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Well technically if you have stamina, power sink and conserve power you don't have to put an end reduc in attacks. That's how my SS/EA brute is and I have his attacks slotted 1 acc/2 damage/ 3 recharge. I guess slotting stone melee would work great with 2 acc/ 2 damage/ 2 recharge because lightning reflexes adds another DO in recharge boost to your attack rate.
With that slotting you will cycle through attacks really fast with SM and burn ALOT of end especially if you are running hasten. If CP is up you'll be fine. If not you'll be using power sink the moment it comes up. I guess long term fighting it would work well as it works on my SS/EA just fine, but I believe SM uses up more end than SS does. Not sure.
I know that you can lay down a superior attack chain with SM than SS can. With hasten, lightning reflexes and probably 2 recharge SO in powers you could chain stone fist, stone mallet, heavy mallet and seismic smash back to back for alot of sustained and burst damage in 1.
Although Rage gives SS a nice accuracy boost and damage boost allowing to surpass SM most of the time in DPS, but stoen still beats it with burst damage. SM paired with /ELA or /EA should be able to outdo SS in DPS and burst damage I think.
If anyone can confirm that I'd appreciate it. -
The set looks great for pvp imho. It has alot of unique benefits that will help it in pvp despite having no self heal or damage mitigation.
It will be extremely good against brutes and tankers with energy melee attacks. They won't stand a chance. It'll even help ALOT against EM blappers. They'll do practically no damage to you from their melee attack except for the 30% unresistable. Kinetics defenders and basically anyone else that likes to drain end won't hardly do anything to you.
Now against all types of damage you'll have good resists. But, if you don't invest in aid self then I'd recommend getting tough to get yourself a nice level of S/L resist. I plan on getting tough and carrying respites. If I duel someone 1 vs 1 well my build will be setup to layout a devastating attack chain that will drop anyone's hp really fast. That's if I go EM.
currently I have a lvl 20 DM/ELEC in test and he's great. I love the tools. I miss my damage from EM or SS though.
In a 1 vs 1 without insp I could see DM/ELEC being an AWESOME combo. Not so awesome for regular hectic pvp or duels with insp allowed.
I think all the sets primary sets will go great with /ELEC for pve and some will go better with it than others in pvp depending on what you want it to do.
I've got a lvl 7 stone melee/elec in test and he is fun. Fault and tremor will be EXTREMELY useful for protecting yourself in pve if you decide not to grab aid self.
Dark melee works extremely well too because you can lock down a lieutenant while you beat on the minions and you debuff their acc cutting down on soem of the incoming damage plus you get an attack that has a respectable self heal built into it if you slot for it and an end recovery power too.
SS is great because it has nice sustained damage, has rage, and if you take handclap and footstomp can mitigate quite alot of damage.
Fire I can't comment on as I don't know alot about it other than it is suppsoed to have nice AoE capability.
Energy melee is good mainly because you kill single targets really fast.
For pvp, well it depends again on what you want to accomplish.
For burst damage and a possible INSANE attack chain with the proper slotting and lightning reflexes and hasten I would go EM.
For utility and 1 vs 1 duels without insp use, DM could be a major powerhouse. Won't be so good in regular hectic pvp although you wil lbe able to lockdown squishies with your fear probably long enough to kill them as well as EM can so long as you don't get interrupted.
SS for rage and a nice sustained attack chain with LR and hasten.
Stone Melee with /ELEC or /EA can be VERY nice like SS can be. Even better burst damage potential and even better dps potential than SS if what I have heard is correct. I am thinking of taking this as it will mesh verywell with /ELEC in pve and with hasten, lightning reflexes and attacks slotted 2 acc, 1 damage, 2 recharge, 1 end reduc you can lay down an attack chain that can almost match EM for burst damage although it will be resisted alot more than EM is. You can rival EM's dps though or basically any sets DPS.
Tough call, I'm having a hard time deciding between EM, DM, SS, SM. They all are great for different reasons. -
People started asking for frickin nerfs as soon as they found out KB and Immob is being added which is utterly stupid.
You were gonna have to get KB protection most likely so yes, adding it in saved you a couple powers. It didn't overpower it in anyway.
Soloing and 1 vs 1 pvp electric will be as good as any other set and maybe better in 1 vs 1 pvp. In a team setting it will not compare to basically any other set. -
Well we know Geombear is not retarded.
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Ya, /ELEC is going live like it is, but with Immob and KB protection too. Is it gonna get nerfed come i8? I sure hope not. About the only thing the dev's could nerf the set with is by lowering energy resistance, which if they did would be really messed up considering that is like this sets trademark resist like fire armor has mega fire resist and INV has high S/L resist.
If you are talking about the set getting nerfed then you should explain exactly why?
How can you nerf /ELEC?
Well, you can't lower the all around resistance of the set. It has no self heal and it's resistances are not too high at all. They are good, but not great considering it can't heal damage. The only damage is has great resistance to is energy and it should stay like it is.
So what else can we nerf? Well you can't very well nerf lightning reflexes. That's just dumb. You can't nerf conserve power or power sink. That's retarded. You can't really nerf grounded. They sure as heck aren't gonna nerf it's lvl 38 power surge. Can't nerf lightning field. So what can you nerf?
None of it's powers mitigate damage or heal away damage.
So let me ask you. How can you nerf the set? If you say it has to have it's resistances dropped you are plain retarded.
And BTW, comparing this set as is to INV or regen back in the day is RETARDED. And yes, I like that word because it's not considered PC.
Later. -
I was being very general with my numbers, but if you look at the number YOU posted, you'll see that on average, if you put all the sets numbers together that /ELEC has abit better resists all around while having awesome energy resist.
Nothing in your post really disproved anything I said. You brought out some numbers which, since you were trying to be really technical, were off here and there.
You also glossed over several powers from every set. You have to look at all the power s combined in each set to be able to compare it to another set. You can't just try to prove your point by selectively picking and choosing powers to make your opinion look stronger than it is.
I don't know how many brutes you have, but your sig shows only heroes. I have a lvl 40 EM/INV brute, a lvl 36 SS/EA brute, a lvl 25 SS/INV brute, a lvl 19 stone/fire brute, a lvl 31 EM/regen stalker, a lvl 24 fire/kin corruptor and about a bagillion lowbie alts in the 10-20 range. I have first hand experience and plenty of it. Specifically as pertains to brutes.
You say /ELEC resists are so high above everyone else and that all it needs to do is invest to power into getting an interruptable heal that while nice, needs to be 6 slotted, is interruptable and has an animation that roots your toon for a couple seconds. Again you prove nothing as I already said big whoop. Any other set can effectively have 2 heals allowing them to still outstrip /ELEC's damage mitigation from healign alone, not to mention their other damage mitigation powers. Lets list the resistances for all the sets you listed up close for a nice comparison. We assume each set is maximally slotted and picks all appropriate powers to maximize their secondary. Numbers(%) being right on to VERY close:
S/L F C N.eng Eng toxic Psi
ELEC 41% 41% 41% 35% 90% 0% 41%
+ no defence, no healing and no damage mitigation powers available. Can cap energy resist.
INV 50% 20% 20% 20% 20% 0 % 0%
+Invincibility, dull pain, highest S/L resist
FIRE 35% 78.5% 20.6%35% 35% 0-15% 0%
+heal, extra damage through aura, fiery embrace etc
DARK 35% 35% 35% 47.1% 23.5% 23.5% 59%
+best self heal of brute sets, 2 damage mitigation cloaks, stealth power, +perception, highest negative and psionic damage resist
STONE Since it's shields are defense based it makes comparison difficult. Fully slotted granite(toggle)=75% resistance to all I think and 75% defence.
+100% regen in toggle, earth's embrace=Dull pain, granite, mud pots
Now you then add in how much the sets are capable of healing and how much they can mitigate damage and then the picture becomes clear. Basically I've just said what I said before only a little more technical, but in the end I'm correct. Besides the slightly higher resistance numbers overall, it has no healing or damage mitigation. It has nice toys and uniqueness and I have no doubt the set will be very fun to play and very good in pvp, but it's not overpowered compared to other sets in any way, shape or form.
Ya, I like the word strugglin. You are trying to get a set nerfed that clearly does not need to be nerfed simply because it has slightly higher resists overall (DUH, no selfheal, no damage mitigation) and capped energy resist( gotta have something we are good at resisting). IT will solo fine. In large teams it will clearly not do as well as some of the other sets unless it has a healer or respites on hand at all times. It means you are struggling to comprehend the situation, BRAH...
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I can't beleive someone even metioned nerfing the set when people were crying out for KB and Immob protection.
You think this set is overpowered compared to others? HOW SO? Let's get specific.
IS it's short-term survivability as good or better than the other sets? IF you said yes, you're strugglin.
Is it's long-term survivability as good as other sets? Again, if you said yes, you're strugglin.
Having a self heal is huge. Having an hp boost is huge. Having a self heal that works off the number of enemies around you and can heal you from 1-100 is HUGE.
Considering /ELEC has on average about 5-6% more resistance to most types of damage compared to other sets in no way overpowers it as they more than make up for it with a self heal. Plus, they CAN take Aid Self for 2 heals effectively out healing /ELEC no matter what it does. Healing is a mjor form of damage mitigation.
Also, /ELEC takes all the damage. It has absolutely no defense. Every thing coming at it is gonna hit it. It better have slightly higher resists overall comapred to sets with self heals and I think it's only fair it has capped energy resist as at least we won't have to worry about energy damage becasue we have such great resist to it. That's cool and all, but like others have said the most common damage is S/L which all that capped energy resistance won't do diddly for.
We have cool tools and uniqueness and the set is great, but to say it's overpowered compared to other sets is plain DUMB.
It can't heal itself. It has no defense. It has no form of damage mitigation.
Look at invulernability. It has a lvl 38 godmode power. It has dull pain. It has invincibility which really does help a significant amount, especially in teams. It has teh highest resistance to the most common damage in the game and trust me when I say it may not be as good as it was, but INV still rocks the house.
Look at stone armor. HMM? Earth's embrace=dull pain. Rooted which has like 100%+ regen rate boost. Granite armor. 3 slot health, 6 slot EE, slot up rooted if it accepts heal enhances. 6 slot grantie armor and watch as solo you are unkillable and in teams can take ridiculous amounts of damage before dying. Take aid self if you can fit it in and you probably are unkillable.
Energy armor. Very similar to /ELEC, but it's defense. It doesn't get hit as much. Add in aid self and you can solo like a super champ. You have no aggro grabbign aura so in teams if you play it right you should do pretty good too, and if you have to tank a little, well you have the awesome overload power.
Fire armor. healing flames. Ya, I know, needs some love. Still has a self heal and a end recovery power.
Dark armor. Who doesn;t know about this set at this point.
What's it got that makes it superior to /ELEC in MANY situations? Well, it can LOCKDOWN mobs for one by fearing them and reducing their accuracy. It has the best self heal of any brute set. It has a +perception power and a stealth power. It has the highest psionic and negative energy resist.
UM, exactly how is /ELEC overpowered compared to other sets that CLEARLY have superior teaming abilities and healing/damage mitigation?
Obviously it has several unique advantages that make the set stand out as something different, but it's not overpowered. It's end recovery powers really don't help when you have 5 guys beating on you at once. It's +speed/recharge/slow resist passive isn't gonna help against incoming damage. To reduce any of the resistances of the set is to SLAP anyone that plays /ELEC in the face, imho.
That's what I think about that. -
I swear some people will never be happy.
The set has what it needs now. Giving it a self heal at this point is over powering and not required. Now that it has KB and Immob in a passive no less.
I would not trade in the resistance numbers or lose any of it's unique attributes for a self heal. Forget that.
You could take 17 total powers from your primary and secondary(missing onyl 1 power), take the fitness pool and a travel power and fit in aid self. You now have a complete brute.
If anyone brings up not having room for PPP's, well not everyone else will have room in their builds for the power or all of them and as most know, their is usually a power or 2 you can skip in your primary freeing up yet another slot for another power.
I honestly just can't see ANY reason to complain about the set anymore. It's golden in my book. -
All I have to say is that now, this set is really complete imho. AND, I don't think it's over-powered either because it is the only resistance based set without a self heal.
People will not have to take the leaping pool.
All I have to say to you devs is GREAT JOB. I for one really appreciate that you listened to what we had to say and took it into consideration.
I was completely resigned to having to take the leaping pool as I always do, but I wasn't thrilled about having to take acrobatics too. This frees open another power and lets my build get that much closer to what I want.
In comparison to sets like dark armor, invulnerability, energy aura, or stone armor it has some great stuff in it and adds another set with it's own flavor while not being clearly superior to others or less than them.
Thank you. -
Ok, then I was very mistaken. I logged in my 40 EM/INV brute to check. I can't believe I never noticed that before, but anyhow, thanks for the correct info.
I just thought it might be a bug and the armor would get jipped on it's real resistance numbers. Apparently not.
Now I feel sheepish... -
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. -
I know hurdle stacks with super jump or combat jumping. I'm tired of it though and wouldn't mind something a little different. Every brute I've ever made has hurdle+SJ.
Siphon Life is gonna be my primary form of healing.
You can never get enough recharge imho. Kinda like endurance.
After further consideration I'll probably make this build:
1-smite, charged armor
2-shadow maul
4-conductive shield
6-siphon life
8-touch of fear
10-static shield
12-combat jumping
14-super jump
16-swift or maybe tp foe or stealth. Doesn't really matter
18-dark consumption
20-acrobatics
22-lightning reflexes
24-hasten
26-boxing
28-conserve power
30-tough
32-midnight grasp
35-power sink
38-power surge
41-aid other
44-aid self
47-grounded
49-web envelope
A no stamina build. Should be very easy with fully slotted dark consumption/power sink/conserve power and 1 end reduc in attacks and toggles. Also, no fear of having end drained do to large resistance to end drain and -recovery.
I think this would be a fun build that has excellent overall resistances, excellent healing ability, outstanding endurance management and end draining ability, and great damage mitigation through -acc and fear and 2 immobilze type powers. Not to mention a steady stream of negative damage.
With hasten recharging in 30 seconds after use and accounting for lightning reflexes +recharge buff dark consumption would recharge in 45 seconds and power sink in 25 seconds the majority of the time. I could fire off 1 DC, 20 seconds later fire off PS, 20 seconds later fire off DC non-stop. At that rate I'd probably at least equal staminas end regen every 45 seconds just hitting 1 enemy on each drain. Against 2-3 enemies at a time I would easily outstrip staminas recovery with those 2 excellent end drains and probably be equal to stamina+QR in end recover ability and still have conserve power sitting in reserve at all times not to mention power surge and it's end recovery in reserve. Stamina shouldn't be an issue.
Also I will be able to maintain a very high damage attack chain without needing to put any recharges into my powers. With hasten on + lightning reflexes I don't need any recharges in attacks and will most likely be capped at usable recharge speed or overlapping. Most likely my attack chain would be Touch of fear-smite-midnight grasp-ToF-smite-shadow maul--repeat in pvp and siphon life thrown in for heals as needed.
I like hasten for getting up power surge faster and resisting -recharge etc.
If I do go the stamina route this is the build I would make:
1-shadow punch, charged armor
2-smite
4-shadow maul
6-siphon life
8-touch of fear
10-static shield
12-combat jumping
14-super jump
16-swift
18-health
20-stamina
22-acrobatics
24-lightning reflexes
26-conductive shield
28-soul drain
30-hasten
32-midnight grasp
35-power sink
38-power surge
41-dark consumption
44-conserve power
47-web envelope
49-grounded -
Ahh, my mistake.
I still think /ELA is gonna be fine. I'm just gonna have to accept the holes.
ELM on the other hand.... -
I think I'm going to be happy with the electric armor set. More than happy, but I don't think I'll really start enjoying it until about level 24 after I get lightning reflexes and have SO's in everything. I can see this being my all-time favorite set once it's fully set up by lvl 40 though.
It was like that with my SS/EA brute too. It was only "ok" until I got energy cloak wherein I noticed a big reduction in aggro and big increase in survivability. Then once I got energy drain it was all up hill from there.
I think taking and running stealth while fighting could greatly mitigate alot of damage by not aggroing enemies more than 10-15 feet away while attacking which is basically all EC does even though it gives a defense boost. As soon as I got energy claok I noticed it wasn't the defense boost that was making me far more survivable, but the aggro reduction.
I know some might say that goes against what a brute wants, but that's not true. My SS/EA brute runs all shields and his cloak and maintains high level fury easily. I still aggro as much as I need, it just stops that extra aggro that quickly becomes a hazard rather than help. I run 5 toggles on my SS/EA brute and with 1 end reduc in all toggles and fully slotted energy drain and Conserve Power. Endurance is never an issue.
I figure I'll run 6-7 toggles on average on my /ELA and have 1 end reduc in attacks which should offset the 2 extra toggles as compared to my SS/EA with no end reduc in attacks. I don't think endurance will be an issue.
I've already voiced the buffs I think they should give the set so I won't do that again. This is the build I plan for when live hits:
1-shadow punch, charged armor
2-smite
4-shadow maul
6-conductive shield
8-touch of fear
10-static shield
12-combat jumping
14-super jump
16-swift
18-dark consumption
20-acrobatics
22-health
24-stamina
26-lightning reflexes
28-siphon life
30-hasten
32-midnight grasp
35-power sink
38-power surge
41-boxing
44-tough
47-soul drain
49-web envelope -
Conserve Power lasts 90 seconds and cuts all endurance usage from powers by 50%. It is a good power. The issue is even with 3 recharge SO's in it it only comes up like every 4 minutes after it wore off.
If you are going to fight an EB or AV, or seriosu 1 vs 1 this is a GREAT power. For jsut regular use it's pretty situational only as Power Sink ala Energy Drain is what you use regularly to refill your end. -
OK, that's good point meatman, esepcially if Power Sink with the knew end drain rules drains a percentage of end and then anyone in your lightning range cannot recover endurance, but have to use endurance inspirations.
Infact, ratehr than upping the resistance numbers like I just proposed, we could take out Conserve Power and swap in Quick Recovery like Writer_Tina suggested. Call it Capacitor, change up the description and you're done.
Add the -recovery lightning field. Foes only affected while in the field. Seem's thematically correct considering /ELEC is so big on endurance management and -end drain and -recovery resistance imho. Bam, now the set has enough perks to overcome it's 3 GLARING holes/weaknesses. Nothing particularly hard to do I would think and you're not really even changing anything that much other than swapping CP with QR and adding -recovery to lightning field. How hard is that?
Is that overpowered? I don't think so. /DA for it's holes gets +perception, heavy psionic resistance, fear protection, a stealth power, a huge heal, a -acc debuffing and fear inducing cloak etc etc.
ELA now would look like this:
Same resistance numbers.
Current powers:
end drain resist
-recovery resist
-slow resist
psionic resist
highest energy resist
+recharge, +speed
+end power
end conserve power(swap with Quick REcovery)
Tp protection
lvl 38 godmode power
Lightning field(add -recovery)
Add toxic resist 25%
Whatdaya think? -
After seeing the numbers posted for a comparison of the electric shields to /dark and/fire shields I do think the set needs a few things added to it. I can live with the no immob, no kb and even no self heal.
I think that the S/L is ok, especially since you can combine tough with it for about 58%.
The fire could use a boost to 45%.
Energy is awesome. No problems there.
Negative could use a boost to 40%.
Psionic could use a boost to 50%.
And toxic could use a boost from zilch to 30%.
Also add in -resistance debuff resistance to the main status shield. Seems thematically correct with this set to me. Also would add -recovery to lightning field.
At that point the set would have these numbers compared to /dark and /fire:
DA ELA FA
S/L 35% 41%(58%+tough) 35%
C 35% 41% 11.8%
F 35% 45% 59%
E 23% 90% 35%
N 47% 40% 35%
P 59% 50% 0%
T 23.6% 30% 23.6%
Now those are some pretty damn good numbers and I think they are realistic considering the no friggin self heal which both the other sets get and good heals for that matter. Also dark doesn't get some of the cool stuff ELA gets, but it has far superior damage mitigation.
That's what I would like to see and considering stacking it up to the other sets I think the adjustements I suggest are not in anyway overpowering this set. -
I've created 2 seperate electric brutes in test and so far I really like what I see. Huge energy resist. Good all around resist.
Lightning field. I actually like it. I think it looks cool and it does decent damage and doesn't appear to be all that end heavy. I like the offensive aspect of it and watching it hit 5's with full fury on orange's with no damage enhances at lvl 8 makes me wonder what kinda damage it will do with an SO or 2 in it at lvl 50. It seems worth taking so long as my build can fit it in. I realized that as I was beating up on a bad guy it had caused roughly the damage of 3 moderate damage no fury attacks with full fury. That's actual damage mitigation as I turned and promptly 1 shotted them easily.
I think the shields look good. Looking forward to static shield. I especially like Conductive shield's animation.
So far I'm digging it. -
I think that psionic damage, energy damage and slows are going to come into greater effect, and possibly end drain to in the 40-50 game. My first time stepping into Grandville I noticed alot of energy damage and slows.
Also, besides getting Aid Self you can always stock up on respites. You won't need endurance inspiratiosn because of your Power sink and/or Conserve Power plus your end drain and -recovery resistance.
I could see an /elec brute in pve just carrying a tray of respites and that tray lasting him 2-3 missions.
What's the big deal? I stock up on end insp for my em/inv brute and go through an entire tray of them in 2-3 missions.
Same difference. Small limitations that can be overcome.
You don't even truly need to get a self heal. Carry respites. They aren't any more inconvenient than having your own self heal by much. 3 slot health.
Holes and big bonuses. At the very least, this set has more fun goodies than any other set imho. -
For once, I think the devs did a good job designing this set.
It's hard for me to see a heal added to the set when such a good heal in Aid Self can be had. Inevitably something would have to go and that's where I would be upset. Whatever got taken out would probably be something we can't get from a power pool.
I hope the set stays as is. -
I see the holes. I really do. I also see that they can be covered through power pools. Does this bother me. Not really. Why? Because I see the closest approximation of my dream brute. Why is this? I'll tell you.
Assuming I take the leaping pool and Aid Self I have these power that when all added up give me basically my dream brute build:
+recharge, -slow resist, +speed, I have been dreaming for this on a brute since brutes came out. It is about as perfect a power for a brute as you can get. You'll be the most offensive capable brute running around if you slot for it and you'll have the endurance options to do it!
End drain resist, -recovery resist. God I hate this crap. Glad I get protection to it.
psionic resist. Everyone keeps quoting 40%. Is that accounting for the resistance from static shield too? Either way, I like having good resistance to psionic.
Tp resist. Thanks. Hate getting tp'ed in pvp. Sorry if you folks that don't pvp don't care about this bonus. I do.
+end recovery and end conserve. Power sink is gonna be awesome. One of the best powers a brute can have since we burn through endurance so fast. Conserve Power may be redundant like it is on /EA, but I still use it on big boss fights and 1 vs 1 duels in pvp.
Energy resist. Ok now, "WHO" doesn't like having energy resist. Name another secondary that can get like 88% total resist against anything without using a godmode power. People seem to gloss over this lil tidbit. 88% resist is GINORMOUS. This alone sells me on the set besides all the other great utilities. I will never fear EM attacks at all while everyone else will. Ok, blappers still have 30% unresistable damage, but still, they'll only be doing a hair over 30% damage. Not to mention you'll laugh at energy damage in pve too.
fire/cold/neg resist. 40% is alot better than my INV brute has right now. If I had all my passives I'd still only have about 20%. I could see them being raised to about 45% total and negative resist increased from 30-45% like the others.
Power Surge. HMM. Another set seller. Ill have like probably a max possible energy resist of...hmm....163%! And I'll be capped for S/L too and well, basically I'll be capped or over the cap on everything! Well I can tell you fire and dark don't get a power like this. And we get an EMP pulse at the end that will most likely give us just enough time to retoggle thus saving our life. That's sweeter than yoo-hoo baby.
Aid Self. Well now I have my heal covered. And a good heal at that. HArd to get off the heal off because we're not defense based. LOL. I've used Aid Self on reistance based brutes and it works just fine. 2 interrupts is all you need. 3 if you're super paranoid about it. Heck, you have a +recharge passive power so you can skip the recharge adn go 3 heal/3interrupt, done.
Leaping. Now I don't have to worry about immob and KB. Plus I'm traveling around using the most versatile travel power and I get "some" defense outta combat jumping and outstanding combat manueverability.
Hmm. Fitness? Ya, I'll keep it even after I get Power Sink and CP. Brutes just plain eat up end. Although, "WITH" that passive +recharge power, Power Surge will come up a little faster and may make the Hasten+godmode, crash, power sink, Conserve power+hasten and repeat combo quite effective. Meaning a good chance of going staminaless and doing even better at it than an /EA brute. Also, I will 3 slot health. Regening 77 hp every 7 seconds is nice.
Hasten. Gotta have it. Especially since it'll constantly recharge 20% faster. What's that mean? Instead of 1 minute to wait after the power crashes, you'll only have to wait about 48 seconds. Every second counts.
Or I could skip hasten and take tough to bring my S/L up to around 57%. So, I now have 88% energy resist and 57% S/L. The 2 most common in the game I believe. Combined with Aid Self, I don't have any problems.
Heavy toggle use? Not really. If I run charged armor, conductive shield, static shield, combat jumping, acrobatics and tough while fighting I'm running 6 toggles. That's 1 more than my /EA brute runs and he has plenty of endurance to go around. Put an end reduc in each toggle and you're A'ok. Or put 1 end reduc in only the most expensive and put 2 or even 3 in acrob. Tough doesn't use that much endo. I have it on my INV brute and only have 1 end reduc in it. If you are really concerned with endo above and beyond the fact you have PS and CP that will recharge faster than /EA's, you can always slot 1 end reduc in attacks. Problem solved.
I'm happy. I like all the exotic resistances I have and would rather have them and have to take power pools to fill the gaps then not have them and not be able to get them.
I'm looking at the build as a whole, and it ROCKS.
I guess I'm the glass is half full kinda guy. I see what the set will be capable of after the holes are filled. Others see only doom or pigeon-holing. -
ANyone know if I was correct on my guess for total energy resist? If both charged armor and conductive shield are 40% 3 slotted plus grounded I'm seeing like 88%.
If charged armor has less energy resist or conductive does then 63%.
I'd be happy with 63% as that was what I was hoping for, but 88% would be abit of a bonus considering the holes. -
You make good points about the perks not being great enough to overcome the imbalances.
You also make good points about having to take pool powers to round out the set and that we shouldn't have to.
I guess I understand where you're coming from, but considering that /Dark already has to take 2 power pools(fitness and leaping), /EA needs Aid Self for maximal effectiveness, stone needs hasten, tp and swift, and all sets have to mandatorily take the fitness power pool anyway.
I think the set won't be for everyone. For people that are willing to invest in it I see an awesome set. For those not, I see a set untouched.
I would like to add that it appears that the set is balanced around power pools because it would be overpowered by a good clip without some holes. I like everythign the set has to offer and to be honest, I wouldn't want any of those perks taken away for KB resist or a heal. -
I don't see any mediocrity for pve. I see a set that does outstanding in pve and pvp so long as you fill the holes.
Like I said before, running missions with my INV brute on relelentless in war "rarely" causes me to need Dull Pain. I use Dull Pain mainly in pvp and AV's on teams.
I hardly think this set wil lbe mediocre at best. Everyone is totally focusing on the holes and completing ignoring the pluses this set will have. "WITH" the holes filled this appears to be the most handy, best all around set from what I can see. -
From reading the power desriptions I'm pretty sure Static Shield has resistance to -recovery debuff in it.
I know I'll like having end drain resistance and -recovery debuff resistance because it's basically what allowed a very good dm/regen to manhandle me today and caused a fight with an Ice/Ice tanker to go one forever with MANY close calls on my part and much kiting. In fact, +recharge on powers and slow resist woulda helped alot there too.
Guess it depends on perspective.