Energy Aura Brute


Auroxis

 

Posted

That's right, Energy Aura. This thread will be talking about the energy aura power set and things that should be done with it...

Energy Aura is a villain exclusive power set that only Brutes and Scrappers can use. I do not know if it is the server I play on (Freedom) or the times I play but I rarely ever see an energy aura character. As I hear, energy aura is somewhat underpowered (maybe true). I have leveled an energy aura character on a second account (that is now cancelled) to 50 and loved it. Yes, I do think some things can change (just a little bit) but overall it is a fun set to play as.

I was first interested in Energy Aura because I just felt like making a pure energy (energy/energy) hero (character). I was dissapointed that it is villain exclusive, I feel it should be available to hero Tankers as well. Looking into the set, I saw that it had quite a bit of handy powers that I liked in different build.

Energy Cloak (Defensive Stealth) is like Shadow Cloak that I loved in Dark Armor, Energy Drain (Enemy Leech) is like Power Sink or Dark Consumption or Consume from Electric Armor/Dark Armor/Fire Armor (But energy drain also replenishes health), Conserve Power (Endurance discount) is like some other powers I didnt check but still useful. Then of course Overload which is in alot of powersets.

All of these powers are useful, handy, and fun. Even with all of these extra powers there is still quite a bit of defense (and somewhat crappy resistance) in the first powers that focus on defense/resistance. The last thing I will add about the set is I like how it looks; More flashy, or maybe I just like energy.

The only sure change I really believe should happen to the set is making it hero accessible. I am not a professional or expert on the numbers in the game so I would like to hear from you guys. Anyone out there have and currently play a Energy Aura brute or stalker? I have quickly come up with a (pretty expensive) build on Mids for an Energy/Energy brute with good defense towards most and less than desirable resistance, but paired with good recovery and decent regeneration:

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Posted

I can honestly say, the only thing I ever finding my self wishing for is enhanceable DDR. If the DDR was enhanceable, I believe I personally would find myself almost invincible. I don't mind the psi hole.

This is my DB/EA brute. I wouldn't suggest an Energy/Energy, because they oddly enough don't mesh well. Energy Melee is mostly single target, and Energy Aura shines when it has large mobs around it.

Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Pine Giest: Level 50 Magic Brute
Primary Power Set: Dual Blades
Secondary Power Set: Energy Aura
Power Pool: Speed
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Nimble Slash -- Empty(A)
Level 1: Kinetic Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), Ksmt-ToHit+(31)
Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx(40), Mako-Acc/EndRdx/Rchg(43), Achilles-ResDeb%(43)
Level 4: Power Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(50)
Level 10: Entropy Shield -- RechRdx-I(A)
Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(13), Mocking-Taunt/Rchg/Rng(13), Mocking-Acc/Rchg(15), Mocking-Taunt/Rng(15), Mocking-Rchg(45)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Boxing -- Empty(A)
Level 18: Vengeful Slice -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(19), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 20: Energy Cloak -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21)
Level 22: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(23), TtmC'tng-ResDam/EndRdx/Rchg(23)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(25)
Level 26: Sweeping Strike -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(37), Sciroc-Acc/Dmg/EndRdx(37), FotG-ResDeb%(39)
Level 28: Energy Drain -- Numna-Heal(A), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(29), Numna-EndRdx/Rchg(31), Efficacy-EndMod(34), Efficacy-EndMod/Rchg(37)
Level 30: Dampening Field -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(46), S'fstPrt-ResDam/Def+(50)
Level 32: One Thousand Cuts -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), FrcFbk-Rechg%(34)
Level 35: Energy Protection -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(36)
Level 38: Stimulant -- IntRdx-I(A)
Level 41: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(42), Numna-EndRdx/Rchg(42), Numna-Heal/Rchg(42), IntRdx-I(43)
Level 44: Superior Conditioning -- P'Shift-End%(A)
Level 47: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(48), Numna-EndRdx/Rchg(48), Numna-Heal/EndRdx/Rchg(48), P'Shift-End%(50)
Level 49: Conserve Power -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(46), RgnTis-Regen+(46)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod(36)



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Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

Quote:
nergy Aura is a villain exclusive power set that only Brutes and Scrappers can use.
I think you mean stalkers.


I have an Eng/Eng brute (lvl 36) and Dual Blades/Eng stalker. Energy Armor seems to me, to be more dependent on being paired with an attack set that has built in damage mitigation. Dual Blades, Mace and Axe add so much soft control that EAs short comings get covered up. Pair it with Fire and Engery Melee and those shortcomings become so apparent. Playing my brute reminds of how unfun playing SR was before SR's passive got scaling resists. When a mob hits you, you get hit for full damage. EA is the only brute Armor that puts in that sitituation. EVery other brute armor has resistence. When other brutes die, it's a slow process but an EA brute can end up eating pavement in a blink of an eye. Quick deaths can quickly erode a players confidence in the powersets they picked for their brute.

I think EA needs some sort of Resistence to kick in when the health bar gets low. This set needs something that adds more time to when a brute's health goes red and the brute dies.


The heal added to Energy Drain is too weak to heal a brute out of a bad sitituation, and while the cast time for Energy Drain is really quick the heal and end you get are getting granted at the end of the GFX for the Energy Drain animation. This power is no Dark Regeneration thats going to take you from near death to full life. When I hit Dark Regen I don't have to worry about it healing me up, I take it for granted that my health bar is going to be full, and consistently, time and time again it is. My brute has to fire off Energy Drain when I hit 75% health so it can be recharged near the end of the fight, either to save me from death or just heal me up enough so I can jump into the next mob.


The animation, cast time and heal of Energy Drain should be reworked so the player gets the benifits of that power when that power gets cast.


EA needs an effect or power that can help mitigate incoming damage. If a player doesn't pick an attack set, that can interrupt the mobs attack chain, through knockdowns or slows, players are gonna die, die and then reroll. I think the easiest solution is to add a -recharge to Energy Drain. Early in the fight, when all the mobs powers are recharge and ready to go, -recharge doesn't sound that great. Once the mobs cycle through their attacks once -recharge is adding seconds inbetween incoming attacks. This gives the player more time between that health bar going red and using a wakie.
Anther downside to using Energy Drain as a heal in team settings, is that Energy Drain is also a AE Taunt aura. In the fact its the only PBAOE that taunts. If I'm standing in a big mob with my teammates and I go to heal and get those big green numbers, I just taunted everything within 10ft. If I wan't the attention of all those mobs before, I am now. If these extra mobs have an attack recharged I'm looking at a huge burst of damage. Most brutes can't say "I hit my heal and I died", but EAs can.

Personally I'd like to see Energy Drain get turned into a PBAOE lift power. Don't pull out the heal or end drain, just have a much smaller AOE go off that puts mobs on their back. EA doesn't feel powerful. The devs should add resists but there's no way EA is ever going to be as sturdy as stone, invul or will power. I know everyone of us loves our shield brutes, scrappers and tanks, so we all understand that feeling of power you get when you knock a mob on its but with Shield Charge. EA need a little slice of that feeling.

My EA brute feels like a coward, running around with stealth, stealing health and end and hoping I don't get notice. I wanna be able to hit Energy Drain and see the mobs hit the floor, so I can feel like a Brute.


 

Posted

ahh! yes I meant Stalkers. Brutes and Stalkers, not Scrappers.


 

Posted

Hmm, not sure what would go well with Energy Aura. I am not a big fan of dual blades, though I do like KM. It has a decent AoE and its good on debuffing, so I did some tweaking with a build. This better?

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(By the way, I believe there is no limit to spending if well invested)


 

Posted

Quote:
Originally Posted by Boomtomic View Post
Then of course Overload which is in alot of powersets.
It's not, though. There is no powerset other than /EA with a tier 9 that can cap their HP, adds +45% def to everything but psi, adds 35% DDR, and has a crash that can be immediately overcome with one of the powers already available in the set (and, with practice and good timing, turned into a non-crash).

Lots of defensive sets have impressive tier 9 clicks, but particularly in the context of /EA, Overload is better than any of them in my book.

That being said, I almost never use it on my soft-capped /EA.

In terms of proliferation, it'll probably happen eventually. There are still enough complaints about /EA that it's probably not real high on their list, though.


My postings to this forum are not to be used as data in any research study without my express written consent.

 

Posted

Quote:
Originally Posted by warden_de_dios View Post
Energize
I think you mean Energy Drain.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

Upon analyzing the set deeper, it doesnt seem to underpowered to me. Not sure what my friend was talking about when he said it was. Base defense might be a bit low and base resist is VERY low but paired with the later powers (Energy Drain, Cloak, Overload) and the IO system and even the incarnate system nowadays, Energy Aura is pretty balance in common situations. My opinion at least. I still believe maybe the base stats should be increased a little to, at least somewhat, match the lowest of other sets. A tiny buff, maybe just a tiny resistance or something (I dont know how the numbers and formulas they use work) and it would be a very good to use set.

The one constant issue with the set that I hope the devs will assist in soon is... The fact that it is only available to Stalkers and Brutes. I really want an Energy Aura Tanker :/


 

Posted

I will say, I really see a use of Healing bonuses on my brute. I can easily refill both bars with Energy Drain with large mobs, and when I don't have lots of enemies around me, I have Aid Self to fall back on. The resists are only a little lower than Shield Defense's resists.

All in all, it's not a bad set. The only thing that I can gripe about is it can get hit with a lot of defense debuffs, and your dead. Hence me saying all that is needed is Enhanceable DDR in the powers.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

Quote:
Originally Posted by Boomtomic View Post
The only sure change I really believe should happen to the set is making it hero accessible. I am not a professional or expert on the numbers in the game so I would like to hear from you guys. Anyone out there have and currently play a Energy Aura brute or stalker? I have quickly come up with a (pretty expensive) build on Mids for an Energy/Energy brute with good defense towards most and less than desirable resistance, but paired with good recovery and decent regeneration:

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  • Swap 4 piece Mako for 4 Piece Kinetic Combat in Barrage, you have enough Global Accuracy to not worry about it.
  • Swap4 piece Mako & 1 piece glad strike for 5 piece Crushing Impact in Bone Smasher
  • If your goal was Psi defense, leave Impervium Armor as is. If your goal was +End Bonus, you can swap these to Reactive Armor to cap your Energy DEF and shore up your Neg DEF. You should have no endurance worries on an EA brute.
  • I think this is an exorbitant amount of inf to spend on an EA build as you could get dramatically better results on a number of secondaries. But I suppose if you like EA that much, go for it.


 

Posted

Quote:
Originally Posted by _Pine_ View Post
The resists are only a little lower than Shield Defense's resists.
Shield gives you 11.5% resistance across the board. ED cap puts you at 17%. This is the same amount as Tough. The two powers you need to pick to get this resistance also gives the player Melee Defense and +HP. Now Shielder is gonna to skip these powers.

EA only gets resistance to both Energies from a passive that also happens to be the power most likely to be skip.

EA's T9 is defensed based while Shield's T9 grants resisance across the board and more +HP. The more hit points you have the more mileage you get out what resistance you do have.

Shield has way more Resistance then EA and Shields other tools (+HP and Positional Def) help stretch that resistance out. When EA's defense fails there's nothing to help soak up the damage.


 

Posted

Quote:
Originally Posted by Auroxis View Post
I think you mean Energy Drain.
Whoops.

I was referring to Energy Drain


 

Posted

I was really intersted in EA on a brute after they gave it a heal so I gave it a try.

At level 44 I had enough.

The Big issues I found with the set.

Has a hard time reaching Soft Caps. For a Pure Defense set it really seemed like the Def just wasn't thier. Even useing IO sets to help push it up it had a hard time soft caping (unlike SR).

Its heal.... while intersting lacked greatly. As pointed out if you use it, your getting extra attention when you want it least. END was never a problem with the biuld due to haveing to basicly fire off the heal as soon as it charged, not for END but to try and get HPs back whenever you could.

The set ether needs a bigger heal, another heal, or biult in reg.

Its certainly overall a interesting set, and has potential but only if someones willing to burn A LOT of Influence to make it so, or the Devs are willing to push EA a bit higher up then were it is now.

A Primary that has Soft Controls really helps EA work. And sadly any set that requires another set just to work isn't going to be very enjoyable for anyone to play.


Main: Praetor Imperium Elec/SS/Mu

 

Posted

This is my KM/EA lvl 50...

He's pretty solid, but can be one-shotted by the tougher AV's if they manage to hit him.

Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Kid Hype: Level 50 Mutation Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Energy Aura
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Quick Strike

  • (A) Smashing Haymaker - Accuracy/Damage
  • (5) Smashing Haymaker - Damage/Endurance
  • (7) Smashing Haymaker - Damage/Recharge
  • (25) Smashing Haymaker - Damage/Endurance/Recharge
Level 1: Kinetic Shield
  • (A) Luck of the Gambler - Defense
  • (9) Luck of the Gambler - Recharge Speed
  • (34) Luck of the Gambler - Defense/Endurance
  • (40) Luck of the Gambler - Defense/Recharge
Level 2: Smashing Blow
  • (A) Kinetic Combat - Accuracy/Damage
  • (5) Kinetic Combat - Damage/Recharge
  • (7) Kinetic Combat - Damage/Endurance/Recharge
  • (25) Kinetic Combat - Knockdown Bonus
Level 4: Power Shield
  • (A) Luck of the Gambler - Defense
  • (9) Luck of the Gambler - Recharge Speed
  • (36) Luck of the Gambler - Defense/Endurance
  • (40) Luck of the Gambler - Defense/Recharge
Level 6: Power Siphon
  • (A) Adjusted Targeting - To Hit Buff
  • (11) Adjusted Targeting - To Hit Buff/Recharge
  • (15) Adjusted Targeting - Recharge
Level 8: Dampening Field
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (11) Aegis - Resistance
  • (13) Aegis - Resistance/Endurance
  • (40) Aegis - Resistance/Recharge
Level 10: Entropy Shield
  • (A) Endurance Reduction IO
Level 12: Maneuvers
  • (A) Luck of the Gambler - Defense
  • (13) Luck of the Gambler - Recharge Speed
  • (39) Luck of the Gambler - Defense/Endurance
Level 14: Combat Jumping
  • (A) Unbounded Leap - Jumping
  • (15) Defense Buff IO
Level 16: Taunt
  • (A) Mocking Beratement - Taunt
  • (17) Mocking Beratement - Taunt/Recharge
  • (17) Mocking Beratement - Taunt/Recharge/Range
  • (39) Mocking Beratement - Accuracy/Recharge
  • (48) Mocking Beratement - Taunt/Range
  • (48) Mocking Beratement - Recharge
Level 18: Burst
  • (A) Obliteration - Damage
  • (19) Obliteration - Accuracy/Recharge
  • (19) Obliteration - Damage/Recharge
  • (23) Obliteration - Accuracy/Damage/Recharge
  • (36) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (36) Obliteration - Chance for Smashing Damage
Level 20: Energy Cloak
  • (A) Luck of the Gambler - Defense/Endurance
  • (21) Luck of the Gambler - Defense
  • (21) Luck of the Gambler - Defense/Recharge
  • (39) Luck of the Gambler - Recharge Speed
Level 22: Energy Protection
  • (A) Reactive Armor - Resistance
  • (23) Reactive Armor - Resistance/Endurance
  • (43) Reactive Armor - Resistance/Recharge
  • (50) Reactive Armor - Resistance/Endurance/Recharge
Level 24: Super Jump
  • (A) Jumping IO
Level 26: Focused Burst
  • (A) Thunderstrike - Accuracy/Damage
  • (27) Thunderstrike - Damage/Endurance
  • (27) Thunderstrike - Damage/Recharge
  • (37) Thunderstrike - Accuracy/Damage/Recharge
  • (37) Thunderstrike - Accuracy/Damage/Endurance
  • (37) Thunderstrike - Damage/Endurance/Recharge
Level 28: Energy Drain
  • (A) Miracle - Heal/Endurance
  • (29) Miracle - Endurance/Recharge
  • (29) Miracle - Heal/Recharge
  • (31) Miracle - Heal
  • (31) Miracle - Heal/Endurance/Recharge
  • (31) Efficacy Adaptor - EndMod/Recharge
Level 30: Hasten
  • (A) Recharge Reduction IO
  • (46) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 32: Concentrated Strike
  • (A) Touch of Death - Accuracy/Damage
  • (33) Touch of Death - Damage/Endurance
  • (33) Touch of Death - Damage/Recharge
  • (33) Touch of Death - Accuracy/Damage/Endurance
  • (34) Touch of Death - Damage/Endurance/Recharge
  • (34) Touch of Death - Chance of Damage(Negative)
Level 35: Conserve Power
  • (A) Recharge Reduction IO
Level 38: Overload
  • (A) Red Fortune - Defense/Endurance
  • (45) Red Fortune - Defense/Recharge
  • (45) Red Fortune - Endurance/Recharge
  • (46) Red Fortune - Defense/Endurance/Recharge
  • (46) Red Fortune - Defense
Level 41: Focused Accuracy
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 44: Superior Conditioning
  • (A) Endurance Modification IO
  • (45) Endurance Modification IO
Level 47: Physical Perfection
  • (A) Miracle - +Recovery
  • (48) Miracle - Heal
Level 49: Laser Beam Eyes
  • (A) Thunderstrike - Accuracy/Damage/Recharge
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Healing IO
  • (50) Healing IO
Level 2: Stamina
  • (A) Endurance Modification IO
  • (3) Endurance Modification IO
  • (3) Endurance Modification IO
------------
Set Bonus Totals:
  • 12% DamageBuff(Smashing)
  • 12% DamageBuff(Lethal)
  • 12% DamageBuff(Fire)
  • 12% DamageBuff(Cold)
  • 12% DamageBuff(Energy)
  • 12% DamageBuff(Negative)
  • 12% DamageBuff(Toxic)
  • 12% DamageBuff(Psionic)
  • 17.38% Defense(Smashing)
  • 17.38% Defense(Lethal)
  • 11.44% Defense(Fire)
  • 11.44% Defense(Cold)
  • 9.25% Defense(Energy)
  • 9.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 17.69% Defense(Melee)
  • 9.875% Defense(Ranged)
  • 10.5% Defense(AoE)
  • 1.8% Max End
  • 43% Enhancement(Accuracy)
  • 5% Enhancement(Heal)
  • 47.5% Enhancement(RechargeTime)
  • 9% FlySpeed
  • 185.53 HP (12.38%) HitPoints
  • 9% JumpHeight
  • 9% JumpSpeed
  • MezResist(Held) 5.5%
  • MezResist(Immobilize) 11%
  • MezResist(Stun) 2.2%
  • 9.5% (0.159 End/sec) Recovery
  • 40% (2.503 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 14% RunSpeed
------------
Set Bonuses:
Smashing Haymaker
(Quick Strike)
  • MezResist(Immobilize) 2.2%
  • 16.87 HP (1.125%) HitPoints
  • 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
Luck of the Gambler
(Kinetic Shield)
  • 10% (0.626 HP/sec) Regeneration
  • 16.87 HP (1.125%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Kinetic Combat
(Smashing Blow)
  • MezResist(Immobilize) 2.75%
  • 22.49 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Luck of the Gambler
(Power Shield)
  • 10% (0.626 HP/sec) Regeneration
  • 16.87 HP (1.125%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Adjusted Targeting
(Power Siphon)
  • 2% DamageBuff(All)
  • 1.26% Resistance(Energy,Negative)
Steadfast Protection
(Dampening Field)
  • 3% Defense(All)
Aegis
(Dampening Field)
  • 5% RunSpeed
  • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
Luck of the Gambler
(Maneuvers)
  • 10% (0.626 HP/sec) Regeneration
  • 16.87 HP (1.125%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Mocking Beratement
(Taunt)
  • 1.8% Max End
  • MezResist(Held) 2.75%
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
  • 7.5% Enhancement(RechargeTime)
Obliteration
(Burst)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
Luck of the Gambler
(Energy Cloak)
  • 10% (0.626 HP/sec) Regeneration
  • 16.87 HP (1.125%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Reactive Armor
(Energy Protection)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Thunderstrike
(Focused Burst)
  • 2% (0.033 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Miracle
(Energy Drain)
  • 2.5% (0.042 End/sec) Recovery
  • 28.11 HP (1.875%) HitPoints
  • 5% Enhancement(Heal)
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
Touch of Death
(Concentrated Strike)
  • MezResist(Immobilize) 2.75%
  • 22.49 HP (1.5%) HitPoints
  • 2.5% DamageBuff(All)
  • MezResist(Held) 2.75%
  • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
Red Fortune
(Overload)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Focused Accuracy)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 28.11 HP (1.875%) HitPoints
  • 2.5% (0.042 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Miracle
(Physical Perfection)
  • 2.5% (0.042 End/sec) Recovery


 

Posted

Quote:
Originally Posted by Boomtomic View Post
The only sure change I really believe should happen to the set is making it hero accessible.
I would agree with this. I have a DM/EA brute softcapped to all but Psi. The two sets really compliment each other, so maybe my view is a little skewed, but I found EA to be pretty solid (before I started IOing). At least for brute numbers.

Now, the only problem with making it accessible for hero ATs, is that for tankers, you have two problem powers. Energy Cloak and Conserve Power. You also have the lack of an important power, a Taunt Aura.

EC is a stealth, which is not necessarily a bad thing, I suppose. After all, DA has it's cloak on tanks as well. But without a taunt aura, this could be a problem.

CP is a repeat power from an Epic pool. So it would have to be replaced.

My solution: Change Conserve Power into something akin to the Elec Control power Conductive Aura. Only instead of +regen/+recov for the user, it's an endurance discount per foe in range. You get a 5% discount for up to 10 foes in range. The power gives the exact same effect as before, but now adds a benefit that makes it viable for tankers.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by Rylas View Post
CP is a repeat power from an Epic pool. So it would have to be replaced.

My solution: Change Conserve Power into something akin to the Elec Control power Conductive Aura. Only instead of +regen/+recov for the user, it's an endurance discount per foe in range. You get a 5% discount for up to 10 foes in range. The power gives the exact same effect as before, but now adds a benefit that makes it viable for tankers.
Sounds like a good option.

I truly don't get the complaint that EA is hard to soft-cap. Even at Brute values I found it fairly easy to soft-cap to S/L/E/F/C. I do agree, though, that as a heal Energy Drain is pretty lackluster. I'd play EA as a tank set if they did something like you suggested, but I might even play it enthusiastically if they would bump up the heal value--for tanks and brutes, preferably.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Breog View Post
Has a hard time reaching Soft Caps. For a Pure Defense set it really seemed like the Def just wasn't thier. Even useing IO sets to help push it up it had a hard time soft caping (unlike SR).
I'm not quite sure what you mean by hard to softcap. I've toyed with several EA builds in Mids and finally made a DB/EA brute on my alt account this year. He's just hit level 50 a month ago and fully IO'ed, it was quite easy to softcap him against most categories. If I recall correctly, the only damage types he's not softcapped against are Psi (22% or something) and Fire/Cold(43-44%). I'll have to check my Mids after work to be certain. Anyways, he wasn't an expensive build either. Being that I only made him for kicks, I used mostly cheap IO sets like Smashing Haymaker and Multi Strike on him. The most expensive IO sets on him are Reactive Armor and I think in total, I dumped less than 500 million into him (not adjusted for the crazy i19 price inflation) which is a still bargain these days. If I had spent 3-4 times that amount, I'm sure I could've softcapped him against everything but psi pretty handily.

To be fair, every defense based set is going to seem to softcap when compared to SR. I know the feeling as I have a SS/SR brute that is sitting at 48-50% against all positionals. That's with me barely having to tinker with slot placements and power selection in order to maximize the IO set bonuses. In my opinion, EA does have its share of weaknesses which keeps it out of the upper echelon of melee AT secondaries but ease to softcap isn't one of them. Heck, compared to my aforementioned DB/EA brute, I had a harder time softcapping all the positionals on my 2+ billion WM/SHD brute.


 

Posted

I was useing IO sets and IO and had only soft capped Energy (was near on a few others).
Add that to the heal, and it was a very squishy brute compared to other brutes I have played.

Prehaps thats what the problem was... as it sit by itself the set isn't to to bad (save for the heal that everyone basicly agrees has issues). But take the same kind of IOing and apply it to another brute and your tiers above what a EA brute could do.

I took the Enchancment out of the EA brute (with 4 respecs) and put them into another brute (Elc) and it was total night and day difference in capacity. And Elec Armor by many is kinda a Meh set compared to others ( Willpower, Inv, Stone, etc etc )

Style wise, stalkers and scrappers I think work well with EA. But Brutes and if tankers ever get it need a few tweeks.


I argee that Conserve Power needs to go. Having Energry Drain and the requirement that you need to use it OFTEN and A lot for the heal means never worrying about end.

Replaceing the power with some kind of Taunt aura effect would help. Particulary if the Taunt aura added some time of surviablity to the brute/tanker. Be it ether increase Reg, Heal, DEF, Res, or whatever.


Main: Praetor Imperium Elec/SS/Mu

 

Posted

>.> I use Conserve Power. Does that make me a bad brute?

It allows me to use Energy Drain as a heal, when I need it as a heal.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

I just use Conserve Power to mitigate the t9 crash. Pre-I19 I didnt take it at all. If it were to be replaced by some more useful power I would not mind one iota.


 

Posted

I believe many EA brutes are waiting for the power set to be proliferated to the hero side. Obviously, conserve power overlaps with the one in the ancillary power pool, so we expect it to be changed. Hopefully, the change to conserve power will be ported to brutes.

EA received a buff in Issue 13. During that time, we did request to have enhanceable DDR, psionic defense in entropy shield, and capped energy defense for thematic reasons. The dev decided not to add these things at that time. For DDR, even if it were enhanceable, I doubt that we could push its value close to the cap. After the heal is added to energy drain, a common request is to make the heal more front-loaded, such that the heal is significant with just 1 or 2 mobs. Personally, I would like the stealth to have a meaning for brute, for example energy cloak would be more appealing if it has some kind of damage buff or chance to build up to imitate a stealth attack.


 

Posted

Quote:
Originally Posted by Rylas View Post
My solution: Change Conserve Power into something akin to the Elec Control power Conductive Aura. Only instead of +regen/+recov for the user, it's an endurance discount per foe in range. You get a 5% discount for up to 10 foes in range. The power gives the exact same effect as before, but now adds a benefit that makes it viable for tankers.
Quote:
Originally Posted by Finduilas View Post
Sounds like a good option.

I truly don't get the complaint that EA is hard to soft-cap. Even at Brute values I found it fairly easy to soft-cap to S/L/E/F/C. I do agree, though, that as a heal Energy Drain is pretty lackluster. I'd play EA as a tank set if they did something like you suggested, but I might even play it enthusiastically if they would bump up the heal value--for tanks and brutes, preferably.
Okay, how about my suggestion AND front loading the the heal to be 25% for the first foe in range, and 3.5% for each of the other 9 foes (after 3 slotting heal)? This gives 56% total and allows for situations like boss fights and AV fights to be more manageable.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by _Pine_ View Post
>.> I use Conserve Power. Does that make me a bad brute?

It allows me to use Energy Drain as a heal, when I need it as a heal.
It doesn't make you a bad brute, your biuld might have needed it. The 2 difference characters I made with EA never needed Conserve Power. Generaly speaking I find any set that has a Energy Draining power, doesn't need much else in the way of End efficiency.

Particlary when in EAs case it needs to basicly fire Energy Drain when ever it can to top its Hps off.


Front Loading Energy Drains Heal would help a lot (along with increaseing its targets). As pointed out its basicly useless for healing vs 1 -2 mobs. The 5 target cap right now on its heal further limits how much it can heal for.

Im total for Brutes getting CP removed when its proliferated to Tankers (and I truely hope it does as some point).


Main: Praetor Imperium Elec/SS/Mu

 

Posted

I just thought I'd post my planned build for my own brute here since several persons seem to be pretty knowledgeable about the set. currently he's lvl 20 and im doing my best to hold out till SOs and more importantly, energy drain.

I was always taught never to put all my eggs in 1 basket, so I try to go as cheap as possible so I can spend that saved influence outfitting my many many alts. i still manage to softcap s/l/e with f/c at 41% so i can live with that

I tried squeezing in as much +HP and rech as i could so i can last between energy drains and if nothing else hit aid self. also got soul mastery to ramp up dmg and darkest night should definitely help with keeping me alive longer. figured if i know ima be hitting energy drain as fast as it can recharge why not go ahead and add 1 more toggle lol

Villain Plan by Mids' Villain Designer 1.90
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: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Quick Strike

  • (A) Smashing Haymaker - Accuracy/Damage
  • (5) Smashing Haymaker - Damage/Endurance
  • (5) Smashing Haymaker - Damage/Recharge
  • (15) Smashing Haymaker - Damage/Endurance/Recharge
  • (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 1: Kinetic Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (7) Luck of the Gambler - Defense/Endurance
  • (17) Luck of the Gambler - Defense
  • (36) Luck of the Gambler - Defense/Endurance/Recharge
  • (46) Kismet - Accuracy +6%
Level 2: Body Blow
  • (A) Smashing Haymaker - Damage/Endurance/Recharge
  • (3) Smashing Haymaker - Accuracy/Damage
  • (3) Smashing Haymaker - Damage/Endurance
  • (13) Smashing Haymaker - Damage/Recharge
  • (25) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 4: Power Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (7) Luck of the Gambler - Defense/Endurance
  • (17) Luck of the Gambler - Defense
  • (36) Luck of the Gambler - Defense/Endurance/Recharge
Level 6: Power Siphon
  • (A) Recharge Reduction IO
  • (9) Recharge Reduction IO
  • (39) Rectified Reticle - To Hit Buff/Recharge
  • (43) Rectified Reticle - Increased Perception
Level 8: Smashing Blow
  • (A) Smashing Haymaker - Damage/Recharge
  • (9) Smashing Haymaker - Accuracy/Damage
  • (11) Smashing Haymaker - Damage/Endurance
  • (11) Smashing Haymaker - Damage/Endurance/Recharge
  • (15) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 10: Entropy Shield
  • (A) Endurance Reduction IO
Level 12: Hasten
  • (A) Recharge Reduction IO
  • (13) Recharge Reduction IO
  • (40) Recharge Reduction IO
Level 14: Super Speed
  • (A) Empty
Level 16: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 18: Burst
  • (A) Eradication - Accuracy/Damage/Endurance/Recharge
  • (19) Eradication - Accuracy/Recharge
  • (19) Eradication - Damage/Recharge
  • (21) Eradication - Accuracy/Damage/Recharge
  • (23) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (40) Scirocco's Dervish - Accuracy/Damage
Level 20: Energy Cloak
  • (A) Luck of the Gambler - Recharge Speed
  • (21) Luck of the Gambler - Defense/Endurance
  • (23) Luck of the Gambler - Defense
  • (25) Luck of the Gambler - Defense/Endurance/Recharge
Level 22: Boxing
  • (A) Empty
Level 24: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (37) Steadfast Protection - Knockback Protection
Level 26: Focused Burst
  • (A) Decimation - Accuracy/Damage
  • (27) Decimation - Damage/Endurance
  • (27) Decimation - Damage/Recharge
  • (31) Decimation - Accuracy/Endurance/Recharge
  • (36) Decimation - Accuracy/Damage/Recharge
Level 28: Energy Drain
  • (A) Doctored Wounds - Heal/Endurance
  • (29) Doctored Wounds - Endurance/Recharge
  • (29) Doctored Wounds - Heal/Recharge
  • (31) Doctored Wounds - Heal/Endurance/Recharge
  • (34) Doctored Wounds - Heal
  • (42) Doctored Wounds - Recharge
Level 30: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense/Endurance
  • (34) Luck of the Gambler - Defense
  • (37) Luck of the Gambler - Defense/Endurance/Recharge
Level 32: Concentrated Strike
  • (A) Smashing Haymaker - Damage/Endurance/Recharge
  • (33) Smashing Haymaker - Accuracy/Damage
  • (33) Smashing Haymaker - Damage/Endurance
  • (33) Smashing Haymaker - Damage/Recharge
  • (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 35: Stimulant
  • (A) Empty
Level 38: Aid Self
  • (A) Numina's Convalescence - Heal
  • (39) Numina's Convalescence - Endurance/Recharge
  • (39) Numina's Convalescence - Heal/Recharge
  • (40) Numina's Convalescence - Heal/Endurance/Recharge
Level 41: Gloom
  • (A) Decimation - Accuracy/Damage
  • (42) Decimation - Damage/Endurance
  • (42) Decimation - Damage/Recharge
  • (43) Decimation - Accuracy/Endurance/Recharge
  • (43) Decimation - Accuracy/Damage/Recharge
Level 44: Darkest Night
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (45) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (45) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (45) Dark Watcher's Despair - Recharge/Endurance
Level 47: Dark Obliteration
  • (A) Positron's Blast - Accuracy/Damage
  • (48) Positron's Blast - Damage/Endurance
  • (48) Positron's Blast - Damage/Recharge
  • (48) Positron's Blast - Accuracy/Damage/Endurance
  • (50) Positron's Blast - Chance of Damage(Energy)
  • (50) Siphon Insight - Accuracy/Endurance/Recharge
Level 49: Taunt
  • (A) Mocking Beratement - Taunt/Range
  • (50) Mocking Beratement - Recharge
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (46) Regenerative Tissue - +Regeneration
Level 2: Stamina
  • (A) Endurance Modification IO
  • (46) Endurance Modification IO
------------
Set Bonus Totals:
  • 12.38% Defense(Smashing)
  • 12.38% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 6.125% Defense(Energy)
  • 6.125% Defense(Negative)
  • 3% Defense(Psionic)
  • 7.688% Defense(Melee)
  • 4.563% Defense(Ranged)
  • 3% Defense(AoE)
  • 8.1% Max End
  • 10% Enhancement(Heal)
  • 66.25% Enhancement(RechargeTime)
  • 45% Enhancement(Accuracy)
  • 168.67 HP (11.25%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 14.3%
  • MezResist(Terrorized) 2.2%
  • 20% Perception
  • 6.5% (0.109 End/sec) Recovery
  • 62% (3.88 HP/sec) Regeneration
  • 2.835% Resistance(Fire)
  • 2.835% Resistance(Cold)
  • 1.26% Resistance(Toxic)
  • 1.26% Resistance(Psionic)


@Injenius~Virtue
Stonefather - 50 Stone/WP/Soul brute
Sable Affliction - Earth/Dark/Fire Dom
Wild Cipher - Beast/Time MM

 

Posted

BlissfulChaos:

You might want to consider IO sets that are more DEF focused to pick up your numbers a bit. With the mediocre DDR (50%) EA has you want some buffer to protect you from cascading defense failure if you get debuffed. Also, you can get Fire and Cold up to softcap with a little effort.


EA's Auto RES powers are kind of meh and it is tempting to skip them, but they do allow you to slot the nicer RES IO sets without dipping into the fighting pool.

Alternately, if you are going to get Tough, you should get Weave also. The extra DEF will put the icing on your cake. Personally, I didn't want to pay three powers to get the easy DEF buff, and went with Maneuvers instead and made up the difference with IO sets. Maneuvers is less efficient than Weave, but the power slot trade off is hard to argue with on a tight build.

EA's t9 is very very good. Even if you are softcapped it has extra hit points and also more DDR. It's crash is pretty mild and manageable with good timing and practice such that its just a minor inconvenience. Just save a purple and a blue or two and you can be toggled back up and in the fight within seconds before the crash wears off. If you do also take Conserve Power then its even less of a problem as you can easily run your toggles and fight on while the 0 REC debuff is on by popping a single blue inspir followed by Energy Drain, or two blue inspirs if ED isn't up yet. It's really easy to offset the crash, basically.


You're paying a lot for the medicine pool. If you pump more into your DEF and RES you wont need to heal yourself. With rare exception, Energy Drain slotted as a heal supplemented with the occasional green inspir is more than adequate to keep my KM/EA healthy.

Personally, I pushed the recharge hard on my KM/EA and almost have perma-haste, so my clicks are very available. I also took the RECH Alpha which is just gravy. Power Siphon and Energy Drain are part of my attack chain.

Also, don't underestimate the mitigation of KM's soft control. Burst is a very reliable knockdown, as is the ranged chi ball attack. The knockdowns and to a lesser degree stuns help to keep foes under your thumb. With enough Recharge, you can almost juggle mobs with Burst. Also the damage debuff inherent to KM helps too.

With the combination of Energy Cloak and taunt you can control how much aggro you are managing pretty effectively, which also helps.


All in all, with my KM/EA the vast majority of foes are not much of a challenge. Really, the only mobs that are a problem are ones with heavy ToHit buffs like Rularuu; they pretty much just hit you regardless of your DEF, and hard-hitting un-typed Psi attacks. As an edge case very powerful negative energy users can also put a hurtin on you; Ghost Widow is almost an instant face-plant for my KM/EA if someone else isn't holding her aggro because she hits almost every time for a lot; I hit the t9 and hope we can drop her in 3 minutes or less. Death Mages on the other hand are not a problem. When fighting DE, make sure to wipe out quartz emanators and Gaurdians (the purple gem guys) as it will wipe out your DEF.

I have a lot of fun with my KM/EA; I hope you have the same experience!


There's some discussion in this thread that might help you:

http://boards.cityofheroes.com/showthread.php?t=237725