This guide is going to be divided into the following sections
1. Set Overview
2. Power Info
3. Commentary
Information was obtained through self testing, TopDoc's Movement Guide and from NoFuture which all the info comes from datamining of sorts. So I'm going to treat them as accurate. Also I'll be using both BI and DS numbers for damage.
BI-is the damage of an unenhanced power divided by the damage done by an unenhanced brawl
DS-Damage Scalar (Brawl is a .36DS) Found Here it's a bit intense so look at your own risk.
Set Overview
Electric Armor is a set of resists. This set has higher than average resistance numbers than other Brute sets. You'll lack a self heal (both heal and hp booster), toxic resistance, and while you have some knockback (KB) and immobilize protection it isn't perfect. You're final power is a "God Mode" power that will max your resists and cover any status holes left by the rest of the set.
I also find it to be one of the least costume obscuring sets out there. Lightning field is the most visually loud powers and stays mainly around the feet. Power Surge however turns you into a red electric gremlin, but unlike granite you keep the same general size of character.
Cons-
-No fear protection
-No Confuse Protection
-No Self heal
-No Toxic resistance (outside of Power Surge)
-Incomplete KB/Immobilize protection
Power Info.
I don't really find the power descriptions in this game helpful so I'm going to leave them off and just put the info for the powers.
Charged Armor: (lvl 1)
Toggle: Self +Res(Smash, Lethal, Energy)
Base Resistances: 26.25% Smashing/Lethal, Energy
Recharge Time: 2 seconds.
Endurance per Second (EPS): 0.26
Activation Time: 0.67 seconds
Enhancements Accepted: Recharge Reduction, Endurance Reducer, Damage Resistance
Lightning Field: (lvl 2)
Toggle: PBAoE, Minor DoT(Energy), Foe -End
Brawl Index: 0.6 (.216 DS) Energy
Radius: 8ft
Recharge Time: 10 seconds
EPS: 0.52
Activation Time: 2.03 Seconds
Enhancements Accepted: Accuracy, Damage, Recharge, Endurance Reduction, Taunt, End Mod *This Power does NOT RETURN endurance to you it only DRAINS endurance from foes (3% of total)*
Static Shield: (lvl 10)
Toggle: Self +Res(Hold, Sleep, Disorient, End Drain, Recovery DeBuff, Psionic, Teleport)
Base Resistances: 26.25% Psionic
Recharge Time: 4 seconds.
EPS: 0.216
Activation time: 1.17 Seconds
Enhancements Accepted: Recharge Reduction, Endurance Reducer, Damage Resistance *This power provides 38% endurance Drain protection @ lvl 11 & 80% lvl 30*
Note: +Resistance Enhancements will only increase the Psionic resistance, not the resistance to status effects. That increases with your level. This power does not provide Immobilize or Knockdown protection.
Grounded: (lvl 16)
Auto: Self +Res (Energy, Negative, End Drain, Immobilize, KB)
Base Resistances: 9.375% Energy, 7.5% Negative
Enhancements Accepted: Damage Resistance *This power provides 25% endurance Drain protection (lvl 16)which scales up as you level. The status protection on this power protects against a majority of KB, KD, KU powers, it will resist all immobilize powers. *
Lightning Reflexes: (lvl 20)
Auto: Self +Recharge, +SPD, Res (Slow)
Recharge Bonus: 20%
Speed Bonus: 5.20 + LVL * 0.043 (in feet/second)
Enhancements Accepted: Run Speed
*I'm unsure at this time if flight or jump speed is enhanced from this, or how well the slow resistance works. From PvP observations it seems to be effective against one slow (this power appears to be a copy of Quickness from /SR)*
Power Sink: (lvl 35)
PBAoE, Self +End, Foe -End
Radius: 10 ft
Recharge Time: 60 seconds.
Endurance Cost: 13 endurance
Activation time: 2.03 Seconds
Enhancements Accepted: Recharge Reduction, Endurance Reducer, Taunt, Endurance Mod *This power is autohit and RETURNS 25 end per minion hit (unenhanced)*
Power Surge: (lvl 38)
Self, +Res(Disorient, Sleep, Hold, Immobilize, Knockback, End Drain, Recovery DeBuff, Teleport, all damage except psionic) +Recovery
Base Resistances: 52.5% Smashing, Lethal, Fire, Cold, Toxic, 60% Energy, 45% Negative
Duration: 180 seconds
Recharge Time: 1000 seconds.
Endurance Cost: 2.6 endurance
Activation time: 1.96 Seconds
Enhancements Accepted: Accuracy, Recharge Reduction, Endurance Reducer, Hold, Endurance Mod, Damage Resistance *This power drops you to 10% hp and 0 end after it wears off. At the end an EMP holds even con minions and Lts. (boss is unknown) for about 10 seconds. The accuracy and hold enhancements affect the EMP portion of the power.*
Commentary
The following is mainly my opinion from reading the boards and my experience playing from lvl 1-16 and @lvl 40
The resists of this set are as follows
unenhanced(3 even level SO enhancments)
S/L- 26.25%(41.48%)
Nrg- 61.88%(97.77%)
Neg. Nrg- 22.5%(35.55%)
Fire- 26.25%(41.48%)
Cold- 26.25%(41.48%)
Toxic- 0%
Psionic- 26.25%(41.48%)
Average-31.6%(49.89%) [without toxic figured in]
-Now those are pretty good resists, Comparing Electric armor to the other resist only brute secondary, Fire Aura, which has an average of 26.25%(41.48%) [without psionic figured in].
-All the shields; Charged Armor, Conductive Shield and Static Shield are all worth getting.
-Grounded's protection is good. It provides protection but it is not as good Acrobatics and Combat Jumping. Another problem with grounded is that it only works when you are touching the ground. Grounded has its uses; it allows you to cap your energy resistance, gives some Negative Energy resistance, it adds to your end drain resistance, and it is provides some KB/immobilize protection.
-Lightning Reflexes is a great passive +recharge/+run speed power. It's one of the top 5 powers in this set.
-Unless you have a really end intensive set you probably don't need both Conserve Power and Power Sink. Conserve Power is a click that reduces the cost of powers and can be reduced to a recharge of ~275 sec without the use of hasten. Power Sink is a click that can be up every 27.5 sec recovers a full end bar if you hit 3 minions with it and will drain 40% of a PvE critter.
-After you get Power Sink you may not need stamina, but 35 levels is a long time. Even though you could pass on stamina, health will still provide you with a decent regen boost; and Swift, Lightning Reflexes and Sprint can be turned into a travel power (~37 mph with default slots.) Also, having that extra endurance can allow you to slot extra recharge reducers in you attacks instead of end reduction. All in all once you get Power Sink slotted up you'll know if you want stamina or not.
-Power Surge is a great panic button and can be used at the same time as your other toggles. With the addition of blinking icons you can now tell when the power duration is almost over. If you like situational awesomeness and looking like a Cap Au Diable gremlin get it and slot it up. If you plan on running the other toggles with it you'll reach 90% resistance against most damage types and only need to slot for recharge and the EMP portion.
-Endurance Drain resistance. I hope to add a more complete set of numbers later, but it takes more testing over more levels. Current observations are that even at level 16 with grounded and Static shield in PvP a kinetics/electric defender built for end drain couldnt drain or kill me for several minutes. The powers scale with level but Im not sure how they interact yet. The protection levels I know are as follows.
Grounded
-@ level 16 provides 26% protection
-@ level 38 provides 60% protection
The combined numbers are a little odd so Im not going to post them, but at the moment my theory is that there is a 95% resistance cap to endurance drain resistance. The powers dont appear to be additive in nature. Nor have I gained enough desire to test the recovery debuff resistance on these powers either.
-Lightning Field is a tricky one. I'm going to throw some observations at you and then some math.
First off I like the smash of the brute, hitting my enemy watching their health go down to 1/2 when I hit them with a weak attack. That being said Lightning field is quite a drain on the endurance (compared to the other toggles) and uses endurance I can be using to SMASH my enemies. If you plan on trying to hold agro for teams it makes things much easier.
Now some math.
all these #'s are @ lvl 40
Lightning Field(.2 DS) does 8.342 damage, every 2 seconds.
It costs 1.04 endurance and can harm up to 10 opponents.
It effectively costs .52 endurance/second.
deals 4.171 damage/second (per opponent in range).
gives 8.021 damage/endurance point (per opponent in range).
average performance (3 mobs)
deals 12.513 damage/second
gives 24.063 damage/endurance point
MAX performance (10 mobs)
deals 41.71 damage/second
gives 80.21 damage/endurance point
Jacob's Ladder 67.572 damage, every 8 seconds.
It costs 8.528 endurance and can harm up to 5 opponents.
It effectively costs 1.07 endurance/second
deals 8.447 dam/sec.
gives 7.925 damage/endurance point
average performance (3 mobs)
deals 25.341 damage/second
gives 23.775 damage/endurance point
Max performance (5 mobs)
deals 42.235 damage/second
gives 39.625 damage/endurance point
It is more efficient over time than the first 3 electric melee powers, but mainly it's play style. It's seems to pay off more when there are lots of critters around you or when you are fighting on a team.
Current as of July 4th, 2006 (I7)
This guide is going to be divided into the following sections
1. Set Overview
2. Power Info
3. Commentary
Information was obtained through self testing, TopDoc's Movement Guide and from NoFuture which all the info comes from datamining of sorts. So I'm going to treat them as accurate. Also I'll be using both BI and DS numbers for damage.
Other sources of interest
Arcanaville's Defense guide
Foo's Brute Guide
BI-is the damage of an unenhanced power divided by the damage done by an unenhanced brawl
DS-Damage Scalar (Brawl is a .36DS) Found Here it's a bit intense so look at your own risk.
Set Overview
Electric Armor is a set of resists. This set has higher than average resistance numbers than other Brute sets. You'll lack a self heal (both heal and hp booster), toxic resistance, and while you have some knockback (KB) and immobilize protection it isn't perfect. You're final power is a "God Mode" power that will max your resists and cover any status holes left by the rest of the set.
I also find it to be one of the least costume obscuring sets out there. Lightning field is the most visually loud powers and stays mainly around the feet. Power Surge however turns you into a red electric gremlin, but unlike granite you keep the same general size of character.
Pros-
-endurance drain resists
-psionic resistance
-end recovery powers
-tp foe protection
-slow resists
-auto recharge reduction
-auto +run speed
-auto KB/immobilize resist
Cons-
-No fear protection
-No Confuse Protection
-No Self heal
-No Toxic resistance (outside of Power Surge)
-Incomplete KB/Immobilize protection
Power Info.
I don't really find the power descriptions in this game helpful so I'm going to leave them off and just put the info for the powers.
Charged Armor: (lvl 1)
Toggle: Self +Res(Smash, Lethal, Energy)
Base Resistances: 26.25% Smashing/Lethal, Energy
Recharge Time: 2 seconds.
Endurance per Second (EPS): 0.26
Activation Time: 0.67 seconds
Enhancements Accepted: Recharge Reduction, Endurance Reducer, Damage Resistance
Lightning Field: (lvl 2)
Toggle: PBAoE, Minor DoT(Energy), Foe -End
Brawl Index: 0.6 (.216 DS) Energy
Radius: 8ft
Recharge Time: 10 seconds
EPS: 0.52
Activation Time: 2.03 Seconds
Enhancements Accepted: Accuracy, Damage, Recharge, Endurance Reduction, Taunt, End Mod
*This Power does NOT RETURN endurance to you it only DRAINS endurance from foes (3% of total)*
Conductive Shield: (lvl 4)
Toggle: Self +Res(Fire, Cold, Energy, Negative)
Base Resistances: 26.25% Fire, Cold & Energy, 15% Negative
Recharge Time: 2 seconds.
EPS: 0.26
Activation time: 0.67 Seconds
Enhancements Accepted: Recharge Reduction, Endurance Reducer, Damage Resistance
Static Shield: (lvl 10)
Toggle: Self +Res(Hold, Sleep, Disorient, End Drain, Recovery DeBuff, Psionic, Teleport)
Base Resistances: 26.25% Psionic
Recharge Time: 4 seconds.
EPS: 0.216
Activation time: 1.17 Seconds
Enhancements Accepted: Recharge Reduction, Endurance Reducer, Damage Resistance
*This power provides 38% endurance Drain protection @ lvl 11 & 80% lvl 30*
Note: +Resistance Enhancements will only increase the Psionic resistance, not the resistance to status effects. That increases with your level. This power does not provide Immobilize or Knockdown protection.
Grounded: (lvl 16)
Auto: Self +Res (Energy, Negative, End Drain, Immobilize, KB)
Base Resistances: 9.375% Energy, 7.5% Negative
Enhancements Accepted: Damage Resistance
*This power provides 25% endurance Drain protection (lvl 16)which scales up as you level. The status protection on this power protects against a majority of KB, KD, KU powers, it will resist all immobilize powers. *
Lightning Reflexes: (lvl 20)
Auto: Self +Recharge, +SPD, Res (Slow)
Recharge Bonus: 20%
Speed Bonus: 5.20 + LVL * 0.043 (in feet/second)
Enhancements Accepted: Run Speed
*I'm unsure at this time if flight or jump speed is enhanced from this, or how well the slow resistance works. From PvP observations it seems to be effective against one slow (this power appears to be a copy of Quickness from /SR)*
Conserve Power (lvl 28)
Self Endurance Discount
Duration: 90 seconds
Recharge Time: 600 seconds.
Endurance Cost: 7.8 endurance
Endurance Discount: 66%
Activation time: 1.17 Seconds
Enhancements Accepted: Recharge Reduction, Endurance Reducer
Power Sink: (lvl 35)
PBAoE, Self +End, Foe -End
Radius: 10 ft
Recharge Time: 60 seconds.
Endurance Cost: 13 endurance
Activation time: 2.03 Seconds
Enhancements Accepted: Recharge Reduction, Endurance Reducer, Taunt, Endurance Mod
*This power is autohit and RETURNS 25 end per minion hit (unenhanced)*
Power Surge: (lvl 38)
Self, +Res(Disorient, Sleep, Hold, Immobilize, Knockback, End Drain, Recovery DeBuff, Teleport, all damage except psionic) +Recovery
Base Resistances: 52.5% Smashing, Lethal, Fire, Cold, Toxic, 60% Energy, 45% Negative
Duration: 180 seconds
Recharge Time: 1000 seconds.
Endurance Cost: 2.6 endurance
Activation time: 1.96 Seconds
Enhancements Accepted: Accuracy, Recharge Reduction, Endurance Reducer, Hold, Endurance Mod, Damage Resistance
*This power drops you to 10% hp and 0 end after it wears off. At the end an EMP holds even con minions and Lts. (boss is unknown) for about 10 seconds. The accuracy and hold enhancements affect the EMP portion of the power.*
Commentary
The following is mainly my opinion from reading the boards and my experience playing from lvl 1-16 and @lvl 40
The resists of this set are as follows
unenhanced(3 even level SO enhancments)
S/L- 26.25%(41.48%)
Nrg- 61.88%(97.77%)
Neg. Nrg- 22.5%(35.55%)
Fire- 26.25%(41.48%)
Cold- 26.25%(41.48%)
Toxic- 0%
Psionic- 26.25%(41.48%)
Average-31.6%(49.89%) [without toxic figured in]
-Now those are pretty good resists, Comparing Electric armor to the other resist only brute secondary, Fire Aura, which has an average of 26.25%(41.48%) [without psionic figured in].
-All the shields; Charged Armor, Conductive Shield and Static Shield are all worth getting.
-Grounded's protection is good. It provides protection but it is not as good Acrobatics and Combat Jumping. Another problem with grounded is that it only works when you are touching the ground. Grounded has its uses; it allows you to cap your energy resistance, gives some Negative Energy resistance, it adds to your end drain resistance, and it is provides some KB/immobilize protection.
-Lightning Reflexes is a great passive +recharge/+run speed power. It's one of the top 5 powers in this set.
-Unless you have a really end intensive set you probably don't need both Conserve Power and Power Sink. Conserve Power is a click that reduces the cost of powers and can be reduced to a recharge of ~275 sec without the use of hasten. Power Sink is a click that can be up every 27.5 sec recovers a full end bar if you hit 3 minions with it and will drain 40% of a PvE critter.
-After you get Power Sink you may not need stamina, but 35 levels is a long time. Even though you could pass on stamina, health will still provide you with a decent regen boost; and Swift, Lightning Reflexes and Sprint can be turned into a travel power (~37 mph with default slots.) Also, having that extra endurance can allow you to slot extra recharge reducers in you attacks instead of end reduction. All in all once you get Power Sink slotted up you'll know if you want stamina or not.
-Power Surge is a great panic button and can be used at the same time as your other toggles. With the addition of blinking icons you can now tell when the power duration is almost over. If you like situational awesomeness and looking like a Cap Au Diable gremlin get it and slot it up. If you plan on running the other toggles with it you'll reach 90% resistance against most damage types and only need to slot for recharge and the EMP portion.
-Endurance Drain resistance. I hope to add a more complete set of numbers later, but it takes more testing over more levels. Current observations are that even at level 16 with grounded and Static shield in PvP a kinetics/electric defender built for end drain couldnt drain or kill me for several minutes. The powers scale with level but Im not sure how they interact yet. The protection levels I know are as follows.
Grounded
-@ level 16 provides 26% protection
-@ level 38 provides 60% protection
Static Shield
-@ level 11 provides 38% protection
-@ level 14 provides 42% protection
-@ level 15 provides 45% protection
-@ level 30 provides 83% protection
The combined numbers are a little odd so Im not going to post them, but at the moment my theory is that there is a 95% resistance cap to endurance drain resistance. The powers dont appear to be additive in nature. Nor have I gained enough desire to test the recovery debuff resistance on these powers either.
-Lightning Field is a tricky one. I'm going to throw some observations at you and then some math.
First off I like the smash of the brute, hitting my enemy watching their health go down to 1/2 when I hit them with a weak attack. That being said Lightning field is quite a drain on the endurance (compared to the other toggles) and uses endurance I can be using to SMASH my enemies. If you plan on trying to hold agro for teams it makes things much easier.
Now some math.
all these #'s are @ lvl 40
Lightning Field(.2 DS) does 8.342 damage, every 2 seconds.
It costs 1.04 endurance and can harm up to 10 opponents.
It effectively costs .52 endurance/second.
deals 4.171 damage/second (per opponent in range).
gives 8.021 damage/endurance point (per opponent in range).
average performance (3 mobs)
deals 12.513 damage/second
gives 24.063 damage/endurance point
MAX performance (10 mobs)
deals 41.71 damage/second
gives 80.21 damage/endurance point
Compare that to some Electric Melee attacks.
Charged Brawl (2.33 BI, 4.368 end)
deals 34.99 damage/activation
gives 8 damage/end
Havoc Punch (3.66 BI, 6.864 end)
deals 54.95 dam/act
gives 8 Dam/end
Jacob's Ladder (4.5 BI, 8.5 end)
Jacob's Ladder 67.572 damage, every 8 seconds.
It costs 8.528 endurance and can harm up to 5 opponents.
It effectively costs 1.07 endurance/second
deals 8.447 dam/sec.
gives 7.925 damage/endurance point
average performance (3 mobs)
deals 25.341 damage/second
gives 23.775 damage/endurance point
Max performance (5 mobs)
deals 42.235 damage/second
gives 39.625 damage/endurance point
It is more efficient over time than the first 3 electric melee powers, but mainly it's play style. It's seems to pay off more when there are lots of critters around you or when you are fighting on a team.