Official Thread for Brutes: Electric Shields


13th_Stranger

 

Posted

NO INVINCIBILITY! It's shameful you guys are writing off the best power in the Invuln set, and a significantly higher smash/lethal resist. There's a reason Invuln is the most popular defense set in tankers and brutes.


 

Posted

You guys? Were you replying to me out of convinence, or was that remark directed at me? Because I most certainally wasn't writing off invincibility. It was one of the factors I included when I said Invul was better than electricity defensively.


 

Posted

It was more directed at people in the thread who seem to think Invuln is pure resist, and it certainly isn't - I shouldn't have picked your post to reply to, sorry.


 

Posted

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You have got to be kidding. Invuln tank set is far superior versus everything but Psi and Energy damage - Invincibilty and Dull Pain alone. The added HP (+80%) from Dull Pain and the +Def from Invincibility add up to really heavy damage mitigation outside of the pure resists in the set. Plus Invuln tank can cap their smash/lethal resist. AND they can take aid self. Even vs. Psi damage Invuln gets the benefit of buffed max HP.

The two sets aren't in the same world, please don't put out stupid non-factual propaganda like that.

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Most of your points are irrelevant as well! ANYONE can take aid self, GASP! including brutes! Invinc wont do crap unless you've got more then 3 mobs on you, which if you're soloing on an average difficulty you wont have without herding AND you'll still get hit will all the ranged attacks trying to gather your herd.

Dull pain is nice but won't stop some psi mob from brutalizing an inv tank, it just gives them a few seconds more to stand there as they get brutalized by ZERO def/res to it.

Comparing Resistance vs Resistances Electrical beats out an INV set on ALL but S/L. In the Mid to Higher level game you run into alot of non S/L damage or damage types that are split between S/L and others.

So again, Electic's resistances are greater in all but s/l category then an inv tanker, if I've rememberd the numbers that Buffy and IronVixen posted back in the i5 fiasco patch days.

Please don't post stupid non-factual propganda on powers that are not in both sets like that.


Djeannie's Costume Creator Overhaul Wishlist
Carnie Base

"Once the avalanche has started, it is too late for the pebbles to vote" -Kosh

 

Posted

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Dull pain is nice but won't stop some psi mob from brutalizing an inv tank, it just gives them a few seconds more to stand there as they get brutalized by ZERO def/res to it.

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this is blatently false. a well slotted DP gives an extra 60% hp and an effective heal from about 45% to up to the full amount of the DP buffed HP. I assure you that buys far more time than a few seconds.


Level 50 is a journey, not a destination.

Scrapper Issues List - Going Rogue Edition

 

Posted

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Most of your points are irrelevant as well! ANYONE can take aid self, GASP! including brutes!

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That's great - two forms of selfhealing still appears to me to be better than one. What's your point?

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Invinc wont do crap unless you've got more then 3 mobs on you, which if you're soloing on an average difficulty you wont have without herding AND you'll still get hit will all the ranged attacks trying to gather your herd.

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Uh, for soloing vs. 3 mobs on average difficulty - any of the brute sets is more than fine. Thinking /Electric needs nerfing because of some bizarre perception of Invulns not being able to solo 3 average mobs is pretty dumb. All the brute sets solo easily. Are you trying to say you're having to use Unstoppable when soloing vs. 3 mobs or something?? Who gives a crap which set can solo on villainous/heroic better than the other? Nobody's talking about that?

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Dull pain is nice but won't stop some psi mob from brutalizing an inv tank, it just gives them a few seconds more to stand there as they get brutalized by ZERO def/res to it.

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Okay, and /Electric has ZERO def/res vs. toxic, but still doesn't have +60% max hitpoints. What's your issue?


 

Posted

why are you trying to say /inv isnt better than /elec? it's resistances are just a little less (10% less? for most types), but it's got a lot of defense as well as resists, and dull pain

also invincibility's +def has a very high value for the first guy you're close to, and only little buffs for additional enemies in range

i'd use /inv instead of /elec, but the new black colors of /inv are [censored] horrible ugly and throb and give me and other people headaches


 

Posted

The asking for NERFING all started when people realized that KB/Immob protection will be added to the set

I wonder why people are asking for nerfs ryt now...when the changes havent had to even launch in the test...and majority, okey maybe two have posted about nerfing elec shields, who are for nerfing the set are just nit picking there arguments :P sorry if that sounds harsh...but then again what you are asking is harsh as well...majority who have tested elec Sheilds see the value of the need for the addition KB/immob protection to the set...because lets be honest if you add the KB/Immob to lack of heal of elec shields...it will encompass a lot of major holes in the set...and seemingly the Devs agreed with the testers..because they added the KB/Immob protection to the set.

now if you PRO NERF want to nick pick my statement go ahead :P


 

Posted

Once you factor in defense, Elec armor is still far weaker in damage mitigation than Invuln. Resistance is not the only factor in damage mitigation.

Quit pretending it is.


 

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Dull pain is nice but won't stop some psi mob from brutalizing an inv tank, it just gives them a few seconds more to stand there as they get brutalized by ZERO def/res to it.


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Against Psi, assuming aid self is taken, invul has 2 self heals (one HUGE heal that takes you from 45% hp to full health, including your 60% health boost), and more health gained per tick from regeneration thanks to DP.

Against toxic, assuming aid self, electric has... aid self.

Further add in that even against only one enemy, invul has quite a sizable amount of defense. tough hide and invincibility against just one enemy amounts to something like 13% defense (tankers have 17.6, but I believe brutes have 75% tanker numbers) (I'm factoring in both tough hide (5%)and invincibility against one enemy (6% for the first). That's an effective additional 26% damage mitigation on just one enemy, which is something like an effective 41% resists. (on top of something like 21% elemental/energy resists, again assuming 75% of the tanker 28% resist numbers).

Take note that this is electric's numbers (higher than n.e. too), for everything except energy (but invul has higher s/l resists which is more common).

And it only swings more in invul's favor the more enemies that enter your invincibility's radius.

And that's not even factoring in DP's pseudo resists, which is like multiplying on 37.5% more resists. It also 'resists' self heals since they don't scale, but for the purposes of comparing invul to electric, it doesn't really matter since neither set has a self heal (outside of invul's dull pain, which completely fills your life anyways, plus you'll never activate it while dull pain is running, so the topic of resisted self-heals isn't a factor with dp). Factor in aid self and even still, the regeneration boost means invul still comes out quite ahead.

Not factoring in self heals, against one enemy, invul has an effective 63% resist against said damage types, not to mention 37.5% resist against psi damage.

Dispute my numbers if you will but invul comes out quite far ahead of electric in terms of defensive capability. As it should.

Btw, if you wanna claim that I shouldn't be trying to convert defense to resistance, then I can just call it damage mitigation, where invul has .21 resistance (.79 damage taken) and enemies have .37 base accuracy(.5-.13), which becomes .79*.37 = .3 vs electrics .41 resists (.59 damage taken) and enemy's base .5 accuracy (no defense) .59*.5 = .3... exactly the same.

Both take 30% damage over time (60% if you don't like factoring in enemy's inherent 50% miss rate). That is until you factor in dull pain. And more enemies entering invincibility's radius. Then invul clearly wins.


 

Posted

People started asking for frickin nerfs as soon as they found out KB and Immob is being added which is utterly stupid.

You were gonna have to get KB protection most likely so yes, adding it in saved you a couple powers. It didn't overpower it in anyway.

Soloing and 1 vs 1 pvp electric will be as good as any other set and maybe better in 1 vs 1 pvp. In a team setting it will not compare to basically any other set.


 

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People started asking for frickin nerfs as soon as they found out KB and Immob is being added which is utterly stupid.

You were gonna have to get KB protection most likely so yes, adding it in saved you a couple powers. It didn't overpower it in anyway.

Soloing and 1 vs 1 pvp electric will be as good as any other set and maybe better in 1 vs 1 pvp. In a team setting it will not compare to basically any other set.

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Actually, putting KB/Immob into Grounded only saved you a power if you had it planned to take the power even with Acrobatics.

IF people where planning on skipping it (for Acrobatics), well now they're using the same amount of powers, but using less END (if Grounded stays a passive).

However, who cares. Now I can select ANY travel power I want. That's what it really comes down to.

Also, there was a time people said make the passives more useful. Ene/NEne/KB/Immob resistance seems to make the Grounded Passive pretty useful.


BrandX Future Staff Fighter
The BrandX Collection

 

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IF people where planning on skipping it (for Acrobatics), well now they're using the same amount of powers, but using less END (if Grounded stays a passive).

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Actually, my build has gained a power because I'm going hasten/superspeed/grounded instead of hasten/cj/sj/acro


 

Posted

Now that the immob and KB holes have been filled, how is this set looking for PVP? I am thinking of going energy/elec and taking the speed, medicine, fitness and probably TP pools. I figure hasten and the other elec power that increases recharge rate will help keep me swinging my big guns fast in the late game. Also the two endurance modifying powers should help a lot with keeping me full of juice.

Sound good or would yall recommend any changes? Perhaps SS over EM, or different pool powers.


 

Posted

The set looks great for pvp imho. It has alot of unique benefits that will help it in pvp despite having no self heal or damage mitigation.

It will be extremely good against brutes and tankers with energy melee attacks. They won't stand a chance. It'll even help ALOT against EM blappers. They'll do practically no damage to you from their melee attack except for the 30% unresistable. Kinetics defenders and basically anyone else that likes to drain end won't hardly do anything to you.

Now against all types of damage you'll have good resists. But, if you don't invest in aid self then I'd recommend getting tough to get yourself a nice level of S/L resist. I plan on getting tough and carrying respites. If I duel someone 1 vs 1 well my build will be setup to layout a devastating attack chain that will drop anyone's hp really fast. That's if I go EM.

currently I have a lvl 20 DM/ELEC in test and he's great. I love the tools. I miss my damage from EM or SS though.

In a 1 vs 1 without insp I could see DM/ELEC being an AWESOME combo. Not so awesome for regular hectic pvp or duels with insp allowed.

I think all the sets primary sets will go great with /ELEC for pve and some will go better with it than others in pvp depending on what you want it to do.

I've got a lvl 7 stone melee/elec in test and he is fun. Fault and tremor will be EXTREMELY useful for protecting yourself in pve if you decide not to grab aid self.

Dark melee works extremely well too because you can lock down a lieutenant while you beat on the minions and you debuff their acc cutting down on soem of the incoming damage plus you get an attack that has a respectable self heal built into it if you slot for it and an end recovery power too.

SS is great because it has nice sustained damage, has rage, and if you take handclap and footstomp can mitigate quite alot of damage.

Fire I can't comment on as I don't know alot about it other than it is suppsoed to have nice AoE capability.

Energy melee is good mainly because you kill single targets really fast.

For pvp, well it depends again on what you want to accomplish.

For burst damage and a possible INSANE attack chain with the proper slotting and lightning reflexes and hasten I would go EM.

For utility and 1 vs 1 duels without insp use, DM could be a major powerhouse. Won't be so good in regular hectic pvp although you wil lbe able to lockdown squishies with your fear probably long enough to kill them as well as EM can so long as you don't get interrupted.

SS for rage and a nice sustained attack chain with LR and hasten.

Stone Melee with /ELEC or /EA can be VERY nice like SS can be. Even better burst damage potential and even better dps potential than SS if what I have heard is correct. I am thinking of taking this as it will mesh verywell with /ELEC in pve and with hasten, lightning reflexes and attacks slotted 2 acc, 1 damage, 2 recharge, 1 end reduc you can lay down an attack chain that can almost match EM for burst damage although it will be resisted alot more than EM is. You can rival EM's dps though or basically any sets DPS.

Tough call, I'm having a hard time deciding between EM, DM, SS, SM. They all are great for different reasons.


 

Posted

I wouldn't go EM without a self-heal. It's very easy to energy transfer yourself to death when fighting someone who hits hard.

SS with Hasten and Lightning Reflexes will allow you to stack rages. That's pretty good. Add to that SS is both a good PvE and PvM set, and you'll be one happy camper with SS.


Dawnslayer on Virtue.

 

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Stone Melee with /ELEC or /EA can be VERY nice like SS can be. Even better burst damage potential and even better dps potential than SS if what I have heard is correct. I am thinking of taking this as it will mesh verywell with /ELEC in pve and with hasten, lightning reflexes and attacks slotted 2 acc, 1 damage, 2 recharge, 1 end reduc you can lay down an attack chain that can almost match EM for burst damage although it will be resisted alot more than EM is. You can rival EM's dps though or basically any sets DPS.

Tough call, I'm having a hard time deciding between EM, DM, SS, SM. They all are great for different reasons.

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If you're talkin about taking /Ele then why would you waste a slot in End redux? You have power sink and conserve power! Until they fix Fury for PvP, the only way you're getting burst damage is with 3 SOs of damage, and all the recharge you can get from Hasten+LR+a SO recharge in attacks.


 

Posted

I like the combos with Electric so far, but I think I'm stuck debating whether to go DM or Elec/.

Going both DM and Elec I've found myself surprisingly durable while farming blues and whites. DM has a heal, Elec has AoEs and a great Knockdown power (both by lvl 8).

I like Super Strength but I think I've played it enough (I have a SS/Invin brute at lvl 27). I stopped playing the build at lvl 4. I don't think I'd like SS/Elec until I got Footstomp. I liked SS/Invin the moment I got Stamina at lvl 20.

I never tried Dark for much time (I got a dark/dark brute to 7 or 8 once before clearing for another toon and my dark scrapper i stopped at 16).
However, with Lightning Field giving you Fury you can avoid Shadow Punch and just stick to Smite and Shadow Maul. Siphon Life is a beautiful power - as it is just a normal part of my combo and gives unslotted 10 percent hit points back.
I've gotten a few bubs into lvl 8 and love the combo.

Electric/Electric is mainly theme, but it's very effective. Thunder Strike does nice knockdown/back at lvl 8. I've tested both Boxing and Charged Brawl and CB is 15 percent more damaging but I'm planning on Tough (on DM as well) so I'll skip. I like maul over Jacob's Ladder, but watching the shockwave brings out the kid in you. I'm at lvl 12 and like it, but I used the free respec to go into the leaping line (after just getting primary/secondary powers first) and wish I had another now lol.

Energy I like for burst damage and Barrage is the best minor melee power I've seen for building fury. Stuns are nice vs. Minions and Lts. but Super Strength is better for keeping bosses off their feet. Hands down Glowing Hands + Electric Auras = coolest looking AT in the game.

I haven't tried fire yet. If I'm going to go a melee build with Aoes I'm going to try the elec/ first. I can discover this later lol.

Does anyone else think the number of players even thinking of going fire/ or /fire just shrunk tenfold?


Thank you, City of Heroes, for giving me a superhero social network combined with amazingly smooth game play. Petitions signed with realistic expectations.

 

Posted

One thing that I have noticed from playing an Elec/Elec is that it is very much like shooting pool, for lack of a better analogy. With Jacob's Ladder, you have to line them up in a row, with Lightning Field/Thunderous Blow, you have to have them all bundled around you, and with the chain lightning (I forget the name) you have to have them bundled close by to do the strikes. After which point, you are solely bent on your damage mitigation. With the lack of a proper heal, Elec's will need the KB/Immob protection. With DM, you almost want to be knocked out of the bunch so you get enough time for you to throw out a heal in passing, and Fire the damage is done as soon as you drop the DoT.

I honestly think if you have to be in the middle of the mix, getting thrown out is more than annoying, it completely neutralizes more than half the damage. There are no debuffs mixed in the mess you left behind.. so I think too it completely justifies it.


 

Posted

Well technically if you have stamina, power sink and conserve power you don't have to put an end reduc in attacks. That's how my SS/EA brute is and I have his attacks slotted 1 acc/2 damage/ 3 recharge. I guess slotting stone melee would work great with 2 acc/ 2 damage/ 2 recharge because lightning reflexes adds another DO in recharge boost to your attack rate.

With that slotting you will cycle through attacks really fast with SM and burn ALOT of end especially if you are running hasten. If CP is up you'll be fine. If not you'll be using power sink the moment it comes up. I guess long term fighting it would work well as it works on my SS/EA just fine, but I believe SM uses up more end than SS does. Not sure.

I know that you can lay down a superior attack chain with SM than SS can. With hasten, lightning reflexes and probably 2 recharge SO in powers you could chain stone fist, stone mallet, heavy mallet and seismic smash back to back for alot of sustained and burst damage in 1.

Although Rage gives SS a nice accuracy boost and damage boost allowing to surpass SM most of the time in DPS, but stoen still beats it with burst damage. SM paired with /ELA or /EA should be able to outdo SS in DPS and burst damage I think.

If anyone can confirm that I'd appreciate it.


 

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However, with Lightning Field giving you Fury you can avoid Shadow Punch and just stick to Smite and Shadow Maul. Siphon Life is a beautiful power - as it is just a normal part of my combo and gives unslotted 10 percent hit points back.
I've gotten a few bubs into lvl 8 and love the combo.


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Um, get Shadow Punch. It's the best DPS attack for dark Melee. Shadow Maul takes too long to animate imho.

And, for the record, Lightning Field DOES NOT GIVE YOU FURY! None of the PBAoE toggles give any amount of Fury. Only "Target Click Attacks" give a single 'strike' of Fury based on the rank of their primary target. (Using an AoE? Target the Boss to get a Boss Strike of fury, instead of a minion next to the boss)

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Does anyone else think the number of players even thinking of going fire/ or /fire just shrunk tenfold?

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Fiery Aura? Yah, but thats been shrinking since the dev's have been continously nerf-batting it. I'd say FA has been nerf-batted harder than Regeneration has.

Fire Melee? Heck naw, for I7 making a FM/ELA myself. Firemelee is a LOT of fun. Just pure damage, all of the attacks animate very fast, sure it does DoT's a lot, but, thats not a problem at all for me. Fire Melee is the first set I've found that can ignore Brawl and not take Boxing while still maxing out their Fury bar.

SS, it's Jab or Boxing to be able to max out Fury, and each time ya use Knock Out Blow you lose twice the Fury that you gain. They also lack Build Up (Sure, they have Rage, but what Rage really does, is makes SS' damage on par with the other sets, they just get max'd accuracy from it. What I mean by this, is other sets have higher max damage than SS due to SS having lower Damage Scalar's)

Dark Melee, Shadow Punch, Smite, and Boxing are needed to keep fury cranked up. Shadow Maul is like KO Blow, lose more fury than ya gain. Touch of Fear and Siph Life are on too long of a timer to help Fury gain. They also suffer from a poor PvP burst damage (Soul Drain instead of Buildup)

I haven't actually played a Stone Melee, but when CoV released, I made a SS/EA brute and my friend went SM/EA. His build was great, but he said he rarely got past half Fury bar as SM. But, despite that 'downfall' his brute still smashed enemies into the asphault.

Elec Melee seems to be a lot like Stone Melee. The timers are a bit faster, but ya definitely need Boxing to keep fury at decent levels.

Which levels Energy Melee. Well, this is still the overpowered set like Energy Blappers.

This is how I feel about the sets, they're all fun, though I don't play Energy Melee due it's FOTM'ness. I really do like Fiery Melee, especially with particle physics on, Cremate and Incinerate burn up so much ground. Your opinions of the above might differ, but I still see Fiery Melee as equal among the non-Energy Meleers.


Damage Proc Mini-FAQ

Just noticed Damage Proc Mini-FAQ wasn't working with new forums, it's been updated.

 

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However, with Lightning Field giving you Fury you can avoid Shadow Punch and just stick to Smite and Shadow Maul. Siphon Life is a beautiful power - as it is just a normal part of my combo and gives unslotted 10 percent hit points back.
I've gotten a few bubs into lvl 8 and love the combo.


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Um, get Shadow Punch. It's the best DPS attack for dark Melee. Shadow Maul takes too long to animate imho.

And, for the record, Lightning Field DOES NOT GIVE YOU FURY! None of the PBAoE toggles give any amount of Fury. Only "Target Click Attacks" give a single 'strike' of Fury based on the rank of their primary target. (Using an AoE? Target the Boss to get a Boss Strike of fury, instead of a minion next to the boss)

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Does anyone else think the number of players even thinking of going fire/ or /fire just shrunk tenfold?

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Fiery Aura? Yah, but thats been shrinking since the dev's have been continously nerf-batting it. I'd say FA has been nerf-batted harder than Regeneration has.

Fire Melee? Heck naw, for I7 making a FM/ELA myself. Firemelee is a LOT of fun. Just pure damage, all of the attacks animate very fast, sure it does DoT's a lot, but, thats not a problem at all for me. Fire Melee is the first set I've found that can ignore Brawl and not take Boxing while still maxing out their Fury bar.

SS, it's Jab or Boxing to be able to max out Fury, and each time ya use Knock Out Blow you lose twice the Fury that you gain. They also lack Build Up (Sure, they have Rage, but what Rage really does, is makes SS' damage on par with the other sets, they just get max'd accuracy from it. What I mean by this, is other sets have higher max damage than SS due to SS having lower Damage Scalar's)

Dark Melee, Shadow Punch, Smite, and Boxing are needed to keep fury cranked up. Shadow Maul is like KO Blow, lose more fury than ya gain. Touch of Fear and Siph Life are on too long of a timer to help Fury gain. They also suffer from a poor PvP burst damage (Soul Drain instead of Buildup)

I haven't actually played a Stone Melee, but when CoV released, I made a SS/EA brute and my friend went SM/EA. His build was great, but he said he rarely got past half Fury bar as SM. But, despite that 'downfall' his brute still smashed enemies into the asphault.

Elec Melee seems to be a lot like Stone Melee. The timers are a bit faster, but ya definitely need Boxing to keep fury at decent levels.

Which levels Energy Melee. Well, this is still the overpowered set like Energy Blappers.

This is how I feel about the sets, they're all fun, though I don't play Energy Melee due it's FOTM'ness. I really do like Fiery Melee, especially with particle physics on, Cremate and Incinerate burn up so much ground. Your opinions of the above might differ, but I still see Fiery Melee as equal among the non-Energy Meleers.

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keep in mind that Rage for SS is up all the time with only 10 seconds of downtime. The longer span of time you test the damage done with another set compared with their only 10 seconds of BU eventually SS outdamages it in total damage dealt. this isn't even counting the fact that with Lightning Reflexes, 3 recharge and hasten, there will be a decent amount of time you'll have double Rage so the damage goes up even more.

I think DM might benefit the most from /Ele due to its lack of attacks used on a regular basis, take Lightning reflexes and hasten and have a great time always having a chain without the need for Air Superiority or boxing necessarily


 

Posted

My DM/ELA brute is 21 in test now. DM+ELA has GREAT synergy. IT does not have burst damage AT ALL. At 0 fury the damage is a joke. At full fury the damage is comparable to other sets. Of course, I don't have any damage enhances in it yet or SO's.

One thing it does do better than any other primary I have played is build fury REALLY fast and maintain it. I have no issue with the damage. Once fury is up you start dropping guys easy and I'm playing on relentless so most of the guys are +2 and some +3 to me.

I have lightning reflexes and 1 DO recharge in shadow punch, smite and shadow maul. Brawl is set on auto. I barely have any downtiem between attack chains and can frequently chain SP, smite, SM in like 5 seconds or less. You don't need air sup or boxing unless you want it. Once you get a single SO recharge in attacks you'll always have 1 up. I'm not counting touch of fear, siphon life or midnight grasp either.

O na whim I logged onto my lvl 36 SS/EA brute. All his attacks are slotted 1 acc, 2 damage, 3 recharge. Also have hasten. Well I fought a few missions in war and even with 3 recharge and hasten going the attacks are like twice as slow to recharge as DM is. I know DM is supposed to be a lil weak, but it sure doesn't seem like it at all. The attacks chain so fast that fury builds hella fast and you'll pull off almost 2 attacks compared to most other sets 1. Or at least it seems like it. Also, the fact that have of it's damage is negative is a plus which I think is part of the reason it appears to do just fine damage wise.

It's not gonna compare to EM's or SM's burst damage nor will it compare to fire melee's AoE, but man it rocks. ToF will be awesoem against squishies.

I don't see this guy as being clearly superior to my EM/INV brute. Just alot different. this is the guy I would use against any toon my EM/INV has a hard time without or gets pwned by as it's so versatile.

One last thing. checked energy drai nin pvp and I lika the new draina thingie lol. Sucking 2/3 of enemies bars in 1 shot easily. I think elec blaster sappers might be back heh.

Also leveled up an SM/ELA to lvl 8 and he does very nicely too. Still prefer DM though.

I'm guessing the top 3 fav /ELA builds will be EM/ELA, SS/ELA and DM/ELA.


 

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And, for the record, Lightning Field DOES NOT GIVE YOU FURY!

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Actually... in team settings, damage auras also serve as taunt auras getting you more aggro, which gets you more fury.

Kind of indirect fury generation, but it does serve to keep aggro glued to you. At least blazing aura works that way, so it's reasonable to assume lightning field does too.


 

Posted

Well, it's the getting hit that gets you fury, not exactly Lightning Field/Blazing Aura in and of themselves. If you have aggro through other means then you get fury that way.