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    I just think it's redundant because the power is in Energy Armor already. Kinda takes away from the uniqueness of the set.
    All of the extra utility powers should be unique to that particular set, IMO.

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    Well, to keep the theme going, you would have to put Conserve power only in EA and add another power to the set, then take Energy Drain and put it in Electric Armor. That would make it match the blaster secondary sets for theme.

    However, after giving EA both powers I don't see how they can't give both powers to Electric Armor. Also, I can see players taking either, or both depending on Primary. Dark Melee/Electric Armor may just want Conserve Power for instance. What primary set you look at can make a big difference in what a secondary needs or doesn't need.

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    Actually that wouldn't have been a bad idea. I liked the name of the Peacebringer heal (Restore essence?) as a template for EA. So it would have gotten conserve power and restore energy which would have just been a reconstruction clone.

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    I agree, it would have been a good idea. They didn't do it though and I can see some situations where either power or both can be usefull for certain primary sets.
  20. [ QUOTE ]
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    I have noticed that many people seem to consider Conserve power redundant when a set already has Energy Drain or Power Sink.

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    I just think it's redundant because the power is in Energy Armor already. Kinda takes away from the uniqueness of the set.
    All of the extra utility powers should be unique to that particular set, IMO.

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    Well, to keep the theme going, you would have to put Conserve power only in EA and add another power to the set, then take Energy Drain and put it in Electric Armor. That would make it match the blaster secondary sets for theme.

    However, after giving EA both powers I don't see how they can't give both powers to Electric Armor. Also, I can see players taking either, or both depending on Primary. Dark Melee/Electric Armor may just want Conserve Power for instance. What primary set you look at can make a big difference in what a secondary needs or doesn't need.
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    Power Thrust, Web Grenade, Caltrops, Chillbain, Ring of Fire, Electric Fence, Ice Patch,

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    All of which ties back to mez protection. It is kinda interesting in a way how well toggle droppers balanced the playing field.
  22. [ QUOTE ]
    if you're arguing against suppression in that post, then no it doesn't sound crazy. and if you're arguing against rooted animations, it doesn't sound entirely crazy, only a little because there's no real good proposal for that I've ever seen.

    and i still fail to see why asking for mez toggles to protect against a single foe with only a few mez powers is crazy.

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    It goes back to playing the same game that everyone else is playing. My blaster has to deal with rooting and suppression basicaly making range a joke and definately something that is lost on a regular basis when in combat. Tie that in with a Blaster being able to have a chance to get past a tankers mez protection.

    Without relying on Bitter Freeze Ray + Freeze Ray + Char + Shocking Grasp. That would be Mag 12, shhhhhhh some people don't know about this still.
  23. Not replying to anyone in particular, but I want to make an arguement for having two endurance reduction/buff powers in one set.

    I have noticed that many people seem to consider Conserve power redundant when a set already has Energy Drain or Power Sink.

    Personaly, as a Stone/EA, I use both. I have an end reduction slotted in every attack and armor. I have every attack from the Stone Primary. I run out of endurance in combat even with Energy Drain three slotted for recharge and slotted with two endurance modifications.

    Basicaly, there are some set combinations that can use two endurance saving powers. I am hoping that Conserve Power will allow me to slot an extra damage or recharge in some of my powers instead of the endurance reduction.

    Oh, I have stamina three slotted if that makes any difference.

    I just wanted to put up some thoughts to keep in consideration.

    I would also like to add that I utilize a Dark Armor scrapper. If I did not have Dark Regeneration the resistances of the set would not even come close to allowing me to survive in team combat. Spines/DA, I draw a bit of agro. I would literally die right after the alphastrike from the mob if I didn't have Dark Regeneration.

    Considering that this set actually does not get all resistances, or complete mez protection, and that the resistances it does get are not particularly as high as is safe in large teams, there needs to be some way of increaseing the health or regeneration rate of this Brute Secondary.

    I have a /EA brute now and when I get hit by Psi, it just cuts through to me right to the bone. If the set is going to be all about resisting everything without the benefit of a heal, it should actually resist everything.

    Just my opinion.

    Oh, and for a good spot to put a +regen power, one of the more intersting spots is Lightning Field. Basicaly, have it tick regen every time it hits the enemy. Something that would provide the same benefit as say rooted. Except that where a Stone Tank or Brute can regen health out of battle, an Elec Brute can only regen health while in battle. It would be really interesting if it scaled the regen similar to how Invul does. Which better fits the character concept.

    Oh, one more thing. This set does not resist repel effects from what I have read. So it doesn't have all the unique resists. Another reason this set should not be hampered by the number of weaknesses that it has.
  24. [ QUOTE ]
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    I forgot Hotfeet with /Fire blasters. I AM SO SORRY. (hey it does slow)

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    And most melee characters are susceptible to slows.

    I know SR and Ice resist slows. Does anyone else?

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    Anyone with SS + Swift. Pretty much why I went with that on my melee Brute character instead of SJ.
  25. [ QUOTE ]
    Where we have a problem is when I'm forced to play as if that shield doesn't exist because it is routinely being being affected by toggle drops.

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    Lets go back to another arguement that was ignored previously. If a melee AT is saying that the chance that a toggle dets dropped is too much for melee to accept then shouldn't blasters feel the same way about rooting affects and suppression?

    I mean, blasters use range as a form of damage mitigation and it is "routinely" negated by rooting and suppression. Never mind melee travel powers negating our range. I mean, they can move fast and hit us. How is that fair? They negated our range advantage and the melee AT was designed for defense and attacking other things on the front line. NOT negating a blasters range advantage.

    Now, to continue the same veign as Kali is proposing. Of course that doesn't mean that melee ATs can't use range on blasters. By all means, they can get together and actually use range to a better advantage than a blaster can but they should have to team to do that. I have no problem with an AT that was designed to negate the AT range advantage having the ability to do that but having stupid mechanical kludges contantly negating the advantage of range is not right or fun.

    Same arguement, also completely outside any semblance of game balance. If this sounds crazy to you, then you might understand why melee saying that it is too much that a blaster have a chance of mezzing a melee AT by himself sounds crazy to me.