Birdbird

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  1. After playing my Katana/SR I think Jacobs Ladder should be comparable to Flashing Steel which it i not. Shadow Maul has smaller cone because it is your fist. Jacobs Ladder is electricity coming out of your hands and extending forward, same as the sword does.
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    Wow, you obviously look at the negative side of everything. I was coming from the Zen approach to natural action vs over complicated thinking. You seem to apply a dark shadow to every little thing and then redirect what then appears negative upon your own filtered reality. Nothing in your filtered view of this world can cut through this simple declaration...I LOVE YOU.

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    Or just the realization that you are a jacka$$.
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    Hi Infernal I know this is the 10th time I fought you but will you please knock me on my [censored] again, thanks.

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    In my experience, he doesn't need to knock you down to kill you.

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    I know but after playing a dark armor brute who took stamina at 20 and acrobatics at 22, running the Cap SF is really annoying when he knocks you into the lava.
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    Not exactly...

    Longbow still bounced me around some. It did work occasionally. You know... when I didn't move.

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    I didn't have any problems getting knocked down while doing newspaper missions against the Council in Grandville (whose grenades generally cause knockback). Nor with any of the Longbow I fought in RV. If it mitigates knockdown from a constant problem to a once-in-a-while problem, that's good enough for me. Acrobatics, IMO, is too expensive for its limited usefulness.

    I never came up against any PC heroes with that character that I'm aware of, but I trust reports that it doesn't work against a variety of their attacks are accurate.

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    Hi Infernal I know this is the 10th time I fought you but will you please knock me on my [censored] again, thanks.
  5. See working as intended here. Superjump and acrobatics welcome back to the party. Yippie
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    I would like to point out to all the people comparing power sink to energy absorption that energy absorption also adds resistance to slow as well as defense to everything but psionic. So saying that power sink is superior in everyway is so not true.

    Also did anyone else actually notice the EMP pulse when power surge drops?

    [/ QUOTE ]Providing the /elec Brute player picks up lightning reflexes, they will also have resist to slows. Powersink seems far stronger than most other end drain powers in game aside drain psyche from Dom's /psi which seems to be more of a micro-debuff than an actual click type attack, I had BS/regens come up to me and bash me with 3-4 attacks and be at around 50% end then I hit powersink and they'd be at around 10% end and one more attack from him if I am not dead by then and he becomes helpless against me. THAT is how strong powersink seems to be right now.

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    The POINT is that Power Sink serves as drain and recovery and that is all. Energy Absorption does both of those plus adds defense and resistance to slow IN A SINGLE POWER. People are trying to say that Power Sink is far superior but it only does not do all the things Energy Absorption does so the drain and recovery is not as high because of this.
  7. I would like to point out to all the people comparing power sink to energy absorption that energy absorption also adds resistance to slow as well as defense to everything but psionic. So saying that power sink is superior in everyway is so not true.

    Also did anyone else actually notice the EMP pulse when power surge drops?
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    Stamina, 3 slotted with +3 SO's grants 149% Recovery, or roughly 2.5 End/second if you have the normal Endurance maximum.

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    So Stamina with about a 100% Enh bonus provides an extra 49% End recovery?

    That looks much more like the sort of value Kamendae was talking about than the value I was talking about. And in relation to the OP's question it means those 3 extra slots get you about 5 Extra End per Minute, still not what I would call a stellar return for slots.

    Heh, makes it easier for me to justfiy not taking Stamina on most of my characters I guess.

    regards, Screwloose.
    "I am not young enough to know everything."

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    Actually that would be closer to 75% since End mod SO's are 33% even level even though I think Castle may be slightly off. 3+ SOs would be 97.2% so that would be 148%.
  9. Wrajx part of your problem is you have nothing to build fury. You either NEED boxing or the first attack in the set, since I am not going tough route most likely I will not even bother with boxing. Either Charged brawl or boxing and brawl are your fury builders.
  10. Never taken flight as travel power for melee and only once on emp and I hated how slow it was so I got rid of it. I was sure that only hover protected you from KB in that way. Real question is how long would it take to trigger once you landed.
  11. Considering I was looking at air sup and fly not really all that happy about this. Good thing I am not a fan of PVP because I can see this getting abused. Major resistance to energy so now energy blasters will simply knock you out of the sky into a mob and then finish you off. If you want to keep the protection at all times then you are pretty much gonna have to take SS. But seeing as I hate PVP I won't have to worry about that issue and will probably stick with flight.
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    A lot of the complaints about the lack of a self heal are a little bit silly. To compensate for this, Elec Armor has a higher resistance than ANY OTHER BRUTE SET.

    It's just under 27% from the main shield to Lethal, Smashing AND ENERGRY. On other sets like Fire Armor, you get 22% to Lethal and Smashing and then 15% to Fire. The 2nd shield adds an additional 27% resistance to Energy. Yah, that's right, an elect armor, unenhanced at level 4, has a ~53% resistance to energy damage. I think with SO's, the resistance on this set is going to be insane. So: No self heal other than Heal Self is pretty acceptable. Were they to nerf the armor some, it'd be a different story. But right now, /Elec has more resistance than any other brute or scrapper but still less than a Tanker.

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    invul gets higher smashing/lethal resistance, dark gets higher negative energy resistance and higher psionic resistance, fire gets higher fire resistance, and stone (granite) gets higher s/l/f/c/n/t resistance. so when you say "elec gets the highest resistance" what you really mean is "elec gets the highest energy resistance".

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    Dark ends up with 30% neg. energy resistance and 22% lethal/smash and only 15% energy. Then that random 37% to psi.

    Fire ends up with 50% fire resistance and 22.5% lethal/smash/nrg/neg. nrg

    Invul ends up with 35% lethal/smashing, and what, 10, 12% to everything else?

    This is discounting Unstoppable, granite armor and power surge. I haven't seen any numbers on power surge but I'm sure we will after this weekend. It's probably going to be along the lines of unstoppable, with massive resistance to everything. As for the psi resistance on /elec? also 27%

    I think the complaints about the lack of a self heal may have been more valid before they announced the change to grounded, that it will now protect against kb and immob.

    Anyways, I'm happy with the set the way it is at low levels (1-12), were any change to be made, I'd say it would be a conversion from resistance to defense, not the addition of a self heal. We need more defensive brute sets anyway.

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    All of the complaints about no self heal WERE before they announced the addition of KB and immob protection. Nice to see another person disregarding heals and defense of other sets as DAMAGE MITIGATION.
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    A lot of the complaints about the lack of a self heal are a little bit silly. To compensate for this, Elec Armor has a higher resistance than ANY OTHER BRUTE SET.

    It's just under 27% from the main shield to Lethal, Smashing AND ENERGRY. On other sets like Fire Armor, you get 22% to Lethal and Smashing and then 15% to Fire. The 2nd shield adds an additional 27% resistance to Energy. Yah, that's right, an elect armor, unenhanced at level 4, has a ~53% resistance to energy damage. I think with SO's, the resistance on this set is going to be insane. So: No self heal other than Heal Self is pretty acceptable. Were they to nerf the armor some, it'd be a different story. But right now, /Elec has more resistance than any other brute or scrapper but still less than a Tanker.

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    Um yeah the numbers have been posted and they are NOT that much higher then other sets with self heals. Just so you know since you seem to not. A self heal is actually PART of damage mitigation. Slightly higher numbers then other sets without a self heal is not justification of it having no self heal and no regen boosts.
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    and well whats his name birdbird are what ever your name was are is when unstopable crashs whats happens? ummmm... HP/end drop witch means no dull pain for you tell you get alittle end back, and umm most people the smart people put 3/recharge/heals in there powers i was not about to go fully slot up chars just do i could tell you how mutch they heal when i was looking for recharge times
    and you are saying i dont know how powers work.
    survivability yep was bace of solo and on a team if your smart you have a thermal or kin corp with you witch is not hard to find... go back to ap i'm sure they miss you there


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    As Generic said, with the new change in I7 for buffs you will know when it will drop, so either wait it out or hit a blue and possible a break free, then DP. DP is not interuptable like Aid Self so hitting a blue then getting interupted after trying to heal for electric will not go so well.

    If you are going to use other sets having heals to argue that electric needs nerfed that argument made no sense to begin with. Aid Self can be taken by anyone. Sorry but disregarding the health boosts from the powers is exactly what you did. That an Inv or Stone brute with the added health boosts gets better results from health from fitness pool. Also when you completely disregard defense in those sets you make it appear like you really don't have a full grasp of the sets.
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    If they can not find a way to fix it then I would suggest cutting the end cost or raising the base damage since all it will be is a fancy single target attack in terms of Fury and exp gain.

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    Heck, one way I'd be happy with for them to fix it would be to make it essentially a version of itself that only chains back to the target it hit. So in other words, make it a fully single target attack as a fast DoT with a higher magnitude sleep or whatever it is that causes the mobs to do that caught-in-electricity animation. That way, while it's not doing the conceptually neat chaining between enemies, it stays effective, it doesn't have the XP loss issue, and the set gets a decent higher damage single target attack for those that want burst damage. What would people think of something like that?

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    Except if it was DOT then the extra damage would wake them up and cancel out the sleep effect. Same thing that happens with the science origin power, it does damage twice and because of this the sleep is negated most times.
  16. If they can not find a way to fix it then I would suggest cutting the end cost or raising the base damage since all it will be is a fancy single target attack in terms of Fury and exp gain.
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    Still makes elec melee a bit lethargic as far as single target damage goes. For a comparable set (gives up a lot of single target for AoE) look at Spines.

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    Except spines is a LOT different. Spine Burst is decent range AOE attack. Quills is AOE damage aura. Ripper and Throw Spines are both decent cones. Impale is very nice single target ranged attack.

    Thunder Strike needs some help in the AOE department, seems smaller compared to some of the other melee AOE attacks. Jacobs Ladder seems smaller then Shadow Maul to most. Chain Induction needs a serious overhaul and hopefully will get it if something can be done.
  18. Wow Sheva as someone else stated for al the 50's you have, you don't know how a lot of the powers work that well at all. As already stated by myself and delirious anyone can pick up aid self so saying that /elec picking up aid self puts them over the top. Then an Inv with aid self is what? Running dull pain with 60% boosted hp and being able to hit aid self is just too uber then huh?

    Yes you are strugglin with your arguements which you know seem to know little about. Smashing and lethal is close to 50% of the damage seen in the game. How nice of you to take the time to slot you heals with recharges but not with heals, yeah like anyone in their right mind is gonna do that.

    Unstoppable drop you can dull pain right afterwards to recover your health. Even more so since all buffs start flashing when they are about to drop now in I7.

    Your long term survivability seemed to be solo. All that damage resistance will do squat without massive healing on a team. Lets not even mention if you need to actually run because you or the team got in over your head. All the other resistance sets which heals can cast their heal as they run, sure some have animation times to deal with but you can still hit it while running. Aid self being interuptable you won't have the same option.
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    been around sents CoH beta myself, if you look at my sig you'll see i've done both 2, just gets abit old rebuilding every issue and can see elec going down that road... while you make a good point that should wait and see who knows grounded may be turned into a toggle
    you have to admit 41% res to s/l/c/f/psi 30%ish res to n.enf, 90%ish vs eng pluse full set of mez protection but for repel (and would like to test that myself might just be unlisted like it is on unyeilding) is abit mutch when compaired to the other Res baced sets brutes have even if you add in that they can heal on average in every 120sec are so (i know some are short are some are longer)

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    Sorry but no, ANY of the other brute/tank/scrapper sets can get aid self. So if a fire tank/brute had aid self and healing flames, they could sit their taking damage forever and never dying. An Inv can get aid self and heal themselves with dull pain running, boosted hp total and regen rate due to that. Those numbers are not much higher then the resistance based sets. Smashing, lethal and energy are the top damages in the game. But smashing and lethal by far are the highest. 41% vs 35% with heal in set is not. Inv gets 50% resistance to smashing and lethal plus dull pain and some defense to boot. No it is not unbalanced.
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    Grounded
    9.425% Energy
    7.5% Negative

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    I was WAY off on this one too!! Should be in the lastest update for the Hero Builder!

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    Those numbers are from like a week or 2 ago, no way to test it without leveling another toon to 16, then hold off on training until I take damage from another COT minion and gremlin which is how I got them to begin with.
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    I posted the numbers a while back in this thread
    Charged Armor
    Smashing/Lethal 26.25%
    Energy 26.25%

    Conductive Shield
    Fire 26.25%
    Cold 26.25%
    Negative 15%
    Energy 26.25%

    Static Shield
    Psionic 26.25%

    Grounded
    9.425% Energy
    7.5% Negative

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    Yep, im just posting how its going with lvl 10 Training Enh at lvl 7, and will post again when I double check on DOs at lvl 12

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    3 slotted with SOs those numbers are 90% energy, 41% smashing, lethal, fire, cold, psionic and 35% negative. Not understanding why it matters what TO and DO numbers are. But TOs would be 71% E, 30% S, L, F, C, P and 26% N. DOs will be 80.5% E, 34% S, L, F, C, P and 29% N.

    Most people either posts base numbers or 3 slotted with SOs because posting the other numbers confuses some.
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    Testing resistance numbers so far. Level 7 with level 10 Training Enh 3 slotted to Charged Armor and Conductive Shield.

    S/L 30.76% resistance
    Fire/Cold 30.76% resistance
    Energy 61.70% resistance!!
    Neg Energy - Unable to test yet. No Neg Energy dmg to be found at this level.

    Quite impressive so far to me. Cant wait to get DOs, which will most likely cap my energy resistance with the next shield I am getting.

    Will keep an update going on further tests.

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    I posted the numbers a while back in this thread
    Charged Armor
    Smashing/Lethal 26.25%
    Energy 26.25%

    Conductive Shield
    Fire 26.25%
    Cold 26.25%
    Negative 15%
    Energy 26.25%

    Static Shield
    Psionic 26.25%

    Grounded
    9.425% Energy
    7.5% Negative
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    Has anyone been able to test/verify the Psi Res % in Static Shield yet?

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    26.25% base making it 41% like all the other resistances except negative and energy. Energy will max out at 90% and 35% for negative.
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    doesnt resist toxic though


    btw, anyone got final res numbers for this set? (to compare with the other resist sets, which all have a self heal)

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    What do you mean final numbers? level 38 power or just regular shields? If regular shields I have posted them a few times in this thread.
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    I logged into my DM/ELEC brute in test and noticed when I upgraded to some lvl 15 DO's that they were only giving 11% enhancement rather than the 18.4% they should be giving.

    I have charged armor and static shield and both were onyl registering 11%. I made a post about it in the technical issues forum.

    I had not seen anything mentioned about this and hope it's just a small bug and not some kind of /ELEC has to 5 slot shields or something bogus like that. I don't think it is, but you never know...

    Just thought I'd mention this.

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    Resistance and defense are 5/10/20 scale schedule B I think. Those numbers are right sorry.