Energy Aura, ok but needs more oomph
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You absorb the kinetic energy from enemy attacks and increase your own density.
GFX the one from repulse(maybe it doesnt fit but damn that aura is a feast for the eyes)
Make it a toggle taunt aura similiar to rise to the challenge and invincibility.
It gives an unenchancable(sp?) amount of resistance to all but psi and scales with each additional enemy in the aura radius(10 max).
[/ QUOTE ]This. Name it Dampening Field; combine the two resistance passives into Energy Protection.
It'd be the inverse of Invulnerability like this. Also, a cool and unique taunt aura. First foe gives largest bonus, of course? I'm not entirely sure about "unenhanceable" though, why?
Also, on Toxic damage... Get rid of the Toxic Hole. Energy Aura is, in many ways, an armor version of the Force Fields buff set, both in theme and function. Force Fields grants a huge chunk of Toxic Resistance in Deflection Shield, thus Toxic Resistance should be one of EA's strengths, not holes. Bake a little toxic resist into each shield, so it'll stack up to high resistance values when running all toggles.
i imagined it is as lets say 5% from the first enemy that cant be enhanched but the bonus for the scaleable amount could be if that makes sense.
I suggested this already:
Previous thread.
I really should do something about this signature.
I forgot about that thread. I hate the search tool.
What about the other suggestions?
Isn't Energy Drain auto-hit?
I'm not so sure, it's been years since I respec'd it out for being fundamentally useless for me.
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Level 2 Dampening field
Keep the S/L resists and combine it with energy protection but give it a true grit treatment, not the full hp bonus though
7,5% hp
7,5% S/L/N/T
9,38% E
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Would leve the set overpowered by Castle's metric.
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Level 28 Energy Drain
Allow it to take accurate healing sets, decrease the end you gain from 25% to 15%
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It's auto hit, why would it take Accurate Healing? Why nerf it?
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Level 20 Repulse
Lovely GFX but in my opinion counterproductive to teams and situational solo
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True, but I think your alternative would have the same problem. How about replacing it with Repulsion Bomb, or a reduced radius Force Bubble, from the FF set?
I really should do something about this signature.
I can't see a problem with the Stalker, yet. My Energy Brute has it a bit tough in the early levels but then so did my Elec Brute. All the other Brutes not so bad.
In the early levels with both Elec and Energy a quick fight solo vs 10 even levels could end up with me looking like I had an Unstoppable crash. I'd of had to make the best of all the attacks I had just to win in time, which is just before I would die
I think it was Castle who suggested +Regen between fights once as a good suggestion on the US forums. I'd of wanted that.
I do see how these sets can potentially come home at the end of the day to be arguably balanced and I like diversity, I like having to put on a different mindset, having to survive by different means. A character can be weak or strong due to a personal or team dynamic. I prefer that.
As for PVP I wouldn't know.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
ooops missed the auto hit on foe in the data.
Repulsion bomb would be nice.
If the set were to recieve another buff what I'd like to see is something that's unique to the set and give it a differentiater - adding a bit of extra +def here or +res there doesn't do it for me.
In this vein and in keeping with the whole Kinetics theme what I'd like added is a true energy transfer component.
Each of the shields have a true Kinetic element whereby the energy from an attack is used to give a 20% +recharge to all powers for 5 seconds - this is not self stacking nor cumulative.
From the first attack the rechage boost is applied and stays until 5 seconds after the last attack.
The addition of this would give additional damage from attacks, ability to build rage easier and increased survivability by reducing the downtime for Energy Drain.
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
Problem with that Psiphon is that some sets already have a +20% recharge that runs even when they are not being attacked.
If you are going to implement something like that it does need to be stackable, maybe 10% for an AV, 7 for an EB, 5 for a boss, 3 for an lt and 1 for a minion. This will get capped by the aggro cap but would give a bigger bonus than 20% in the difficult fights.
Or could go up with rage getting to 30-40% with full rage.
Either way I think if it is going to be less than perma it needs to be higher than 20%.
Edit: Never played the set so don't know how needed this is, just adding to your idea.
British by act of union, English by grace of God, Northern by pure good fortune!
The other ploblem is the game engine doesn't support an "on attacked" power trigger. That is why it can't do the "reflect damage" type powers that you see in a lot of MMOs.
I really should do something about this signature.
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Problem with that Psiphon is that some sets already have a +20% recharge that runs even when they are not being attacked.
If you are going to implement something like that it does need to be stackable, maybe 10% for an AV, 7 for an EB, 5 for a boss, 3 for an lt and 1 for a minion. This will get capped by the aggro cap but would give a bigger bonus than 20% in the difficult fights.
Or could go up with rage getting to 30-40% with full rage.
Either way I think if it is going to be less than perma it needs to be higher than 20%.
Edit: Never played the set so don't know how needed this is, just adding to your idea.
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What you say is true - I just threw 20% out as a reasonable number to explain the mechanics of the suggestion.
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The other ploblem is the game engine doesn't support an "on attacked" power trigger. That is why it can't do the "reflect damage" type powers that you see in a lot of MMOs.
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Isn't Rage itself an "on attacked power" - an attack is registered and is used to build Rage?
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
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Isn't Rage itself an "on attacked power" - an attack is registered and is used to build Rage?
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I think you mean fury, but yes attacks against you are used to build it. Not sure of the actual mechanics behind it, this game is quite strange in what it can and can't do.
British by act of union, English by grace of God, Northern by pure good fortune!
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I think you mean fury
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Indeed
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
Energy Aura is not as horrible as people think it is but its still lacking compared to other sets.
Its typed defence with nice tools and a itty bitty dash of resistance but Shields and SR(especially shields, the potential is just damn) outperforms it by a large margin even after the changes.
The other sets are fine and needs no tweaking so instead i propose a few changes:
Brutes
Level 1 Kinetic Shield
No changes needed
Level 2 Dampening field
Keep the S/L resists and combine it with energy protection but give it a true grit treatment, not the full hp bonus though
7,5% hp
7,5% S/L/N/T
9,38% E
Level 4 Power Shield
No changes
Level 10 Entropy Shield
No changes
Level 16 Conserve Power
No changes
Level 20 Energy Cloak
No changes
Level 28 Energy Drain
Allow it to take accurate healing sets, decrease the end you gain from 25% to 15%
Level 35 Alternative to Energy Protection
Alternative 1
You absorb the kinetic energy from enemy attacks and increase your own density.
GFX the one from repulse(maybe it doesnt fit but damn that aura is a feast for the eyes)
Make it a toggle taunt aura similiar to rise to the challenge and invincibility.
It gives an unenchancable(sp?) amount of resistance to all but psi and scales with each additional enemy in the aura radius(10 max).
Lower amount for toxic or none at all
Penalties to run/fly/jump that also scales.
Ideal would be something like fury, as you get hit your resistance scales upwards. But maybe that would be too hard to implement. It would give the set something unique though.
Alternative 2
Everything is energy and your aura allows you tap into enemies life force and heal every couple of seconds
Taunt aura but instead its kind of like soothing aura, a minor periodic heal that scales with enemies
Level 38 Overload
It doesnt need anything really but i would like if it were a "new school" god mode where you cant slot for recharge speed, lower the end crash and remove the resistance.
Even more fun if it was like Moment of Glory but with a - 50%(max end) end crash and a 30 sec duration.
Stalkers
Level 1 Hide
No changes
Level 2 Kinetic Shield
No changes
Level 4 Power Shield
No changes
Level 10 Entropy Shield
No changes
Level 16 Dampening Field
Same as brutes
Level 20 Repulse
Lovely GFX but in my opinion counterproductive to teams and situational solo
Make it a 30 second duration click that does mag 1,25 knockback with a minor end crash(like hasten)
Level 28 Energy Drain
Allow it to take accurate healing sets, lower the end gained from 25% to 15%
Level 35 Conserve Power
No changes
Level 38 Overload
Same as Brutes
How would you like to see the sets?