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Quote:While correct, kangstor saidSR does give you confuse protection which not a lot of other secondaries offer, and that's pretty useful in the BAF trial.
"...other set is because constnat knoch down knock up hold sleep etc thrown at me."
Which leaves out Confuse entirely.
And he would still be wrong if he was talking about Confuse protection being his idea of 'the best mez protection in the game', because both WP and SD provide that as well. -
Quote:Its funny I usually end up going Brute for some builds because I actually prefer the Brute epics overall.Both are beasts, and both benifit very very well from I20. As mentioned scrappers tend to have more damage ability in most situations, whereas brutes tend to have more survivability. One more difference to note, I like the options for scrapper Epics a little more then Brute Epics... in particular, I like conserve power.
Especially on a survivability focused build like DM/Invuln which also has a nice End recovery tool, I would definitely be eyeballing Darkest Night. -
Quote:Not exactly sure where you got the idea that the DM/Inv brute is going to be better at holding aggro than the scrapper,
- Mag 4 threat in every single attack, inculding patron and epic pools
- Access to Taunt
An 8ft radius Taunt aura is useful, but it is not the be all end all of holding aggro.
Quote:seeing as their taunt magnitudes and durations are identical.
Quote:Scrapper's soul drain is only an advantage for them if it is saturated, given that it was not-that-recently altered to do the bulk of its buffing off of its first target.
My assertion is that without a fully saturated soul drain the Scrappers advantage is not so large as the gap you might see on a pylon test. I should have been clearer.
Quote:Invulnerability, like shield defense, is one of the few secondaries that lets a scrapper hold aggro - but they are still not going to out taunt a brute (or tank) build for aggro management.
Quote:Overall, the brute does have better tools for holding aggro than the scrapper and slightly better tools for survivability - this is traded off against the scrappers doing better damage out the gate. Dark Melee is one of the corner cases where scrappers tend to do better top damage as well but I suspect that unless you really care about pylon times its not actually going to be really noticable.
Most of the top times for Scrappers pre i20 also had AAO.
Quote:I will throw this thought out - for those who think that brutes/tanks don't have enough of an edge in survivability over scrappers to justify the damage differences you really need to try comparable builds. I thought the same thing until I levelled up a shield/ss tank to 50 and was able to compare her survivability with my 2 */shield scrappers - the difference is astounding. Its all in the extra hit points - it may not look like a lot on paper but the extra hit points tanks get make a HUGE difference in survivability. Brutes don't get as much extra but since almost all HP boosts work of the base HP, any increase in the base makes a big difference.
Although it goes beyond more HP, including higher base Res & higher base DEF. -
Quote:I need to check my mids when I get home, I'm not sure why I thought EE's recharge was longer.Earth's Embrace is on the same recharge as Dull Pain. Obviously, if you use Granite, this may affect the situation, but out of the box, the power's recharges are identical. Also, EE grants 20% enhanceable Toxic resistance, which DP does not do.
Good catch. -
Unstoppable costs very little Endurance to activate, but when it wears off you are left exhausted, and drained of almost all Health and Endurance.
Its definitely skippable, unless you know for certain that the fight will be over before you crash.
Self -90% Hit Points, -100% Endurance (after 3 min delay)
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Quote:Except you can't actually reach the same levels of survivability.you can basically reach the same levels of survivability with none of the drawbacks.
Rooted, aside from being the most complete status protection toggle in the game, also happens to add more regeneration than fast healing.
This is in the same set that also has as self heal that is as strong as Dull Pain and adds just as many HP (EDIT: Removed) as well as Granite which can be near 80% resistance to all except Psi in addition to 31% def to all types except Psi - all on basic IOs.
You can argue whether any of this makes sense, or if the set is so antiquated as to no longer be relevant for most of the game, or that the penalties are extremely harsh.
But you really can't say that these penalties are there for flavor.
Quote:Originally Posted by SilasI bash it all the time because its a terribly designed set which I'd otherwise like to like. Granite/Rooted is also the epitome of everything wrong with Tankers, IMO. -
Quote:Or I could level my Invulnerability/Dark Melee Tanker and be even more insanely survivable. Jeez, I can't keep track of everything. Let's see what I have...
L33 Invulnerability/Dark Melee Tanker
L33 Dark Melee/Invulnerability Brute
L28 Dark Melee/Invulnerability Scrapper
Invuln for Brutes, and DM for Brutes, is is one of those sweet spots where the survivability advantages the Brute gains over the scrapper and the offensive advantages the Brute gains over the Tanker allow the Brute AT to truly shine. Not all primary/secondary pairings work out as well.
i20, in addition to bruising, has added a lot of ST potential for Tankers. Bruising + one of the T4 reactives should allow for some pretty interesting results. -
Quote:You're also looking at a case where Blueside is more popular than Redside.With i20, how does a dm/inv brute stack up against a dm/inv scrapper? The damage between the two can't be that far apart if the brute is tanking most of the time and building fury. Basically, I'm curious why a scrapper is preferable to so many forum vets.
Scrappers are simply more popular than Brutes.
Its also possible that people playing Scrappers are not interested in holding aggro or simply dislike the fury mechanic.
Soul drain is better on a Scrapper than it is on brutes, but unless you solo exclusively or do stupid stuff like run off on your own to solo at no real speed advantage for the team - you will unlikely be able to have perma-saturated soul drain.
Also, Soul Drain might be better on a Scrapper - but the heal in Sipon Life, the heal & HP in Dull Pain and the potential to hit 80% base SM/L res as well as the potential to push 85 to 90% resistances to all with unstoppable - are all better on a Brute. -
Quote:Yes, yes you should.Speaking of which, I should get back to leveling my Dark Melee/Invuln Scrapper. I'm kind of burned out on the incarnate trials. Haven't played for days. Though with the higher resistance caps and hit points, maybe I should actually get back to leveling my Dark Melee/Invuln Brute. Hmmm.
And you should definitely go Brute.
Do you really want to say no to 3000 to 3200 HP and the opportunity to have a 90% Res cap as well as Darkest Night with Dark Consumption to help you run it? -
It looks very good.
I don't know what attack chain you plan to run, but I end up using Haymaker more than Punch in mine - I suspect you will want to as well regardless of the chain you use.
So I would switch the slotting of Haymaker and Punch to get the most out of the hecatomb proc.
At which point I would just 4 slot Punch with Kinetic Combat, and use the other two slots somewhere else.
With 1 slot you could add Miracle Heal to Health for a little bit of regen +the end recovery you lose from dropping the gladiator strike pieces.
The other slot you could add the Shield Wall unique, or you could swap the Stead Fast 3% to Unstoppable, Put the 3% Glad unique in Resist Physical Damage and then add the Gladiators Armor: Resistance to Resist Physical Damage to pick up another recovery bonus.
Just a few ideas, otherwise it looks very good.
Get yourself the Cardiac Core Paragon and Accolades if you don't already have them. -
Quote:I'm guessing resist energies.The end drains are rough on my WP tanker, but my Inv scrapper, oddly, has fewer problems.
I usually go through 4 to 8 Second Winds on my WP & SD Brutes over the course of a single Lambda. -
Quote:It sucks for the aggro toon.This would work a lot better if those knuckleheads hit the IDF instead of the objectives more. I am slowly trying to educate armored toons that if they attack the IDF, the rest of the team will help them kill the IDF and the objective and the squishies live a lot longer that way. One day this will trickle down to most of the population, one day...
I do it all the time anyway, but its awful.
Its not the damage, its the endless end drains and sometimes recovery/regen debuff.
Maybe 1 out of 5 runs I might have a support player sticking with me who can help with that.
Good luck convincing your average PUG player to do this. -
Quote:I think T4 Rebirth is a top contender.But really, only one of them helps against untyped damage, and would you really take permanent 5% def and 5% res over permanent 200% regen on an invuln?
But 200% Regen is a slightly stronger fully slotted Fast Healing (which is very nice).
Its great, and its excellent post combat recoup power - but for simply being un-killable I think the upfront 30s on barrier is stronger - especially when you already have a self heal like Siphon Life and capped HP (especially for the Brute). If you are interested in your team mates at all, T4 Barrier is also better for keeping squishes alive when the poop hits the fan.
Also, an Invuln Brute does not have to work hard to hit 45% SM/L with only 1 enemy in range of Invincible.
10 Enemies in range can see you around 55% DEF. Another 5% from T4 barrier can actually see you at the incarnate softcap.
So while I think rebirth is great for invuln, its not the no brainer you make it out to be. -
Quote:Is this still true with perma or near perma-soul drain?Corrections aside: As it stands, the characters would be almost identical in actual performance most of the the time, with brutes having a small statistical edge via fury
Quote:Brutes lose damage if they perform as tanks and gain damage if they perform as psychos.
I play my Brutes like I think tankers should be played (and not the stop for tea before herding style of tanking) and it does nothing but benefit my Damage output.
So if you want to let the Tanker take the alpha, and then jump in - you want the Scrapper because to them and their damage dealing capabilities, getting their first is irrelevant.
The Brute on the other hand needs the double edged sword that is aggro. You want as many enemies as you can survive focused on you.
Quote:Scrappers just truck along at the same damage either way. Whichever fits your personal preferences and playstyle better is what I'd pick. Resist buffs are so uncommon and you have so far to go to get to the resist cap on anything besides smashing/lethal as a brute or scrapper that I would not consider the res cap an issue, other than brutes gaining more from Unstoppable.
If you really want to hold aggro and deal damage, and can live with some pretty hefty fluctuations of both capabilities - play Brute.
If you want consistently high damage with no responsibility in terms of aggro control expectations - play Scrapper. -
Quote:I understand all the need for support and to play tanker for the squishy characters - but it is not the same as doing it on a Tanker. Brutes need to push the envelope further, build better and play better.In these trials, if your support sucks you are going to get slaughtered. Everyone has to pull their weight, and if the support doesn't do so, the melee is NOT going to be able to pick up the slack and do it all themselves.
You support them by taking agro, they support you by buffing and healing so you can survive that agro. Even with an obscene amount of force multiplication, at the end of the day those ATs are squishier than you. They can and will be one and two shotted by things that you could survive, so it makes sense for them to buff you so you can take those hits for them.
Also, can we assume that when your support crew sucks you just up and quit the league in that very moment?
Quote:What doesn't make sense is for you to expect to waltz in and handle all of that agro by yourself when your support isn't up to snuff. I've watched a Stone tank in Granite get beaten down by a mob in seconds flat because he thought he didn't need help.
My WP Brute can handle mobs alone - its not optimal and I'd prefer the team to stick together because its faster, more efficient and requires less resources on my part (T3 insps).
The DM/SD is close and is performing well, but still does not have all his key incarnate powers yet.
It just requires enough tools and back up plans to keep yourself alive.
This is how I build, and this is what I plan to do for the second SD brute.
Quote:In short, everyone needs to support each other. If you try to be the hero and take all that agro while your teammates twiddle their thumbs, you are going to die, messily and repeatedly.
Its just the SS/SD Brute that is having issues due to being a very offensively focused build - hence the slight retooling. -
Quote:For a SD Brute or Scrapper, coming up with a straight +14% defense when you are already softcapped means specializing extremely heavily for that goal.The other part of the equation is how much one would have to invest to mitigate that extra damage with a non-defense build (more healing/resistances/whatever) vs. how easy it is to come up with an extra 14% defense.
You will need to go Nerve, You will need maneuvers and the gladiator unique, you will need barrier and you will need to sacrifice recharge.
I'm not willing to do all that, but I have an option available. -
Quote:I don't see how that's any different than layered mitigation sets or Resistances building for softcap.I still don't see why you're discarding the fact that if the to-hit had NOT been raised, these trials would be comparatively trivial for defense based characters. Especially the ones that could already solo on +4/x8.
Both of whom, as I said earlier, are tougher once they are softcapped than softcapped defense based sets.
Quote:Would it be fair for these trials to be hard for squishies and resistance based sets, but a walk in the park for defense based characters because 95% of everything thrown at them misses?
Grabbing Darkest Night means the SD will be able to push back to 95% of stuff missing.
Quote:Or do you just get a kick out of being invincible while your teammates get frustrated with repeated faceplants? I'm trying to understand why 14% extra to-hit is such a HUGE deal.
I've been on more Lambdas than I care to count where teammates were simply crap for support, crap for sticking together.
At that point, I can either quit like a chump or man-up and push forward.
I'm going to build for the second option. Its exactly what my other two Brutes do in the exact same situation.
And if I am invincible, my teammates are invincible - because I am usually the one in the lead, taking alphas and aggro and eating the lion's share of the damage and debuffs that the squishies could all be eating instead.
Im going to keep reiterating this for you, because you keep missing it, my Brutes are designed to tank for teams they do not run around like the typical PUG headless chicken Brute/Scrappers that plague the wilds of PUGland.
I know it must seem unfathomable to you that I could A) Be tanking for teams and B) be taking too much incoming flak due to a lack of support due to poor team comp or simply bad players, but spend one weekend running marathon trials on Freedom and maybe you might start to understand.
Quote:Melee has NOT been made worthless or redundant. It has just been made to be more reliant on the other ATs for a change.
I'd imagine that makes the players of those other ATs smile a bit after the last several years of feeling rather useless to you because your melee character didn't really need anything they had to offer.
You keep harping on this point but refuse to address the counter point - those other ATs are the most powerful ATs in the game, they can easily make melee's obsolete.
I never feel like that when I play my Corrs and Doms, because I build them well enough that I don't have to.
Maybe other people's support characters feel like they suck, but mine certainly don't.
There is a reason that the standard LRSF Freedom Phalanx Rush was 1 Brute and 7 Corrs - and it has nothing to do with melees being invincible and making support ATs obsolete. The only reason the Brute is there is because they can hold all of the ATs in one spot for them to die.
In fact, I'll go one point further, the reason the top end content is so ridiculously loaded with debuffs, to hit buffs and pretty much every other nasty trick the devs can think of is because of support ATs.
This is a silly argument, I'm really stunned if you actually think force multipliers are suffering in this game and living in the shadow of melees running around punching stuff. -
Quote:It will never be a real AoE attack, however for DM/Regen you are (as you said) covered on recovery.I have a DM/Regen who I'm starting to look at IO builds for. Between Stam and Quick Recovery (and maybe Physical Perfection, too) I don't really need the extra End boost from Dark Consumption and was thinking of turning it into an an extra AOE attack. Any thoughts?
In which case my first choice would be to slot for 5 or 6 piece Obliteration if you have the slots.
You want the recharge for sure, and you could also do well with the +Melee Defense.
I would slot Soul Drain that way as well, personally. -
It will not be as efficient as SS/FA, but if you want to make it work you can make it work.
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Quote:For the SS/SD it would be unlikely I could without Darkest Night, I ran out of T3 oranges last night on several lambda runs (ran out of 8 each run) due to a less than supportive team composition.Could you also not just put your T3 Oranges in Glee-mail and claim them once you get to the AV fight and everywhere else carry your purples/greens/blues?
And with Darkest Night, I doubt I would need them.
Quote:That's especially true against Marauder, because you're unlikely (in my experience) to have reliable RttC fodder for that fight.
- 60% Base SM/L Res (well, 59%, I'm still trying to squeeze that last percent out in mids)
- 2550 HP
- Around 70/hps
- Able to Juggle SoW, Demonic Aura, T4 Barrier, Void Final Radial Judgement and T3 Inspirations
- Darkest Night
It's a very solid package, and I don't expect the SD to come close (nor should it) - I'd just like to not plow through an entire tray of T3 insps of all kinds over the course of a single Lambda.
Quote:Rebirth does more for Shield than Barrier does for WP, in other words. The way I see it, Rebirth is just flat-out superior to Barrier, in terms of its numerical benefit over time.
Its definitely under consideration, for all of the points you listed.
Quote:I think it has to do more with the devs trying to add some kind of challenge to these trials for defense based characters.
Resistance based characters with softcapped defenses in the rest of the normal game face less challenges than softcapped defense based sets do.
They get everything from heals, end recovery tools, better across the board resistances, damage auras and sometimes high debuff resistances to special effects (end drain comes immediately to mind).
Def Debuffing can be their kryptonite - but outside of top end SD builds with enough recharge to double stack AD with slotted HOs for improved DDR Shield Defense characters suffer easily as badly as they do in def debuffing situations if not worse.
Quote:Increasing the to-hit of enemies is the only feasible way to make things more challenging for characters with high defense.
As I said above, they have more tools and better resistances to fall back on.
Quote:It would not be the slightest bit fair if these trials were a challenge for everyone except the defense based characters, because they are still almost never being hit by anything. They are meant to be a challenge for EVERYONE.
The joke of all of this, and the statements that you are making, is that with Darkest Night - IDF on trials have a harder time hitting my WP brute (10% chance) than my SS/SD brute (20% chance).
I'll let you do the math on which one is more resilient to start with before we even factor that in.
Quote:And last I checked, there is no game mechanic or rule that says anything less than completely flooring an enemy's chance to hit you is useless.
I really shouldn't have to point you to the math showing what happens when you go from enemies having a 5% chance to hit to a 20% chance to hit.
Claws, it really seems like you have a serious bone to pick with defense based sets. I'm not sure why this animosity is being directed at me.
I've come here for advise and ideas from other people interested in top end survivability against the new content, I did not start some whine fest about the new content. I'm doing this, because I believe future content will be even tougher and I'd like my favorite characters to be ready when the time comes.
So if you are simply not capable of staying on topic, I'm just going to ignore your posts since they are irrelevant. -
Quote:Yeah, the mallets make it pretty difficult for me as well.If SM had more generic GFX and animations (I like the screen shaking, but the whole stone thing and mallets out of thin air doesn't do it for me), I probably wouldn't play any other powerset. As it is... I don't have a single SM character right now.
Edit: now that I think about it it's really just the mallets. If mallets had an alternate punching animation in the same style of stone fist or seismic smash, I'd play the heck out of Stone Melee.
At least the Lava/Crystal palettes are more appealing than the poo-hammers. -
SM is an excellent set. I think the reason it isn't more popular is because it is on the extreme end for endurance costs and because most of the game is heavily dominated by AoE damage (I also think most people don't realize just how high the overall DPA of the ST attacks are)
So you can give up the better soft control of SM, and get a much better PAoE by going Super Strength, which is right down the street when it comes to getting your rage fueled screen-shaking, smash-fix going. -
Quote:Actually, Shield Defense has better across the board resistances to Energy, Negative, Fire, Cold & Toxic than WP (with IO capped RES slotting it would be 17.8% for those for SD and 8.9% for those for WP).Ok, so you're happy with your WP's performance and unhappy with your SD's performance. Leaving aside the obvious game-balance wrinkles involved with that comparison, let's just look at the defensive assets of each set:
- WP has high HP, mid-high S/L RES, sporadically decent RES to everything else, a good deal of exotic DEF, and most of all, a large scaling regeneration rate.
- Shield Defense has some +HP, low-middling RES, and very high DEF to all positions.
Quote:Your approach to the trials on the SD has been to plug the healing/RES gaps in your set by carrying lots of orange/green Inspirations and to kinda-sorta plug the Incarnate soft-cap hole with Barrier. My approach would be to replace most of the greens and some of the oranges in your tray with purples and use the absolutely spectacular heal/regen of Rebirth Destiny. As a bonus, you don't even need the purples to be higher than tier 1.
The reason I carry T3 Oranges is because Marauder and other AVs have some extremely high DPA attacks and the 35% SM/L Res or so (up to nearly 40% if you really squeeze) that SD gets simply isn't sufficient.
While you are likely to have +DEF from your allies, I find +RES is a rare enough occurrence that I would never count on anyone ever providing it for me.
So I bring my own.
Still, your overall point is valid. I could bring a single column of lucks.
But that only gives me 4 instances of softcapped defense when I need it vs. Darkest Night which will provide on demand softcap.
Quote:You're not likely to spend more than about 8-10 minutes playing isolated in the trials. You say yourself that you expect support during the AV fights; obviously you acknowledge that relying on support is a necessary evil, at least some of the time.
My issue is that "support" is a fickle thing that is not always present in consistent amounts or type.
It varies, from trial to trial, depending on transient team composition and player ability.
Quote:None of the above is to say that you shouldn't try to improve your stand-alone mitigation as much as you reasonably can. Darkest Night is a very good idea; I wouldn't hang my hat on a long-activation toggle debuff on a Brute/Tanker, but DN nice to have, especially in AV fights. (-DAM is one of the exceptions to AV debuff resistance, with minor caveats; -ToHit, unfortunately, is not.)
Yes it's a long cast time, 3.17s (and not 3.5 as someone else posted), but you can use this proactively.
You can try the jump method I mentioned above (I forget to mention, you want to jump behind the mobs, so they are forced to about-face before they can engage you), or you can simply start the toggle before any enemies notice you.
Quote:I just don't think it's worth it to make significant trade offs to retune specifically for the Trials. You obviously agree with that.
The trials are the endgame, and I'm an endgame focused player.
I avoid, whenever possible, leveling down - as I simply do not enjoy it.
This Brute will be running the Trials, CoP, LRSF, Apex, TMTF, ITF & LGTF for the most part, and soloing tip missions (If I can ever find the time to do that again)
At worst, grabbing darkest night will cost me a superfluous travel power (Super Jump), as I already have a travel power (Super Speed) - I kept super jump because its fun, and GV is a pain in the rump.
It will also cost me the Force Feedback proc, which while nice, is nothing that I truly need for the build.
I can already perma double stack rage (which I avoid) with my current recharge slotting, footstomp is on a 5.8s recharge and SC is on 26.19s.
Quote:All that remains is to determine the most efficient way to deal with the short-term lapses in mitigation during the trials. YMMV, but I think you're short-changing yourself by prioritizing oranges over purples in a situation where you're sitting within a small luck of the soft cap (and likely nowhere near the RES cap to the relevant damage types in the trials). Layering is good, but it's not always the best option.
That being said, with the planned changes I'm considering my native resistance slotting + OWTS + 1 T3 Orange will see me at the SM/L Res Softcap for 1 full minute.
You make some good points though, and I'm still working out my ideas for the final respec.
I'm thinking Darkest Night, and instead of Diamagnetic which I think will be iffy at best without a Damage Aura to apply it, I might squeeze more -Damage into the build to stack with DN through Paralytic.
I can guarantee myself 2 applications of Paralytic on a group of enemies for an additional -10% damage on top of Darkest Night's -21% (which would just be a bonus at that point).
And I will be able to combine both of those with Void Final Radial Judgement to completely neuter the damage (-70~85%) output of IDF groups for a full 30s (long enough that they will be dead before it wears off) - even against an AV that's around -50% damage total after AV resistances.
Originally I wanted reactive, and I'll probably pick that up for soloing - but so far everyone and their momma has reactive. Probably better to grab something others don't have.
I appreciate the ideas and comments though, you've given me some food for thought. -
Quote:I don't think I would bother with the snipe, but I actually think Shadow Meld could be an interesting idea considering current endgame incarnate content. It's the kind of thing you want to use before you hop into a spawn, so you don't incur redraw in combat.I was thinking perhaps sniper attack from soul mastery for taking out pesky things like sappers, and shadow meld may be useful as a sort of brief defense boost. Is there much value in shadow meld for that? If not I can just grab powers elsewhere and save unlocking the patron pool.
You want SoW. Its more than just an endurance recovery tool.
At worst its an easy place to tuck your Steadfast 3% Unique (or glad unique if you go that route).
Slotted with just the Steadfast Unique, it will give you a little over 20% Resistance to all for a full two minutes - which is a very nice mitigation boost on top of softcapped or near softcapped defenses + high regen.
It's one more layer in your overall protection.
And if you can give it a second +Res IO, with Tough & Mind over Body - you can cap your SM/L resistances
As for the crash, due to the inherent recovery boost the power grants, and the fact that the crash is so (relatively) light, it should be an extremely rare case that this power will drop your toggles.
Unless you have truly horrendous End Reduction slotting, or did something nuts like skip QR or perhaps got end drained right before the crash, I don't think you will ever have issues with this power.
As for the self rez, I say skip it and as Werner said, e-mail yourself some wakies if you like (I do this as well). -
Quote:1) If you can make much better use of the slots then yes you can ditch GFS. I wouldn't myself, because I like to have one high DPA ST attack for things like runners and such.So I was fighting Requiem and I started thinking to myself, "self, why do you have Greater Fire Sword? You can't run the top attack chain anyway, and of course you haven't done the math, but wouldn't the cheap and easy Scorch>Incinerate>Scorch>Cremate be better for fury building anyway, since Scorch animates so quickly, and GFS is kinda slow? And self, you will be getting an Interface proc one day...wouldn't the faster attacks get more benefit from those as well?"
So my question is twofold. One, should I ditch Greater Fire Sword and just stick with the basic attack chain on my Fire Melee Brute (no, I don't have Gloom, and I will never have Gloom), and two, when you factor in Interface procs, will we be rethinking some of the "best" attack chains?
2) Most likely.