Tonality

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  1. These are AoE dream builds, so the sustained damage is incredible, and goes to reinforce the point that calculating AoE damage is next-to impossible, as these are ideal situations - a constant supply of enemies at the aggro cap. If I can take out footstomp from the calculations, I might be able to get a more reasonable single-target damage rate.

    SS/Elec Brute:
    -Map Used: Longbow #15, set for 8
    -Style: Back-Room Ambush (no longer possible)
    -Enemy: Freakshow Swipers, +2 LTs(52s)
    -Duration: 10:08
    -Enemies Defeated: 188.00 (16.55/minute)
    -Damage output: 222,106.12 (365.28 dps) - if only that was ST!
    -Lightning Field and Footstomp contributed to 126,665.54 of that.
    -Ball Lightning contributed to 59,513.95 of that

    That leaves 35926.19 single target damage done, giving me a sustained ST DPS of roughly 150 over 10 minutes, which is conservative as I'm not subtracting the time from footstomp and ball lightning, which was fired 42 and 23 times respectively , which just made my ST DPS appear to be (~71 DPS). If I subtract the times for hasten and rage, I get ~73 DPS.

    This may be case evidence, and this most certainly is not a single-target build, but it does reveal that the potential DPS is not as great as it would seem. This data was taken from an intense farming run under ideal circumstances.

    I would like to ask some of the scrapper experts to choose any powersets shared by both ATs, create an ideal ST chain for both, and compare the average and maximum potential DPS. I have a feeling that even with 100% fury, scrappers will outperform brutes.

    edit: I forgot to eliminate ball lightning. Fixing numbers.
  2. QR:

    I'll try to keep up with this topic. Redside Brute here, Infinity server. I'll also try to be as understanding as possible. I have many different brutes. I definitely understand the concern with going rogue that brutes may replace some blueside ATs. If this is the case, something needs to be done, but care must be taken so that the redside role of the brute is not nerfed. To put it more bluntly, nerfing brutes will certainly cause mass ragequit syndrome - which is even a more delicate topic than superstrength, and we all know how volatile that is. Onto the topic at hand.

    The Analysis

    A lot of the analysis is looking at end-game builds. To gain a larger picture one should also see how brutes and scrappers perform pre-SO, lvl 35, and of course, end game.

    On my very poor math skills, I have concluded a saturated softcapped DM/Shield scrapper does better damage than a saturated DM/Shield brute. Survivability is nearly identical.

    Further, I predict that the future Elec/Shield scrapper can surpass the Elec/Shield brute any day soloing a map set for 8. Be sure to calculate in the damage cap of the pseudopets and realize fury can be self-defeating in this situation. However, in both cases, I am sure that there are many people more qualified to prove this than I am. I would be very surprised if scrappers did not come out on top in both builds - even at the ideal 100% fury.

    The Proposed Hardcap Reduction

    An 80% resistance cap will devastate electric brutes. I say this having played two electric armor brutes to 50, so that is pre-powersurge, pre-IO, SO builds. Trust me, when powerset proliferation hits, you won't be soloing AV's on anything but perhaps a kat/elec scrapper, and even then, you'll need aid self. For resistance sets, brutes do need that 90% cap at times. Dark/Elec might be cool, but is nowhere near Dark/SR.

    Fury

    Fury on a team is incredibly variable and any attempt to quantify it will fail. I've played on teams and been able to sustain 80% fury. I've also played on teams where I was delighted to see 25% fury, which is incredibly poor damage. This is also incredibly typical of lower level play, where stopping for endurance recovery is common. I cannot tell you how many times I've watched in frustration as my fury bar dropped wanting so much to rush in and maintain it. I also cannot tell you how many times I've faceplanted doing this very thing. Fury leads brutes to do very stupid things.

    At level 50, on a PUG ITF I regularly do not see anything above 33% fury, except for long, drawn out fights. If I'm teaming with multiple brutes or a tank, I'm not going to see less fury. The only case where I begin to consistently cap my fury is when I am the lead tank. These are 30-45 minute ITF runs.

    I can set a map for 8 filled with ranged Rikti Gunmen on my /electric brutes. Even knowing I am nearly always saturated with attacks (to the point where the stuns break through my mez protection) I do not break 90% fury. That's constant attacks and constantly being attacked at the aggro cap. The average attack time is 1.5 seconds, and slightly faster on my elec/elec brute. This is the ideal situation for a brute - guaranteed aggro cap, ideal survivability, and unlimited endurance - you won't find this situation typical on a team. On this particular scenario, no scrapper will perform up to these standards. Let me see if I can pull some herostats for this. I have a few of these recorded.

    Tread with Care

    I will say that anyone calling for any nerfs to brutes will only lead to division and tremendous anger on the forums. Be prepared with valid and rational arguments of both math AND experience. I wish I had more scrapper experience. I will admit it is refreshing to not be bound to the fury bar at times.

    tl;dr:

    Please tread carefully, and do not seek to alienate a fellow melee class. Experiencing a brute 1-50 is important before any judgement is made.
  3. [ QUOTE ]
    I'd apply the same idea to Hasten.

    [/ QUOTE ]

    What did hasten ever do to you?
  4. Now THAT is something I would have loved to have read.
  5. Check a few things:

    1) issue 15 has a new feature letting you set the minimum and maximum level. It could be that this got changed to level 51.
    2) Make sure you removed your lvl 51 only characters.
  6. Good catch. I removed most of Stygian's ability by doubling the recharge and nearly halving the heal values. Perhaps a base 5% per dead enemy would be enough. That and removing the end-recovery. As it isn't that common of a power and dependent upon surviving until enemies begin dropping, there is potential for balance. I just may have left the numbers still a bit too high. Either that or instill a 3-4 target cap.
  7. Here is an updated build. If you ever have the infamy, there are some small changes I would make:

    1)Place Armageddon in Footstomp
    2)Then move Obliteration in Consume

    Once you have 3-4 enemies around you, the endmod slotting becomes useless. (4 enemies = +80% end unslotted) Therefore, the setbonuses of obliteration work quite nicely. However, placing obliteration in this build as it is means that you have more than 5 of one bonus type (which is ignored). This is why I took out your imperviums - you now have as many 2.5% recovery bonuses as you can have without them. If you want more endurance efficiency, go for a hamidon Ribosome enhancement, although those are not cheap, or common to buy Redside.

    I did put Ball Lightning in the build as well. It is 6 slotted, with the end-redux IO to help the high endurance cost. If you prefer Mu Lightning, slot it with decimation and move the 6th slot to your armor and put back an impervium set.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Sulfuren G: Level 50 Natural Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (3) Crushing Impact - Damage/Endurance/Recharge[*] (3) Crushing Impact - Damage/Recharge[*] (5) Crushing Impact - Accuracy/Damage/Recharge[*] (5) Crushing Impact - Accuracy/Damage/Endurance[*] (7) Touch of Death - Chance of Damage(Negative)[/list]Level 1: Fire Shield <ul type="square">[*] (A) Aegis - Resistance/Endurance[*] (17) Titanium Coating - Endurance[*] (19) Titanium Coating - Resistance/Endurance[*] (19) Titanium Coating - Resistance[/list]Level 2: Haymaker <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (7) Crushing Impact - Damage/Endurance/Recharge[*] (9) Crushing Impact - Damage/Recharge[*] (9) Crushing Impact - Accuracy/Damage/Recharge[*] (11) Crushing Impact - Accuracy/Damage/Endurance[*] (11) Touch of Death - Chance of Damage(Negative)[/list]Level 4: Healing Flames <ul type="square">[*] (A) Doctored Wounds - Heal[*] (33) Doctored Wounds - Endurance/Recharge[*] (42) Doctored Wounds - Recharge[*] (43) Doctored Wounds - Heal/Endurance[*] (43) Doctored Wounds - Heal/Recharge[/list]Level 6: Hurdle <ul type="square">[*] (A) Jumping IO[/list]Level 8: Knockout Blow <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (13) Crushing Impact - Damage/Endurance/Recharge[*] (13) Crushing Impact - Damage/Recharge[*] (15) Crushing Impact - Accuracy/Damage/Recharge[*] (15) Crushing Impact - Accuracy/Damage/Endurance[*] (17) Touch of Death - Chance of Damage(Negative)[/list]Level 10: Boxing <ul type="square">[*] (A) Empty[/list]Level 12: Combat Jumping <ul type="square">[*] (A) Karma - Knockback Protection[/list]Level 14: Super Jump <ul type="square">[*] (A) Winter's Gift - Slow Resistance (20%)[/list]Level 16: Plasma Shield <ul type="square">[*] (A) Aegis - Resistance/Endurance[*] (21) Titanium Coating - Endurance[*] (21) Titanium Coating - Resistance/Endurance[*] (23) Titanium Coating - Resistance[/list]Level 18: Rage <ul type="square">[*] (A) Adjusted Targeting - Recharge[*] (39) Adjusted Targeting - To Hit Buff/Recharge[*] (39) Recharge Reduction IO[/list]Level 20: Health <ul type="square">[*] (A) Miracle - +Recovery[*] (31) Numina's Convalescence - +Regeneration/+Recovery[*] (34) Numina's Convalescence - Heal[*] (34) Numina's Convalescence - Heal/Endurance[*] (40) Miracle - Heal[/list]Level 22: Stamina <ul type="square">[*] (A) Performance Shifter - EndMod[*] (23) Performance Shifter - EndMod/Recharge[*] (25) Performance Shifter - EndMod/Accuracy[*] (37) Performance Shifter - Chance for +End[/list]Level 24: Blazing Aura <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage/Endurance[*] (25) Scirocco's Dervish - Damage/Endurance[*] (33) Multi Strike - Accuracy/Damage/Endurance[*] (33) Multi Strike - Damage/Endurance[/list]Level 26: Hurl <ul type="square">[*] (A) Decimation - Accuracy/Damage[*] (27) Decimation - Damage/Endurance[*] (27) Decimation - Damage/Recharge[*] (31) Decimation - Accuracy/Endurance/Recharge[*] (39) Decimation - Accuracy/Damage/Recharge[/list]Level 28: Tough <ul type="square">[*] (A) Aegis - Resistance/Endurance[*] (29) Titanium Coating - Endurance[*] (29) Titanium Coating - Resistance[*] (31) Titanium Coating - Resistance/Endurance[/list]Level 30: Temperature Protection <ul type="square">[*] (A) Steadfast Protection - Knockback Protection[/list]Level 32: Foot Stomp <ul type="square">[*] (A) Force Feedback - Chance for +Recharge[*] (34) Obliteration - Chance for Smashing Damage[*] (36) Obliteration - Accuracy/Recharge[*] (36) Obliteration - Damage/Recharge[*] (36) Obliteration - Accuracy/Damage/Recharge[*] (37) Obliteration - Accuracy/Damage/Endurance/Recharge[/list]Level 35: Fiery Embrace <ul type="square">[*] (A) Recharge Reduction IO[*] (37) Recharge Reduction IO[*] (40) Recharge Reduction IO[/list]Level 38: Consume <ul type="square">[*] (A) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (40) Obliteration - Chance for Smashing Damage[*] (43) Obliteration - Accuracy/Recharge[*] (46) Obliteration - Damage/Recharge[*] (46) Obliteration - Accuracy/Damage/Recharge[/list]Level 41: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (42) Recharge Reduction IO[*] (42) Recharge Reduction IO[/list]Level 44: Electrifying Fences <ul type="square">[*] (A) Positron's Blast - Chance of Damage(Energy)[*] (45) Positron's Blast - Accuracy/Damage/Endurance[*] (45) Positron's Blast - Damage/Recharge[*] (45) Positron's Blast - Damage/Endurance[*] (46) Positron's Blast - Accuracy/Damage[/list]Level 47: Ball Lightning <ul type="square">[*] (A) Positron's Blast - Chance of Damage(Energy)[*] (48) Positron's Blast - Damage/Endurance[*] (48) Positron's Blast - Accuracy/Damage/Endurance[*] (48) Positron's Blast - Damage/Recharge[*] (50) Positron's Blast - Accuracy/Damage[*] (50) Endurance Reduction IO[/list]Level 49: Burn <ul type="square">[*] (A) Cleaving Blow - Damage/Recharge[*] (50) Cleaving Blow - Accuracy/Recharge[/list]------------
    Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Fury
  8. [ QUOTE ]
    Punch, Haymaker, KOBlow: How do you suggest i slot these?

    [/ QUOTE ]

    Crushing Impact:
    -Acc/Dam/End
    -Acc/Dam/Rech
    -Dam/End/Rech
    -Acc/Dam
    -Dam/Rech OR Dam/End, depending on global recharge
    Touch of Death: Chance for Negative Damage
    (You may substitute another proc, but negative damage is a good type to choose, although it is more expensive than other options)

    Long recharging attacks like Knockout Blow may benefit more from the damage/recharge than Punch, although Knockout Blow is notoriously end-hungry. Also, as superstrength can be very endurance heavy, you do want to be efficient with your endurance use. So there is merit to dmg/end redux.

    [ QUOTE ]
    Acrobatics: Is it good to replace this with Temperature Protection and put a KB Prot IO in there?

    [/ QUOTE ]

    Very much so. This will help you cap your fire resistance. There are fire maps out there that you will feel insanely powerful on. It's nice to feel that way every once in a while.

    [ QUOTE ]
    Electrifying Fences: How can i slot this? at the moment i have it 4 sloted with trap of the hunter for the 4 set bonus.

    [/ QUOTE ]

    If you have 5 slots, Positron's Blast works well. You don't really need to enhance the immobilization time. By the time the attack cycles, you can re-apply it and enjoy the higher damage and nicer set bonuses.

    [ QUOTE ]
    Ball Lightning: I have this 5 sloted with positron's blast. Is that good?

    [/ QUOTE ]

    It's the best thing apart from Ragnarok. I'd keep positron's blast. you can skip the Damage/Range one from the set. I will mention that ball lightning is VERY endurance hungry. A 6th slot for endurance reduction (or skipping it in favor of Mu Lightning) is a good option. Footstomp and Electric Fences/Burn is plenty of AoE damage by itself. For endurance efficiency, I think I will suggest Mu Lightning and Electric Fences over the two AoEs. The drop in AoE damage isn't that much.

    [ QUOTE ]
    And your statement about Focus Acc was cut off.

    [/ QUOTE ]

    Oops. If you're trying to farm nemesis, they stack vengeance, which can get quite ugly very quickly. Having some extra to-hit is handy, but for just about every circumstance, the to-hit in rage is plenty.
  9. Is it possible that Felicia meant killing Rommie only one time in a minute? I still don't think that's possible, but I'll toy around with the math, hence my initial post pages ago.

    As I think about it further, Power Buildup is a 12.5 second duration power, so you don't have a tremendous amount of time to use it, and it is on quite a long recharge. I don't see relying on this as the primary source of +dmg. But there are people far more inclined to work out the numbers. It doesn't seem possible. Even with the double rommie spawning, fighting a lvl 35 rommie, the numbers are way too exaggerated.

    What an utter mess of a topic.
  10. [ QUOTE ]
    Will someone please remember to quote the OP's before they delete a post so we can continue to mock them long after they take their ball and run home to mommy.



    [/ QUOTE ]

    Doctors Heal?

    There, I found something.
  11. Your wish is my command!

    Issue 16 Complaint Thread
    Pessimist's Guide to Issue 16
    i16 nerfs already?

    Humor helps survive the incessant whining on the boards.

    So WV eh? I did my undergrad at a school that had the "West Virginians". I'll bet you know which school I went to. For everyone else, no it isn't WVU.
  12. Tonality

    The Devs Hate...

    [ QUOTE ]
    They make migrating birds highly entertaining?

    [/ QUOTE ]

    ^^THIS^^

    I knew a building that had an outdoor glass wall along the walkway. Oh, the poor, poor birds.
  13. [ QUOTE ]
    [ QUOTE ]

    Interesting as in 'completely wrong' or 'I never thought of it that way'?

    [/ QUOTE ]

    I hadn't thought of it in that way.

    [ QUOTE ]
    People are inherently self-centered, even if they are altruistic.

    [/ QUOTE ]

    And I most assuredly approve of the cut of your jib.

    [/ QUOTE ]

    Good. I was worried that point was a little pessimistic.

    Now you know why I think this idea is perhaps the most intelligent thing they could have done - buff the ability for farming so it would be discouraged? Who knew?

    Don't worry, come issue 16, AE won't be killing the game. The pink thermals will be. OMG the WORLD IS PINK!1!!!!
  14. [ QUOTE ]
    - why is there a BM in Mercy, where half the spawns are too low to even give salvage and you're too low to use most IOs, but not in Oakes?

    [/ QUOTE ]

    They added a BM in Port Oakes.
  15. Tonality

    The Devs Hate...

    [ QUOTE ]
    Ohh and castle, when you are working with formula X to make it incorporate variable Y, don't forget to account for gravity where appropriate, Einstein forgot to do that once and all those other guys won't stop talking about it.

    [/ QUOTE ]

    This just in, Gravity being suggested at being looked at for Controllers and Doms.
  16. [ QUOTE ]
    That's a very interesting line of thinking.

    [/ QUOTE ]

    Interesting as in 'completely wrong' or 'I never thought of it that way'?

    All rewards are shared between members. Set a map for 8 and reduce it to two people and each kill basically earns double the rewards. Therefore, anyone that isn't pulling their weight to contribute to the killing speed is leeching. In both power-leveling and farming, having the minimal team size possible set to the maximal size possible gives the best rewards (xp/time is also calculated). Having a bunch of strangers on your team that cannot contribute slows down the earnings for yourself. People are inherently self-centered, even if they are altruistic.

    Therefore, if I am farming and I know I can earn faster rewards without the strangers begging for a free ride, I am going to do this. Now, those that haven't studied drop-rates and sought to maximize reward potential may not know this. However the serious farmers know this, and word does spread quickly.

    I do believe this is perhaps the best thing that could be done to combat rampant AE power-leveling - even though it enables it.

    I understand if it doesn't make too much sense to most. It makes more sense from the lens of a farmer looking at lowbies asking for PLs, and knowing that I can happily solo my map set for 8 without having to enable this negative behavior.
  17. [ QUOTE ]
    Was the other 50 level pacted? I've found that if you stay in a level pact at 50, it cuts your influence rewards precisely in half.

    [/ QUOTE ]

    I don't believe it was pacted, as I do recall the person playing it before pacts came out. In any case, a few days later, the earnings were back to normal. No patch was released between this time either.
  18. Dear Bored at Work:

    I feel like a columnist now.

    The exodus from content to tickets caused the fluctuations in salvage. This is not the fault of the farmer, unless you want to blame them for playing AE instead of their responsible duty of farming to give you cheaper prices for salvage.

    Rather, when you pay 'buy it now prices', you're helping the marketeer. Those are the people that rode the price spikes and milked the market for all it has. Buy cheap, sell high. It's the lack of patience in the common player that made prices rise.
  19. [ QUOTE ]
    That should take care of the spam for regular farming missions. Now how are we going to get rid of the AE spam? Since it took 5 years for this to happen, maybe it will take 5 more years to end the AE farm spam.

    [/ QUOTE ]

    Oh I think it will take care of both. I have no reason to believe the difficulty slider will not work in AE. Therefore, I can play AE in peace without putting up with lowbies (which is why I avoid AE now).

    I'm happy I can solo maps set for 8 in peace. I can't wait:

    PL Beggar: cna i jion ur taem?
    Me: NO.
    PL Beggar: *cries*

    I have a feeling that the age of lowbies getting free rides is coming to a close, which is wonderful. Farmers can enjoy the game in peace. People that team will discover that the lowbies are starting to disperse from AE once they realize their free ride is over, and teaming just might make a comeback. You might even be graced with a farmer on your team - which usually means the team just got a bit better due to a tricked-out monster being on your team. It just keeps getting better.
  20. I'll just go down the list.

    Punch: You're way over the ED damage cap. I don't understand why you don't use all three of CI's triples, namely you're missing the dam/end/rech. I'd also put a proc in over focused Smite. The same thing goes for Haymaker and Knockout Blow.

    Combat Jumping: I suppose you want the 10% regen out of two LOTGs. I'm not quite sure it's worth the extra inf.

    Health: You want Numina's Unique in there as well. You need all the extra recovery you can get.

    Blazing Aura: You can get very similar numbers with 2 Multistrike and 2 Scirroco's Dervish compared to your 6 slot. That will help free up slots to put into health. You want 3 numinas, if possible, in health.

    Hurl: Decimation when 5 slotted gives a 6.25% rech bonus. You want that over your 4-slotted deal.

    Acrobatics: You don't need this if you're going for the KB protection IOs. 4 points is enough for 90% of the things you will encounter in the game.

    Footstomp: Sure. Armageddon is better, but way more expensive. Good choice of substitute.

    Focused Accuracy: You have rage already for +to hit. Unless you're planning

    Patron choice:

    SS/Fire/Mu is often chosen for one reason: Electric Fences + Burn, plus another AoE in ball lightning.
  21. QR:

    Tickets aren't the only problem. I've had times where I earned twice the amount of INF per kill compared to another 50. Both are in SG mode and earning identical prestige, but my character was earning twice the amount of INF.

    Some of the answers here make no sense:

    1) It makes absolutely no sense that the RNG is handled by the client. This opens the game up the very serious possibility of exploits. One could patch the RNG datastream to only roll in their favor, both for drops and always hitting and always getting missed. Somehow I don't think this is true. Given how many 'bugs' exist in the RNG, I would suppose it to be server-side anyway.
    2) SG Mode affecting ticket drops: It doesn't.

    I've noticed another issue:

    I was running a map with a few 50's, doing some inf/minute calculations (you dirty powergamer you). I reported my per-kill rate, which was double what someone else was earning. Both people were in SG mode. We both tried switching in and out, and the difference remained. Both characters were indeed 50. The AE was consistently rewarding me twice the infamy of someone else. However, I did not think to compare ticket earnings. There is something going on with AE.
  22. [ QUOTE ]
    Suggestions to fix electric:

    [/ QUOTE ]

    Fixed. It may look minor, but you need to get the set name right if I'm going to believe you know what you are talking about. I'm inclined to believe you haven't played the set. The same thing applies with the next word in bold.

    [ QUOTE ]
    Add a minor Mez affect to Lightning Field and/or Power sink. Mezzes minions, chance to Mez LTs.

    [/ QUOTE ]

    1) Lightning Field is a taunt aura that deals damage. It helps keep my enemies near me so I can SMASH. Mezzing minions makes them do the drunk walk away from my SMASH.
    2) Minions are the least of my worries as an Electric brute. They might add up, but I rely on their attacks a lot for ease of fury generation. When I have trouble on an electric brute, it's facing a +3 boss that hits very hard.

    [ QUOTE ]
    Add a +regen bonus to Conserve power and call it Overcharge or something similar. Make similar changes to other versions of CP.

    [/ QUOTE ]

    Electric Armor needs more consistency in its survivability, not another long-recharge click power. I have powersurge (if I actually take it) for survivability. The power you sound like you're suggesting is Regen's instant healing. As cool as that power is, I wouldn't want it. I'll repeat what I said - Electric Armor needs a more consistent means for survivability.

    [ QUOTE ]
    Give Mu brutes/SOAs a version of EMP as the "Epic power" an alternative could be Electric Shackles/Tesla Cage.

    [/ QUOTE ]

    So if I roll an electric brute, I have to chose Scirocco as my patron? The issue at hand is that when Electric Armor gets ported blueside, there will be access to two Conserve Powers. Removing conserve power from electric armor solves this issue. The only issue is what to put in its place. The last thing I would want there is a mez - especially something like EMP Pulse.

    I suppose I should put forth something new. The issue with Electric Armor is two-fold:
    1) For Soloing, electric armor does not have the health gain to maintain fury once you run out of greens. On a team, you WILL definitely run out of greens. Soloing, the same thing does happen. Therefore, a method of recovering health will do much in this respect.
    2) For teaming, electric armor does not have the survivability to lead an 8 man team at relentless - if the team is not providing solid mitigation. To increase survivability, the resists of certain areas should be increased - particularly smashing and lethal. 5-7% should be enough, though this may cause some issues when ported over to Tankers with their better resist values (they'll probably then be able to cap S/L/E).

    Therefore, I am suggesting two changes to Electric Armor:

    Remove Conserve Power and put it in Scirocco's PPP and in its place is:

    Ionization: You drain the defeated foes around you of their mental energies, refreshing your armor. The more powerful the defeated foe, the greater the strength restored.

    Minion: 5% Heal
    Lieutenant: 10% Heal
    Boss: 15% Heal

    60 Recharge
    15 End
    25 Radius

    This ability allows electric armor to recover after the fight is over so that the downtime between fights is reduced.

    Also, by increasing the S/L resists, the ability to build an electric brute to survive alpha strikes is much easily attained. Sure, one can invest in IO sets (I have two level 50 electric brutes that are heavily invested in), but it should not be necessary. Electric Armor with just SOs really does pale in comparison to the others.

    The only other possible alternative is to remove the interrupt from Aid Self so that it can be used mid-combat. I don't see that happening.


    Edit: for clarity.
  23. It couldn't be the author's mistake now could it?

    If the invasion did overlap to AE, then I would argue the exact opposite - the developers are very much doing interesting things!
  24. I never got the chance to team with you. I am also looking at Aion (preordered Collector's Edition and leveled 1-19 on my chanter over the course of this beta weekend). From what I read, PvP will be a dream. Oh I would LOL so hard if CoH implements the 'rift' concept. LOLz Villains in Atlas killing heroes while heroes in Mercy are thinking "What is this dump?"

    Best of wishes.

    The account on Aion goes by Tonality. I have no idea yet if there are globals yet.
  25. [ QUOTE ]
    If you need a PL on a PvP toon, give a holler. This weekend might not be the best as Aion beta may hold my ancient ADD mind longer.

    [/ QUOTE ]

    This was my first beta weekend on Aion. I'm impressed. I'm already giddy over the PvP aspect. I can't wait until CoH realizes how awesome it is and releases issue 19: LOLz u Hav 2 PvP nao!

    And going with my history playing CoV over CoH, I'm an Asmodian.

    My profession will be farmer.

    To Moldy:
    If you need to work on developing a presence Redside, let me know. The beta weekend is over and I need something else to do now.