Official Thread for Brutes: Electric Shields
Yeah, I had trouble maintaining decent Fury on teams. I group with friends, so whatever, we're all having fun testing out new content anyway.
Picked up Lightning Field and suddenly it's like my Fury can't go under 1/3 bar minimum ;D
I do agree DM will be good for /elec, its fast cycling attacks and good utilities including siphon life to fill in that missing heal from /elec. I copied my DM/DA Brute to test and it seems easier to build fury up and I can maintain 85% fury from even-con minions easily, death shroud really helps and so will lightning field, since DM lacks any real AOE other than shadow maul which has a very tight cone.
I am going with fire/elec, fire only has 2 AOE attacks (which I am skipping) just like most other Brute powersets has and the single target attacks are great especially when getting that fury high up, incinerate can put down huge dots.
I am not sure how stone melee will go with /elec, stone melee is rather heavy on end in most attacks and supposadly once you get power sink and put it on auto it could be OK.
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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.
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Ture, but I think his problem is some people were making it sound like the PBAoE damage toggles were generating fury with their damage.
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A lot of the complaints about the lack of a self heal are a little bit silly. To compensate for this, Elec Armor has a higher resistance than ANY OTHER BRUTE SET.
It's just under 27% from the main shield to Lethal, Smashing AND ENERGRY. On other sets like Fire Armor, you get 22% to Lethal and Smashing and then 15% to Fire. The 2nd shield adds an additional 27% resistance to Energy. Yah, that's right, an elect armor, unenhanced at level 4, has a ~53% resistance to energy damage. I think with SO's, the resistance on this set is going to be insane. So: No self heal other than Heal Self is pretty acceptable. Were they to nerf the armor some, it'd be a different story. But right now, /Elec has more resistance than any other brute or scrapper but still less than a Tanker.
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A lot of the complaints about the lack of a self heal are a little bit silly. To compensate for this, Elec Armor has a higher resistance than ANY OTHER BRUTE SET.
It's just under 27% from the main shield to Lethal, Smashing AND ENERGRY. On other sets like Fire Armor, you get 22% to Lethal and Smashing and then 15% to Fire. The 2nd shield adds an additional 27% resistance to Energy. Yah, that's right, an elect armor, unenhanced at level 4, has a ~53% resistance to energy damage. I think with SO's, the resistance on this set is going to be insane. So: No self heal other than Heal Self is pretty acceptable. Were they to nerf the armor some, it'd be a different story. But right now, /Elec has more resistance than any other brute or scrapper but still less than a Tanker.
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Um yeah the numbers have been posted and they are NOT that much higher then other sets with self heals. Just so you know since you seem to not. A self heal is actually PART of damage mitigation. Slightly higher numbers then other sets without a self heal is not justification of it having no self heal and no regen boosts.
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A lot of the complaints about the lack of a self heal are a little bit silly. To compensate for this, Elec Armor has a higher resistance than ANY OTHER BRUTE SET.
It's just under 27% from the main shield to Lethal, Smashing AND ENERGRY. On other sets like Fire Armor, you get 22% to Lethal and Smashing and then 15% to Fire. The 2nd shield adds an additional 27% resistance to Energy. Yah, that's right, an elect armor, unenhanced at level 4, has a ~53% resistance to energy damage. I think with SO's, the resistance on this set is going to be insane. So: No self heal other than Heal Self is pretty acceptable. Were they to nerf the armor some, it'd be a different story. But right now, /Elec has more resistance than any other brute or scrapper but still less than a Tanker.
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invul gets higher smashing/lethal resistance, dark gets higher negative energy resistance and higher psionic resistance, fire gets higher fire resistance, and stone (granite) gets higher s/l/f/c/n/t resistance. so when you say "elec gets the highest resistance" what you really mean is "elec gets the highest energy resistance".
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The Altruist, Lvl 50 (+3) INVUL/SS Tanker
Omega Centauri, Lvl 50 SS/INVUL Brute
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A lot of the complaints about the lack of a self heal are a little bit silly. To compensate for this, Elec Armor has a higher resistance than ANY OTHER BRUTE SET.
It's just under 27% from the main shield to Lethal, Smashing AND ENERGRY. On other sets like Fire Armor, you get 22% to Lethal and Smashing and then 15% to Fire. The 2nd shield adds an additional 27% resistance to Energy. Yah, that's right, an elect armor, unenhanced at level 4, has a ~53% resistance to energy damage. I think with SO's, the resistance on this set is going to be insane. So: No self heal other than Heal Self is pretty acceptable. Were they to nerf the armor some, it'd be a different story. But right now, /Elec has more resistance than any other brute or scrapper but still less than a Tanker.
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invul gets higher smashing/lethal resistance, dark gets higher negative energy resistance and higher psionic resistance, fire gets higher fire resistance, and stone (granite) gets higher s/l/f/c/n/t resistance. so when you say "elec gets the highest resistance" what you really mean is "elec gets the highest energy resistance".
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Dark ends up with 30% neg. energy resistance and 22% lethal/smash and only 15% energy. Then that random 37% to psi.
Fire ends up with 50% fire resistance and 22.5% lethal/smash/nrg/neg. nrg
Invul ends up with 35% lethal/smashing, and what, 10, 12% to everything else?
This is discounting Unstoppable, granite armor and power surge. I haven't seen any numbers on power surge but I'm sure we will after this weekend. It's probably going to be along the lines of unstoppable, with massive resistance to everything. As for the psi resistance on /elec? also 27%
I think the complaints about the lack of a self heal may have been more valid before they announced the change to grounded, that it will now protect against kb and immob.
Anyways, I'm happy with the set the way it is at low levels (1-12), were any change to be made, I'd say it would be a conversion from resistance to defense, not the addition of a self heal. We need more defensive brute sets anyway.
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A lot of the complaints about the lack of a self heal are a little bit silly. To compensate for this, Elec Armor has a higher resistance than ANY OTHER BRUTE SET.
It's just under 27% from the main shield to Lethal, Smashing AND ENERGRY. On other sets like Fire Armor, you get 22% to Lethal and Smashing and then 15% to Fire. The 2nd shield adds an additional 27% resistance to Energy. Yah, that's right, an elect armor, unenhanced at level 4, has a ~53% resistance to energy damage. I think with SO's, the resistance on this set is going to be insane. So: No self heal other than Heal Self is pretty acceptable. Were they to nerf the armor some, it'd be a different story. But right now, /Elec has more resistance than any other brute or scrapper but still less than a Tanker.
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invul gets higher smashing/lethal resistance, dark gets higher negative energy resistance and higher psionic resistance, fire gets higher fire resistance, and stone (granite) gets higher s/l/f/c/n/t resistance. so when you say "elec gets the highest resistance" what you really mean is "elec gets the highest energy resistance".
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Dark ends up with 30% neg. energy resistance and 22% lethal/smash and only 15% energy. Then that random 37% to psi.
Fire ends up with 50% fire resistance and 22.5% lethal/smash/nrg/neg. nrg
Invul ends up with 35% lethal/smashing, and what, 10, 12% to everything else?
This is discounting Unstoppable, granite armor and power surge. I haven't seen any numbers on power surge but I'm sure we will after this weekend. It's probably going to be along the lines of unstoppable, with massive resistance to everything. As for the psi resistance on /elec? also 27%
I think the complaints about the lack of a self heal may have been more valid before they announced the change to grounded, that it will now protect against kb and immob.
Anyways, I'm happy with the set the way it is at low levels (1-12), were any change to be made, I'd say it would be a conversion from resistance to defense, not the addition of a self heal. We need more defensive brute sets anyway.
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All of the complaints about no self heal WERE before they announced the addition of KB and immob protection. Nice to see another person disregarding heals and defense of other sets as DAMAGE MITIGATION.
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A lot of the complaints about the lack of a self heal are a little bit silly. To compensate for this, Elec Armor has a higher resistance than ANY OTHER BRUTE SET.
It's just under 27% from the main shield to Lethal, Smashing AND ENERGRY. On other sets like Fire Armor, you get 22% to Lethal and Smashing and then 15% to Fire. The 2nd shield adds an additional 27% resistance to Energy. Yah, that's right, an elect armor, unenhanced at level 4, has a ~53% resistance to energy damage. I think with SO's, the resistance on this set is going to be insane. So: No self heal other than Heal Self is pretty acceptable. Were they to nerf the armor some, it'd be a different story. But right now, /Elec has more resistance than any other brute or scrapper but still less than a Tanker.
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Only cool thing I see from /elec is being able to taunt those ice/energy blasters and watch them do next to no damage against you while taunted.
From the latest patch notes...
Electric Armor/Grounded now provides Immobilize and Knockback protection. This protection only applies when the character is near the ground, however.
Sweet deal you got there. Now continue with your rantage.
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From the latest patch notes...
Electric Armor/Grounded now provides Immobilize and Knockback protection. This protection only applies when the character is near the ground, however.
Sweet deal you got there. Now continue with your rantage.
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People are still going to b!tch because they can't go superjumping around and be protected from KB and immob at the same time. Looks like SS is going to be the travel power of choice for Elec Armor users.
Hover + Teleport for me.
If on ground, no Immob or KB. If in the air (hover), I'll just flip. If Immob'd in mid-air, I'll tport to the ground and snap out.
Muahahahaa.
Try Hover + Recall Friend OR Teleport Foe + Teleport.
I'm fine with that... I don't exactly do a lot of jumping when fightning normally anyways. Occasionally getting kbed while jumping is something I can live with.
At this point, I really have no complaints about the set. I'm trying to figure out how to work in aid self early, because I'm feeling the lack of a self heal already at level 8 on test, but we'll see.
Considering I was looking at air sup and fly not really all that happy about this. Good thing I am not a fan of PVP because I can see this getting abused. Major resistance to energy so now energy blasters will simply knock you out of the sky into a mob and then finish you off. If you want to keep the protection at all times then you are pretty much gonna have to take SS. But seeing as I hate PVP I won't have to worry about that issue and will probably stick with flight.
How would an energy blaster knock you out of the sky if you were flying?
Knockback just sends you backflipping while in flight. You have stun protection, so they can't drop you with Total Focus easily.
Superjump has a slight disadvantage, but you only spend a few seconds in the air with SJ to be vulnerable.
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Yeah, I agree, I really like how this change seems like it's being implemented conceptually. And I tend to fight on the ground as well, so it definitely should work out nicely to me. Has anyone had a chance to try it to see how the magnitudes of protection are?
I agree. Grounded = You should be on the ground. Ask Stone tanks if they'd like to be in the air with Rooted on... of course! But it doesn't make sense. At least you won't be running at .2 mph to be protected from knockback, Elec brutes.
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Never taken flight as travel power for melee and only once on emp and I hated how slow it was so I got rid of it. I was sure that only hover protected you from KB in that way. Real question is how long would it take to trigger once you landed.
I'm also glad that they made grounded's Immob and KB protection only when you are on the ground. It makes sense thematically.
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Never taken flight as travel power for melee and only once on emp and I hated how slow it was so I got rid of it. I was sure that only hover protected you from KB in that way. Real question is how long would it take to trigger once you landed.
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Nope, lots of experience in both Siren's Call and during Hami Raids has taught me that, as an elec blaster, it's better to be in the air than on the ground. A quick backflip beats the knockback-kip up animation anyday.
The real question is how close to the ground do you have to be to start it? If it breaks the immob even 2-3 seconds before you actually hit the ground, you are in business. Though even it breaking only when you hit the ground isn't too bad of a penalty thematically for elec brutes.
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I think the concept is kinda cool, honestly. I planned to go Fly/SS on my Brute. This change allows me to do that without cursing myself for not taking Superjump... again.
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How would an energy blaster knock you out of the sky if you were flying?
Knockback just sends you backflipping while in flight. You have stun protection, so they can't drop you with Total Focus easily.
Superjump has a slight disadvantage, but you only spend a few seconds in the air with SJ to be vulnerable.
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Because every Blaster and their grandmother has Air Superiority (slotted for Accuracy too!). I should know )_)...(_(...so Mr. Energy Blaster (although I'd expect Elecs to do it more, since they are 100% Eng while Energy Blasters tend to be 60/40 or 80/20...nm, I take that back, the rest is S/L, so yeah, they'll do it just as much...) will just Fly (likely following you), use Air Superiority, watch you fall, and finish you off...I, for one, intend NOT to use this cheese, because my established modus operandi works better anyway.
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How would an energy blaster knock you out of the sky if you were flying?
Knockback just sends you backflipping while in flight. You have stun protection, so they can't drop you with Total Focus easily.
Superjump has a slight disadvantage, but you only spend a few seconds in the air with SJ to be vulnerable.
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Because every Blaster and their grandmother has Air Superiority (slotted for Accuracy too!). I should know )_)...(_(...so Mr. Energy Blaster (although I'd expect Elecs to do it more, since they are 100% Eng while Energy Blasters tend to be 60/40 or 80/20...nm, I take that back, the rest is S/L, so yeah, they'll do it just as much...) will just Fly (likely following you), use Air Superiority, watch you fall, and finish you off...I, for one, intend NOT to use this cheese, because my established modus operandi works better anyway.
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I still dont get it. How is this different from anything else? No set has -Fly resistance that I am aware of so wouldnt this trick work on any Flyer? Knockback protection will not protect you from -Fly that I am aware of.
Its not the hit, but just being swung at. Minor nitpick I know.
And like I said, the fury generation of lightning field is indirect in that it gets you more aggro in team situations and holds it to you, which results in more fury on the average. Again, just a minor nitpick, but it does in a way generate more fury which is all I was saying.