elec tanks lost cp for a new power


CelestiaCoH

 

Posted

I wasn't worried however its a nice change on account that given a typical PuG its not only especially better for new players but an interesting change.


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.

 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
I don't like the idea of Elec getting a self heal if the rest of the set remains the same for resistance values, etc.

Survivability-wise, it's always been a very solid set. It also has a lot of perks.

In general, I don't like defensive sets with lots of utility and perks having a lot of survivability, more survivability than sets that don't have a lot of perks. WP is bad enough for that already.

High resistance values, a damage aura, -end debuffs, protection to end drains and slows, increased recharge and movement speed, a self-end recovery power...

And now the addition of a self heal and regeneration increase; what amounts to a mini panic click in addition to their tier 9. Even if it's locked at a two minute recharge, that's still a bit much.

No sir, I don't like this at all.


.
But you don't like anything, Johnny.


"I never said thank you." - Lt. Gordon

"And you'll never have to." - the Dark Knight

 

Posted

Quote:
Originally Posted by Coldmed View Post
that would help the current fotm /ss is in pvp atm
I haven't PvP'd in quite some time so would you mind explaining how this is so?


"I never said thank you." - Lt. Gordon

"And you'll never have to." - the Dark Knight

 

Posted

Sarrate, less posting out here and more beta-testing (because the devs would be fools to not include your number-munchkin self in a closed beta. ).


"I never said thank you." - Lt. Gordon

"And you'll never have to." - the Dark Knight

 

Posted

Quote:
Quote:
By design, they last longer than two minutes.
So does Unstoppable
Awesome nitpickery there. The three minute duration is still hardly enough for anything that actually might have you needing the extra resistance.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
You're right. I don't like Rage as it is either.

I think Castle should fix temp powers from working during the crash and the stacking should be removed.

But at the same time I think a portion of the damage bonus should be unresisted or have -res effects added to SS's attacks.


.
Castle's stated that unresisted damage in PvE is a very big no-no, mostly due to things that shouldn't be killed (like mayhem civvies for one example). The game not knowing what to do with them can cause all sorts of havoc on the servers. This is something we went over around i11 or so, when stalkers were getting their changes.


"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict

 

Posted

I really like the sound of this.

Comparing Elec Armour to Fire Armour now, Elec is now looking pretty good.

Elec gets
- slightly more S/L resistance
- a poorer heal, but it increases recovery
- end drain resistance, one of the late game bugbears for Fire Armour
- Psi resistance, another late game bugbear of Fire Armour
- a negative hole instead of a cold hole, cold being associated with -Recharge that messes with healing Flames made this a problem for Fire tankers.
- slightly wonky KB protection in Grounded
- Lightning Reflexes.

Fire Gets
- Burn
- Fiery Embrace, especially good if you take Fire secondary
- Better healing

Both tier 9's are a bit on the undesirable side, one's pre-suicide, the other's post-suicide

So Fire will still output more damage and heal better, but Elec gets a good few perks, and tackles most of Fire's weak points very nicely.

I16 will also see us able to recolour either set, making the cosmetic differences even less. If you were dead set on some kind of flaming man concept but wanted Electrical Armour, you could probably pull it off.

Having said all that, I'm planning a Fire Tanker and an Electric Armour Scrapper. I dopnt think Fire Armour will get edged out completely, but it sounds like its got a contender on it shands now.

[Edit] I should consider Dark Armour too, I guess, the three sets have similar heal/resistance/damage aura setups.
Dark I guess still has its niche with the two mez auras as a Tanktroller rather than Scranker build.


 

Posted

Quote:
Originally Posted by Sarrate View Post
It's a solid change, but how much of an impact it will have will depend on the specifics of it (is the heal/regen slottable, recharge enhanceable? etc).
Assuming that it is enhancable for recharge and heal/regen (as that tier power should normally be) this should have a huge impact on Electric Armor as a tanking set.

Power builds can get this to perma status.


 

Posted

Quote:
Originally Posted by DSorrow View Post
Awesome nitpickery there. The three minute duration is still hardly enough for anything that actually might have you needing the extra resistance.
Having used the power to solo obnoxious elite bosses (neuron, antimatter, etc), fix situations where I simply dove in over my head in a group setting, and survive countless archvillain battles before IOs came out, I'd have to say you're factually wrong. The three minute duration is and has been long enough for anything that I needed extra resistance.

As far as being nit-picky, it's counterproductive for people to try to change a power when they don't know what it does. A two-minute unstoppable would suck significantly more.


 

Posted

Quote:
Originally Posted by Myrmydon View Post
I haven't PvP'd in quite some time so would you mind explaining how this is so?

with the new way kb is in pvp and rages toohit. it makes super strength the perfect tool to use in pvp.

every guy comes in and spams kob since it has a big kb and it also disorients.course as we all know now having resist against such things doesnt matter anymore and you need about 14 kb in pvp now to not get knocked around . this makes unyeilding and such powers worthless.

as of now..every tank is invul/ss and every brute is ss/wp..its current popularity is over used like regen is.

lucky for me..my stalker has 14 kb and my fire tank has 15...but the ones that is sure is ...people love to just spam kob


 

Posted

Butane - Electric Armor blows hardcore without serious IO slotting or Aid Self. You stand there and take pretty much every hit that comes your way, and all of the status effects that come with it and then hope that you don't die before a defender / corruptor etc can heal you.

Adding a heal / regen buff to the set was necessary because without it Electric Armor would be a gimp version of Fire Armor. You want to see how your idea about not liking the self heal goes, go tank a few TFs with a Fire tank and never use Healing Flames.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

Quote:
Originally Posted by Kruunch View Post
Assuming that it is enhancable for recharge and heal/regen (as that tier power should normally be) this should have a huge impact on Electric Armor as a tanking set.

Power builds can get this to perma status.
Yeah, I'm *very* excited about this change. I'm going to just assume now that its effects won't be fully enhancable--hell, I wouldn't be surprised if they pull a SoW-like "no recharge allowed" on us, cuz if it is, I'm so making it perma.

Edit: On further reflection, w/PS, there's really no reason to make this perma (and potentially wasting the heal), but I'd still get the recharge down as much as possible.


An Offensive Guide to Ice Melee

 

Posted

heal IOs will be better : better heal and better regen for 30 seconds

2rch and 1 end will be enough IMO


 

Posted

hmmm so maybe ill try to soft cap as much as i can for this then..

ill just have to look into wheres slots can go.

lightning reflexes is just recharges right nothing else...like hasten i would imagine


 

Posted

<QR> Concerning the new power

What if they go the route of Vengeance and Widow: Foresight? Not allowing recharge to be slotted except via IO sets with recharge as an aspect and allow global recharge to affect the power.

Whatever they do, I was excited about being able to make a scrapper or tank with electric armor and this change only peaks my interest more. Depending on how long it takes for i16 to come out, this may be lvl 50 tanker #8 or 9 or even lvl 50 scrapper #6 or 7.


 

Posted

Quote:
Originally Posted by Coldmed View Post
lightning reflexes is just recharges right nothing else...like hasten i would imagine
Lightning Reflexes is +20% rech, 40% rech/slow resistance, and +X% movement speed. It's a carbon copy of SR/Quickness with a different name, basically.


 

Posted

reading this I do believe I will make an elec tanker when released.

My biggest complaint since elec was in beta was the lack of a self heal, and aid self is just crap. I loved my elec/elec brute back in the day, when I tried playing him recently, he felt anemic. CP was always useless for ElA, nice to see this changed.


Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.

 

Posted

Quote:
Originally Posted by Sarrate View Post
Lightning Reflexes is +20% rech, 40% rech/slow resistance, and +X% movement speed. It's a carbon copy of SR/Quickness with a different name, basically.
whats the basic slotting of it ?..3 recharges or do you place running in it as well.?


 

Posted

Quote:
Originally Posted by Coldmed View Post
whats the basic slotting of it ?..3 recharges or do you place running in it as well.?
It's an auto power. Recharge enhancements aren't slottable. Anything more than one running enhancement is questionable.


 

Posted

Quote:
Originally Posted by Coldmed View Post
whats the basic slotting of it ?..3 recharges or do you place running in it as well.?

It's a passive that only takes run and fly enhancements.


 

Posted

Quote:
Originally Posted by Coldmed View Post
whats the basic slotting of it ?..3 recharges or do you place running in it as well.?
It doesn't take recharges, as it's an autopower.

Usual slotting is 1 runspeed.


I really should do something about this signature.

 

Posted

ahhh nice ok ty ty...


 

Posted

Quote:
Originally Posted by Dersk View Post
It's an auto power. Recharge enhancements aren't slottable. Anything more than one running enhancement is questionable.
Unless for some reason you're going for passive-based runspeed, which is something I've wondered how would turn out for a while.

Still wouldn't want more than one extra slot in there.


 

Posted

Quote:
Originally Posted by _Starbird_ View Post
heal IOs will be better : better heal and better regen for 30 seconds

2rch and 1 end will be enough IMO
No reason not to do both. Sounds like a good place to 5-slot Doctored Wounds.

As for LR, a lot of SR scrappers seem to wanna do the "no travel power" thing, which involves slotting Quickness as well as like Sprint & Swift. I'd rather just take SJ myself...


An Offensive Guide to Ice Melee

 

Posted

Quote:
Originally Posted by dave_p View Post
No reason not to do both. Sounds like a good place to 5-slot Doctored Wounds.

As for LR, a lot of SR scrappers seem to wanna do the "no travel power" thing, which involves slotting Quickness as well as like Sprint & Swift. I'd rather just take SJ myself...
That's influenced by the set encouraging players to take every power when it becomes available, as well as powers like combat jumping and weave. SR makes for a very tight build, and skipping travel powers make it much more manageable.