Conserve Power REPLACED ON Test in /ELEC!
Energize looks like a watered down Tier9 to me. If it goes live like this for all AT's with CP I suspect it will be nerfed right after I ding 50 with my DM/ELA
Is it just me or does it look TOO good???
Just modified my mid's and compared with a /wp. One thing I noticed in the comparison is the power Grounded. I think it should be able to have knockback IOs slotted for knockback protection much the same as acrobatics.
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How exactly does it beat out SD & SR -- especially when those basically never get hit?
I have never heard that Fire was a more survivable set either, though my info may be pre the changes to healing flames. Can you provide more info? |
This skill doesn't look nearly as powerful as some of you guys make it out to be.
Some of us have permahasten builds and those are unenhanced #s. A 50% heal, every 30 to 35 seconds or so... 200% regen and 60% encurance discount permanent or almost permanent? And it's "not as powerful" as we make it out to be?
Some of us have permahasten builds and those are unenhanced #s. A 50% heal, every 30 to 35 seconds or so... 200% regen and 60% encurance discount permanent or almost permanent? And it's "not as powerful" as we make it out to be?
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Sad thing is that Electric Armor really needs something this strong to just be on par in survivablity with some of the other Armor sets. The set a has been pretty to look at, but tasted like a poopsickle for so long, that few people took it.
So to sum it up you are both right. Energize is really strong, but Electric Armor was so weak that Energize doesn't even make Electric Armor near the strongest or best Armor set. Electric Armor just becomes good enough to play and it will be interesting because it is good at some things other Armor sets aren't. And Electric Armor is so pretty.
I'm sorry you haven't had good experiences with Electric Armor. I've always been satisfied with mine with SOs but understand how others were frustrated with it. Electric armor was once considered flavor of the month and since that point it hasn't gotten weaker and enemies have not gotten stronger.
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Can you punch up some numbers to see if it's enough? |
At first blush, though, the numbers seem reasonable. "Enough" is subjective: in my opinion the recovery, drain, and offensive capabilities of the set are enough to mean that it doesn't have to be "equal" to the other sets in the area of direct damage mitigation, which means even if it lags the other sets on my spreadsheet, that doesn't mean it lags overall.
Prior to Energize, it lagged *enough* for me to state that it was highly unlikely that drain and recovery were enough to make up the huge amount of numerical ground. But energize seems to put Electric within striking distance of the other sets, and to a first order approximation that's all it really needs to be fair competition for the other damage mitigation sets.
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I doubt it will make it to live exactly like this, but good news none the less. I will likely respec my lvl 24 electric brute and enjoy taking him to 50 with this type of power added.
I like the 60% reduction of endurance use and the 100% regeneration, but personally I think instead of a heal, a +max HP would fit better. A heal might end up being too much, where as extra HP with a resistance based set goes together like peanut butter and jelly. It would be more of a pre alpha power instead of an Oh S**t heal....but 100% regen boost is no joke when your getting almost 500 extra HP as well.
Some of us have permahasten builds and those are unenhanced #s. A 50% heal, every 30 to 35 seconds or so... 200% regen and 60% encurance discount permanent or almost permanent? And it's "not as powerful" as we make it out to be?
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That amount of regen is not that significant on its own. It's not going to save you in a tough fight. And if a 50% heal on a 30-35s timer is broken, why doesn't it make Fire Armor broken to have one on a 20s or less timer with far, far less recharge than Permahasten?
Sorry, not nearly as awesome as you guys are painting it. Especially on a Resistance-only build (no +Defense) since every effect and its brother gets through, meaning you eat all the -Def and -Res that come your way.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I'm sorry you haven't had good experiences with Electric Armor. I've always been satisfied with mine with SOs but understand how others were frustrated with it. Electric armor was once considered flavor of the month and since that point it hasn't gotten weaker and enemies have not gotten stronger.
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This change looks very welcome and not at all overpowered in the presence of things like WP, SR and even Invuln.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
It seems to me that, when comparing armor sets, active mitigation is frequently discounted in comparisons to an unreasonable degree. On paper, looking strictly at resistance, defense, heals, +HP, and regeneration, Electric Armor certainly seems to lag. Yet I've rarely found cause to complain about the survivability of my /Elec, in part because I paired it with a primary that complements it well, and in part because I've strongly leveraged its special qualities and active mitigation potential. I've found the same to be true of other "weak" armor sets. While I certainly won't complain about additional mitigation in /Elec (see initial response!), I'm more of the opinion that it makes a good set better than that it saves a bad one.
@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs
No, it's really not.
That amount of regen is not that significant on its own. It's not going to save you in a tough fight. And if a 50% heal on a 30-35s timer is broken, why doesn't it make Fire Armor broken to have one on a 20s or less timer with far, far less recharge than Permahasten? Sorry, not nearly as awesome as you guys are painting it. Especially on a Resistance-only build (no +Defense) since every effect and its brother gets through, meaning you eat all the -Def and -Res that come your way. |
A power that gives 60% end reduction for 30 seconds on a 120 recharge isn't great.
A power that gives a 25% heal on a 120 recharge isn't great.
A power that does all three at the same time IS great.
A power that gives 100% regen for 30 seconds on a 120 recharge isn't great.
A power that gives 60% end reduction for 30 seconds on a 120 recharge isn't great. A power that gives a 25% heal on a 120 recharge isn't great. A power that does all three at the same time IS great. |
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Yet I've rarely found cause to complain about the survivability of my /Elec, in part because I paired it with a primary that complements it well, and in part because I've strongly leveraged its special qualities and active mitigation potential.
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The differences are marked.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
How exactly does it beat out SD & SR -- especially when those basically never get hit?
I have never heard that Fire was a more survivable set either, though my info may be pre the changes to healing flames. Can you provide more info? |
As was said elsewhere, I'm using Arcanaville's charts which, admittedly, are not the "be all and end all" of defense analysis, mostly because it can't quantify effects like end drain, mez effects, afraid powers, and so forth. Also, it doesn't support click regen powers. So I'm not considering it to be The Final Say, but does give general ideas.
My feelings are what JuiliusSeizure and ArcanaVille have put in. It gives Electric a nice boost that puts it into the same general field as everyone else. So long as it remains easier to get defense bonuses than resist bonuses, though, it won't be top tier when IO'd out.
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Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
It's important to note that the yellow text is extremely important. If you do not choose a complimentary primary the weaknesses of ElA become extremely visible. It also becomes visible in comparison, taking primaries with strong mitigation (Stone or Dark Melee, for example) on ElA and then a better-performing set, such as WP.
The differences are marked. |
I think the question I should be asking you is how you feel about sets that don't have the same level of synergy with all their possible complements. I rather like them, but it seems like you want to insist on comparing without regard to possible complementary interactions.
@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs
You forgot resistance to slow and minus recharge effects. Ha
I also didn't mention the endless overflowing font of endurance, because WP has this. However, SR, which has high mitigation and Quickness, is also notorious for not having that side benefit...
Incidentally, my brute is not Stone/ or Dark/ but SS/, and I'm largely exploiting that endless font of endurance and the drain mitigation...
@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs
Some of us have permahasten builds and those are unenhanced #s. A 50% heal, every 30 to 35 seconds or so... 200% regen and 60% encurance discount permanent or almost permanent? And it's "not as powerful" as we make it out to be?
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60% endurance reduction is redundant given the potency of Power Sink. They had to keep endurance reduction due to the cottage rule, so this is bascially a freebie. Power Sink still needs to be spammed because Endurance Mod is still such an integral part of ELA's protective layers.
25% heal and 30 seconds of 100% regen on a 2 minute timer is good, but not great. I'd give all of that up for a clone of Healing Flames or Dull Pain.
Look at the skill with SOs and it's perfectly fine. Almost every set becomes broken at 205% global recharge, soft capped, or IO pumped up the wazoo. Thanks for pointing that out though. Yes, large amounts of global recharge breaks this game.
I think the question I should be asking you is how you feel about sets that don't have the same level of synergy with all their possible complements. I rather like them, but it seems like you want to insist on comparing without regard to possible complementary interactions.
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"The same level of synergy" isn't a sufficiently meaningful description. Synergy at what is important.
Brutes, Scrappers and even Tankers need their powers to do two things solo, and (sometimes) three on a team. Those two things they need solo are survive and deal damage. The third thing, primarily useful on teams, is aggro control/management. Sometimes, the third thing is achieved in ways that overlap with the first two. For example, if you have AoE mezzes or knockdown, this serve to both manage aggro on a team and provide mitigation for you (whether teamed or solo).
When you mix powersets, you get various levels of all three of these functions, depending on what powers you choose and how you slot them. It's important to consider that you can take powersets with high performance and build them below their peak potential, and that you can take powersets with low performance and shore them up with your other powerset and pool powers. This capability is a source of endless disagreement on the forums about how well certain powesets perform, because they are impossible to experience in a vacuum without deliberate testing which is unavoidably an unrealistic play scenario. People perceive the performance of their whole character, and then use that to defend (or harp on) a powerset's capabilities when considered on its own.
No mater how you get there, there's a performance level that's good enough to play the game. I think it's arguable that Electric Armor has always been at or above that level. However, I think it also currently lags its peer powersets, primarily because they have either have more tools at their disposal, sometimes simply better ones, and sometimes both.
So the complaint against the set's performance is one of relative performance. People don't campaign for improvements to Electric Armor because they can't make an Electric Armor character that's viable. It's that you can make a more survivable character with nearly any other secondary even when building something with relatively poor synergies.There are absolutely times where Electric Armor as it stands today can fare better than its peers. Exposure to largely energy-typed damage comes to mind. However, playing ElA through the game's standard content (something I am wont to do with every character I level up), I perceive that other powesets end up with better performance across all foes and situations, across a wide variety of build options. I find it compelling when that lines up with "paper" analysis.
I have made a point of playing to Electric Armor's focus of end drain as active mitigation, and have always found it wanting compared to other means of mitigation found in other sets, direct or indirect. I also have experienced the relative performance of the set through playing alongside other players using it. I don't often play on random pugs, but rather with a consistent core of very veteran, usually very savvy players, who understand the game's powers, how to leverage foe AI, positioning for optimal power effects, and so forth. To my knowledge, they have never considered the set a reasonable FotM except briefly in PvP when Energy Melee/Manipulation had high positions on the food chain.
The lack of a self heal, +HP, or +regen has been singled out in the past as one of the prime reasons for ElA to lag other sets, and a standout difference between ElA and other sets. (It was also identified as one of the problems for EA as well, but EA also had some other issues.) I think it's telling that the devs have offered it something along these lines as a benefit. This is beta and nothing is firm; things aren't firm even after they go live. That said, I think this set of changes looks very good, and by no means out of line with other powersets.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
It will be balanced, but not broken.
I have never heard that Fire was a more survivable set either, though my info may be pre the changes to healing flames.
Can you provide more info?
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