Official Thread for Brutes: Electric Shields
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He didn't miss the point, you are just wrong in your assumption that you can't "travel" when you have been hit with immobilization. Lightning reflexes, swift, hurdle, sprint and combat jumping = very fast movement on par with 1 slotted flight. Also, people are already talking about taking fighting pool selections... leaping, fitness, medicine and fighting are all doable if you factor in substituting a 2-3 ppp's for the final powers to perfect your build. You end up with a highly resistant, fast moving brute that can heal itself.
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Ok fine, I meant you can not continue traveling using SJ, since everyone wants to get technical.
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However, with resistance to slow mez, you can continue traveling fairly quickly and will most likely reach your safe point before being killed. That, or you turn around and kill the person casting the mez on you. The upside to this is that you have unsuppressed travel speeds that will most likely be faster than the unsuppressed travel speed of everyone out there aside from /sr.
I am going to agree with another, recent poster, that it doesn't make much sense conceptually speaking that an electrified villain with lightning reflexes is able to be anchored to the ground with a web grenade.
1st of all i think we should give it up for the devs, great power set.
people have been complaining about the lack of KB, Im, and self heal.
and that lighting reflexes is useless. faster recharge, get hasten and i would not doubt u can get a perma pet from the patron power
i belive lighting reflexes should have Immobilize protection- makes sense if u can resist slow and run faster
even if they dont all u got to do (since u will need the leaping pool for KB) is toggle combat jumping for a fof a few secs and you are fine
when it comes to KB( as i said before) we can just take the jump pool and be done w/ it.
self-heal is the only thing that bugs me- how one would approach the issue i do not know, there are too many options.
Take out power sink or conserve power and place a self heal ( something like healing flames) since this build feels like a mix of fire and energy.
Make lighting reflex a toogle and add regen and immobilize to it- moving fast, faster recharge, faster recovery, res(immobilize)- makes sense to me
I seen some post suggesting grounded as a toggle, givin protection to KB ( makes sense), immobilize ( dont know about that, i mean u may be immoble but u r still on the ground) and regen (i see how it my play off- you are grounded therefor u can capture energy, in this case health, from the ground itself)
some may disagree- say that it would be too powerful powerset.
i belive we should to achive is an enjoyable set.
and as it is lack of self heal can get in the way of that.
be it as it may people wont flock to ES just bc it is a strong set. i myself love /fire and /inv and have a couple of tank/brutes the same way other love /Dark,/stone, /energy - and i hate those three. its personal taste that will lead one to pick a powerset , although there are always those who just care about raw power, but then again /inv has better smash/ lethal resist and ES has no def power- look at /inv's invincibility +def and tohit for every enemy around up to 14, then u get tough hide- dont forget that now def has been improved.
I agree with you Ninelives. The set would be very well balanced to me if there were a +regen on the order of fast healing in the grounded power.
This set is never getting a heal or toxic resistance. The description says so. As much as I'd like a self heal, a +regen is about all it needs.
Brute cap = 90%
However, there's not many resistance's brutes can get over 75% without help from buff's.
Basically Brutes have Tanker caps when it comes to resistances...however they get scrapper level resist numbers in the powers.
BrandX Future Staff Fighter
The BrandX Collection
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I am going to agree with another, recent poster, that it doesn't make much sense conceptually speaking that an electrified villain with lightning reflexes is able to be anchored to the ground with a web grenade.
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I posted that a few times, including in the post that Front Loaded replied to initially. You can not be slowed but you can be stopped with an immob. Does not add up at all. Also most of the immob attacks have a -fly component to them. So if you went hover route for the semi-knockback protection you get hit with a immob and you are locked down.
I think I am going no travel power on my Elec Brute. Going for medicine, Fighting and Fitness. It will be interesting doing a travel powerless build again. It worked well for my Stone/Energy Tanker so I can see it working well here.
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I think I am going no travel power on my Elec Brute. Going for medicine, Fighting and Fitness. It will be interesting doing a travel powerless build again. It worked well for my Stone/Energy Tanker so I can see it working well here.
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Something hit you in the head Concern? Ignoring the lack of immob and knockback. Good luck to you.
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Everyone I asked said it was 75% because like scrappers it is secondary set which is why the mez sucks against longbow, 3 nulifiers hitting you with beanbag and no more toggles.
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Everyone you asked is wrong. The 75% number you are probably getting is that brute's shields are 75% as effective as tanker shields, just like scrappers. However, the resistance caps for brutes are still 90%. The mez protection has nothing to do with resistance caps either.
I've always thought of brute's as the "Potential" AT. They have an incrediably high damage cap and resistance cap, but they can't hit either without a lot of help. Heaven help those in said brute's way when he's at both caps.
1st of all i think we should give it up for the devs, great power set.
people have been complaining about the lack of KB, Im, and self heal.
and that lighting reflexes is useless. faster recharge, get hasten and i would not doubt u can get a perma pet from the patron power
i belive lighting reflexes should have Immobilize protection- makes sense if u can resist slow and run faster
even if they dont all u got to do (since u will need the leaping pool for KB) is toggle combat jumping for a fof a few secs and you are fine
when it comes to KB( as i said before) we can just take the jump pool and be done w/ it.
self-heal is the only thing that bugs me- how one would approach the issue i do not know, there are too many options.
Take out power sink or conserve power and place a self heal ( something like healing flames) since this build feels like a mix of fire and energy.
Make lighting reflex a toogle and add regen and immobilize to it- moving fast, faster recharge, faster recovery, res(immobilize)- makes sense to me
I seen some post suggesting grounded as a toggle, givin protection to KB ( makes sense), immobilize ( dont know about that, i mean u may be immoble but u r still on the ground) and regen (i see how it my play off- you are grounded therefor u can capture energy, in this case health, from the ground itself)
some may disagree- say that it would be too powerful powerset.
i belive we should to achive is an enjoyable set.
and as it is lack of self heal can get in the way of that.
be it as it may people wont flock to ES just bc it is a strong set. i myself love /fire and /inv and have a couple of tank/brutes the same way other love /Dark,/stone, /energy - and i hate those three. its personal taste that will lead one to pick a powerset , although there are always those who just care about raw power, but then again /inv has better smash/ lethal resist and ES has no def power- look at /inv's invincibility +def and tohit for every enemy around up to 14, then u get tough hide- dont forget that now def has been improved.
any thoughts?
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*screams in frustration*
For the love of whatever deity you people hold dear, can we stop beating the "lack of KB protection" dead horse with the stick yet?
Lack of KB protection is -not-, I repeat NOT a major issue in a set with this much utility. Hell, there's a lot more utility here than /fire tanks get, and the lack of KB protection hasn't stopped them. Either way, however, you're beating a dead horse. The devs are fully aware that no KB protection is a hole in this set. Odds are, they intended it to be.
The entire argument is like receiving a free mansion to live in, and [censored] about the color of the tile in the bathroom. It's an excellent set, with good utility that makes it stand out above the other sets, who friggin' cares about one dinky hole that's easily filled with something else?
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Wow, it's good you're here to tell us what we're supposed to like or dislike about new powersets. Without that guidance, we'd all be lost.
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I guess so, considering that you were so lost that you read things I never said into my post. I could give a rat's heiney whether you like or dislike the powers, but the fact is: the KB argument has been thoroughly beaten into the ground over and over again already. There are other things to discuss.
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So you're not asking everyone to shut the hell up about knockback because it's pissing you off?
Awesome.
Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)
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Wow, it's good you're here to tell us what we're supposed to like or dislike about new powersets. Without that guidance, we'd all be lost.
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And it's good YOU'RE here to contibute to this thread in a constructive and helpfull manner, you know, sharing your insights or experiences relating to ELA, what ever would we do without you?
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I'm still working my way up to the levels where the issues I'm concerned about come into play. And of course it's perfectly constructive to post "shut up about this topic that bothers me."
Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)
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I think I am going no travel power on my Elec Brute. Going for medicine, Fighting and Fitness. It will be interesting doing a travel powerless build again. It worked well for my Stone/Energy Tanker so I can see it working well here.
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Something hit you in the head Concern? Ignoring the lack of immob and knockback. Good luck to you.
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True, I may get combat jumping. It will help in some of the harder to reach areas.
So that would be Boxing, Tough, Aid Other, Aid Self, Swift, Health, Stamina, Combat Jumping. That is alot of powers.
I could go without stamina. HAHAHHAHHAHAHAHAHAA
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If you want knockback protection, get knockback protection, that's not a big point for me because it is easily solved and I got tired of arguing about that a month ago. If you think the set sucks, don't play it, and if a lot of people agree with you, then they won't play it either. Eventually that gets addressed and the set gets buffed e.g. Trick Arrow's recent halving of most of its recharges. I think everyone is well aware now that the set does not have knockback protection, and I don't think anyone has said they are happy that the set does not have knockback protection. This stopped being news the day after they announced it.
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So, just to be clear:
When the set was announced, people were to shut up about KB protection until they tested the set.
Now that people are testing the set, people should shut up about KB protection because they talked about it before.
Do I have the sequence of events down properly?
Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)
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I am going to agree with another, recent poster, that it doesn't make much sense conceptually speaking that an electrified villain with lightning reflexes is able to be anchored to the ground with a web grenade.
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I posted that a few times, including in the post that Front Loaded replied to initially. You can not be slowed but you can be stopped with an immob. Does not add up at all. Also most of the immob attacks have a -fly component to them. So if you went hover route for the semi-knockback protection you get hit with a immob and you are locked down.
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But then you would get smart and activate your teleport which you would of course have because just using hover is teh dumb. Aside from this, if you have combat jumping on, you are immune to a single application of immobilization.
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But then you would get smart and activate your teleport which you would of course have because just using hover is teh dumb. Aside from this, if you have combat jumping on, you are immune to a single application of immobilization.
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You are talking about way too many power pools. I tried keeping fury up while running no shields and using only boxing and brawl. The 2 cheapest and quickest attacks available to all. You are saying take fitness, fighting, leaping and medicine in another thread. In what you just said that is 3 power pools, flight, leaping and teleport.
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But then you would get smart and activate your teleport which you would of course have because just using hover is teh dumb. Aside from this, if you have combat jumping on, you are immune to a single application of immobilization.
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You are talking about way too many power pools. I tried keeping fury up while running no shields and using only boxing and brawl. The 2 cheapest and quickest attacks available to all. You are saying take fitness, fighting, leaping and medicine in another thread. In what you just said that is 3 power pools, flight, leaping and teleport.
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Actually, I posted several builds a bit back. We are talking about options here.
TP, TPFOE + Hover (or Fly), Air Superiority (optional)
Aid Other, Aid Self
Hurdle, Health, Stamina
6 Primary Powers (5 if you select Air Superiority attack)
6 Secondary Powers
CJ, SJ, Acrobatics
Aid Other, Aid Self
Swift, Hurdle, Stamina
6 Primary Powers
6 Secondary Powers
Hover, Fly
CJ
Hurdle, Health, Stamina
Aid Other, Aid Self
6 Primary Powers
6 Secondary Powers
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.
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Now that people are testing the set, people should shut up about KB protection because they talked about it before.
Do I have the sequence of events down properly?
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Yeah, that's about right. Shut the hell up about knockback, everyone knows it, it's in and it's news to nobody at all. Might as well complain about Fire and Dark not having knockback protection.
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I don't mind the lack of KB/Immob protect... As far as I know, this is the only set in the ENTIRE GAME that gets psionic resistance (not defense) (I don't play/know dark well, so whatever) I'm MORE than happy to take the loss of some non-toggle-dropping mez protections in exchange for Psi Resistance.... Especially once I start facing carnies, longbow wardens, arachnos taranchulas, Mu anythings, etc... You get the idea. Psi is MUCH more common in the CoV world in a regularly-seen mob to regularly-seen mob basis than in the CoH world.
I say Awesome set! keep em coming, devs!
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Any Dark Armor and Dark Miasma has Psionic resists available to them. Additionally Defenders and Controllers can get armors through APP that have Psi Resists. And does the /Ninjustu mez click not give Psionic resist as well? Please don't say ENTIRE GAME and then mention that you don't know, misinformed people cause hysteria
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Now that people are testing the set, people should shut up about KB protection because they talked about it before.
Do I have the sequence of events down properly?
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Yeah, that's about right. Shut the hell up about knockback, everyone knows it, it's in and it's news to nobody at all. Might as well complain about Fire and Dark not having knockback protection.
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This is the only set without knockback and! without heal.
Too many holes, one or the other needs plugging.
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I don't mind the lack of KB/Immob protect... As far as I know, this is the only set in the ENTIRE GAME that gets psionic resistance (not defense) (I don't play/know dark well, so whatever) I'm MORE than happy to take the loss of some non-toggle-dropping mez protections in exchange for Psi Resistance.... Especially once I start facing carnies, longbow wardens, arachnos taranchulas, Mu anythings, etc... You get the idea. Psi is MUCH more common in the CoV world in a regularly-seen mob to regularly-seen mob basis than in the CoH world.
I say Awesome set! keep em coming, devs!
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Any Dark Armor and Dark Miasma has Psionic resists available to them. Additionally Defenders and Controllers can get armors through APP that have Psi Resists. And does the /Ninjustu mez click not give Psionic resist as well? Please don't say ENTIRE GAME and then mention that you don't know, misinformed people cause hysteria
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Also considering at least 1/2 of all masterminds are dark, psi resistance is usually not a problem.
This just in! An important update:
This set has no knockback protection!
This set has no immobilze protection!
This set has no self heal!
This set has no +Defense, so you might be interrupted when using Aid Self!
Is there a way to automate daily updates on these things so their status can be brought to everyone's attention?
You forgot to include no toxic resistance in your list while being a smarta$$.
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This just in! An important update:
This set has no knockback protection!
This set has no immobilze protection!
This set has no self heal!
This set has no +Defense, so you might be interrupted when using Aid Self!
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Yes, those are the issues at hand. And until they are addressed people will likely continue to harp on them regardless of how often other people tell them to shut up. Surely you've been around the internet long enough to grok that's how things work?
At least these are potential game balance issues. Many other complaints seem to be frivolities like "Lightning Field's graphic effect is too big" and "this armor obscures my character too much - no I haven't been paying attention to the fact that that's the way most of the armors work" and "I don't like the sound this makes" and "why is the lightning red."
Personally, I'd like to see Lightning Field moved up the list a bit, the damage lowered, and for it to inflict -recovery or have a significant chance of siphoning Endurance. But that's truly a pipe dream and has little to do with fixing perceived balance issues.
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
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The resistance cap for brutes is indeed 90%, but they can't hit it without help (except, apparently, electric energy resists). It's one of the reasons why a lot of tankers fear (unneccessarily in my opinion) the day brutes can swtich over to the hero side.
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Everyone I asked said it was 75% because like scrappers it is secondary set which is why the mez sucks against longbow, 3 nulifiers hitting you with beanbag and no more toggles.