Proposal to change Energy Aura
/disagree with the exclusivity.
Also, cottage rule for conserve power - I happen to use it for what it's designed for. If you want to *add* functionality, sure, but powers will retain their basic use. Conserve Power's use is a temporary END discount.
Plus you've forgotten that Energy Drain was given +health fairly recently, and dropped that from the power.
(Yes, I am talking about the brute version. First villain 50 = En/En brute.)
And on top of it, Kinetic Conduit would be very overpowered. Especially because it unfairly benefits builds with lots of extra recharge buffs and fast animating attacks, things that already tend to give a big advantage.
I've always favored the idea of bumping up the heal numbers on Energy Drain (it feels like it's balanced around its saturation point, rather than the realistic usage scenario of 3-5 targets) and turning Conserve Power into Focus Energy, which would be part endurance discount, part temporary resistance buff.
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Kinetic Conduit: On a brute chaining 1.33 second attacks (1.581 Arcanatime) you would get ~3390HP/min, a constant 25% recharge buff and 37.5% runspeed from it for no endurance or animation time. Meanwhile Healing Flames gives ~3450HP/min and Quickness gives 20% recharge/35% runspeed. It sounds overpowered because it is.
You've also taken an endurance management power that is currently only slottable for recharge and endurance, renamed it and made it an auto power with no direct impact on endurance; congratulations, you've managed to break the cottage rule further than the example it was named after.
There is no reason to redesign Energy Drain just so you can squeeze a taunt aura into the set. The set wasn't meant to have a static taunt aura and use stealth instead. However, it the set requires it for Tankers (honestly, I'd rather the set be that one defensive set that doesn't), they can simply add it to Entropy Shield and let you slot for it. 2 solutions in one, this gives you your taunt aura and gives something besides rech and endurance redux to slot in that.
Increasing the sets defense to smashing/lethal isn't something you can just add unless you can prove the set should have it. Honestly, that it has decent defense just below the equivalent SR justifies it's huge benefits to endurance management. Although I can get behind boosting its -def resists, which seem pretty low. Around 75% would be great (I think it currently bobs around 55% but not positive).
For the passives, I could imagine combining their effect into one and then changing the buff of the other to an offensive buff like a static +dmg or something interesting like "Chance of adding energy damage 15% of the base dmg of the attack used" but then that'd be violating the cottage rule. So just upping the resistance wouldn't be out of line.
However, just adding and adding debuff resists 'just because' isn't fair. SR has its -def resist and -rech resists...that's it. But you want the set to have -END, -rech, -def resists while having nearly the same level of defense as SR AND big endurance management tools?
They're not going to add a power that's exclusive to another to EA. EA isn't so broken that such a drastic change is even needed.
You're not going to get a redesign of Conserve Power due to the cottage rule. The best you're getting is an alteration/addition to its numbers. You can do several things to it to make the set fun, interesting, unique and NOT overpowered:
-Energize clone with different values. Instead of a heal and regen, maybe just a resistance buff (it'd give you something to slot besides END redux and rech). Or maybe a boost in max HP.
-Make it an offensive power that boosts damage while active. Improving recharge might be out of line though. I like the concept of an Endurance discount power that also adds energy damage ala new fiery embrace tech.
-Create synergy with Energy Drain. Weaken the discount and lower the recharge enough to have it up a lot then you can choose more often to run this power. It could weaken (or stop) the +endurance granted from Energy Drain while boosting the +HP part, effectively giving you the option to switch between an endurance tool to a heal but not both at once.
PS: Kinda sick of how people forget Stalkers. A good change for Stalkers would be to remove the extra non-slottable endurance cost from Repulse (so using it in a group doesn't leave me with no energy). To make it a bit more an in-combat power, I'd even suggest removing the KB and change it to a chance of KU with a moderately long duration -dmg debuff. To keep it as a 'get out of my face' power, maybe give it a one-time pulse of high mag KB upon activating it.
/end rip

-Energize clone with different values. Instead of a heal and regen, maybe just a resistance buff (it'd give you something to slot besides END redux and rech). Or maybe a boost in max HP.
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The other major revision would be to reduce the +hp in the Stalker (and potentially Scrapper) versions of Overload down to just 20% pre-enhancement and provide 15% +res(all) to make up for it. The fact that Overload already puts Stalkers above their hp cap and would be redundant for a good portion of Scrappers as well (i.e. those with sources of +hp other than Overload) always seemed kind of wrong to me. Lowering the +hp but adding in resistance would end up providing the same level of survivability without resorting to redundant mechanisms.
My entire proposal for buffing EA up to a point of reasonable performance is pretty much founded on this idea. Turning Conserve Power into a 20 second duration 120 second recharge 40% +res(all) 100% +endredux power allows for it to maintain roughly 150% of Invuln's survivability while it's active before sliding back down to its current level (roughly 60% of Invuln) while it recharges. The overall contribution would be to put EA roughly on par with Invuln (balanced by the fact that Invuln and EA both get rather large grab bags of useful goodies other than survivability)...
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Would also like to add a 20 second 50% Defence Debuff Resistance allowing EA to cap DDR for short periods, giving it the ability to take on -def dealing mobs without needing to be softcapped to have any defences left after the first two volleys.
Increasing the sets defense to smashing/lethal isn't something you can just add unless you can prove the set should have it. Honestly, that it has decent defense just below the equivalent SR justifies it's huge benefits to endurance management. Although I can get behind boosting its -def resists, which seem pretty low. Around 75% would be great (I think it currently bobs around 55% but not positive).
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There's also something to be said for the fact that EA is effectively obligated to take and use Energy Cloak to help shore up its defenses. (I'm fully expecting someone to come in and claim their EA works fine sans Energy Cloak, but I counter that anecdote with my own.) Point is, not everyone wants stealth on their Brute or Tank. Transferring Energy Cloak's defense bonus over to the main toggles and perhaps replacing it with something else would be a decent idea.
A big flaw is that EA is supposed to be really good against elemental attacks (judging from how it's set up), but the overwhelming majority of -Def comes from lethal damage.
Also, due to their low numbers, the autos don't seem to really add enough to balance out the lower S/L defense values, whereas a set like Invuln can very easily capitalize on both resistance and defense.
However, just adding and adding debuff resists 'just because' isn't fair. SR has its -def resist and -rech resists...that's it. But you want the set to have -END, -rech, -def resists while having nearly the same level of defense as SR AND big endurance management tools? |
That said, the fact that an energy-based defensive set doesn't get endurance drain resistance is criminal.
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Apples and oranges. Positional and typed defense are not that easily comparable due to uneven distribution of typed attacks compared to the near-universal application of positional attributes.
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There's also something to be said for the fact that EA is effectively obligated to take and use Energy Cloak to help shore up its defenses. (I'm fully expecting someone to come in and claim their EA works fine sans Energy Cloak, but I counter that anecdote with my own.) Point is, not everyone wants stealth on their Brute or Tank. Transferring Energy Cloak's defense bonus over to the main toggles and perhaps replacing it with something else would be a decent idea. |
A big flaw is that EA is supposed to be really good against elemental attacks (judging from how it's set up), but the overwhelming majority of -Def comes from lethal damage. Also, due to their low numbers, the autos don't seem to really add enough to balance out the lower S/L defense values, whereas a set like Invuln can very easily capitalize on both resistance and defense. |
IMO, we should get increased values to fire, cold and negative energy because that's more thematic for EA.
You keep bringing up endurance management as though it was particularly relevant. Even ignoring that I personally think balancing mitigation against endurance management is nonsensical to begin with, I19 is going to seriously reduce the value of such tools regardless. That said, the fact that an energy-based defensive set doesn't get endurance drain resistance is criminal. |
EA doesn't give up anything in particular for endurance management. It just doesn't get *other* extras like recharge reduction, extra damage or super debuff resistance for it.

Truthfully, when it comes to Energy Aura, I'd only like to see a few changes...
1) Conserve Power to be changed into something like Energize, but with +Resist, instead of a Heal.
I don't think it would be something as powerful as 50% to anything...but I'm sure with testing, it can be figured out what the exact +Resist should be.
2) Softcapped Energy Defense and capped Energy Resist without having to use outside sources (or the new CP I mentioned in #1). It's Energy Aura, Energy damage (imo) should just be really laughable.
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Because of the short duration the value needs to be high enough to have a substantial impact for the needed short duration of the power. I actually chose 40% was because that's what allowed for those specific ratios of survivability I gave. In order to preserve that same level of performance while lowering the resistance provided, the uptime ratio would need to be changed (which is risky because, as I wrote it, the power has a potential uptime of 33% with SOs, which is already very high for that kind of power; MoG has only 12.5%).
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When I thought about it, I was thinking more along the lines of the +Resist staying around for a bit (thusly a lower resist number), rather than the +Resists for a few seconds.
Hmmm...You know...the uptime and recharge of Dull Pain, so the ability to perma it, without it being cheap/easy might be a good way to go about it.
But that's just me liking the idea of perma-ing it, without neededing to keep it on 100% of the time *shrug*
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Increasing the sets defense to smashing/lethal isn't something you can just add unless you can prove the set should have it. Honestly, that it has decent defense just below the equivalent SR justifies it's huge benefits to endurance management.
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The reason I stated you have to give a purpose to increase the smashing/lethal defense values is because the devs intentionally made those values lower for the EA set. It's a different from positional defense, where if they wanted a set to have a weakness to fire or cold attacks, they'd have to use some other mechanic to do it. No, the devs wanted the set to be less effective on pure physical attacks...at least weaker compared to elemental or energy attacks.
IMO, we should get increased values to fire, cold and negative energy because that's more thematic for EA. |
Going back to the suggestions made by KoolKat5.

Rip and tear into this as much as you want, but I think these kind of buffs would put the set from possibly the most under performing defensive set (IMO) to a respective force for soloing and teaming, having bases covered and at the same time having the tools needed to recover from an event in which it fails.
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I don't have specific comments on your suggestions. Overall, they should be quite appealing to players. As players, we love to have multiple layers of mitigation including defense, resistance, hp, and regeneration. Basically, we love well-rounded power set that can survive situations when everyone else faceplant. However, this is also probably something the dev try not to make.

(Posted it over in AT and Power discussion, and thought I may as well post it over here.)
I took a little bit of time to see what all could be changed/buffed in this set, and I do believe I've come up with something that would be good. MAKE SURE TO READ EVERYTHING BEFORE POSTING Also worth noting that this is for Brutes, as I'm still thinking on some changes that could be made for Stalkers.
Kinetic Shield: 12.8% S/L Defense to 15%, E Defense to 7.5%, 17.3% Def Debuff Res to 20%. An overall buff to defenses so without Weave you're not below 30% S/L and
Dampening Field: 7.5% S/L Resist to 12.5%, res endurance drain. Gave it a passive that would fit the power and bumped the resists to something that could actually be useful.
Power Shield: 17.3% Def Debuff Res to 20%. I didn't really see much of a problem with this power, but bumped the def debuff res to match Kinetic Shield.
Entropy Shield: ADD 22.5% Psi resist. Psi gap filled with something. I debated between 20 and 25%, and compromised with 22.5%, as it is also the base for many resists in other sets.
Energy Protection: 9.38% E/T Resist to 15%, ADD F/C Resist to 15%, res recharge debuff. Again, a passive to make it useful, and added F/C resist because it made more sense to put it here.
Energy Cloak and Energy Drain will remain unchanged if so desired. I am aware that a LOT of people like having Energy Drain, but I tried to compromise and come up with a power that could both have the same overall use as it and still be worth taking. Be the judge if the payout for it would be worth it.
Energy Cloak: Threat Level -1, EXCLUSIVE to Conductive Aura, should it be changed.
Energy Drain: REDESIGN. Inertial Aura: Toggle Foe -End, Taunt; Self +End, +Def.
AoE threat building toggle that provides an unenhanceable 3.5% Defense and an enhanceable +1 End gain per mob, ticking every 2 seconds. Also drains 5 End to those affected per tic. EXCLUSIVE to Energy Cloak, should it be changed.
The reason for the exclusivity is simple: Cloaking yourself tries to draw attention AWAY from you, while having a taunt aura draws attention TO you.
Conserve Power: REDESIGN. Kinetic Conduit: Auto +Recharge, Heal, Movement Speed
Every hit against an enemy causes you to restore 3% HP (1-2 second ICD) and gives a stacking (5 max) 5% Recharge/7.5% Movement Speed bonus lasting (6 + Cast Time) seconds.
The power might sound a bit too overpowered (Healing) but I thought it would work out really well. In essence, you'd be "building up" your momentum (Kinetic energy) to attack faster and faster, while at the same time using the kinetic energies to close wounds, halt burns/poisons, etc. The movement speed bonus was thrown in there because of Kinetics.
Overload: Changed to Resistance equivalent to Power Surge. Bonus HP remains intact. Fairly simple.
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Rip and tear into this as much as you want, but I think these kind of buffs would put the set from possibly the most under performing defensive set (IMO) to a respective force for soloing and teaming, having bases covered and at the same time having the tools needed to recover from an event in which it fails.