Electric armour


Aerys

 

Posted

Hey, sorry if theres another thread about this in the forum depths but im lazy.. But can somebody give me a short recap of Electric armour, what it needs and what is unnecessary. If someone can provide fairly reliable numbers Id appreciate it.
Im not trusting my hero builder much.

Particularly, does it have a hole in knockback resistance as it looks like? Do I need acrobatics? What resistance powers are worth slotting and why. I have an opinion about what I want but Id like some failrly reliable info.

I'm aiming mainly for PVP but my question is more of the overall usefulness of the Ela powers.

Edit ps. and which of the toggles are endurance-hungry

My new EM/Elec brute, Captain Hellfire has been unleashed on roque isles and I like it already..


 

Posted

Well, of all the toggles, only Lightning field is end heavy, but I don't think you'd use that for PvP. The others drain 0.1 to 0.13 EPS(I think it's EPS), so that's quite good.

3 slotted, you get 41.3% res to all but energy, neg, and toxic. Energy gets to 97.2%, neg is at 35.4%, and you don't get any toxic res except in Power Surge.
If you add tough into the mix, that's a good 59% s/l res. Not bad, eh? With Power Surge, you're pretty much capped for all but psi and toxic. Psi stays at 41.3%, while toxic gets 41.3% res. I like these numbers.

The bad point, of course, is no self heal. Aid self I find good, slotted with interrupt reducers.

As for kb protect, in PvE grounded is more than enough, however in PvP you'll be chasing people alot, most likely in the air, so I'd reccomend Acro, if you can fit it. Lightning reflexes is ace for getting your powers to recharge faster, about a DO's worth of recharge I think. Only skippable powers, in my opinion, are lightning field, Grounded(if you get acro), and conserve power. Power Sink can get you end when you're toe-to-toe with someone, so long as they don't run away.


 

Posted

Thanks for response.

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As for kb protect, in PvE grounded is more than enough,

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Yeah, I was asking because my builder doesnt state grounded has KB resist SO it works only on the ground?


 

Posted

Yup. In PvE that's great, as 90% of the time I'm on the ground.


 

Posted

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Thanks for response.

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As for kb protect, in PvE grounded is more than enough,

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Yeah, I was asking because my builder doesnt state grounded has KB resist SO it works only on the ground?

[/ QUOTE ]Yup. Grounded is around -15 KB. For comparison, Unyielding and integration are -10, and acro is -100 (Bug, possibly).


 

Posted

Max where are u getting these numbers from again? I checked prima guide & http://www.nofuture.org.uk/cov/power...Electric_Armor, both dont mention the KB element but its safe to say it exists. If u have not jumped then the only time Ive been knocked back is by a blaster (presumably using powerblast , a knockback power).

I wonder if its time for a guide. Seems like the same questions about elec armour about 5 times on this page alone. Its taken me 2 lv 50 brutes and 5 respecs to come up with slotting I believe is optimal (not including time on the test server).

One decision that I stick with is, hasten. Id rather have my tier 9 shield up more often when I need it, than have a resistance that can only be used to prevent swift PvE deaths. I drop tough, in favor of pulling, its always preferable to pull a large group of mobs so that AoE attacks hit 100% of them as opposed to 20% of them. Especially true when fighting longbow and (less common) wailers (considering the secondary effects of their attacks and the nature of elec armour).

Also if u get any accolades, hasten will improve their recharge too, + your big hitting attacks will be available more often and your DPS will go up, which is the name of the game for a brute.


 

Posted

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Max where are u getting these numbers from again?

[/ QUOTE ]http://www.nofuture.org.uk/cox/

Grounded didn't have KB prot when I7 launched on test, but it was added later.


 

Posted

Yep, Grounded definitely has KB protection - I was getting blatted all over the shop before I took it. Since that? I've not been KB'd once.


 

Posted

Grounded still dosn't work on slopes or uneven ground which is why Acro is better in PVP as stated before.
Its also scaling KB protection.(scales with level)


Defiant's GoEH/MILITIS METUS

 

Posted

Grounded is pretty good aslong as u dont superspeed down a slope as u will be airborne or get SJ as a travel power. Id rather have that as a minor weakness and keep TP as my travel power with the way I am more effective solo in a PvP zone, and have to avoid gankage all the time.


 

Posted

Even if you do get mezzed in mid-air, it only lasts until you hit the deck, after which Grounded kicks in again.


 

Posted

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Even if you do get mezzed in mid-air, it only lasts until you hit the deck, after which Grounded kicks in again.

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Yeah but I'd imagine you'd land on your butt which is a no-no in PvP. (we were talking about KB resist)


 

Posted

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Even if you do get mezzed in mid-air, it only lasts until you hit the deck, after which Grounded kicks in again.

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Yeah but I'd imagine you'd land on your butt which is a no-no in PvP. (we were talking about KB resist)

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I'm assuming Sar was talking about the immobilise protection more than the knockback.

I've been quite impressed with Grounded on my EM/Elec, even though I was doubtful at first. It's only failed a couple of times in 40 levels on uneven terrain, otherwise it only fails when I temporarily forget which brute I'm playing and try to jump (although my EM/Elec is my only brute without Hurdle/CJ so I usually remember as soon as my feet leave the ground, cos I have no air control or height). Also because my travel power is Fly I usually just flip if I'm knocked-back in mid-air while travelling.

Even if you were SJ-ing and got knocked back in mid-air, chances are you'd probably be at the "getting back up" part of the animation by the time you hit the ground (but if you had SJ as travel and were a PvP-aholic then it would probably be just as easy to drop Grounded for Acro/CJ for PvP, or even run both for the added protection).


 

Posted

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I'm assuming Sar was talking about the immobilise protection more than the knockback.

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Indeed I was

I've been impressed with Grounded as well, because I've yet to be KB'd once in the 4 levels since I took it (I took it late :P ).

Hell, I only picked up Conductive shield last night when I hit 30


 

Posted

my lvl 42 brute got same build as you,EM/elec and he's a very good pvper, so here's some advices:
elec armor dont have the best res aginst smashing/lethal, so i recommend u to get the fighting pool power tough.
Elec dont have a heal, so aid self is good to choose. This is my tactic when fighting armor ones, like regen scrappers, ice tankers etc, im only using energy punch, bone smasher and boxing (from the fighting pool power) to build my fury, when its about on the half i begin to use BU and total focus, quickly im using Energy transfer, and then they can be dead, if they dont react fast and use their heal, still, u got high fury and can keep outdamage them. Lighting reflexes and hasten ur gonna need if ur wanna spam ET and TF
Thunder bird- lvl 50 blaster
Olympus- lvl 42 brute
Imaginer- lvl 30 tanker
Olympos- lvl 21 defender


 

Posted

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Even if you were SJ-ing and got knocked back in mid-air, chances are you'd probably be at the "getting back up" part of the animation by the time you hit the ground

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That is impossible afaik, you are in falling animation all the way down to the ground and after few bounces you do the 'get up' animation (Trust me, Ive power thrusted people off skyscrapers in sirens )


 

Posted

Ive been knocked down while TPing away (only if ive jumped just prior to using TP), I recover from the knockdown before the short hover inherent with TP ends, i.e. do the knockdown animation while in the sky.

According to nofuture grounded has -15 KB protection while other brute mezz shields have -10. It really is a non-issue. The amount of times Ive been knocked back while using grounded on my 2 lv 50 brutes I can count on 1 hand. Jumpkick can knock me down too, but the animation takes them aslong to recover as a knockdown animation!

Being a brute u can laugh off the rare knockdowns u get, u wont get chain knockdowned as u would without a mezz shield. If knockdown toggle dropped, then it would be an issue, but it doesnt.


I would only use 2 brute shields, since only 2 of them are resistance based and have a tier 9 shield. /elec and /inv. Although /elec has so many + points that /inv doesnt.

/inv good smashing/leathal res.

/elec +recharge, PBAoE damage/end drain aura, resist end drain/slow, has an end recover power, good all round resists except for toxic which power surge and demonic accolade take care of.


 

Posted

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Ive been knocked down while TPing away (only if ive jumped just prior to using TP), I recover from the knockdown before the short hover inherent with TP ends, i.e. do the knockdown animation while in the sky.

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Yeah that's because everyone Hovering/Flying just flips in mid-air when knocked down/up/back. That's why some people recommend Hover as knockback protection.

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Jumpkick can knock me down too, but the animation takes them aslong to recover as a knockdown animation!

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Jumpkick can knock everyone down, though - regardless of knockback resistance - because on the whole it is a cosmetic thing (you can still attack and/or move while knocked down by it, as if you were still standing) - it's been bugged like that for ages. In I8 on Test the Devs have changed it to be knock-up instead, so I assume that's their way of fixing its previously bugged status (they need to cut the animation time down by half as well, then perhaps people might start using it more ).

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I would only use 2 brute shields, since only 2 of them are resistance based and have a tier 9 shield. /elec and /inv. Although /elec has so many + points that /inv doesnt.

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Actually I think you'll find all 3 Electric shields (Charged, Conductive & Static) are resist-based, just like Dark Armour's 3 main toggles are Which one were you suggesting dropping?

Imho dropping any of them would be a bad idea - dropping Static means you lose most of your status protection plus the only psychic damage resist in the set and dropping Conductive means you'd want to use Power Surge every time you ran into a couple of flamethrowers (Longbow missions could take a while ) or a spawn of CoT Spectrals, or most of the time in PvP. And dropping Charged Armour is impossible (and would be a moronic thing to do if it was possible).

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That is impossible afaik, you are in falling animation all the way down to the ground and after few bounces you do the 'get up' animation (Trust me, Ive power thrusted people off skyscrapers in sirens )

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Well Power Thrust is quite a powerful knockback, and power/magnitude for knockback means distance - if you knock someone into a wall at ground level then do they stay knocked down for the full duration? (i.e. the same amount of time they would be knocked back on flat ground). That could be the reason. Otherwise I'll bow to your greater knowledge as I haven't used a knockback-heavy character in PvP before.

All I know is that I was knocked out of the air by AirSup in PvP once, from a great height, on a character with no status protection, and I seem to recall landing on my feet. Admittedly AirSup is knockdown (which is just very low mag knockback) so maybe it's different. I don't PvP much so I don't have any other experiences to compare it against.


 

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I would only use 2 brute shields, since only 2 of them are resistance based and have a tier 9 shield. /elec and /inv. Although /elec has so many + points that /inv doesnt.

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Actually I think you'll find all 3 Electric shields (Charged, Conductive & Static) are resist-based, just like Dark Armour's 3 main toggles are Which one were you suggesting dropping?

Imho dropping any of them would be a bad idea - dropping Static means you lose most of your status protection plus the only psychic damage resist in the set and dropping Conductive means you'd want to use Power Surge every time you ran into a couple of flamethrowers (Longbow missions could take a while ) or a spawn of CoT Spectrals, or most of the time in PvP. And dropping Charged Armour is impossible (and would be a moronic thing to do if it was possible).


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Obviously a typo I meant Armour thats why I went on to mention /elec and /inv.


 

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Obviously a typo I meant Armour thats why I went on to mention /elec and /inv.

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Ahh ok that's clear now... errr I think...


 

Posted

I think elec is one of the best pvp armor for brutes, it got good res against pretty evrything exept smashing/lethal, but thats just get tough for problem is just a heal, but with its 2 end boost ur never gonna have end problems


 

Posted

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Obviously a typo I meant Armour thats why I went on to mention /elec and /inv.

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Ahh ok that's clear now... errr I think...

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Well at least you're decisive.


 

Posted

Slight update to this, grounded is not enough to protect from power thrust in PvP, we just tested it.. Dunno if its WAI or a bug. Dunno how effective it is against other high KB powers.


 

Posted

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Slight update to this, grounded is not enough to protect from power thrust in PvP, we just tested it.. Dunno if its WAI or a bug. Dunno how effective it is against other high KB powers.

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I had a look at City of Data the other day and noticed how numerically high the knockback magnitude was on dedicated KB powers like Power Thrust, Power Push and Force Bolt (/FF - looks to have the highest KB mag in game) when compared to decent damage attacks with a secondary knockback component (e.g. most of energy blast set), and when also compared to knockback protection on status defences like Grounded (which actually looks to be 50% better against knockback than Entropy Shield and Unyielding numerically). As City of Data pulls its numbers directly from the game itself I think we can trust it.

So I think Power Thrust is WAI.

I also believe slotted "knockback distance" enhancements are the only status type enhs in the game that increase magnitude rather than duration (because magnitude determines knockback distance, depending on target's KB resists), so slotted with 3 KB enhancers it would probably knock back most people in PvP... unless they had Acrobatics which seems to have godly KB resist (-100, when most status shields in primaries/secondaries are -10 to -15ish, and those dedicated KB powers I mentioned are around +13ish to +18ish KB magnitude).


 

Posted

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and when also compared to knockback protection on status defences like Grounded (which actually looks to be 50% better against knockback than Entropy Shield and Unyielding numerically). As City of Data pulls its numbers directly from the game itself I think we can trust it.

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If it claims that unyielding has weaker KB protection than grounded then there went credibility bye-bye