Electric Armor Guide v1.1
You need to reverse your subtraction on Static Shield and Grounded. Level should be first. By your equation, your end drain resistance goes down as you level, not up.
Good thing you caught that before the edit window was gone.
Awesome guide!! Very informative. /elec is my new fav defensive set. It Balances resists, with toys, and an awesome end drain power.
Errr? Resist teleport? To me, a 50% resist to teleport means you only teleport half way there - or maybe only half of you teleports all the way there. If it makes teleport miss more then it is a defense or possible a magnitude buff.
Lol Zloth. No silly, there's a 50% chance you will resist the teleport effect. That DOES sound like defense, but it's not. If it were defense the tele would have a 50% miss chance, which is different than you actively resisting the effect.
Mostly semantics, I know I been PnP gaming for ages though and can usually explain the difference well.
Btw, nice guide Speqter. I may actually add lightning field to my build eventually, given the end return with a large group of baddies.
I find LF to be very useful against 2 or more enemies (and it recharges fast enough that I can turn it off between fights if I run a bit low on end). It not only helps build fury, since the mobs stay attacking me instead of someone else, but also saves endurance by finishing off the last bit of health (over 2 or 3 ticks usually), where one of my main attacks would be overkill ( SS primary). Of course, the more mobs I fight at once, the faster it helps me defeat them, compared to just using my click attacks (as long as I don't overdo it and end up defeated).
Currently, I have Grounded for the added Neg. Energy resist, and the fact that it is an auto power. However, I may respec into Acrobatics for PvPing (I hate to lose it, but can't find anything else to drop except maybe Foot Stomp).
It's gotta be more than 50%... I've never been teleported with Static on. I have though, the second I run out of end, and it drops.
Good guide, I really like the way you focused on just the Armor half of the set, makes more sense to me.
8/31/06 Patch notes say Lightning Reflexes does boost flight speed.
I would like pointers on Primary & power pools to offset EA's holes.
I am trying a Dark/EA Brute, the heal helps a little, but not sure it's worth it. He's only 10th, so not sure yet. Medicine maybe?
What about travel powers? I am tempted to use SS, with the rocket pack and jump packs for vertical travel, but was already starting with Fly (just cause I like to fly).
Do I still need Acrobatics? Is this Pool Power better than Grounded? For PvP do I need both?
I am mostly wanting to build towards PvP. So I think I want a lot of resist, some sneaky, and one shot damage/disorient, so I also have Energy/EA. So far, I like Energy/EA a little bit more than Dark/EA, but Dark's better attacks seem to some later in the set. But for PvP, knocking off toggles seems more important than ToHit Debuff. Thoughts?
I am also trying Concealment, but it doesn't seem to work very well, maybe stacked with Super Speed?
Suggestions?
"That's not debt, that's Fury Bonus Points!" -Stahlkopf, Brute, Born Sept 1980 - Died Jan 2005, Feb 2005, March 2005, April 2005 twice, May, June, July...heck, you get the idea.
Dark is the best secondary for filling ELA's holes.
You are only lvl 10 wait a bit and slot 3 heals in Dark Melee's heal, it's good. Once you've put SOs in it then decide if you want Aid Self.
I subscribe to the travel how you want ideal. Do what's fun.
PvPers say get acro too. I don't PvP much so no clue on that. It has a higher magnitude KB resistance than grounded, but grounded has some nice perks.
Don't underestimate fear in PvP. There are 3? sets that can resist it.
Stealth isn't as good as hide for stalkers, and good PvP teams will have enough +perception to see through stealth+hide. So you'll only get an advantage vs. people with no perception or not paying attention.
I have a Dark/Elec around lvl 18, and am curious about what I should do with Grounded vs. Combat Jumping and Acrobatics. Taking all three seems a bit of overkill. At this point I have no travel power and just use the temp powers (jump pack, etc.)
I am not so worried about the fact Grounded only works when I am on the ground, since I don't intend to be flying. Taking two toggles to get what Grounded (a perma shield) seems to offer combined with the Static shield...I just don't know...
When you say in the guide Grounded "provides protection but it is not as good Acrobatics and Combat Jumping" are you taking into account the fact that I would then have to run two more toggles? And your comment that Grounded "provides some KB/immobilize protection" is interesting with regard to your previous point under the power itself: "The status protection on this power protects against a majority of KB, KD, KU powers, it will resist all immobilize powers." That seems pretty good to me. Why should I bother with CJ and Acro?
I believe he is referring to the fact that while airborne (or even jumping too high, or at one point even on an uneven surface) you don't get ANY protection from grounded, and in PvP you rarely have the chance to stand flatfooted on the ground and slug it out. So for PvP, CJ and Acro may be the way to go, depending on your playstyle.
Sorry not to be clear in the guide.
First, the previous poster is correct in saying that the protection offered by grounded is not available everywhere. (Which you know)
Second, The magnitude of the protection found in grounded is not the same as the magnitude of protection found in CJ and Acro.
In the Prima Guide (which I'm going to assume is right on this)
CJ=8.3 immobilize protection
Acro=100 points KB protection
Can't find Grounded but from experience the immobilize protection is <9
Every time a status effect hits you the game tally's up some numbers. Most effects are mag 3, your resistance is overcome when the sum of effects is greater than your protection
8.3-3(2 immobilize)=2.3 not immobilized
8.3-3(3 immobilize)=-0.7 immobile
[ QUOTE ]
your comment that Grounded "provides some KB/immobilize protection"
[/ QUOTE ]
There are some powers that will overpower Grounded with knockback. There are no powers that can overpower Acro (KB can be stacked but due to it's very short duration this is difficult)
Also at the time of writing this guide the protection level of grounded was lower than that of CJ. The magnitude of protection may have been changed (like the KB portion) to increase with level.
Personally, I use Grounded. I use the temp powers to get between missions. I saw no point in the redundant protection of leaping pool, but I also don't PvP.
I took Grounded when it was available, and made it all the way to 50 without ever even looking in the direction of Acrobatics. In a strictly PvE sense, I've found the only significant time my ELM/ELA gets knocked back is if an enemy hits him the instant that Lightning Rod goes into execution, as its apparently just enough hover-time to be hit in. Any other times that Grounded got beat out were either the result of doing something stupid (jumping up and down is not wise), or fighting Luminary, who I figger gets special priviledges since she's a Hero and one with Energy Blast attacks at that.
Can someone update this to I11 please?
Speqter can you do this?... Anybody?
V 1.1 now with end drain resist numbers.
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
*36%+(LVL-10)*2% end drain res. It starts at 36% and goes up 2% per level*
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
*42%+(LVL-16)*1%. It starts at 42% and goes up 1% per 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. 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 grounded gains 1% protection per level and starts at 42%. Static Shield gains 2% per level and starts at 36% protection. The combined numbers indicate they do not stack. I believe that there is a 95% resistance cap to endurance drain resistance.
<font class="small">Code:[/color]<hr /><pre>
Level Base Static Grounded Both
11 66 79 -- --
14 76 86 -- --
16 76 87 86 87
17 76 88 86 88
18 76 88 86 88
19 76 89 86 89
21 76 -- 87 90
22 76 -- 87 90
23 76 -- 87 91
24 76 -- 87 91
26 76 92 88 92
27 76 -- 88 93
28 76 -- 88 93
30 60 93 -- --
38 60 98 84 98
</pre><hr />
-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.