Official Thread for Brutes: Electric Shields
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I play a lot of Brutes and I want to play an /elec Brute too.
But if /Elec had a "Dull Pain", why play /Inv?
/Elec would = /Inv + Quickness + Slow/EndDrain/TP-resist + Hold-after-"Unstoppable"-crash
(*including leaping pool to close other gaps)
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Not exactly. Invuln has invincibility. There have been many long posts analysing why the defense from invincibility is like 70% of the set's survivability. Adding Dull Pain would still leave Elect armour as an entirely resist set. *shrug* Whatever.
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Hmm, must have missed those long analyses of Invincibility. I can't see Invincibility taking on 10% of the survivability for my builds and play style. On the other hand, Invulnerability gets protection to immobilization and knockback, as well as repel. It lacks resistance to psionic but has resistance to toxic available.
I don't think a self heal would make Electric like Invulnerability. And I don't think a hit point boost is really needed for Electric, but a simple self heal would be good. I don't mind the lack of knockdown protection in Fire and Dark, but those have self heals in them.
Today I got Bolt Lass (Elec/Elec) up to L12. I've already posted some thoughts on the primary in the other thread, here's a few comments in the secondary.
<ul type="square">[*]Graphics are OK. Much better than Dark - I can still see my costume somewhat - but the red color isn't all that great. Would have much rather seen blue.[*]I didn't do any actual numbers testing, but I seem to have decent survivability for the low levels. I can take on 3-4 even-cons without trouble, as long as they don't do knockdown. I expect that trouble will surface at higher levels, though, with no defense - I saw similar things on my SS/Fire Brute. The primary has to fill in with some damage mitigation or life is going to be very hard.[*]What is it with you Devs and knockback/immob resistance? Do you just love seeing people take Super Jump? Very disappointed that I'm forced to take leaping again. Leaping is nice and all, but I'd rather have a choice - but there's no choice if your defenses are missing Immob and Knockdown resist.[*]Energy resistance is crazy high with both shields running, similar to Fire resistance for */Fire. I fought a minon/Lt spawn of +1 Legacy Chain and barely broke a sweat. Too bad there aren't more energy users around to fight.[/list]
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Current holes are:
- No immobilize protection
- No knockback protection
- No self-heal/or/ hp boost
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I guess if you never play anything but tanks an maybe scrappers you see these as holes...
I'm mostly Defenders an Corruptors...these are pretty normal for me. Though I could swear I saw a power listing Immob Res...
No Knockback? No problem. I PvP a fair bit nowadays and in both PvP and PvE I get hit alot since Sleet an Blizz tend to piss everything off...On my corruptor I almost never get knockback...
I think this is the perfect set for my playstyle since I'm used to keeping a few green an breaks in my trays...
And with the Quickness-esque power I might just be able to get by w/o Swift and Recharge enhancers in some of my powers...
Numbers are the following
Charged Armor is 26.25% smashing, lethal and energy
Inductive Shield is 26.25% energy, fire, cold and 15% negative energy
Static Shield is 26.25% psionic
Only level 10 right now and getting grounded as soon as I can to test that.
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Not exactly. Invuln has invincibility. There have been many long posts analysing why the defense from invincibility is like 70% of the set's survivability. Adding Dull Pain would still leave Elect armour as an entirely resist set. *shrug* Whatever.
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What's a polite way to call bull*#@%?
"70% of the sets survivablity?" In what possible situation? PvE-ing an army of white minions maybe. But not against mobs teams actually fight or in any situations I reguarly encountered. I respec'd out of Invincibility because IMO it was a waste of endurance. This may change with the recalculation of DEF in I7. I'll reserve judgement. It will remain the same for PvP.
The more I think about /Elec, the more I think it's a well balanced set. Even with the sin of limiting travel power diversity.
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Numbers are the following
Charged Armor is 26.25% smashing, lethal and energy
Inductive Shield is 26.25% energy, fire, cold and 15% negative energy
Static Shield is 26.25% psionic
Only level 10 right now and getting grounded as soon as I can to test that.
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So with 3 Damage Resist SO's in each, that becomes
40.95% resist to Smashing, Lethal, Fire, Cold, and Psionic
81.90% resist to Energy
23.40% resist to Negative Energy
Not including Grounded. Certainly not bad in my opinion (and quite good for Energy since it's virtually at the cap), though I am somewhat worried about the mid to later levels and survivability, just because of the lack of heal potential.
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Not exactly. Invuln has invincibility. There have been many long posts analysing why the defense from invincibility is like 70% of the set's survivability. Adding Dull Pain would still leave Elect armour as an entirely resist set. *shrug* Whatever.
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What's a polite way to call bull*#@%?
"70% of the sets survivablity?" In what possible situation? PvE-ing an army of white minions maybe. But not against mobs teams actually fight or in any situations I reguarly encountered. I respec'd out of Invincibility because IMO it was a waste of endurance. This may change with the recalculation of DEF in I7. I'll reserve judgement. It will remain the same for PvP.
The more I think about /Elec, the more I think it's a well balanced set. Even with the sin of limiting travel power diversity.
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lol, Invincibility IS the set sorry, having the -5% defense from Unyielding and needing tough hide to even come out even. Properly slotted it has always been the backbone of the set. Now with the scaling of defense it makes it that much more important.
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I guess if you never play anything but tanks an maybe scrappers you see these as holes...
I'm mostly Defenders an Corruptors...these are pretty normal for me. Though I could swear I saw a power listing Immob Res...
No Knockback? No problem. I PvP a fair bit nowadays and in both PvP and PvE I get hit alot since Sleet an Blizz tend to piss everything off...On my corruptor I almost never get knockback...
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You play mostly ranged ATs, so if you get knocked back you can just blast them. Meleers, when knocked back, have to get up and run back to the target to hit them back. That kind of frustration adds up really quick.
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I guess if you never play anything but tanks an maybe scrappers you see these as holes...
I'm mostly Defenders an Corruptors...these are pretty normal for me. Though I could swear I saw a power listing Immob Res...
No Knockback? No problem. I PvP a fair bit nowadays and in both PvP and PvE I get hit alot since Sleet an Blizz tend to piss everything off...On my corruptor I almost never get knockback...
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You play mostly ranged ATs, so if you get knocked back you can just blast them. Meleers, when knocked back, have to get up and run back to the target to hit them back. That kind of frustration adds up really quick.
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As well as the fact the knockback hinders Fury buildup.
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I guess if you never play anything but tanks an maybe scrappers you see these as holes...
I'm mostly Defenders an Corruptors...these are pretty normal for me. Though I could swear I saw a power listing Immob Res...
No Knockback? No problem. I PvP a fair bit nowadays and in both PvP and PvE I get hit alot since Sleet an Blizz tend to piss everything off...On my corruptor I almost never get knockback...
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You play mostly ranged ATs, so if you get knocked back you can just blast them. Meleers, when knocked back, have to get up and run back to the target to hit them back. That kind of frustration adds up really quick.
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As well as the fact the knockback hinders Fury buildup.
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They got rid of the entire Ice sets because it ran contrary to fury build up, I really dont understand this.
Dark armour might be good enough that its worth it, even with the holes, because dark regen is that good.
Fire isnt since burn went subpar
Elec isnt, quickness is good, its not that good.
As it stand now, what going to happen is anyone who doesnt take leaping is going to be holding up teams waiting for their tier 9 to take on hard packs.. we all know how much teams like being held up waiting for a power recharge.
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Not exactly. Invuln has invincibility. There have been many long posts analysing why the defense from invincibility is like 70% of the set's survivability. Adding Dull Pain would still leave Elect armour as an entirely resist set. *shrug* Whatever.
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What's a polite way to call bull*#@%?
"70% of the sets survivablity?" In what possible situation? PvE-ing an army of white minions maybe. But not against mobs teams actually fight or in any situations I reguarly encountered. I respec'd out of Invincibility because IMO it was a waste of endurance. This may change with the recalculation of DEF in I7. I'll reserve judgement. It will remain the same for PvP.
The more I think about /Elec, the more I think it's a well balanced set. Even with the sin of limiting travel power diversity.
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If you'd like me to drag the numbers wizards over here, I can. The defense from invincibility is a huge portion of Invuln's survivability. Huge. It's much much better than any of the passives.
If you're hit 100 times for 100 damage each time and all you have is 50% resistance, you'll take 100 x 50 damage or 5000 damage. If you have even 5 enemies in range with Invincibility on, (assuming it's 3 slotted with def SOs) you get 24.6% defense to anything you have resists to. Subtract Unyielding's penalty and you have 19.6% defense.
Then you'll only be hit 80.4 times. You still have 50% resist. That means you'll take 4020 damage. Instead of 5000. That's almost 1/5 less damage. If you have the full 10 enemies in range, it adds 15.2% more defense. You'll end up taking more than 1/3 less damage. From one power. Plus it boosts your accuracy. "Waste of Endurance" indeed.
Do I contradict myself?
Very well then I contradict myself,
(I am large, I contain multitudes.) - Whitman
Consistency is the defense of a small mind. - Beldin
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lol, Invincibility IS the set sorry, having the -5% defense from Unyielding and needing tough hide to even come out even. Properly slotted it has always been the backbone of the set. Now with the scaling of defense it makes it that much more important.
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Oh I don't think so. Unyielding is the backbone, even with its defense debuff. You need the status effect protection. Then for me comes Temporary Invulnerability, then Dull Pain. Invincibility is WAY low in priority. I face an average of two enemies at a time, and the tiny defense I'd get from Invincibility isn't worth the endurance cost.
Actually, I'm not interested in Invulnerability for brutes. The defense isn't worth it playing solo, and the resistances are weak to everything except smashing and lethal. It's really a team oriented set. With a team, Invincibility becomes fairly useful. But I'd still take Invulnerability over Electric, just because I'd have solid status effect protection and a good hit point boost/heal.
Electric would be exciting, I'll give it that, but I just don't see any build with it that I'd like to play.
Pardon if this has been mentioned already.
Enemies that are within the Lightning Field (I think that's what it's called) seem to play the Life Drain animation when hit. Perhaps this is a miss call for the jiggling shock animation?
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Pardon if this has been mentioned already.
Enemies that are within the Lightning Field (I think that's what it's called) seem to play the Life Drain animation when hit. Perhaps this is a miss call for the jiggling shock animation?
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Glad its not just me, crazy mooks are trying to drain my life every other attack it seems. lol But all are doing it.
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Pardon if this has been mentioned already.
Enemies that are within the Lightning Field (I think that's what it's called) seem to play the Life Drain animation when hit. Perhaps this is a miss call for the jiggling shock animation?
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Glad its not just me, crazy mooks are trying to drain my life every other attack it seems. lol But all are doing it.
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Thanks, Shaggy. Glad it can be reproduced. No one on test seemed to know what I was talking about. Course it was in Mercy Island where most people are still "testing" ;alakazamreact.
Don't know if it's Electric Shields fault, but when I have Lightning Field on and I go up or down an elevator I get stuck. This happens everytime in the Recover Arachnos Agent or whatever mission from the Doc under the clock tower.
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but the red color isn't all that great. Would have much rather seen blue.
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You, sir, are on drugs!
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Pardon if this has been mentioned already.
Enemies that are within the Lightning Field (I think that's what it's called) seem to play the Life Drain animation when hit. Perhaps this is a miss call for the jiggling shock animation?
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I've seen this too and think it's quite a nice bug, while they're stuck in that animation they're not pounding on me.
Kinetic Fusion - lvl 50 EM/EA Brute
Galvanized - lvl 50 Bots/Dark Mastermind
Umetrus - lvl 50 Fire/Kin Corruptor
Psychotropic Pstud - lvl 50 Mind/Psi Dom
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Not exactly. Invuln has invincibility. There have been many long posts analysing why the defense from invincibility is like 70% of the set's survivability. Adding Dull Pain would still leave Elect armour as an entirely resist set. *shrug* Whatever.
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What's a polite way to call bull*#@%?
"70% of the sets survivablity?" In what possible situation? PvE-ing an army of white minions maybe. But not against mobs teams actually fight or in any situations I reguarly encountered. I respec'd out of Invincibility because IMO it was a waste of endurance. This may change with the recalculation of DEF in I7. I'll reserve judgement. It will remain the same for PvP.
The more I think about /Elec, the more I think it's a well balanced set. Even with the sin of limiting travel power diversity.
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If you'd like me to drag the numbers wizards over here, I can. The defense from invincibility is a huge portion of Invuln's survivability. Huge. It's much much better than any of the passives.
If you're hit 100 times for 100 damage each time and all you have is 50% resistance, you'll take 100 x 50 damage or 5000 damage. If you have even 5 enemies in range with Invincibility on, (assuming it's 3 slotted with def SOs) you get 24.6% defense to anything you have resists to. Subtract Unyielding's penalty and you have 19.6% defense.
Then you'll only be hit 80.4 times. You still have 50% resist. That means you'll take 4020 damage. Instead of 5000. That's almost 1/5 less damage. If you have the full 10 enemies in range, it adds 15.2% more defense. You'll end up taking more than 1/3 less damage. From one power. Plus it boosts your accuracy. "Waste of Endurance" indeed.
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If your fighting an army of things that hit you 100% of the time you really might want to scale back your expectations.
Last time i checked Mob Acc wasnt 100%.
ON another note, Id like to call for the devs to give all us lectric brute testers a level bump so we can test higher level survivability. Plus i wanna se the 38 power in action :P
"You know it takes more energy to Frown than it does to smile? "
"You know it took more energy to point that out than to leave me alone..."
i would've liked yellow
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i would've liked yellow
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Another person on drugs!
actually yeah i am
it'd be nice to have a choice at least
some ppl could get black lightning, blue, red, yellow, etc
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actually yeah i am
it'd be nice to have a choice at least
some ppl could get black lightning, blue, red, yellow, etc
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like old school power rangers? you forgot pink.
Well I agree choices would be great. (That's always the case)
But if we get no choice (as we won't), I think as it is is perfect for villains...no sissy blues or yellows. Don't get me wrong, I loved my elec/elec blaster and his blue lightning...but it's not right for a brute.
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Its not like it couldn't use some improvement, but the overall tone is very like the one regarding EA. And now I don't hear those complaints about EA. It just feels like everyone going its horrible... when the reality is more it perhaps, and thats a perhaps could use some tweaking.
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If there were such complaints (I don't recall either way), I suspect they were posted because the set was still in testing. Now that it's live, people who were unhappy with it just play other secondaries, and are probably not invested in it.
I can tell you, though, that the complaints about the KB hole will outlast /Elec's time on test.
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I play a lot of Brutes and I want to play an /elec Brute too.
But if /Elec had a "Dull Pain", why play /Inv?
/Elec would = /Inv + Quickness + Slow/EndDrain/TP-resist + Hold-after-"Unstoppable"-crash
(*including leaping pool to close other gaps)
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Not exactly. Invuln has invincibility. There have been many long posts analysing why the defense from invincibility is like 70% of the set's survivability. Adding Dull Pain would still leave Elect armour as an entirely resist set. *shrug* Whatever.
Do I contradict myself?
Very well then I contradict myself,
(I am large, I contain multitudes.) - Whitman
Consistency is the defense of a small mind. - Beldin