Elec Armor, Energy Aura, Mu Mastery, Proliferation
I like it yes to all options please
(never understood the logic of energy not having a taunt aura they gave SR one for brutes after all)
Addition: Make the KB protection in Grounded linger just a bit longer after leaving the ground, so using Lightning Rod won't end up with you flying off in a random direction when fighting mobs that use Hand Clap often.
Also agreed never understood why using lightning rod makes u vulnerable to KB.
Correct me if im wrong. But....
Lightning Rod makes you get struck by lightning? Doesnt it?
That in itself would knock you back.
It was probably a developer decision to add the vulnerability to knock back as a way of simulating the knockback effect you might get after being struck by lightning.
They can't after all, just knock you back with your own attack, that would be seen as a folly, and players would just not choose that power, so instead of a straight knockback, they made you more vulnerable to knockback instead to increase the chance of a knockback, but at the same time, not knocking you back with your own attack.
Azmodan - 50 - Storm/Energy Blast Defender
Baaleos - 50 - Gravity/Power Blast Dominator
Orici - 50 - Fortunata
Psi'on - 44 - Kinetics/Psionic Defender
Azazeel - 40 - Warshade
Bloody-Ice - 31 - Ice/Cold Domination Corruptor
This is specific to the Grounded power, not a deliberate effect, as this doesn't happen with other forms of Knock* protection. The inconsistency of Grounded is the problem here, as Lightning Rod has a Teleport component to it, which counts the player as not touching the ground for a split second, promptly losing Grounded's Knock* protection for a moment.
Yes and no a more accurate description of lightning rod would be that you some how transform into or call down lightning then youseing this transport your self a short distance and the arrive via the same lightning bolt damaging all those who happen to be where the bolt strikes.
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They can't after all, just knock you back with your own attack, that would be seen as a folly, and players would just not choose that power, so instead of a straight knockback, they made you more vulnerable to knockback instead to increase the chance of a knockback, but at the same time, not knocking you back with your own attack.
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regardless of weather its the power that causes it or its caused because of a hole in protection its still a folly plus i very much doubt its a intended hole in the power.
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Remove Conserve Power from Electric Armor. Replace it with a new power that increases Regeneration based on how much Endurance the character has - the more endurance, the better the regeneration*. Swap this power to tier 8 and Power Sink to tier 7.
Remove Conserve Power from Energy Aura. Replace it with a taunt aura toggle that increases Resistance to all but Psionic for each enemy in the radius - first enemy grants the highest bonus*. Give the set more Toxic resistance and Endurance Drain resistance to match Force Fields.
Add Conserve Power to Mu Mastery as a 5th power option for Brutes.
Port both powersets over to Tankers and Scrappers.
*(Ideas adapted from those of other people, not taking credit)
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I like this idea, Elec Armor needs it, and my EA brute would be happy to
49 level 50's(CoH/V), cant be arsed to list em all :P
Another suggestion change the stalker version of power sink so that it doesn't brake hide at least that way a stalker would get more use out of it.
Oh, and... they really ought to frontload the heal in Energy Drain so it's useful versus single foes.
I'm guessing there eventually going to do just that as they seem to be working there way thru all the "boost from mobs" powers and front loading them.
Remove Conserve Power from Electric Armor. Replace it with a new power that increases Regeneration based on how much Endurance the character has - the more endurance, the better the regeneration*. Swap this power to tier 8 and Power Sink to tier 7.

Remove Conserve Power from Energy Aura. Replace it with a taunt aura toggle that increases Resistance to all but Psionic for each enemy in the radius - first enemy grants the highest bonus*. Give the set more Toxic resistance and Endurance Drain resistance to match Force Fields.
Add Conserve Power to Mu Mastery as a 5th power option for Brutes.
Port both powersets over to Tankers and Scrappers.
*(Ideas adapted from those of other people, not taking credit)