Fix energy aura summarized


Alpha_Zulu

 

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To interrupt your arguing, and quote Castle:

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EA: How do you know it's not already on the schedule? You don't!

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Not very definitive (probably means nothing) but can we get a tentative woot?

Woot!

/e runs away before people get angry at a possible buff

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have to say that his coment gives me a bit of optimisim that the set is atleast being looked at.

though it doesn't say yes we are or no we arn't.

and if they are looking at porting it to another AT, which do you think would get EA first Tankers or scrappers? I'm hopin for scrappers while giving electric to tankers >.>


V-Tronix - Angry Angels
V-Tron Elec/EM - V-Tron X EM/EA

To Build a Better Hero #53098 [Newly edited and looking for Feedback] - Renegade Robots: V-Tron's Task Force # - A Summer Song and A Winters Tail #104106

 

Posted

Here's a post I put on another thread. I want it on this thread because this is the main thread for EA buffs. So here it is:

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Since nobody pointed this out yet:

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Any other defense based power you can take, from a secondary does NOT stack with the majority of your defense powers. Combat jumping, weave, or even leadership. Nada. They do add defense, don't get me wrong. Just not where it'll do any kind of good.

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Not true. All of the pool powers that add defense add defense to all, both positional and typed. So everything from Hover to Maneuvers will improve your overall defense numbers.

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That's the thing, it's numbers WOULD be great for a scrapper. Only thing is, it's on a brute. And I do believe the defense numbers on brutes, across the board, are higher on brutes than scrappers. Why should this one be gimpy?


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Not exactly. The base numbers on mitigative powers (defense, resistance, and regen) are the same between Brutes and Scrappers. Brutes have a higher resistance cap than Scrappers do.

As for EA, it has a few key problems. It gets less S/L mitigation than either SR or Ice. It has less Psi protection than Invuln. It's Toxic protection is odd; the only way it can protect against Toxic is through the positional defense in Energy Cloak (making it unique in this aspect; Ice has Toxic resistance in Hoarfrost). For a set whose thematic weakness is Negative, it has a disturbing number of holes (why the frack does Elec get capped energy resistance and end drain protection, but EA gets neither?).

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To your first point in response to your first quote I'll say that it's just amazing that someone would make a statement like that given the new combat monitor options available. Obviously someone has not played a defense toon of any type that has ever taken combat jumping or hover or any other pool power that ups defense and bothered to check it on a combat monitor, yet still feels qualified to speak on the forums. Just goes to show you.

Now on your second points, you make some common assertions used by thhose who think EA needs to be buffed. You know, I used to be staunchly opposed to seeing EA buffed until I learned that SR has enhanceable defense debuff resists but EA does not. I just broke out my level 30 SR scrapper after not playing him for over a year and checked the combat monitor on him. He only has two defense toggles and two of the passives and not everything even has 3 defense enhancements in it, and his debuff resists are just as high as my totally IO'd level 50 EM/EA. That was kind of the straw that broke the camel's back for me. I am casting my lot with those who think EA needs a buff now.

But because of everything I have learned as an EA defender, I have to admit I am not really sure what exactly the buff should be. Either to just give it more protection or to buff it in some new way that compensates to its general protection plan. I'm really not sure, and the reason I am not sure is that EA is so hard to compare to other sets. Even defense sets.

Comparisons to resistance sets must consider the inherent superiority of defense in PvE. You say that invuln has more protection from psi than EA, but you need to consider that a number of psi attacks have combined damage types. This combination does nothing for the resistance set, but the defense set treats all the damage as energy or whatever if any of that damage is psi energy and the defense toon has energy defense but not psi defense. Just food for thought. comparisons between defense and resistance are always sticky.

Then comparisons between positional and typed defense are sticky. You could buff up EA's defense statistics considerably in order to make them comparable to SR, but EA would STILL be inferior in protection to SR because positional defense is just better than typed.

Then there is the difficulty in comparing EA's playability with other sets. The ability to stealth missions and aggro what you want has to count for something. But exactly how shoddy should EA's protection be in order to balance it with this non-combat type of benefit? Then there is the fact that EA does not need stamina and can therefore add all kinds of tricks to the build through power pools. My EA has had 3 travel powers, fear, ranged attacks while keeping all the primary attacks, and had 40% S/L defense as of issue 7. Exactly how much should this benefit count? How shoddy should EA's protection be in order to compensate for this non-combat benefit?

Then there is the godmode problem. Exactly how much should EA's tier 9 count? It is one of the only tier 9s in the game, ok the only one as far as I know, that synergises so well with other powers in the set that there is virtually no crash from it, and it's benefits to the playstyle are enormous. I have about 40% recharge (110% with hasten) and my godmode is up A LOT. But you only get it at level 38 and without IOs it would not be up so much. And for a set that depends so muc on the godmode, why is there not a recharge boosting power in the set like /elec has? So exactly what the heck are they to do with the godmode problem?

In the past, I've thought all these vagaries and non-combat benefits were enoughh to justify EA's defense being what they are. But now I am not so sure. But I really don't know that much. I've only played a /fire brute to level 30 and an /SR scrapper to level 33 other than my EM/EA brute to 50.

So my question is, for those who have played their EA brutes to 50 AND their brutes with other secondaries to 50, what's so much better about the other brutes? I mean I have been on missions with a level 40 EM/elec brute where the guy just started complaining to the team and asking if he should just delete his /elec because it was so squishy. This was on a relentless CoT mish. So for those experts out there, what's the problem with EA? Most of the people who have actually played EA's to 50 really don't have a problem with them. Those that do seem to have problems building toons in my experience. Should we ask the devs to take guidance from those people?

For me, it's really hard to talk about my EA anymore because I have im IO'd out and I've become a real expert at playing him. One thing I know is that SR seems to be a bastion of consistency. ONLY massive tohit buffs really jack up the set. Against just about every other type of foe, SR performs just the same. EA seems much less consistent. great against some mob types but not great against others. My EA seems to lack consistency. So here's a couple of suggestions I have:

Make a true hole against negative and get rid of the psi hole. Psi is probably more common in the game these days thhan negative and the hero epics navigate the game just fine with problems from void stalkers. Yet conceptually, if there is anything that will foil a foe attacking you with its mind it is the fact that you are shimmering and translucent if not invisible. Kind of like the old vampire characteristic of needing to look you in the eye to control your mind. So my suggestion would be to just accept the negative weakness and drop the defense against it to zero. Then give a full on complement of defense against psi IN ENERGY CLOAK. Also give energy cloak status protection against fear, confuse, and other mezzes generated by psionic energies. In the old game, all kinds of sets were totally out of balance and their only weakness was psi. Now we have /elec, /WP, some VEATs, etc. sets with no psi hole are a part of the game now and are not overpowered. Make EA one of those sets. But keep the negative energy weakness if not create a full-blown hole against negative. Those who know how common negative is (pure negative - not negative combined with smashing or some other damage type - remember we are talking about a typed defense set) should make the call to just exactly how bad the weakness should be.

Next, give EA truly uber protection against energy. Either soft cap the defense or give it a massive resistance like ice and fire have. I'm not really sure which would be best, but a number cruncher could tell us.

Finally, give EA enhanceable defense debuffs. I really think that they are not enhanceable because of the ease of use of the EA godmode. But in my opinion this is an unsatisfactory justification. Yeah, SR's godmode comes with a heftier crash and does not buff HP, but it DOES have a godmode and it needs that godmode about 90% less often. EA really is ultra-dependent on that godmode, much more so than any other set I know of. Whether EA's defenses are strong or weak, they should stand regardless of mob type. Conceptually, EA deserves the resistance as much as SR does. I don't think it would overpower the set. Just reduce the number of mobs that give a headache. Also, if the above benefit of max protection vs energy is combined with enhanceable defense debuff resistance, then a cap of 45% vs energy would be a sensible solution to me.

Basically, the EA set does not need any more distinctives. But I really think the logic of saying that EA has all these non-combat advantages that sould compensate for EA's low-par combat stats is kind of weak. Brutes need to hang around a while in a fight in order to do what they do. EA's weknesses are not as bad as the naysayers say, but they are there. One small enhancement to make the set more universally effective (enhanceable defense debuff resists) and a couple of tweaks to make it truer to concept and on par with other sets with similar concepts (true immunity to energy damage and a hole vs. negative rather than psi) would probably make the set a whole lot more satisfying. Keep te defense numbers fairly low. They can skip the fitness pool and takt the fighting pool (relying on the non-combat advantage of unlimited endurance) if they want higher defense numbers. Given the amount of energy damage and psi damage in the game, if the benefits of capped energy defense and no psi hole were actually usable (via enhanceable defense debuff resists) then the set would be plenty strong.

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Post deleted by Alpha_Zulu


 

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aye, it is a very well thought post. and he does make some good points.

alot easier to read in the orignal post he copied it from


V-Tronix - Angry Angels
V-Tron Elec/EM - V-Tron X EM/EA

To Build a Better Hero #53098 [Newly edited and looking for Feedback] - Renegade Robots: V-Tron's Task Force # - A Summer Song and A Winters Tail #104106

 

Posted

Ok I read it, good post.

He made some pretty good points.

I agree that EA should have either soft capped defense/resistance to energy (Personally I think it should be defense).

I still want a self heal


 

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All good points indeed, but the fact that its compared to other sets for one reason or another brings alot to light then people get lost in the base ideas between Sets.

Thematicly SR way of dealing with incomming damage is Dodging it, Thus the positional defence. They found that it wasnt enough so they added scaled resistances based on the amount of damage youve taken.

Invulnerability, when played to its strengths, is pretty good at everything. Its an ageing dinosaur from the start of the game thats had few adjustments to it. But many people i know feel that WP, even basicly, is what invuln should be (maybe move the Psi to Smashing and leathal and it would be). Thematicly Invuln is ment to be a broad and good overall protection.

Elec, some say, is the Resistance equivilant of what EA should be. I disagree because while both are forms of energy they are thematicly different. Elec, to my summation, is more a field of electricity that Destroys incomming damage rather than stopping it dead in its tracks.

EA, to me, Thematicly is an Armour not unlike Personal Force Field yet still different. Because EA is typed damage it can easily have its strengths and weakneses balanced to those. But it is still a power set that is ment to Deflect and Stop the damage. Looking over its present state it does this in similar ways to Personal Force Field, albeit to a lesser degree.

And rightfully so, its an energy field that the user can attack out of. So its different to Personal Force Field there. Playing to its established abilitys that differ to Personal Force Field (and other sets for that matter) we look at Overload;

+Max HP: Representing the Massive reinfocement of the shields, more the 'Ablative' nature of an overcharged Shield.

+Def: Also reinforcment to the shields but more to the capability of them, Meaning the shere stopping power. any over all Buff could make this drop a little IMO tho.

+Recovery: Expending all this energy at once, surly its gonna result in an increased Recovery.

Coupled with the resists underperforming I came to the realisation to have similar forms of fixing it to its original Power form Ice. Ice has +HPs, Resists and Defences, some are not worth slotting and some are not able to be slotted.

So Follow PFF as an idea with Fixes from its Parent Set and you get. Small, Stacking, unmodifiable +Max HPs, Resists and even Defences (im not 100% great with numbers so im not gonna try to get a balanced example lol) to make an overall Protection that Stops damage in its tracks or ablates Damaging the shield itself. Which IMO is what EA should be.

So SR dodges, Invuln takes it on the chin, Elec Destroys the incoming blows, PFF just stops and slows the damage coming thru and EA Stops and takes the damage to the shielding. Thematicly to me.


 

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so basically what are you saying?
That both of /EA's passives should give a 30% modifiable hit point boost, take it out of the tier 9, and call it done?

sounds good to me


 

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No, im saying give the Toggles/autos Unenhancable +Max HPs, just a small cumulative amount. Add some unenhancable +def's to the Autos and some +resistance to the Toggles (not counting Energy Cloak). Adding a Taunt to Energy Drain wouldnt go to badly either.

Just to pull a ball park idea of the overhead; 20% Resists accross the board, Bar Negative energy much lower and energy significantly higher.

Defs around 25-35% accross the board (typed damage only ofcourse), Bar Negative energy also much lower, Toxic (which i think there isnt any place for Toxic Def in the Combat Atts anyway) and Energy which should come to about 40% without Energy Cloak Etc.

Max HPs should cumulate to Maybe +50% at the most. Then Lower Overload according to any buffs to the rest of the set, if said buffs are too much. Which would Decrease EAs dependancy on Overload but will still use it when needed, like all T9's.

Like i said im not too great at balancing the figures, i think i overestimated a few there, but thats the idea. Solid 'ok' protection for all, Hole/s for negative & toxic (or Psi either niether) and Tought as nails Energy Protection.

The base idea is to have Defence as the main, anything that gets thru gets lowered slightly by the resistances and lastly the damage is 'Soaked' by the shields (Max HP increase).

Maybe lower my Resistace estimate to make it fair.
*em shrug*


 

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I quietly hope that when it's ported blue-side, it comes with a -Damage taunt aura.

It might start as -20% Damage with one foe in the aura, and scale down to -10% Damage per critter with ten things in the aura.

If nothing else, it'd be a unique mechanic!


's doesn't make things plural.

 

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+Max HP: Representing the Massive reinfocement of the shields, more the 'Ablative' nature of an overcharged Shield.


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There is a post from BaB recently about hp. It's not in the context of energy aura, but it talks about what hp means. I'll cite part of the post below.
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The fiction of the game is a bit inconsistent concerning the hit point bar and damage resistance. In some cases, the HP bar represents a pool of points that must be depleted before the character is dead. In other cases it represents a threshold of pain tolerance that must be exceeded before the character is rendered unconscious. It serves double duty.


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I think you're relating hp to the "hp of the shield," rather than the hp of the person. I think overload has a +max hp because your body is overloaded, so you have a higher pain tolerance and can take more damage before you fall.


 

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However we interpret the fiction, there’s a strong reason to have +HP in EA, or indeed on any largely def set.

Def sets are inherently more subject to random damage spikes than are resistance sets. If the health pool is larger, the overall performance of a defence set becomes more “like” a resistance set in it’s response to these spikes, even if regen were to remain the same (the fact that it does not is an additional benefit)


The cake is a lie! The cake is a lie!

 

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hp+heal would be nice

my favorite thing right now is to look at the numbers for EA and for Ice if it were on Brute levels. That particular comparison gives some good pointers about where to buff EA.


Level 50 is a journey, not a destination.

Scrapper Issues List - Going Rogue Edition

 

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Given that it sounds suspiciously like /inv is getting a revision for I13, I have rather high hopes for /EA as well.

The only thing is that I’ve now played every primary except axe and mace with EA, and I’m not sure if I can handle another run through.

Ah well, perhaps we’ll have new primaries to pick from as well.


The cake is a lie! The cake is a lie!

 

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All good points indeed, but the fact that its compared to other sets for one reason or another brings alot to light then people get lost in the base ideas between Sets.

Thematicly SR way of dealing with incomming damage is Dodging it, Thus the positional defence. They found that it wasnt enough so they added scaled resistances based on the amount of damage youve taken.

Invulnerability, when played to its strengths, is pretty good at everything. Its an ageing dinosaur from the start of the game thats had few adjustments to it. But many people i know feel that WP, even basicly, is what invuln should be (maybe move the Psi to Smashing and leathal and it would be). Thematicly Invuln is ment to be a broad and good overall protection.

Elec, some say, is the Resistance equivilant of what EA should be. I disagree because while both are forms of energy they are thematicly different. Elec, to my summation, is more a field of electricity that Destroys incomming damage rather than stopping it dead in its tracks.

EA, to me, Thematicly is an Armour not unlike Personal Force Field yet still different. Because EA is typed damage it can easily have its strengths and weakneses balanced to those. But it is still a power set that is ment to Deflect and Stop the damage. Looking over its present state it does this in similar ways to Personal Force Field, albeit to a lesser degree.

And rightfully so, its an energy field that the user can attack out of. So its different to Personal Force Field there. Playing to its established abilitys that differ to Personal Force Field (and other sets for that matter) we look at Overload;

+Max HP: Representing the Massive reinfocement of the shields, more the 'Ablative' nature of an overcharged Shield.

+Def: Also reinforcment to the shields but more to the capability of them, Meaning the shere stopping power. any over all Buff could make this drop a little IMO tho.

+Recovery: Expending all this energy at once, surly its gonna result in an increased Recovery.

Coupled with the resists underperforming I came to the realisation to have similar forms of fixing it to its original Power form Ice. Ice has +HPs, Resists and Defences, some are not worth slotting and some are not able to be slotted.

So Follow PFF as an idea with Fixes from its Parent Set and you get. Small, Stacking, unmodifiable +Max HPs, Resists and even Defences (im not 100% great with numbers so im not gonna try to get a balanced example lol) to make an overall Protection that Stops damage in its tracks or ablates Damaging the shield itself. Which IMO is what EA should be.

So SR dodges, Invuln takes it on the chin, Elec Destroys the incoming blows, PFF just stops and slows the damage coming thru and EA Stops and takes the damage to the shielding. Thematicly to me.

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Your suggestions still amount to basically toughening EA. My suggestions were actually more along the lines of keeping EA as a utility set, but making its protection more consistent. I would keep the shields low. Keep the set kind of squishy. Just make it more consistent via enhanceable defense debuffs and removing the psi hole (after reading other posts, I would leave the wekness to negative as it is). The only true toughening of EA I recommended was capping energy defense and increasing the mez protection. So essentially I would change EA from a toon that is kind of squishy against most damage types and totally vulnerable to psi and defense debuffing mobs, I would change it to a set that was totally tough against one damage type and kind of squishy against everything else.

For me, the way to make EA tough, if a person really wants to make an EA tank, is to use power pools. Don't forget, people, that EA has the capability of running weave and manuevers WITHOUT NEEDING STAMINA.

EA does not need stamina. It has resistances that are totally optional. If you guys start talking about making the set mimic ice to where you start giving it heals, HP increases, and massive global defense increases, AND THEN let players start building manuevers, weave, and aid self into the build, the set will be over powered.

To recap:

1 - bring energy defense to the soft cap. Perhaps add this extra defense to the passive resists to give players a reason to take them other than as a mule for steadfast protection.
2 - add psi defense to the same level as smashing, lethal, fire, and cold.
3- make the defense debuff resistances enhanceable
4 - add mez preotection against fear and confuse

If you do these things, the toon will have the best mez protection in the game and will be a bastion of consistency against virtually every mob type out there. It will be the best toon to solo with in the game. it will be able to stealth missions. There will hardly be any mobs that can make it totally squishy. You can build it into a tank via power pools. it will be a great, extremely flexible utility set. But if you start making it into a tank on its own via the powers in the set by giving tons of +HP, heals, etc. then you will overpower the set.

The devs conceived of EAQ as a scrapper/stalker combo utility set. Let's concentrate on advising them how to make it a better, more enjoyable utility set. Let's not just throw out random 'wouldn't it be cool if EA were totally untouchable and uber on top of not needing stamina and being able to take 8 powers of any kind from any pool the player wishes.'


 

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so basically what are you saying?
That both of /EA's passives should give a 30% modifiable hit point boost, take it out of the tier 9, and call it done?

sounds good to me

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Not a bad idea, actually. Except for Stalkers.


Virtue:
Miserya - 50 EM/ELA Brute (Perma-shelved)
Adriana Rayne - 42 Katana/Dark Scrapper
Cyberpulse - 26 Super Strength/Willpower Brute
Steel Heart - 24 Invuln/Super Strength Tanker

 

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EA does not need stamina. It has resistances that are totally optional. If you guys start talking about making the set mimic ice to where you start giving it heals, HP increases, and massive global defense increases, AND THEN let players start building manuevers, weave, and aid self into the build, the set will be over powered.


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I just want to point out that, in my opinion, when you take a set and add pool powers to make that toon overpowered does not make the set overpowered. A set is overpowered when it does not need to take a pool power to perform at the levels of a set And a pool power.

Also when the Devs are considering balancing a set within it's self the consider all 9 powers that are available to the set. wiether or not a player may decide that any one power is not worth the time to take.


V-Tronix - Angry Angels
V-Tron Elec/EM - V-Tron X EM/EA

To Build a Better Hero #53098 [Newly edited and looking for Feedback] - Renegade Robots: V-Tron's Task Force # - A Summer Song and A Winters Tail #104106

 

Posted

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The fiction of the game is a bit inconsistent concerning the hit point bar and damage resistance. In some cases, the HP bar represents a pool of points that must be depleted before the character is dead. In other cases it represents a threshold of pain tolerance that must be exceeded before the character is rendered unconscious. It serves double duty.


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I think you're relating hp to the "hp of the shield," rather than the hp of the person. I think overload has a +max hp because your body is overloaded, so you have a higher pain tolerance and can take more damage before you fall.

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Well it was my interptertation, your citation does not limit or null my interpretation. As its not quoted that your depiction of EA's +Max HP is true, i would still take it as Ablative Shielding; which would be the first one, 'The HP bar represents a pool of points that must be depleted before the character is dead'.

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Your suggestions still amount to basically toughening EA. My suggestions were actually more along the lines of keeping EA as a utility set, but making its protection more consistent. I would keep the shields low. Keep the set kind of squishy. Just make it more consistent via enhanceable defense debuffs and removing the psi hole (after reading other posts, I would leave the wekness to negative as it is). The only true toughening of EA I recommended was capping energy defense and increasing the mez protection. So essentially I would change EA from a toon that is kind of squishy against most damage types and totally vulnerable to psi and defense debuffing mobs, I would change it to a set that was totally tough against one damage type and kind of squishy against everything else.

For me, the way to make EA tough, if a person really wants to make an EA tank, is to use power pools. Don't forget, people, that EA has the capability of running weave and manuevers WITHOUT NEEDING STAMINA.

EA does not need stamina. It has resistances that are totally optional. If you guys start talking about making the set mimic ice to where you start giving it heals, HP increases, and massive global defense increases, AND THEN let players start building manuevers, weave, and aid self into the build, the set will be over powered.

To recap:

1 - bring energy defense to the soft cap. Perhaps add this extra defense to the passive resists to give players a reason to take them other than as a mule for steadfast protection.
2 - add psi defense to the same level as smashing, lethal, fire, and cold.
3- make the defense debuff resistances enhanceable
4 - add mez preotection against fear and confuse

If you do these things, the toon will have the best mez protection in the game and will be a bastion of consistency against virtually every mob type out there. It will be the best toon to solo with in the game. it will be able to stealth missions. There will hardly be any mobs that can make it totally squishy. You can build it into a tank via power pools. it will be a great, extremely flexible utility set. But if you start making it into a tank on its own via the powers in the set by giving tons of +HP, heals, etc. then you will overpower the set.

The devs conceived of EAQ as a scrapper/stalker combo utility set. Let's concentrate on advising them how to make it a better, more enjoyable utility set. Let's not just throw out random 'wouldn't it be cool if EA were totally untouchable and uber on top of not needing stamina and being able to take 8 powers of any kind from any pool the player wishes.'

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Yes my suggestions amount to toughening because that the way i see it. Overpowering the set is not what i want to acheive, which is why i didnt want to pull numbers out of nowhere as an example. The fact that the additional +Max HPs, +Resists to Def Toggles and +Def to Resists are unenhancable is testiment to that.

Its a matter of making the set Tougher because right now theres little that can be added to the utlilty to make up for the lack of survivability. Im not saying make the set as 'Tough' as SR, as SR has less utility powers (Conserve Power, Energy Drain and Energy Cloak) but make it able to compete with the other sets.

EA pays too much survivability for the utility it gets, thats a fact that ive read here and believe myself. Raising the survivability seems perferable to making it try, and fail, to be Dark Armour. Which isnt 100% what your suggesting i know but it still leans that way.

The reason i think the rest of the set should stay as is is the fact that EA is EA. They are Energy Shields, they are Significant obsticals in the way of damage. SR enhanced DeBuff Resist seems thematicly reasonable due to the fluid nature of its Defences. The Solid Def Debuff Resist of EA is very thematic of the solid nature of the set, it stands in the way of damage rather than avoids it.

So summerised; leave the set as is, it is a pretty good set still, but improve its bases to Def Resist and Max HP (in a manner thats still balanced) and plug the holes that need plugging leaving Negative as its primary Weakness.


 

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EA does not need stamina. It has resistances that are totally optional. If you guys start talking about making the set mimic ice to where you start giving it heals, HP increases, and massive global defense increases, AND THEN let players start building manuevers, weave, and aid self into the build, the set will be over powered.


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I just want to point out that, in my opinion, when you take a set and add pool powers to make that toon overpowered does not make the set overpowered. A set is overpowered when it does not need to take a pool power to perform at the levels of a set And a pool power.

Also when the Devs are considering balancing a set within it's self the consider all 9 powers that are available to the set. wiether or not a player may decide that any one power is not worth the time to take.

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Well that's not just the end of it. It is not that EA can be buffed with pool powers. It is that EA can take tons and tons and tons of pool powers.


 

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well, the point is also that right now, it HAS to take tons and tons of pool powers.

my point with Ice was that it has so-so defense and resists to most stuff (like EA) but has lots of nice tricks.

I'd want more nice tricks.


Level 50 is a journey, not a destination.

Scrapper Issues List - Going Rogue Edition

 

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EA does not need stamina. It has resistances that are totally optional. If you guys start talking about making the set mimic ice to where you start giving it heals, HP increases, and massive global defense increases, AND THEN let players start building manuevers, weave, and aid self into the build, the set will be over powered.


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I just want to point out that, in my opinion, when you take a set and add pool powers to make that toon overpowered does not make the set overpowered. A set is overpowered when it does not need to take a pool power to perform at the levels of a set And a pool power.

Also when the Devs are considering balancing a set within it's self the consider all 9 powers that are available to the set. wiether or not a player may decide that any one power is not worth the time to take.

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Well that's not just the end of it. It is not that EA can be buffed with pool powers. It is that EA can take tons and tons and tons of pool powers.

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well I wouldn't say it can take tons of pools. and I wouldn't say it HAS to take them either. since you can't take pool powers from more than 4 different pools. and of those pools only 2 give a significan't amount of +def one needing 3 powers the other 1. ofcourse you could through in CJ and Hover too i suppose.

anyway, i would agree that EA, as it currently sits, does give you the ability to dip into more pools than other sets with out taking away the sets major mitigation. with 3 powers you have ~90% of your mitigation allready. 4 with Overload. that does give you some room for quite a few pools.

Personaly I found that I like taking the 5 powers that make up 99% of the sets mitigation 2 of the utility powers and Overload. my toon currently only has CJ, Hasten and SS from pools and MU Lightning and Ball Lightning from PPPs. and I do quite well with everything that's thrown at me with some help from the few IOs I've gathered up for him. still a long way off from completing the build though


V-Tronix - Angry Angels
V-Tron Elec/EM - V-Tron X EM/EA

To Build a Better Hero #53098 [Newly edited and looking for Feedback] - Renegade Robots: V-Tron's Task Force # - A Summer Song and A Winters Tail #104106

 

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The fiction of the game is a bit inconsistent concerning the hit point bar and damage resistance. In some cases, the HP bar represents a pool of points that must be depleted before the character is dead. In other cases it represents a threshold of pain tolerance that must be exceeded before the character is rendered unconscious. It serves double duty.


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I think you're relating hp to the "hp of the shield," rather than the hp of the person. I think overload has a +max hp because your body is overloaded, so you have a higher pain tolerance and can take more damage before you fall.

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Well it was my interptertation, your citation does not limit or null my interpretation. As its not quoted that your depiction of EA's +Max HP is true, i would still take it as Ablative Shielding; which would be the first one, 'The HP bar represents a pool of points that must be depleted before the character is dead'.


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The HP bar represents a pool of points of the character that must be depleted usually. After all, depleting the points make the character dead, not making the shield dead. Also, toxic resistance is usually associated with +max hp, so it's very likely that the +max hp is referring to the body, not the shield. But of coz, the quote is not clear about this, it just says a pool of points, but doesn't say the pool of points belong to what. So, you're free to interpret in any way that you like.

Technically, if the hp increase is referring to the hp of the shield, I suppose when the hp of the shield is gone, your shield is broken and the toggle or overload has to drop unfortunately. Also, the shield should +max hp together with a heal, because it doesn't make sense to have a newly activated shield but completely worn out initially.

I think the ablation of the shield that you're thinking about is better attributed to adding resistance, rather than adding hp.


 

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We all want a bigger bader energy aura.

I want it to be buffed to a point were you can B-slap a AV and make him look like a panzy for a few seconds....


 

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[QR] Well, for me, I really find myself as an exception, in PvE combat, I perform exceptionally well, While in PvP its basically Energy Melee that carries me through.

I agree that it does require more than say Stone to soft cap, but that it is possible and that support powers like Energy Drain really help. I find that Energy Protection and Dampening field while appropriate has extremely limited usefulness for Brutes.

Outside of those two options, I can't say that Energy Aura needs much more.