So with the release of Elec/Elec...
My plan for i16, is reroll my main as a Elec/Fire Scrapper. I decided on this for 3 reasons...1) Concept (could of went Fire/Elec, Fire/Fire, Elec/Elec or Elec/Fire) 2) I'm hoping it won't be a much used combo I know...probably a terrible reason to roll it, but hoping none the less. 3) It's become my goal to make that combo, based on concept, to something OMG UBER!
Will that last happen? Possibly not. But I'm going to try.
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I don't have the power..yet.
But real numbers says it does 62.56 smash damage (single target) 60.06 energy damage (aoe) So ~122 to main target and ~60 to everyone within 7ft of him (up to 10 targets). When it crits it does the an additional 122 energy damage. I haven't tested it myself, but I see no reason why the aoe wouldn't crit thus meaning that when you crit on something other than the main target it is doing triple damage to that target. |
I asked a friend to test it for me and yeah, Thunder Strike doesn't really seem to be all that IMO. Matrix bullet time slow attack for a decent ST attack (my friend did around 300 damage, I am not sure if he was hitting a even level or popped BU first or what) with half damage AoE. 150 is okay-ish for an AoE, I guess, and it does have 50% chance of stun... and 80% chance of KD... but for 3.3 seconds? Yikes.
Yay! Finnaly! It's getting to be pretty hard to get answers around here lately. Though I should've probably asked over the Brute forums.
I asked a friend to test it for me and yeah, Thunder Strike doesn't really seem to be all that IMO. Matrix bullet time slow attack for a decent ST attack (my friend did around 300 damage, I am not sure if he was hitting a even level or popped BU first or what) with half damage AoE. 150 is okay-ish for an AoE, I guess, and it does have 50% chance of stun... and 80% chance of KD... but for 3.3 seconds? Yikes. |
For instance looking at the aoe:
TS 60 dam
Spine burst 71 dam (with avg dot)
Spin 99 dam
Whirling sword 81
Dragon tail 74
It also has the longest cast time of the bunch and the longest recharge.
Don't discount elec entirely based on TS being mediocre though. Jacob's ladder is a nice cone and Lightning rod is an amazing attack and even better they actually gave scrappers a new version of the pseudo pet that deals the damage so they aren't stuck using the same low damage version as everyone else.
*Well I shouldn't say everyone. Stalkers are still using the low damage brute version... but tanks and scraps get their own.
Electric/Dark???
Maybe just maybe
Well I will be making a Kat/Elec first. I'm not doing Elec/Elec because I have a Elec/Elec Stalker. I'm also thinking about a Elec/Fire Scrapper too.
I got on test and rolled an elec/regen and a DB/elec. The elec/regen is goning to be a challenge. I like challenges. The DB/elec is going to be a monster!! Except vs valz. lol Toxic dmg is a PITA!! At least they are weak vs... hell everything. The kicker is i wont see them again by the time I get energize. Until then i'll just have to get them before they get me. Not looking forward to positron TF. Cant wait to do synapse and the Katie Hannon TF. Wait a sec... You will be abe to a) exemp down and keep powers up to 5 levels your combat level and b) get XP while exemp. Guess ill just wait to lvl 20 to do positron.
"All problems can be solved by throwing enough scrappers at it."
@Riez on Virtue, Protector, Champion, and Exalted server.
Well, i was in test for a few minutes with my Kat/Elec...
So far, the combo is a beast. I may not take Lightening Field, but Kat's DA, just brings /elec's survivability through the roof. With minimal slotting, i was near untouchable.
I honestly, cant wait for live. Between my Elec/Sr, and kat/elec...the later proves to be wicked.
Though, ive yet to really "test" elec/sr. Maybe ill test for a few more hours and see how that goes...
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Zaunte's Rage-Claws/Invulnerability
Personally for the new elecs I'm mostly interested in the secondary. My new pet project will be a kat/elec, quick and easy to softcap melee with divine, crank up my recharge to a silly proportion to perma Energize and I'll call it a day. The elec primary, eh...I played it on a brute and I wasn't to impressed.
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Personally for the new elecs I'm mostly interested in the secondary. My new pet project will be a kat/elec, quick and easy to softcap melee with divine, crank up my recharge to a silly proportion to perma Energize and I'll call it a day.
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Even so, the +regen component is actually less important than the self heal portion and the +end redux component is largely pointless when you consider Power Sink. A 25% heal does twice as much for you as 30 seconds of 100% +regen does at base hit points. In order for them to be equal, you'd have to have double base hit points (impossible since the hp cap is 180%) and no +heal set bonuses.
the +end redux component is largely pointless when you consider Power Sink. |
Now for AVs and such the 2 second animation hurts DPS pretty bad, if you rely on it for end ; on a more personal note I'd rather have stuff working passively than having to use a power to refill my end - the latter works, of course, but there's always the issue of not finding a foe to drain at the right time. Arguably that happens about once a hour or less, but that's still enough to annoy me.
Agreed on regular gameplay.
Now for AVs and such the 2 second animation hurts DPS pretty bad, if you rely on it for end ; on a more personal note I'd rather have stuff working passively than having to use a power to refill my end - the latter works, of course, but there's always the issue of not finding a foe to drain at the right time. Arguably that happens about once a hour or less, but that's still enough to annoy me. |
Either way, because the heal got made significantly bigger, my sincere recommendation would be not to use Energize in a permanent manner. The self heal is the most substantial component of it and should be the center piece of any tactical use of it. If you're having to use it to keep yourself endurance sustainable, then you're doing something very wrong (and wasting a lot of endurance because it costs 10.4 endurance like all of the other similar powers).
I'd rather do something very wrong than taking that much of a hit to my DPS. That, in my mind, would be very wrong.
Planning a Broadsword/Elec Scrapper. Elec's +Recharge combined with Broadsword's +Defense is working up for a very nice combo.
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Slot the build for around 20%-30% (depending on how you slotted DA) Defense to S/L and Melee and leave it at that. From there focus on some Recharge and some +HP and the build should perform just fine. Use Energize when you've taken some hits. The way I look at it, its use is as a self heal, with the +regen and Endurance Discount there just as a buffer to help keep alive a bit longer after using it. If you COULD get it Perma, I'd say do it, but since you can't I wouldn't go out of my way to decrease the recharge time any more than you would normally.
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With Power Sink in Electric Armor, end won't be an issue, though I've never found it an issue with Claws anyway. The change of Conserve Power to Energize gives Elec Armor a nice heal/regen/recovery clickable, which can't be a bad thing for a resist set.
I know that Brutes have long disliked having to take the Medicine Pool for Aid Self, since Electric Armor has lacked any self healing, and it will be interesting to see if Energize patches that hole in the set enough to leave Medicine off. All in all, I think Electric Armor and Electric Melee will be very popular. |
Power Sink is a keystone ability of electric armor and used not only to refill your endurance bar but as damage mitigation by draining minions and lts down to about 10% of their endurance left, combine that with lightning field draining endurance and you can keep them pretty much empty. Slot for recharge and endurance mods.
Sooo I have the medicine pool and the only time I'm able to get to fire off successfully with alot of incoming damage/attacks is right after a power sink or if I manage to pull off the 3 combo kd. I have 2 interrupt reducers in it too.
Now I went on test and took Energize and 6 slotted it for health and recharge so I could fire it off roughly every 41-45 seconds or so. The up front heal is good and can't be interrupted. Healed me for about 780 or so, which is a good portion of my health. The regeneration wasn't quite as amazing but did make a difference for the next 30 seconds. So you'll end up with about 15 seconds of downtime with no small regen boost.
All in all I am going to respec out of the medicine pool to take Energize and never look back! I found myself to be less squishy on test then I did on live after adding Energize. Any set that has mitigation in its primary (easy kd, -tohit, etc..) is going to really get a lot out of Energize.
The only criticism I have of Castle's Implementation of it is that he Didn't move it down to L24 or earlier and moved something like Lighting Reflexes or Lighting Field into its place. Electric Armor needs the heal earlier for brutes. Tanks are getting it at like 12 or something, which is damn irritating for brutes.
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elec/shield...........lightning rod+shield charge pretty much sold me
50 fire/dev--50 dark/thug--50 earth/storm--50 fire/regen--50 earth/thorn--50 kin/rad
50 TA/archery--50 stone/mace--50 Rad/em--50 Cold/Energy--48 dark/elec--50 grav/rad--45 SOA--40 PB--46 Bs/Fire--50 Ar/Dev--50 Trapz/Dark--50 elec/em tank--50 elec/earth--50 Ghostwidow--50 elec/Therm--50 cold/dark
My current build-Kat/elec, mainly uses energize as something similar to DP.
The added goodies are just icing.
That being said, i wouldnt necessarily cut it out of my normal use. I mean, it ups my HP, which in turn makes my resists go a long way.
Nihilli-Id like to point out that, the abuse of energize was something that i didnt plan on doing, but merely caught myself doing just because i could :P
I do see where is can hurt DPS though.
Umbral-From your standpoint, its interesting to think just how high-end a build must be for your numbers to fit...lol.
I was messing around with some small IO's, just to get a feel for the expense of this build, and even coming from claws/inv, i got goosebumps...
Flux Tempest-Electric Melee/Willpower
Zaunte's Rage-Claws/Invulnerability
Nihilli-Id like to point out that, the abuse of energize was something that i didnt plan on doing, but merely caught myself doing just because i could :P I do see where is can hurt DPS though. |
Since energize doesn't recharge as fast and healing flames and isn't supported by any other forms of heals like reconstruction is, would 6 slotting DW be useful or the normal 5 slotting skipping the heal/end?
"All problems can be solved by throwing enough scrappers at it."
@Riez on Virtue, Protector, Champion, and Exalted server.
Just to clarify, it's Power Sink I was talking about, and I'd actually use it in normal gameplay - I was specifically thinking about AV soloing there (or any situation where you want as much DPS as possible), and I plan to use Energize as soon as it's up in that situation.
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Im sorry about that Nihilli!
Yeah... I was talking numbers at the two extremes : SOs and unlimited budget. I'm pretty psyched about Elec Armor, though I'm not particularly enthused about it in the hands of a Scrapper. After I get my Elec/* Scrapper (now undecided on what I want his/her secondary to be because Elec/Shield seems like it'll be a massive FotM), I'm planning on doing an Elec/* Tanker of some kind. |
Also, Elec/shield was one of my first choices, but just looking at the sheer amount of brutes that posess the same build, I dont even wanna see blue-side.
So, i was thinking elec/sr, that way i can enter with LR, and be able to soak up the alpha if need be.
Not to mention ive yet to level a /sr past 10.
Flux Tempest-Electric Melee/Willpower
Zaunte's Rage-Claws/Invulnerability
Is there any point in making an elec/elec scrapper when brutes will be able to be played heroside relatively soon?
I mean, scrappers don't get a rage meter... and rage meters are a good thing to have.
I liked ELA before the change (granted, I did use Aid Self), but I don't think it'll be at WP levels of survivability in most situations - nor should it be. You get more damage, from both the damage aura, the endless endurance and the +recharge auto.
Survivability is going to be much more than enough for me though, even with minimal IO slotting. If I read the numbers correctly, with Tough/Weave, CJ and a steadfast, you're looking at 10% def to all, 58% res to S/L, 75% to energy, 45% fire/cold, 35% negative, 40% psi, half of CP more than half of the time, 380% regen more than half of the time (with health 3 slotted) and a heal as strong as recon although it's not up as often and using it for the +regen/-end means you might waste some of the heal component sometimes. |
I'm planning on making a Spines/Elec and I my first draft for a build I came out with 29.7% melee and 72.5 recharge(no purples). Since that was just a first draft I'm assuming I'll be able to up that defense number by 5%, it'll just depend on what tradeoffs I wanna make.
So how much does it do usually? Around 200-ish to the target and 100-ish to those around it?
But real numbers says it does
62.56 smash damage (single target)
60.06 energy damage (aoe)
So ~122 to main target and ~60 to everyone within 7ft of him (up to 10 targets).
When it crits it does the an additional 122 energy damage. I haven't tested it myself, but I see no reason why the aoe wouldn't crit thus meaning that when you crit on something other than the main target it is doing triple damage to that target.