-
Posts
540 -
Joined
-
Elec Armor will be the new WP if this goes through unchanged.
-
All he wanted to do was let Rommie pound on him...
And you took that away from him!
Perhaps his whole family was watching behind him do great acts of Truth, and All that is Good. A rite to become a Man, by tanking Romulus in a video game.
Then, the Scrapper appeared. The Scrapper stole the glory to Manhood, and all of the family cried tears of Blazing Shame. And will still cry, for a thousand years. Because of the Scrapper.
... Unless the sacred ritual of pressing the Kick-button is commenced, which will cure everything like the beak of the golden phoenix with emerald eyes from the heavenly moors. -
Also remember that you can use the IOs from Taunt sets and Knockback sets as well! Both Force Feedback and Kinetic Crash have a Rech/End piece. Taunt has no end reduction pieces, but Acc/Rech is fine too.
-
Although I agree that Elec should not get a self-heal (green numbers!) I think it should get +HP at least. That resistance is quite iffy without some +HP to back it up.
41% resistance is equal to ~70% +HP, which means slightly higher than a slotted Dull Pain. Imagine if all you had for protection was your Dull Pain, without the healing part. Yup, that's your protection.
Or wait, you still have your endurance draining. Which works only if your enemies have 0 endurance and even then they can pull off an Inferno or Total Focus when they get a tick of end for a brief second. Even then, NPCs' "brawl" hurts like a wreight train to Elec.
I was suggesting earlier that a +HP bonus would be put into Power Sink to match Ice Armor's Energy Absorption, which gives +Def. Why +HP over +Res though? I think it wouldn't overpower the mitigation too much, since +30% hp means that you'll survive just 30% longer.
If that's not OK, if they want to make Elec unique, they should just emphasize the active defense factor of mitigation. But right now it just doesn't work in /Elec, at least not in its current form. -
I pop BU whenever I have lots of enemies around so I get the most out of AoE attacks. Or when I need to finish something fast. Or if it's recharged and I don't mind waiting 25 seconds to get it up again.
-
To put it simply, power creep. IOs and other secondary sets' buffing.
Back in i7 Elec Armor was the only secondary (along with EA) that could provide unlimited endurance. And with Brute playstyle, that's a huge bonus. In a world of no IOs, there were no perma-dullpains, frankenslotting or -KB IOs. That made the extra recharge, endurance and res to psy quite nice.
But now? If you want unlimited endurance, roll /WP, or get enough +recovery bonuses. Perma DP achieved by IOs give a lot more survivability to the secondaries that have them, not to mention that those other sets benefit a lot more from having IOs.
The power creep which has caused other sets to go up, Elec can't keep up even with similar investment in slotting because Elec is just resistance + endurance fiddling, and those don't have good set bonuses that would help /Elec in the survivability area, while other sets can get most of /Elec's benefits.
Nothing's happened to /Elec, the others have just gone stronger and the game revolves around getting stronger. The other sets can do it but for /Elec it's limited. -
-
I like this idea, I think it fits the theme and it seems fairly balanced. It could be possible that the "gauntlet flag" could improve the secondary effects of attacks too. Like, Ice Melee would do even more -rchg and -spd, Total Focus could do extra mag1 stun, Cleave would make a huge gaping hole in the target (-def, -res), making them take even more damage!
Tanker is credit to team! -
Electric/Fire Blaster. Lots of PBAoE 2 of which animate in 3 seconds, giving you plenty of time to faceplant at the worst possible moment.
-
My thoughts:
Jacob's Ladder is very similar to Bonesmasher, being just 0.17 seconds slower at animating than BS and doing similar damage (JL's 62.6 vs BS's 68.4 @50)
They have the same recharge in 8 seconds.
So, if you can get 2 enemies in the cone (which is easy with very little practice) you are doing better than Bonesmasher, and isn't that a bread 'n butter attack for EM?
Also, Jacob's Ladder does 100% energy damage, which is a huge plus when fighting against enemies that resist smashing but are weak to energy (ghosts, freak tanks). I find that Jacob's Ladder does more damage than Thunder Strike at those very same targets.
Chain Induction on the other hand is a very odd animal, in that it recharges in the same 14s that Head Splitter (tier9 for Broad Sword) and has the same target cap of 5 (for CI it's initial punch and 4 jumps), yet the power level of these two powers is way different.
If Brutes had Broad Sword, Head Splitter would do 124.73 damage base, and it'd be a great ST attack and hitting any other enemies in it (getting a 2nd one is easy with very little practice) would total you almost 250 damage base.
With Chain Induction, it does 55,1 damage base and each jump does 38.9 damage. It takes the initial hit + 2 jumps to exceed Head Splitter's total damage against a single target, and if you get all 4 jumps, it's doing about 85% of total damage done with a Headsplitter hitting 2 targets.
If you don't like me comparing CI to a tier9 narrow cone attack in a Scrapper set, it can be compared to real AoEs that recharge in 14s like Tremor and Whirling Mace and Whirling Hands. Those can hit double as many targets, for more damage, doesn't break if an enemy dies, and does the damage instantly (no waiting for jumps) and benefit from the 850% damage cap.
Bad thing about Chain Induction as a Brute is that it can't benefit all the way from damage buffs, so it caps at 400% instead of 850% because the jumps are summoned entities (pets) that do the jump damage. Chain Induction won't get much better after you have full fury (and the thing is slotted) If there's a Kin on your team, CI becomes a lot weaker compared to other attack powers.
Anyway, Chain Induction's advantage is that it requires little thought to get that AoE going and every jump is autohit (but on the other hand, if you miss your initial target you will not get any jumps either) and it has a fast animation, very cool one at that, too.
IMO CI should be boosted a little for its 14s recharge or the recharge must be lowered due to its low damage and not quite so good at AoE or ST nature.
Final words, I took both JL and CI on my elec/elec brute. Both are good/decent attacks, but if you'd have to choose, I'd choose JL because it has much more potential in the right hands. -
Corruptors' Coralax is for comic relief. It can't fight, it can't take a hit but man does it look funny when put right next to a KB heavy boss.
-
I do Freaks with my Elec/Elec/Mu. I can get 1500 tickets in about 8 minutes.
-
It'd be cool if we could customize Mercs' appearance in i16(well, the colors at least).
-
Quote:
on the times I do fill it (the Fury bar) up (which are rare) by the time the lot of people move to the next spawn it's almost completely gone.
Looks like you team up with slow people. Possibly turtles, snails or bAEbies. Solution?
Team up with faster people. -
-
The MM version currently has a -20% jumpspeed penalty for some reason. The other ATs don't have the penalty.
I think it's an oversight, but on the other hand, I don't see it affecting anyone much, so it might linger there for a long while. -
This surely will bring doom to us all.
-
I think it should fire rockets too. I mean, that thing can hold at least one rocket, right?
-
I think when GR hits and Defenders suddenly get replaced with Corruptors, Defenders will get adjustments which will then make Corruptors the bottom of the heap, which will make the villain population cry "Devs hate villains!"
So, then they will buff Corruptors as well, but then Blasters will say something about their damage being too similar to Corruptors and Dominators while not providing much anything else to the team so Blasters will be buffed up again and all support classes will be nerfed down.
This is when the Scrappers will catch up and make calculations of how much DPS a Blaster can make and with how much investment in certain IO sets and then see that a Blaster will do more damage and survive better than a Scrapper.
This calls for Scrapper buffs, which will make Stalkers question their boss killing ability compared to Blasters and Scrappers, so they get buffed as well.
And Stalkers should under no circumstances be better than Brutes so they have to buff Brutes as well.
Then we have a bunch of damage toons running around pwning content while the support toons are left in the dust because they are not needed. Also Tankers.
Then hits the date 21st December 2012 and THE WORLD DIES! -
I read the US boards so much more than the EU ones anyway, so this migration is a huge plus since now I can also share my thoughts with the more livelier community as well!
No offense, EU boards >_> -
Did Eagle's Claw new punching animation remind anyone else of "FALCON PUNCH!"? :d
-
I think it's sad how long recharging and short duration the Spec Ops controls are.
Flashbang(15') is on a 120 second timer and does mag2 stun for 8.94 seconds.
Tear Gas(15') is on a 180 second timer and does mag3 hold for 8.94 seconds.
Web Grenade(ST) is on a 30 second timer and does mag3 immobilize for 22.35 seconds.
While...
Bruiser Hand Clap(15') is on a 30 second timer and does mag2 stun(50% for mag3) for 14.90 seconds.
Bruiser KO Blow(ST) is on a 25 second timer and does mag3 hold for 18.63 seconds.
Lich Petrifying Gaze(ST) is on a 16 second timer and does mag3 hold for 14.90 seconds.
Lich Fearsome Stare (70', 30 degree arc) is on a 20 second timer and does mag3 fear for 27.94 seconds.
Lich Tenebrous Tentacles(40', 30 degree arc) is on a 10 second timer and does mag3 immobilize for 27.94 seconds.
Oni Char(ST) is on a 8 second timer and does mag3 hold for 22.35 seconds.
Oni Ring of Fire(ST) is on a 4 second timer and does mag4 immobilize for 27.94 seconds.
Although it is a complicated list, we can see that the Thugs Bruiser is not only an excellent damage dealer but his controls are nothing to sneeze at either. Especially when they turned his Hand Clap to knockdown.
The Lich is supposed to be a control monster, and trades damage and survivability for that. But the Spec Ops trade damage for control too, but there is no contest who drew the longest straw. Anyway, looking at Fearsome Stare, it looks to be 20s for the Lich while it is 40s for every other AT so the Lich got it "pre-enhanced" out of the box.
Oni controls, while ST, are on short timers so they can affect bosses and such quickly and make them into statues.
The Spec Ops controls have debuffs in them too... but come on. Mercs deserve a little boost. -
Finally these boards have been merged and I can finally post here. Mwhahaha!
Thoughts:
- Put +HP in Power Sink (first mob gives the biggest +HP bonus) to balance it with Ice Armor's Energy Absorption (which is like Power Sink but has faster activation, bigger radius and gives +Def for each mob)
- Fix how endurance drain works in PvE, if this is meant for mitigation, make it count! Especially against higher level enemies since it says on the tin that it should be effective against them!
- Increase the radius of Power Surge's EM Pulse from 12 to 40 feet. The 20 seconds of -1000% recovery (which Unstoppable does not have) does not make up for the pathetic EMP it has. Or remove the penalty altogether (wouldn't be angry if the "advantage" would be removed as well)
- Put Conserve Power to Mu Mastery, and replace the tier 7 spot with something interesting, like, EM Pulse.
- Put -recovery somewhere in the set. Endurance drain is almost useless without -recovery to back it up.
- Option not to set the character model invisible during Power Surge (I hate when my costume disappears during that) -
I've always wondered how it would look like if my elec/elec brute's stuff was blue-greenish instead of red.