Energy Aura


Ang_Rui_Shen

 

Posted

As you can see from my date over there <---- I have played for a long time. I tend not to play melee characters a lot, but I really like Kinetic Melee. I love the animations and the feel of the set. I have never made a brute, so I decided to go with that option. I have only seen one or two characters with Energy Aura. My question is why. Is there something in the set that just doesn't sit well with most people? Is it because it's a defense set mostly? Talking to people in game, I get told to make a /Stone Armor. But I really don't like the way Stone Armor looks.

Just curious.

Thanks from your friendly neighborhood psychopath.


No one pays attention to me, cause I listen to the voices in my head.

 

Posted

i normaly see fire/invis/wp/shield seem the most commin hands downs... folowed by SR/stone/dark then elec and nrg are like the unloved armour but nrg seem like a powerhouse.

here is my attempt at a KM/NRG build.
soft caps s/l(well .4 off) fire/cold/nrg .2 off neg 17% psy.
to me thats seem epic..



Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13)
Level 1: Kinetic Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/Rchg(9)
Level 2: Smashing Blow -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(15), P'ngFist-Acc/Dmg/EndRdx/Rchg(15), Stpfy-Acc/EndRdx(17), Stpfy-Acc/Rchg(17)
Level 4: Dampening Field -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(9), S'fstPrt-ResDam/Def+(31)
Level 6: Power Siphon -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
Level 10: Entropy Shield -- EndRdx-I(A)
Level 12: Power Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), LkGmblr-Def/Rchg(23)
Level 14: Super Jump -- Jump-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc/Rchg(43), P'Shift-Acc/Rchg(43)
Level 22: Burst -- Erad-Dmg(A), Erad-Acc/Rchg(25), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-%Dam(29)
Level 24: Energy Cloak -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
Level 26: Focused Burst -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(31), Entrpc-Dmg/Rchg(33), Entrpc-Dmg/EndRdx/Rchg(33), Entrpc-Heal%(33)
Level 28: Energy Drain -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx(34), Dct'dW-Rchg(34), Dct'dW-Heal(34), Dct'dW-Heal/EndRdx/Rchg(36), P'Shift-End%(36)
Level 30: Energy Protection -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(37)
Level 32: Concentrated Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(40)
Level 35: Boxing -- Acc-I(A)
Level 38: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(42)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Superior Conditioning -- P'Shift-End%(A), P'Shift-EndMod/Acc(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc/Rchg(46), P'Shift-Acc/Rchg(46)
Level 47: Physical Perfection -- EndMod-I(A), EndMod-I(48), EndMod-I(48), Heal-I(48), Heal-I(50), Heal-I(50)
Level 49: Overload -- GftotA-Run+(A)
------------
Level 1: Brawl -- P'ngS'Fest-Dmg/EndRdx(A), P'ngS'Fest-Dmg/Rchg(46), P'ngS'Fest-Acc/Dmg(50)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 8% DamageBuff(Smashing)
  • 8% DamageBuff(Lethal)
  • 8% DamageBuff(Fire)
  • 8% DamageBuff(Cold)
  • 8% DamageBuff(Energy)
  • 8% DamageBuff(Negative)
  • 8% DamageBuff(Toxic)
  • 8% DamageBuff(Psionic)
  • 10.5% Defense(Smashing)
  • 10.5% Defense(Lethal)
  • 7.69% Defense(Fire)
  • 7.69% Defense(Cold)
  • 14.3% Defense(Energy)
  • 14.3% Defense(Negative)
  • 3% Defense(Psionic)
  • 6.75% Defense(Melee)
  • 11.4% Defense(Ranged)
  • 12.4% Defense(AoE)
  • 4.05% Max End
  • 48.8% Enhancement(RechargeTime)
  • 18% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 10% FlySpeed
  • 202.4 HP (13.5%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Confused) 2.75%
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 9.35%
  • MezResist(Sleep) 2.2%
  • MezResist(Terrorized) 2.2%
  • 7.5% (0.13 End/sec) Recovery
  • 58% (3.63 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 17.5% RunSpeed
  • 2% XPDebtProtection


 

Posted

Energy Aura has no Toxic or Psi Defence, which hurts in the late Villain-side game.
It has mediocre Smashing and Lethal Defence, especially if you don't want to be invisible.

They're the main reasons I havent played this set.


 

Posted

I think the big issue with Energy Aura is that it is armor plating over tissue paper.

It provides some good defense values... and nothing else. The Resistance Values you can get out of the auto powers is meaningless. The only utility powers the set provides are Stealth (often considered counter-productive to Brute game play, and yet needed to enhance your defense...) and Endurance Management. While the basically unlimited blue bar is nice, Energy Drain and Conserve Power don't add much to keeping your Green Bar intact.

(Yes, a heal was added to Energy Drain. No, it doesn't really make a difference until you actually achieve the soft cap)

This doesn't even go into the wasteful powers... the end result is that to GET the proper amount of protection, this set needs to run 4 toggles, where most other sets use 3.

If you want a defense-based character, Super Reflexes provides far more coverage, and has actually useful utility powers. If you want unlimited Endurance, Electric Armor is a far better choice, providing actual protection from Endurance Drain as well as essentially unlimited endurance.

I have seen the set played and working great... but it requires a lot of time, effort, and significant IO investment. For that last reason alone, the set should really get another look at and overhaul...


-This Space Intentionally Left Blank.-

 

Posted

Quote:
Originally Posted by OneWhoBinds View Post
I think the big issue with Energy Aura is that it is armor plating over tissue paper.

It provides some good defense values... and nothing else. The Resistance Values you can get out of the auto powers is meaningless. The only utility powers the set provides are Stealth (often considered counter-productive to Brute game play, and yet needed to enhance your defense...) and Endurance Management. While the basically unlimited blue bar is nice, Energy Drain and Conserve Power don't add much to keeping your Green Bar intact.

(Yes, a heal was added to Energy Drain. No, it doesn't really make a difference until you actually achieve the soft cap)

This doesn't even go into the wasteful powers... the end result is that to GET the proper amount of protection, this set needs to run 4 toggles, where most other sets use 3.

If you want a defense-based character, Super Reflexes provides far more coverage, and has actually useful utility powers. If you want unlimited Endurance, Electric Armor is a far better choice, providing actual protection from Endurance Drain as well as essentially unlimited endurance.

I have seen the set played and working great... but it requires a lot of time, effort, and significant IO investment. For that last reason alone, the set should really get another look at and overhaul...
Yea, I definitely still feel that EA needs alot of love...


Sure, you can spend a bazillion on IO's to help make it pretty good, but I don't think you should have to do that just to make it up to par with other sets.


I've played about 4 EA toons to 50 so far (yea...dunno why...it's pretty maybe...???) and those were 3 Brutes and a Stalker...and on all occassions, EA has been a very tough ride. Probably the "best" so far has been the DM/EA Brute, but I think most of that has to do with DM's awesomeness as a utilitarian set more than EA. In fact, I know it is. Anywho, if you've taken all the necessary powers to include tough+weave, EA starts to feel pretty solid, all the way up until about the very late 30's and early 40's...and then you hit the "psi/toxic" wall...or erm...the wall hits you...and squashes you flat.


The Psi and Toxic damage of the late game villain-side is seriously no joke. It's there, and huge damage, and it hurts terribly for EA. If you are an EA...I seriously suggest you morality check to Blue-side...you stand a slightly better chance there for late game tbh. Sure, some may say that Invln also has a "psi-hole" but trust me, it's no where NEAR as big as EA's. DP pretty much covers most of that psi-hole for Invln, whereas EA's only hope really is Overload...which cannot and will not ever be up as often as DP for Invln, and furthermore crashes your endurance when it expires which, if not monitored VERY closely, can be your demise. But really, the psi/toxic hole is so high and so noticeable in late game...that sometimes I feel no better off than a Blaster, only I have alot less damage and mine is all dealt in melee... :P


My suggestion for the set, at least as a "start" towards fixing EA and bringing it more up-to-par with other secondaries is:

  • (1.) Add +regen to Energy Drain; starting with 100% +regen for the first mob hit, and then +25% regen for every mob after that (enhanceable), lasts 25 seconds. Increase ED's rechage from 60 seconds to 90 seconds to compensate +regen buff.
  • (2.) Increase the base +heal of Energy Drain by 5% (currently it's only 3%). This compensates for the increase in refresh time "nerf" making it a slightly better "burst" heal between refreshes.
  • (3.) Increase the +defense to smash/lethal in Kinetic Shield: from 12.8% to 15%, matching the defense EA gets to F and C. I mean...EA already has a GAPING hole to psi and toxic damage....why make it have a hole/weakness to Smash, Lethal, AND negative damage as well!!??!
  • (4.) Add: 7.5% +res Energy to Kinetic Shield and Power Shield.
  • (5.) Change Energy Protection...I mean...seriously...what the hek do we need that passive for?!!? Other than a free IO dump...it's crap. Instead of +res, I think it'd be MUCH more practical if it were changed into either a minor 5.63% +defense to: Energy/Smash/Lethal (which would mean they could leave Kinetic Shield alone), or into something like Fast Healing or Quick Reflexes/LR. At least ANY of those options would be both useable as well as helpful in the overall survivability of the set.


If they made all four of these changes, EA would finally become a viable set without having to drop an arm and a leg for IO's and pick up every +defense power-pool under the sun just to become average.


Aside from the 5 changes I mentioned above...I'd also like to see a 6th and final change made eventually as well...

  • (6.) Replace Conserve Power with a +HP boost power, inherent, similar to HPT or TG. Maybe make it unique by having it grant a True Grit level of +HP to the player as well as a +5 max endurance attribute similar to APP's: Superior Conditioning. I'd vote for a "Dull Pain" clone as well, but I don't wanna push it.


 

Posted

Honestly, my EA Brute is one of my more survivable ones. Sure, the set needs more work to feel 'strong', but it's doable. The old buff to typed defense set bonuses really helped the set out a lot, since softcapping Smashing/Lethal isn't really difficult if you're willing to spend some (not too much) inf. Keep in mind that EA also comes with its own, really spammable Endurance drain power, so grabbing Weave shouldn't hurt your overall stamina. My own EA runs all the armor powers (including the stealth), Combat Jumping, Tough and Weave. Tough stacks together with that passive S/L resistance power to help alleviate the 'splat' factor whenever something punches through your defenses.

Another reason EA is less popular than, say, SR, is because it has less Defense Debuff Resistance. Granted, this is a bit of an unfair comparison, as SR is practically immune to it. On the flipside, SR has no utility, whereas EA has stealth and and endurance drain.

On that note, EA is for a Brute that focuses more on damage dealing than tanking. The stealth does not suppress in combat, meaning your agro range will always be tiny as long as it's on, and you lack a true taunt aura, even though Energy Drain has a taunt effect built into it.

Personally, I don't think the powerset is -bad-. It just takes a bit of effort to get the most out of it, compared to sets like, say, Willpower.


Also, it has one of the best Godmode/Tier 9 powers in the game. Overload is fun stuff.


 

Posted

EA is just mediocre. It pays a high price for some "utility" powers including a couple of redundant ones (END management), and another that is kind of counter-intuitive for the Brute AT (stealth). It has two autos that basically suck. It has big holes vs Toxic and Psi which will really hit you hard in the late game.

The stealth is also kind of frustrating because you unstealth if you click a glowie and doesnt seem to be as strong as some other stealths (my Dark characters seem to evade notice more reliably) so you can't really "stealth" a mission entirely. Granted, on a brute it hardly matters as you can just beat down the mob(s) around the glowie first once you get there. But still, the set pays a lot for its utility powers, they should at least be reliable.

Energy Drain is the big consolation power of the set, and its pretty awesome. The T9 ability is also pretty awesome.


However, having said that, I have a heavily IO'd Kinetic Melee / Energy Aura / Energy Pool Brute that I've played up to lvl 42 since GR release, Praetoria then blue side. By investing in IO's and going after key accolades he's pretty solid but there is a glass ceiling beyond which he gets crushed somewhere between level +2 and level +3 depending on mob type.


I adjusted my play style to accommodate the stealth aspect of the character and took Taunt so that I can selectively make mobs pay attention to me and that works pretty well, particularly solo where I can set my own pace. I slotted Energy Drain as a Heal rather than an END tool as it has big base numbers already for END gain, and that helps me out; I currently get 85 hp per head when I use it which is not great but noticeable when I've got 3 or more enemies around me.

Anyway, I love the character and have fun with it, but that doesn't change the inner certainty that the character would have been even more awesome if I had gone with one of the other DEF sets I could have chosen from. But, I usually go with concept over min / max anyway so I'm comfortable with that.


 

Posted

so is it totally masochistic to want to build a kinetic melee/ Energy Aura brute? would a KM electric armor be better?


 

Posted

I cranked up a km/ea brute last night. Yes, EA is weak. KM's -damage should help out some, though.

Sure does look cool.

EDIT: On the plus side, with fitness going inherent in I-19 and EA having the ridiculous overkill on endurance management that it has, should be pretty easy to handle the cost of maneuvers, weave, combat jumping and hover for the defense it needs and tough to buff up the piddly S/L damres it gets.


Be well, people of CoH.

 

Posted

Energy Aura is weaker to start, but it seems better than any other secondary I have ever tried(wp, sd, inv) for getting through Praetoria. My kinetic/energy aura brute was the only character that never died, even before the syndicate blade master fix.

It is also very capable since level 24 and I never have issues. My only problem is stupid escorts that make me take off energy clock, even though my survival is still good enough without it.
It's also an endurance hog, but I have neglected filling some slots on attacks.


I think it's rather good, just a late bloomer and not the best either.

I prefer shield defense now.


 

Posted

T_Imm,

What does EA have at low level that makes it good in Praetoria? I would think that with some crappy defense toggles, you'd be as bad off (or worse) as /SR?

Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

Quote:
Originally Posted by UnicyclePeon View Post
T_Imm,

What does EA have at low level that makes it good in Praetoria? I would think that with some crappy defense toggles, you'd be as bad off (or worse) as /SR?

Lewis
Probably because you get your smash/lethal and some energy defense with your first toggle which covers pretty much everything the enemy will throw at you in the beginning. No cold or negative energy and fire is mostly coupled with smashing damage of the Destroyers. Only later do the Pyrokinetics and Psionic sindicate foes come later and there's usually only one of them in a group.

So you can pretty much get all your protection from 1 toggle...and when you encounter energy damage (pretty much all the PPD and Clockwork), you can turn on your other toggle for even better coverage...better than you could get from other sets at that point.

For SR, you're going to have to run at least 2 toggles (melee and ranged) not to mention the lack of SO rech in your mez click will mean it won't always be up. Not downing on SR, but it's a pain to start...

I've got a few Energy Aura characters, 1 of which is a KM/EA stalker I took through Preatoria, and it wasn't uncommon for him to be able to just stand in place for a couple seconds before queuing up AS while there were PPD swinging/shooting at him.

IMO, I like where EA is. It doesn't do too little or too much so most likely, it will see buffs at best and nothing at worse. And there are so many possible improvements you can choose to boost the set by. As a kinda-hybrid of defense/minor-resist/minor-heal with a stealth twist, you can aim an alteration from any of those angles.

Moderately improve the resists of the passives? Maybe add a -dmg component to Energy Drain to aid in taking hits? Perhaps giving Conserve Power the tweek of improving the heal on ED while it's running?


 

Posted

The reasons you don't see many EA Brutes:

  • Essentially a pure defense set that has low defense debuff resistance, making it highly susceptible to cascade failure.
  • Toxic defense doesn't exist in the game - the only way to get it is positional vector defense; the Psi defense in EA is minimal (3.75% base in Energy Cloak).
  • It not only provides no real aggro control (Energy Drain taunts, but it's short term on a long recharge), it actually hurts your ability to maintain it - the stealth in Energy Cloak does not suppress while attacking.
    • This can be good (usually solo) or can be really annoying when things ignore you and run off unless you're constantly hitting them - sets with damage or other taunt auras can keep things nearby.
    • You could take Taunt to keep things on you, but other sets don't have to just to keep things nearby.
    • Valid or not, there's a tendency to expect Brutes to hold aggro like Tankers. Energy Aura simply doesn't without a lot of work.
  • The resistances you get for when the defense fails (because it will - see the first point) are too low to matter.
    • For the second half of your hp bar, Super Reflexes gives you more +resistance with the passive scaling resists.
  • The heal in Energy Drain is small against single hard targets.

It's not horrible, and it can be built to be sturdy - but the same investment can make another set much sturdier.

But it does look very nice with KM (which is why I went KM/EA Stalker, and my Brute in beta was KM/EA).


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
I cranked up a km/ea brute last night. Yes, EA is weak. KM's -damage should help out some, though.

Sure does look cool.

EDIT: On the plus side, with fitness going inherent in I-19 and EA having the ridiculous overkill on endurance management that it has, should be pretty easy to handle the cost of maneuvers, weave, combat jumping and hover for the defense it needs and tough to buff up the piddly S/L damres it gets.
Just to add a stale two cents worth... I personally don't feel that EA needs stamina now.

In a lot of ways the fitness inherent will benefit EA less than most others...

Though I admit swift, health and hurdle are nice to have on an EA.

The only think I've found that EA can do... that the other sets CANT is chain mako cones relentlessly at high recharge for a true blast brute... weird and fun.


The cake is a lie! The cake is a lie!

 

Posted

Quote:
It is also very capable since level 24 and I never have issues. My only problem is stupid escorts that make me take off energy clock, even though my survival is still good enough without it.
It's also an endurance hog, but I have neglected filling some slots on attacks.

That's because you're only level 24 lol! Just wait until you start hitting the late game and psi and toxic is being tossed around like candy, you'll be finding yourself living in your tier9 just to survive. When it's down....it's back to a Blaster's level of survivability against those foes....


And to those who say "EA is fine, you just gotta invest in a million bajillion IO's and powers into it to make it up to par with other sets".......really!? Are you hearing yourselves? EA is a barely average, maybe even still silghtly "below" average, set once stacked with Tough+Weave and it's primary defenses...in order to bring it in line with other sets takes ALOT of dedication in power choices through pools, and IO set bonuses. These are glaring issues imho. You shouldn't be almost forced to take 3 seperate pool powers (barring fitness) on any AT just to become "performable" with other sets of your same class level, and that's just it, even with all of those pool powers filling the large "gaps" in EA, they only make it "performable" ....not even up to snuff with the majority of other sets who could "also" take those same pool powers and become even that much better.


Nope, instead, EA is pretty much forced to spend a ton of time and investment in IO's just to become "slightly better than average." Once again, a toon of a different skillset could do the exact same and MORE than greatly surpass the "slightly better than average" range of play. And no one say it isn't expensive. Kinetic Combat is like one of the most sought after IO's these days FOR it's +def to smash/lethal damage. I know for a fact that Tankers, Scrappers, Brutes, Stalkers, AND EVEN Blasters who know what they are doing are fighting to get their hands on those now, because number crunchers have finally let the cat out of the bag on how useful +def to smash/lethal is on just about any toon, even a squishy Blaster. Cheap/Inexpensive? I think not.


Besides, I can roll a Regen Scrapper or WP Brute and spend next to nothing for set bonuses, only be required to pick up "one" power pool (tough/weave...not even fitness these days is necessary for either toon) and right out of the box perform WELL above the level that any EA set could of equal level, even when EA is facing enemies that are EA's forte, and lets not even get into the psi/toxic holes of EA...


Anyways....lol....I sound like I despise the set, but I really don't. I like EA, in all honesty I WISH like mad that it really was at least average...but I do realize that it simply is not. As I said before, I have 4 EA toons that I played to 50, not PL'd, played. 3 Brutes and a Stalker, so I'm well aware of EA's "strengths" and "weaknesses," so I acknowledge the fact, that yes, there are indeed some glaring issues that desperately need fixed with EA.


In the honor of game-balance...a set should not be forced to take 3-4 power pools AND invest in expensive IO's just to become on par, average, as other sets that do not need those same requirements to perform at that "average" level or performance. That dependancy alone proves that EA has some glaring issues, and that we are forced to use several "pool powers" and vast "IO's" in order to "patch up" those holes and help fix those issues, just to play our "pretty" set...lol.


The Bottom Line? EA needs reworked...badly...and I hope they take the time to do that soon...


 

Posted

Quote:
Originally Posted by DarkMaster View Post
The Bottom Line? EA needs reworked...badly...and I hope they take the time to do that soon...
Eclipse at level 35!










* - while this would definately help the set, it also stands practically no chance of happening as it would quickly be one of the best sets, if not the best set, available


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

Ignoring the existence of sets, EA feels to me to be the weakest defensive set by far. I have one, a DM/EA, but DM covers all sins. I went EA for the energy drain (and even with dark consumption, energy drain, and stamina slotted I can and do run out of endurance thanks to the fairly costly toggles I run to beef up my no-set bonus defense values. Like Manoevers. Ugh.)

Seriously it plays like a stalker. Good at single hard targets who aren't Bane Spider Executioners or Master Illusionists, crap in large spawns due to the sheer amount of -def being flung towards her. I use small lucks as my tier 9, and some missions I munch them as fast as they drop to counter defense cascade failure, 'softcapped' because of the -to hit in dark melee and soul mastery stacking with my defense or not.

edit: Hmm. I logged in an ran a malta mission, +0/x3 bosses on. After losing 9 to 15% defense per spawn to their alpha strike with a 39% lethal defense I got creative and slotted a -to hit in dark oblivion and used it as my own alpha strike, since I normally don't even use it as it doesn't really change my spawn to spawn time. Poof. problem solved.


Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."

 

Posted

It's not as bad as some make it to be...
And as far as spending gazillion bajillion on IOs...
Here's the build I use for my Claws/EA

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Could it use some help??? possible...
I wouldn't be against a buff


 

Posted

Call me crazy, but I would either add a moderate amount of ranged defense to energy cloak, or a small +max hp to entropy shield to round out its mitigation just a little bit. Oh also, it's ENERGY aura. It should be strong against ENERGY.

Anyway, it has its moments. There are just more pitfalls than with other sets, in my opinion.


 

Posted

Here's a couple of other very recent threads about Energy Aura, one of them my own (my target build for my KM/EA brute):


What's wrong with energy armor*? *[sic]
KM/EA Build

And here is my rough, probably naive, idea on possible improvements to the set from the first linked thread:



I want to like EA, but it does seem to be a tad bit anemic compared to other defense sets. It tries to be off-center and a little toolboxy, but it just doesn't offer enough in any area to compensate for its lack of focus. Compared to the somewhat similar Dark Armor for instance, it just fails to compete.

On the otherhand, I think it wouldn't take anything drastic to make this set very viable. The minor tweaks made a few issues ago (I forget which ish, but when ED got a heal added to it, and so forth) helped and were moves in the right direction, but just aren't quite enough.


One change that would immediately improve the set would be to make the DDR (or at least a chunk of it) enhanceable. If the set could get up to 75% DDR base not including t9 god mode, the cascading failure problem would be greatly reduced.


The other obvious target for improvement is the two resistance Autos. The low base numbers combined with the very limited damage types make these powers not worth taking. They simply don't do enough. Lots of things could be done with these two powers without breaking the Cottage Rule. An interesting idea might be to make them both grant 5% RES vs all damage types except psi, and 10% vs energy; enhancehable to ~16% vs all and ~32% vs energy if both were taken and fully slotted.


It doesn't make much difference mechanically, but thematically it would be nice if EA offered elevated levels of DEF vs energy specifically; perhaps even enough to softcap without IO's

As for END efficiency; Conserve Power just seems to be unneeded for this set in its current incarnation. It's redundant. It would be more interesting to see something like an AUTO effect that had a much milder global endurance reduction, similar to Quickness vis a vis recharge times. EDIT: an effect similar to the temp mutation Pain Tolerance, actually.

Just my $.02. I keep chisling away with EA for concept reasons hopping that my perseverance will one day be rewarded with a buff. This has panned out in the past with SR, Dark Armor, Invul, and I'm hoping it will again.


 

Posted

Quote:
Originally Posted by Siolfir View Post
Eclipse at level 35!



* - while this would definately help the set, it also stands practically no chance of happening as it would quickly be one of the best sets, if not the best set, available
I used to keep a record of all the things I'd seen suggested to help EA.

I can't claim to recall them all, but I'm pretty sure I've never seen that one before!


The cake is a lie! The cake is a lie!

 

Posted

Quote:
Originally Posted by Spiritchaser View Post
I used to keep a record of all the things I'd seen suggested to help EA.

I can't claim to recall them all, but I'm pretty sure I've never seen that one before!
I don't remember who I stole it from, but I can't claim it as my idea. It was mentioned in an old "replace Conserve Power!" thread, and it stuck with me once I finally played a Warshade.

But yeah, having the same level of defense and a click "90% resistance to all" with no crash that can be made perma with reasonable recharge would certainly fill the Psi/Toxic holes and provide protection from cascade failure.


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

We'd certainly see more /EAs running around... take taunt and the presence pool as well and make the granites look on with admiration...

I remember everything from psi def to + regen per target in energy drain to wild and wacky control powers to... well lots of stuff

I think They could add some + regen per target into drain without much trouble, and while they're at it, put a nice big fat -regen to target on there. At least then there'd be one thing /EA could do absurdly well

I'd also love to see those +HP taken out of Overload and put in to the passives.

But hey, I'd take whatever I could get.


The cake is a lie! The cake is a lie!

 

Posted

While I think the BEST thing would be take Energy Aura back to the Drawing Board and hash it out with a fresh perspective... I have to admit that such an effort is probably not needed to make the set functional.

There are four powers in the set that can easily be altered without risking the cottage rule: Dampening Field, Entropy Shield, Energy Protection, and Conserve Power.

First, the Auto Powers. Right now, they are the only auto powers left in a defense set that ONLY provide resistance. While boosting the resist values would be nice, I doubt that will happen... but some added perks would make these much more attractive. +HP come readily to mind, but I suspect that may be a pipe dream. Recovery and Endurance Debuff resistance and Recharge Debuff Resistance is more likely. It won't be much, but it will be something...

Second, Entropy Shield - the only toggle shield that ha no enhanceable effects. This provides status protection, and nothing else - which means its a primary spot where we can fill in something for added survivability. Again, +HP or +Regen would be nice... additional Resistance is more likely. So... 11% Resistance to Smashing/Lethal/Toxic damage, 15% Resistance to Energy? Combine those with the Auto resists, and you've got some numbers that actually mean something...

Conserve Power - this needs to go the way its counterpart in Electric Armor did. However, Energy Aura already has a heal kludged into Energy Drain... so instead, how about turning it into this:

Optimize Efficiency: You can optimize the flow of energy inside your body for a short time, increasing your damage and recharge rate, while decreasing the endurance cost you pay; Effects are a 60% Endurance cost reduction, a 25% Damage boost, and a 30% decrease in Recharge Rates.

These would provide two of the critical things the set is missing: another layer of protection for when defenses fail, and a way to increase the user's offense. Agro control will still suck, but I don't think there's anything we can do about that in a set where the included stealth power isn't just a perk, but a necessity.


-This Space Intentionally Left Blank.-

 

Posted

Quote:
Originally Posted by OneWhoBinds View Post
I think the big issue with Energy Aura is that it is armor plating over tissue paper.

It provides some good defense values... and nothing else. The Resistance Values you can get out of the auto powers is meaningless. The only utility powers the set provides are Stealth (often considered counter-productive to Brute game play, and yet needed to enhance your defense...) and Endurance Management. While the basically unlimited blue bar is nice, Energy Drain and Conserve Power don't add much to keeping your Green Bar intact.

(Yes, a heal was added to Energy Drain. No, it doesn't really make a difference until you actually achieve the soft cap)

This doesn't even go into the wasteful powers... the end result is that to GET the proper amount of protection, this set needs to run 4 toggles, where most other sets use 3.

If you want a defense-based character, Super Reflexes provides far more coverage, and has actually useful utility powers. If you want unlimited Endurance, Electric Armor is a far better choice, providing actual protection from Endurance Drain as well as essentially unlimited endurance.

I have seen the set played and working great... but it requires a lot of time, effort, and significant IO investment. For that last reason alone, the set should really get another look at and overhaul...
Agreed on all fronts. I made the mistake of taking it and its a dog.