Improvements to Electrical Armour


CBeet

 

Posted


Not so much a suggestion as a request but could elec armour please be tweaked it just seems weaker than its fellow armours for both brutes and stalkers (especially stalkers)

At the very least could the heal ability from energy auras version of power sink be ported over to it so that it has some means of regenerating the HP your guaranteed to loose. and if your feeling extra generous hows about a small regeneration boost in grounded (when your on the ground of course)


 

Posted

Always liked the idea of Grounded giving +Regen, and giving Power Sink the same treatment as EA's would also help.

IMO Grounded could also increase max health, but only when on the ground. Perhaps make Grounded increase max health and, when shields are active, increase regen depending on how many shields are on. Say each shield gives 50-70% +regen, with all active that's 150-210% +regen along with the +health but only when you're on the ground.


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Sometimes all at once.
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Posted

yea that could work tho could be to much I'm not looking to have elec armour godly but it just seems bad that its a pure resist based armour yet has no way of clawing back the HP its going to loose in a fight.


 

Posted

Regen (and maybe maxHP) in Grounded sounds pretty nifty.


 

Posted

Electrical Armor just about works on brutes because it has so much end recovery that it's possible to keep the fury bar very high at all times and hence dish out high levels of damage, the best defense being a good offense.

Transposed to any other AT, it becomes, what is technically called "teh suxx0r".


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Posted

Indeed. But it would be almost as bad on tankers or scrappers. Any fix should look towards proliferation.


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Posted

Heh, to be a wee bit more radical, a fix would dump Conserve Power from the powerset and replace it with something for health management for all 4 applicable Archetypes. This also eliminates the obstacle of Conserve Power being in APPs for Scrappers and Tankers becoming a duplicate power, and it's not like Conserve Power really has any place in Elec Armor, due to being made completely redundant by Power Sink.


 

Posted

I agree.


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Posted

agreed getting shot of conserve power would be a wise move tho i wouldn't rush to replace it with the HP power being that conserve is currently one of the few powers that can be safely left out a elec build without damaging performance.

Instead replace it with another utility power which while useful wouldn't be "required"


 

Posted

OK been thinking some more about this and if i had my way this is what i would do

1. Charged Armour. No change (replaced with hide for stalkers)

2. Lightning Field. No change (replaced with charged armour for stalkers)

3. Conductive Shield. No change

4. Static Shield. No change

5. Grounded (add MaxHealth (%10) and +regen (%75)(only when in contact with ground) this would make grounded similar to rooted and give elec a nice survival boost figures would be about %19.5 and %146 when slotted with SOs)

6.Lightning Reflexes. No change

7.Conserve power. Remove and replace with Power Sink. Give this the energy drain treatment and add in a %3 per target heal

8.Put new power here

9.Overload. leave as is

possible new powers

Teslic field. PBAoE Toggle sleep works in similar way to cloak of fear would also drain a small amount of endurance

Static Flash. Click power dose -visibility -to-hit to foes neer by

Sap power. single target close range power would sap a significant portion of a targets endurance and return it to you foe -80% self +%40

I'm sure some one can come up with a better replacement power tho.

I recon these changes would help both brutes and stalkers and don't dilute elec theme to much they would also make it far easier to port elec across to Tanks and scrappers.


 

Posted

...heck, even a clone of the Freakshow self-resurrection power would be better than Conserve Power.


 

Posted

agreed elec armor has to be lookt at
needs heal,Hp or +regen

up to the dev's to pick 1

regards
hellking


 

Posted

Highly unlikely but I'd just really like to see Power Sink pushed forward to level 20 in place of Lightning Reflexes and then Lightning Reflexes in place of Conserve Power - notionally endurance drain is Electric Armour's secondary survival mechanism but the only real source of this comes ridiculously late at lvl 35. This also makes it more viable as a replacement for Stamina much like Willpower getting Quick Recovery at 20 (or earlier for Tankers).

If we could get a replacement for Conserve Power as well then all the better of course, although having something similar to Super Reflexes' scaling resistance except tied to how high your endurance is instead of how low your health is would be interesting and make Conserve Power rather more useful for maintaining that bonus.

Recalling an "if you could have a 10th power" thread some time back, having a Healing Flames clone would be pretty damn amazing for Electric Armour - it would plug the toxic hole as well as providing one of the best self-heals going, available all the more often thanks to Lightning Reflexes. Would be a mote overpowered most likely sadly, but a nice thought


@Hakeswell
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Posted

[ QUOTE ]
scaling resistance tied to how high your endurance is

[/ QUOTE ]VERY interesting idea! Though, maybe instead of more resistance, it could increase Regeneration?


 

Posted

Yea more resistance would be some what pointless as elec already has that in spades but regen could be interesting

It would also pretty much self balance for brutes, scrappers and tanks at least, either hold back and gain good regeneration or make lots of attacks and have your HP recovery drop.

For stalkers it would also be handy as from experience stalkers seem to have a pretty full endurance bar for the majority of the time with it only dropping when in prolonged combat.

and of course power sink could be used to quickly top up the end bar to keep regen boosted.


 

Posted

I agree, Although I love playing my lvl 41 electric/electric brute, I would like to see a regen HP bonus for Powersink. Or drop conserve power and replace it with a toggle that is allways running to improve the HP regen rate. Like WP and regens have.


 

Posted

[ QUOTE ]
9.Overload. leave as is

[/ QUOTE ]

I believe Overload is for Energy Aura Brutes, Power Surge for Electric.


 

Posted

How about a defensive power since /Electric is all resistance.


 

Posted

+def wouldn't really help suvivability all tham much, unless it is a very big amount.

It's not electric's ability to reduce incoming damage that is it's weakness, it's its ability to recover from damage.

It's down to concept, and the set being deliberatly designed for brutes.

Most brutes are limited by thier blue bar for how high they can sustain fury, Electric brutes are intended to be limited by thier green bar.

Once you start proliferating to other ATs, this idea breaks down.


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Posted

[ QUOTE ]
[ QUOTE ]
9.Overload. leave as is

[/ QUOTE ]

I believe Overload is for Energy Aura Brutes, Power Surge for Electric.

[/ QUOTE ]

Um yea is is i can only blame the fact that i was comparing the 2 sets (as the appear to be at opposite sides of the same coin) while doing up that list

Tho maybe Overload would be better for elec than power surge it would at least give a hefty boost to defence giving elec both high resistance and high defence for a short time and it has some max HP in it as well.


 

Posted

elec is a resistance set, ea is a typed defense set.


 

Posted

Yep that's exactly what i ment there neer identical except where elec resist specific damage types EA avoids them but they both largely concentrate on energy based damage what bugs me tho is where energy can get defence figures of

Smashing=25.7
Lethal=25.7
Fire=29.3
Cold=29.3
Energy=32.2
Negative=22.2
Psi=5.9
Melee,Ranged,AoE=5.9

and resistance values of

smashing = 11.7
Lethal = 11.7
fire = 0
cold = 0
energy = 14.6
negative = 11.7
toxic = 14.6
Psy = 0

all from SOs meaning it gets pretty good over all protection even before branching out into power pools on top of that it has the endurance draining, stealth and self heal.

while elec has

zero defence

and resistance of

Smashing 41
Lethal 41
fire 41
cold 41
energy 90
negative 35.1
toxic 0
Psi 41

so elec has good resistance but almost every hit coming its way is gonna hit it there's a truck sized hole to Toxic damage and the only means of mitigation is endurance drain


It just dosent seem overly balanced at the very least elec should be given some Toxic resistance (i realise there's some in power surge but as you cant use power surge for a hole mish without serious IOing i don't see it as valid)

Now don't get me wrong i don't want them to come along and slap some defence in elec as having a pure resistance set is interesting but they need to go back over it and consider how its supposed to survive for prolonged periods of combat where it has no means of off setting the damage that coming in.

*edit*

Now that i think about it Elec is more like the ugly offspring of SR and EA they've taken SR really high defence values and switched them over to really high resistance stuck in the +recharge speed then garnished with EA endurance abilities. but don't seem to have given much thought to the fact that while with high defence you mite not get hit by that big attack with high resist your still gonna get hit just not as hard.


 

Posted

Power Surge is fine. If Power Sink got the same healing as the EA version, and was moved to tier 7, Elecric Armour would be a very strong brute set, and fair on scrappers and tankers.

The only remaining problam is what to do with a power that is pretty much superflous to requirements on most ATs(Conserve Power).


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Posted

agreed i was just thinking out loud a move to tier 7 and added heal would be perfect. would also work for stalkers as i don't think Power sink aggros when used from hide (could be wrong as not at 35 yet)

As to conserve power take it out back and shoot it is my first reaction. Another option would be to replace it with Power Boost (even tho castle hates it) this would improve the secondary effects of any attacks but more importantly boost the end sappage and heal that power sink could do for a short space of time.