Official Thread for Brutes: Electric Shields
What are the numbers on Lightning Field? It seems like an awful heavy Endurance drain - moreso than I'm used to getting with, say, Dark Armor or Fiery Aura's damage auras. Am I imagining things?
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
i heard it was like 2.7 end per sec
[ QUOTE ]
i heard it was like 2.7 end per sec
[/ QUOTE ]
That has got to be wrong. It would be worse than Icecles.
Electric armor is supposed to absorb damage which means it should get some sort of heal. All sets made to take damage get a heal in some way. Only defensive sets don't. I'd much rather have a heal than the knockback protection. I can just grab Leaping, big deal.
[ QUOTE ]
Electric armor is supposed to absorb damage which means it should get some sort of heal. All sets made to take damage get a heal in some way. Only defensive sets don't. I'd much rather have a heal than the knockback protection. I can just grab Leaping, big deal.
[/ QUOTE ]
You get endurance instead.
I honestly could live without the heal (pun intended), I managed to get a tanker up in the late 30's (Inv/SS) without healing of any kind--finally got Dull Pain at 38, no medicine pool--so I know I could do it.
The lack of knockback protection, though...that hurts. I honestly can't see a good reason NOT to put it in there...if a 'powers' reason has to be found, maybe say that the brute can magnitize his or her feet to the ground? I'd really prefer not to play sparkling pinball in combat.
just add +Res Knockbac, -Fly, -Jump to grounded =\ plzthxkluvubai
[ QUOTE ]
just add +Res Knockbac, -Fly, -Jump to grounded =\ plzthxkluvubai
[/ QUOTE ]
really good idea.
[ QUOTE ]
just add +Res Knockbac, -Fly, -Jump to grounded =\ plzthxkluvubai
[/ QUOTE ]
Given that Grounded is an auto power that you can't turn off, I think that's a really bad idea to restrict your travel options in such a way.
[ QUOTE ]
[ QUOTE ]
just add +Res Knockbac, -Fly, -Jump to grounded =\ plzthxkluvubai
[/ QUOTE ]
Given that Grounded is an auto power that you can't turn off, I think that's a really bad idea to restrict your travel options in such a way.
[/ QUOTE ]
Agree. Besides, KB protection in an auto-power is highly unlikely, especially considering the Devs didn't provide it for a reason.
Which is why I suggested the very same thing earlier in this thread, except to make Grounded a toggle with a + regen component as well. It doesn't even need to be alot, +75% regen would work well.
[ QUOTE ]
Which is why I suggested the very same thing earlier in this thread, except to make Grounded a toggle with a + regen component as well. It doesn't even need to be alot, +75% regen would work well.
[/ QUOTE ]
Honestly, I'd rather not have yet another toggle to take. I think Grounded is good as a passive. And for the regen component you're suggesting, +75% is WAY too high in my opinion. Fast Healing of the Regen set gives +75% and that's the ONLY thing that power does. I could see +30% or +40% (which would be equal to Health) at absolute most, personally.
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
just add +Res Knockbac, -Fly, -Jump to grounded =\ plzthxkluvubai
[/ QUOTE ]
Given that Grounded is an auto power that you can't turn off, I think that's a really bad idea to restrict your travel options in such a way.
[/ QUOTE ]
Agree. Besides, KB protection in an auto-power is highly unlikely, especially considering the Devs didn't provide it for a reason.
[/ QUOTE ]
this would really bring back the tele-tanks (er brutes).... shudders
You can't SMASH if you're on your back all the time.
/sign for KB resistance
+75% is not way too high, to use Stone Armor as an example, it has a toggle that is +100% regen, + status protection, with -run, fly, and jump.
To use /regen as an example for Scrappers, Integration has a higher regen rate, even when considering just the buffable portion of the power, and it provides + status protection, and has no penalties.
What I'm saying is to take Grounded, make it a toggle with +75% regen, + knockback protection, -jump, -fly. The EPS doesn't have too be too high to be balanced, Considering the relatively low regen rate, only 1 status protection type, and the penalties, it could be .27 or even .23 EPS.
Considering all of the energy resistance available in the set, the resistance offered in Grounded is rather unnecesary and is akin to Tempurature protection in Fiery Aura. In fact, I would be surprised if the resistance it offered is even as high as 7.5%, my guess its probably 5.6% like other passive resist powers for Brutes and Scrapers.
The negative energy resistance is well covered in Conductve shield as well. And its not like there is an overwhelming amount of negative energy to deal with in the game.
Not that I'm a fan of adding toggles but how could you possibly be grounded if you're flying or jumping.
Grounded really sounds like a toggle power to me, and making a toggle would help balance adding the knockback resistance.
Plus, if this becomes a toggle, you don't have to toggle accrobatics...even trade (or close to, depending on end cost)
and elec/elec is all about having tons of endurance anyway...
I'm in total favor of making Grounded into a Rooted-style toggle that affects your mobility but fills the knockback/health hole and helps the set overall. Instead of making holes, Devs should make more powers that actually have specific situational negatives and positives. Stone Armor is probably my absolute favorite set from a design standpoint, because it does a lot of things well but requires situational management to keep up to that level, instead of just making a bunch of holes to be filled with power pools. You can take Swift to counteract the run speed, or Teleport so you don't have to toggle in and out of your armors, or still take any other travel power and NOT lose effectiveness as long as you're okay with toggling in and out of armors. Or you can just take the plain vanilla Stone Armor and work around the disadvantages to open yourself up to more fun powers instead of more required powers. There are drawbacks if you do so, but you are still combat effective.
I'd love it if Elec Armor could be similar. Make Grounded into Rooted for both thematic reasons and to fill in the big complaints of the set. It would make up for the slightly lackluster resists, in my opinion.
I'd take it without the +regen...I just would like to not be falling down alot, and I really dislike super jump
I'd really like to see Conserve Power and Energy Drain swapped in the ordering. Gets Energy drain availible at ?30? instead of 35. Makes skipping the Fitness pool much less painfull.
Anyone been whispered the end cost of the toggles yet?
Oh man, NO WAY. I would rather take aid self power pool then have yet another toggle that is a clone of yet another brute secondary. I also disagree with any power that will slow this brute down...lightning reflexes speeds your toon up for a reason...why would they then give this brute secondary a power that slows it down? The point is to get in quicker and have more attacks over time.
How about a pseudo-phase kind of click power... After clicking it you do 20 percent less damage, have 5 percent more defense and can't be knocked back or immobilized. The click would work similar to ninjitsu's status clicky and would work by making your /elec brute less massive. It could be timed so that it is more of an emergency power...ie...your toggles get dropped and are being thrown around like a ragdoll, click "Insert Electrical Sounding Name Here" This could replace conserve power and would be a far less generic and unimaginative power that would better define this secondary.
Why is everyone so absolutely willing to completely clone other powers for a brand new secondary?
Having read all the replies and thinking on it more, while I still don't like the thought of adding another toggle, but I think in terms of concept/feel and effectiveness it might work. I agree with the statements that having it as a situational toggle like Rooted makes for a more strategic playstyle, which I do like. I personally have never played Stone though so I don't have enough experience with that to make statements regarding that. All I have is what other people have posted and Sherk's Hero Builder.
So Rooted is -Fly, -Jump, -Spd, Resist Disorient, Hold, Immobilize, Knockback, Sleep, and End Drain, and has +100% heal rate. According to Sherk's Hero Builder, it has an End Cost of ~0.19.
Grounded currently has a small resistance to Energy/Neg Energy and End Drain. If it becomes a toggle, adds on -Fly, -Jump and NOT -Speed, adds Knockback resistance and +75% heal rate as suggested and keeping the stuff it already has, I could see that working. I'd tend to suggest using the same End Cost of Rooted as well personally. It has less stuff in it than Rooted does, but the other status stuff for Elec is in another power, so as a set it balances out in a way. It's difficult to directly compare the two sets by numbers to see how they would compare in effectiveness since Stone is a combination of Defense and Resistance and Electric is pure Resist.
So, yeah. Still don't like replacing the passive (especially a passive that has End Drain Resist) with a toggle, but I think it could work and would shore up some of the holes.
Nobody said anything about -speed Pink. But it'scalled *grounded*...it just makes so much sense to be -fly and -jump. And if you're going to have it be -fly and -jump is has to be a toggle, and putting knockback in it also just *makes sense*
It doesn't clone the stone power, I'm not advocating adding the +regen at all.
Why does it have to have knockback resistance? WHy does it have to have immobilize resistance? Shouldn't the set have inherent weaknesses that you could choose to cover with pools or ignore and play to the sets strength? Unlike ALL of the other sets it has -end resistance, thats its unique feature. They may make a change to the way end drain works to make this set look appealing. Not every defensive needs immobilize and knockback resist. That is what we have pools for. If they did have it inherently, this set would be better than Fire Aura in terms of protection in ALL regards, Fire doesnt get a move to speed them up it gets a Tanking move which we already proved brutes cannot do. Burn doesnt help fury and it doesnt have a god mode clicky that you can use anytime. you have to die first.
Stop whining about what you dont get, and look at what you do get.
-end resist, slow resist, +recharge speed, +running speed, Unstoppable like power, no self heal kinda sucks but aid other will work fine, we get a damage aura similar to Fire whihc is affected by fury but doesnt increase fury on its own, it is the ONLY set toget TP resistance, and an endurance recovery move.
I do feel you guys on the useless passive it seems fire suffers from this as well.
They could change it to a clicky knockback immob protection, like a inherant breakfree power that lasts for like 10 seconds or something with a 30 sec cooldown could be cool but it only works for Knockback and Immob. Just my thoughts on it.
[ QUOTE ]
[ QUOTE ]
actually yeah i am
it'd be nice to have a choice at least
some ppl could get black lightning, blue, red, yellow, etc
[/ QUOTE ]
like old school power rangers? you forgot pink.
[/ QUOTE ]
Yeah, nitpicking about power colors seems so...nitpicky, but the first elec brute I created was all in blue and the red charged armor just...clashed. Really now. The poor guy looked like he had no sense of style whatsoever. He ran up to a bunch of snakes and they all pointed and laughed. It was humiliating.
I had no choice but to kill him off. Sad, true, but such is the penalty for flagrant fashion faux pas.
That red just doesn't go with a lot of costume choices.