Fix energy aura summarized
I have always felt the following things would go WORLDS towards fixing EA.
Change the passives to passive +def that stacks with the toggles, add a small per target +DEF to energy drain just the ice armor drain. Finnally change energy cloak to something usefull.
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Change the passives to passive +def that stacks with the toggles, add a small per target +DEF to energy drain just the ice armor drain. Finnally change energy cloak to something usefull.
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Actually if you just changed out EA's passives for HPT and fast healing from WP, you'd be ok. If you also added psi def to entropy shield? you'd be done.
Cloak? some love it as is.
The cake is a lie! The cake is a lie!
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Change the passives to passive +def that stacks with the toggles, add a small per target +DEF to energy drain just the ice armor drain. Finnally change energy cloak to something usefull.
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Actually if you just changed out EA's passives for HPT and fast healing from WP, you'd be ok. If you also added psi def to entropy shield? you'd be done.
Cloak? some love it as is.
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I like Spiritchasers' idea.
Regen + defense? Sounds like a good combo to me.
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Change the passives to passive +def that stacks with the toggles, add a small per target +DEF to energy drain just the ice armor drain. Finnally change energy cloak to something usefull.
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Actually if you just changed out EA's passives for HPT and fast healing from WP, you'd be ok. If you also added psi def to entropy shield? you'd be done.
Cloak? some love it as is.
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So, just make it Willpower with a Stealth power?
I would not want to lose conserve power. It's comes in handy before overload crashes. Pop conserve power, then when overload crashes, a blue or 2, energy drain a mob, and you're back up to full speed in a matter of seconds.
I'd rather see the res passive powers either merged/removed for other powers. Cause they're really not that useful.
I categorically oppose making it positional Defense. We already have SR, EA needs to be its own set, and thematically Force Fields in this game (which is what EA is) use typed not positional Defense (positional means you're agile and dodge incoming attacks, typed means things hit you but just get deflected harmlessly).
Energy Defense should be 45%, I completely agree. Energy Resist of 25% (or more) on top of that should also go into the set, I also agree. This is a thematic necessity.
Defense debuff resistance in the set needs to be brought to SR levels (Defense based sets just fail to do their jobs without it given all the -Def in this game on top of the streak breaker artificially limiting the effectiveness of Defense compared to Resist).
We should probably keep in mind powers being removed from or added to the set is highly unlikely to happen. This set is a live set not a beta set, and live sets simply do not have powers removed, added or rearranged. Keep suggestions and expectations in line with this reality.
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I love this set to death...I really do, and with a massive amount of IO investment, it's DECENT, even though it can't cap it's own energy defense or has endurance drain resistance, not only that, but /SR is being added...
But I hate to say it:
lolEA
=/
I have the feeling SR will replace EA, but I still love my EA and I want it to somehow be improved.
Proton Sentry Peacebringer:lvl 50+++ - Human Build / Triform Build
Quasar Sentry Warshade:lvl 50+- Human Build / Triform Build
Red Katipo Arachnos Soldier:lvl 50+++ - Crab Build / Bane Build
Black Katipo Arachnos Widowlvl 50+++ - Fortunata Build / Night Widow Build
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Change the passives to passive +def that stacks with the toggles, add a small per target +DEF to energy drain just the ice armor drain. Finnally change energy cloak to something usefull.
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Actually if you just changed out EA's passives for HPT and fast healing from WP, you'd be ok. If you also added psi def to entropy shield? you'd be done.
Cloak? some love it as is.
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So, just make it Willpower with a Stealth power?
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Not even close.
Not in playstyle (scaling sustainable damage vs. fixed, taunt aura vs. none, stealth vs none)
Not in vulnerabilities (burst vs. sustained, tohitbuffs/def debuffs vs res debuffs, even energy end drain vs. psi end drain depending on the magnitude of psi def, different performance vs. such things as rularuu or rogue vanguard, different problem mobs all around)
Not in build style and options, not in best IOs, not in leveling progression and strong and weak level ranges, not in out of the box performance, not in maximum performance, not in available toys (radically different tier 9s, different end management style, different "throwaway" power)
I will admit that such changes WOULD make /EA far more like /WP than it is now, particularly in one most critical area: it would close in somewhat on the general performance metric.
The cake is a lie! The cake is a lie!
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I categorically oppose making it positional Defense. We already have SR, EA needs to be its own set, and thematically Force Fields in this game (which is what EA is) use typed not positional Defense (positional means you're agile and dodge incoming attacks, typed means things hit you but just get deflected harmlessly).
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Then they really need to revisit IO defenses. When any positional set can be soft capped with just a little bit of creative slotting it's ridiculous to give the typed sets so many horrible bonuses. I mean, the best set for typed bonuses is Mocking Beratement, and it only gives 1.25 to 1.6% defense in S/L/F/C. Compare this to Gaussian's, which gives 2.5% to all positions. If someone really cares about defense nowadays there's little reason to make a typed set unless it can cap itself.
A minor addition - a few months back they gave SR the following patch: "Super Reflexes powers which granted Defense Debuff Resistance were, in most cases, not increasing that resistance when enhanced. This has been corrected. In other words, your Defense slotting will now also increase your resistance to Defense Debuffs". EA needs to get this treatment as well.
Thank you. I missed the defense debuff resistance discussions in the fix energy aura thread. Two entries added(B8 and B9) to the summary above.
Edit:
I also added energy cloak as a candidate power to be removed in Section A of the summary. I saw this suggestion several times in the fix energy aura thread and here. I hesitated whether this should be included or not, as the suggestions are usually adding functionalities, not removing the existing ones. But as a honest summary of all the suggestions, I added it now.
Maybe, a viable suggestion is to take the defense out of energy cloak and put it in entropy shield. Then energy cloak will be purely a stealth power that players can choose to skip or not. Right now, energy cloak is practically mandatory because players don't want to miss the defense that it offers, but then players are forced to be stealthy which doesn't click with the brute theme.
Kill the Cloak. Give me a taunt aura, +Def, +Regen, +Rec/-Recovery on foes, reverse repel/magnetic pull on mobs/targets, whatever, just get rid of that damn stealth power.
I'm a Brute, not some worthless bastardized child of a Brute--Stalker embrace that can do both worlds while simultaneously failing to succeed at either.
Granted, at this point, I've resigned to assuming that EA will never not suck and my Brute will sit unplayed forevermore.
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What'd I'd do to fix /Energy:
1. Add 16.5% defense to psi to Entropy Shield. Psi is too common to have such a huge hole in a set that lacks layered defenses. If Entropy can stop stuns, holds, and sleeps from effecting my mind, it can stop some damage as well.
2. Boost the def debuff resists to match SR levels. Like SR, Energy is almost entirely dependent on defense to survive. Current amount is too low.
3. Change Dampening Field to a toggle and add an AoE taunt component to it.
4. Swap Energy Cloak and Drain Power's positions in the set.
5. Add some toxic resistance to Damping Field and/or Energy Protection. Not really needed, but wouldn't hurt.
Overall, relatively minor changes, leaving it feeling about the same flavor-wise. The addition of psi defense and more def debuff resistance help remove the major weaknesses of the set. Moving up Drain Power boosts one of the main perks of the set, the ability to skip stamina.
In my opinion:
1) EA should have higher Energy defense. It should just reach 45% without additional pool powers or inventions. If ELA can cap it's energy resistance with out help from pool powers or inventions, then EA should soft-cap energy defense.
2) Add psionic defense to Entropy Shield. If ELA has psionic resistance, then EA should have psionic defense.
3) Add Toxic resistance to Overload. The game doesn't currently support toxic defense but several sets have toxic resistance to help with that issue. Notably Force Fields, a set Energy somewhat emulates.
I feel these changes could take place without any serious restructuring of powers. And as much as I'd like to see Conserve Power replaced in both EA and ELA with a Reconstruction clone, I'll settle for the above as a good first step towards making things right.
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I have always felt the following things would go WORLDS towards fixing EA.
Change the passives to passive +def that stacks with the toggles, add a small per target +DEF to energy drain just the ice armor drain. Finnally change energy cloak to something usefull.
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Change the passives to passive +def that stacks with the toggles, add a small per target +DEF to energy drain just the ice armor drain. Finnally change energy cloak to something usefull.
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At least one of the passives MUST remain +res so that we can slot the Steadfast +def IO.
Second, energy cloak is useful. Both as a defensive and utility power.
As for the Energy Drain idea, I wouldn't object to that, but I would prefer the drain add +regen, +health or something different that EA needs more.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
I guess it all comes down to priorities.
Even with almost no impact on existing slotting or build choices, /EA can be made just as powerful as castle feels is appropriate.
The number of suggestions there have been over the years, and it really has been years now, is monsterous... and I'm really beginning to wonder how many things really need fixed before EA... surely we must be getting close to our turn...
The cake is a lie! The cake is a lie!
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At least one of the passives MUST remain +res so that we can slot the Steadfast +def IO.
Second, energy cloak is useful. Both as a defensive and utility power.
As for the Energy Drain idea, I wouldn't object to that, but I would prefer the drain add +regen, +health or something different that EA needs more.
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They could ALL be defense based...it would just require tough if you wanted to slot the steadfast IO, it's currently what SR scrappers have to do now. Besides, tough leads to Weave, and you don't even have to use/slot tough with anything except a steadfast.
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At least one of the passives MUST remain +res so that we can slot the Steadfast +def IO.
Second, energy cloak is useful. Both as a defensive and utility power.
As for the Energy Drain idea, I wouldn't object to that, but I would prefer the drain add +regen, +health or something different that EA needs more.
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They could ALL be defense based...it would just require tough if you wanted to slot the steadfast IO, it's currently what SR scrappers have to do now. Besides, tough leads to Weave, and you don't even have to use/slot tough with anything except a steadfast.
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Right now, I don't have to take Tough to use that IO. I don't think I should have to take two powers to do what I can do now. Especially when there are better ways to fix the passives.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
But if you wanted Weave to softcap the rest of your defenses, it really is a moot point.
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But if you wanted Weave to softcap the rest of your defenses, it really is a moot point.
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I don't. Again, there's no need to fix the passives that way.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
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We should probably keep in mind powers being removed from or added to the set is highly unlikely to happen. This set is a live set not a beta set, and live sets simply do not have powers removed, added or rearranged. Keep suggestions and expectations in line with this reality.
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OK I agree with you, but what is stopping the devs from doing this on test and getting player feedback? Isn't that what we'd all hope for anyways? They change something, put it on test so we can test it out and see how it goes from there.
I remember when I was young and I had a remote control car. When the batteries went low my car moved slow; however when you recharged the battery it moved faster and was stronger again. Why dont we do this to energy drain? I dont mean slow the attack chain of the enemy, but the movement only and speed up the EA's movement speed. Or turn it into a aura that sucks endurance like hotfeet does damage. Give people a reason to think twice about getting near a EA brute.
Elec - Lightning field/-End, Damage
Stone - Mud Pots/ -Speed, Damage
Invul - Invincibility/ +Acc, +Defense
Dark - Death Shroud/ Damage
Fire - Blazing Aura/ Damage
WP - RttC/ +regen, Tohit debuff
EA- None
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Quasar Sentry Warshade:lvl 50+- Human Build / Triform Build
Red Katipo Arachnos Soldier:lvl 50+++ - Crab Build / Bane Build
Black Katipo Arachnos Widowlvl 50+++ - Fortunata Build / Night Widow Build
The energy aura thread is getting too long, it is very hard to find information for both the dev and the players. In addition, many suggestions are in fact similar in nature to each other. There were several attempts to collect all the suggestions in the past. Here, a concise summary of the suggestions to energy aura will be presented, which can give readers a quick grasp of all the ideas in a glance. Thank you all for the dedication and passion to energy aura.
A. Changes to the basic nature of powers
<ul type="square">[*]1. Change the damage-typed defense to positional defense[*]2. Replacing a power
There are suggestions to:
- Merge the two passive resistance powers into one
- Remove dampening field(the resistance is usually suggested to be kept in the replacing power)
- Remove conserve power
- Remove energy cloak
[/list]<ul type="square">New suggested powers to replace the removed power(suggestions are usually a subset of the list below):
- Click or Aura
- Passive: +max HP, +regen, +def
- Defense or resistance toggle
[/list]The suggestions can be divided into the following categoriesadd taunt when appropriate)
- dull-pain/reconstruction-like: +regen, heal, +max HP
- siphon-like: +recharge, +damage, +to-hit, +def and their corresponding debuffs to the mobs
- power-boost-like: +damage, +to-hit, +def
- invincibility-like: +regen, +def, +res
- mini god-mode(+res)
B. Thematic improvements
<ul type="square">[*] 1. Self soft-cap energy defense[*] 2. Higher energy resistance[*] 3. Generalized energy drain
Instead of merely draining endurance, the following additional effects have been suggested:
+regen, +recovery, +dam, +speed, +recharge, +max HP, heal, +def and +res with or without corresponding debuffs on the mobs, and taunt should be added
Basically, the suggested effects are very similar to those in the previous section, but without the need to replace an existing power.[*] 4. Add slow resist, -movement resist(-jump, -fly), detention resist to kinetic shield[*] 5. Add end drain resistance, -recovery resistance to energy protection or power shield[*] 6. Add +perception and -perception protection to energy cloak[*] 7. Additional status effect protection to overload[*] 8. For powers that grant defense debuff resistance, defense enhancement should increase the resistance [*] 9. Increase defense debuff resistance to SR level[/list]
C. Overall defense/resistance increase and holes patching
<ul type="square">[*]1. Higher defense and/or add resistance to the power set as a whole or to specific powers[*]2. Add psionic defense to entropy shield and overload[*]3. Add toxic resistance[*]4. SR-like scaling for resistance(resistance increases with decreasing hitpoints)[*]5. SR-like scaling for defense(defense increases with decreasing hitpoints)[/list]
D. Out-of-the-box suggestions
<ul type="square">[*]1. Damage reflection shield(reflect damage back to the attacker)[*]2. Damage absorption(transform incoming damage to healing for a small duration with long recharge)[*]3. Defense cosmic-balance(defenses increases with the number of team mates)[*]4. Reverse telekinesis with appropriate debuffs[*]5. Phase-shift-like power[/list]
"Suggestions" for suggesting fixes:
<ul type="square">[*]1. A brute should not soft-cap defense just by energy aura alone, except energy defense.[*]2. Soft-capping several defense should not be trivial
It is supposed to be difficult to soft cap defense. It can be achieved by multiple power pools and multiple IO bonus, or with the help from team mates. Suggestions to energy aura that can soft cap several types of defense by just taking combat jumping, for example, should be avoided.[*]3. Recognize the theme of the set
It is usually harder to suggest changes to a power set by means of balance with other power sets. If there are abilities that fit the theme of energy aura but not in the set, then it is easier to argue that they should be added when appropriate. On the other hand, the theme of a power set may also suggest certain weakness. It is the best if players can appreciate the strength and accept the weakness of the power set.[*]4. "Cottage" rule
Castle wrote this on another post about changing powers.
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Seriously, it *is* a good policy -- it provides structure within which to do things. Without structure, there's chaos. How would you like it if tomorrow you logged in and, say, Build Up now built a small cottage at your chosen location, instead of adding to your damage? It's a silly example, admittedly, but it's to prevent such wholesale changes from happening. I *could* overturn it, in specific cases, if it were truly needed, but in the case being discussed here, it is not truly needed. There are MANY options that have been discussed that do not involve changing the core use of the power.
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