Energy Aura fix for powerset proliferation
Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093
-----
Okay, I've made some suggestions for better mitigation from existing powers and suggested changes. A faster working, front-loaded heal and a -rec component to the aura to assure foes stay at zero. With the DDR already in the set, this should help with layering mitigation. If we added in +HP like you suggested, I think we start to copy Ice Armor too much. The only other mitigation Ice has that EA doesn't is Hibernate, but EA has a very good tier 9 for "oh-*******" moments.
|
Oh, wait. You're recommending adding a Recovery debuff. Oh, yes... I really see that happening. Instead of continually draining the enemies energy, you prevent them from gaining any back... uh huh. You don't think that sounds, I don't know... a little overpowered on a melee set? Especially one that is perpetual, meaning that enemies in it might as well be stunned, for all the effect they will have? No, I think asking for more base HPs and an added damage boost is FAR more likely to happen, then that.
I'm also going to guess you don't know Ice Armor too well, then. In addition to Typed defense, Ice Armor provides:
A Dull Pain clone (Click heal and +HP)
Chilling Embrace - a powerful taunt aura that also inflicts -Dam, -Speed, and -Rech on enemies.
A Damage Aura
And Energy Absorption, which is may not give as much End per enemy as Energy Drain, but also significantly boosts their defense.
Like you said, with no blue bar to worry about, you become a wreaking ball. This is another form of mitigation in itself. The devs are all about give and take. If we start adding in debuff resistance of every kind and ask for +DMG and +Rech then we not only start stepping on the toes of other sets, but we'll have to take something away. Sustained endurance equates to sustained fury, which is sustained DPS. We just need to add a little more to make the fluctuation of the green bar more manageable.
|
And unlimited blue doesn't seem to prevent other sets from getting better mitigation, better damage, and/or just more perks & bennies than Energy Aura can provide.
But hey, what do I know? I'm not a numbers guy. I can't crunch up data showing that the combination would be overpowered or not. My proposal is honestly more about make four near-useless powers in the set (Okay, 3 near-useless and one ultimately underwhelming) into something viable, while covering the holes in the set, as I see them.
EA as it stands is a hybrid of many armors. It has DA's stealth, ELA's end management, Ice's Def and DDR, and FA's heal (just modified). Tweaking the end management to include a -recovery and making tweaks to the heal so that it works fast and stronger should already do a lot towards survival. I think if you ask for more beyond that, you're just asking for too much. Granted, if the devs want to give it, I won't say no to it. But those other things aren't necessary.
|
Energy Drain's heal is more like a much, MUCH weaker form of Dark Regeneration.
Huh... I did not know that. But we'll just have to disagree on the last bit. I think EA needs SOMETHING else to back up its defense, and additional Hit Points is simply one of the easiest ways I can think of to provide that.
-This Space Intentionally Left Blank.-
Oh, yes... I really see that happening. Instead of continually draining the enemies energy, you prevent them from gaining any back... uh huh. You don't think that sounds, I don't know... a little overpowered on a melee set? Especially one that is perpetual, meaning that enemies in it might as well be stunned, for all the effect they will have? No, I think asking for more base HPs and an added damage boost is FAR more likely to happen, then that.
I'm also going to guess you don't know Ice Armor too well, then. In addition to Typed defense, Ice Armor provides: A Dull Pain clone (Click heal and +HP) Chilling Embrace - a powerful taunt aura that also inflicts -Dam, -Speed, and -Rech on enemies. A Damage Aura And Energy Absorption, which is may not give as much End per enemy as Energy Drain, but also significantly boosts their defense. |
Also, I am very, very familiar with Ice Armor. That's why I said the +HP would be too similar to Ice - +HP and Def and End Drain. It's been done. Twice now that Shields are around (minus the end drain of course). Let's go in a different direction. Yes, Ice does offer other forms of mitigation in CE and with the def bonus of Eng Abs, but you can already get extra defense from Energy Cloak. (I am aware that the values aren't the same, but after you take Brute modifiers into account, they aren't far off) EA trades off some of the layered mitigation, of course, by offering more typed defense than Ice.
But hey, what do I know? I'm not a numbers guy. I can't crunch up data showing that the combination would be overpowered or not. My proposal is honestly more about make four near-useless powers in the set (Okay, 3 near-useless and one ultimately underwhelming) into something viable, while covering the holes in the set, as I see them. |
So you want a +HP, great defense, +Rech, +DMG, -To Hit, and end drain. Man, not even Ice armor gets all that.
Okay, let's try some compromise. I think +HP and great defense has been done often enough. But, maybe we go the FA route and add damage boost to make up for some of the lack luster (for some, anyways) survival. CP gets changed into a taunt aura that does -dmg, -recovery to the foe, and does +dmg and endurance discount for up to 10 foes. The -Recovery won't be too much, because now only ED does significant drain. If the fight goes too long, then your mitigation comes from foes being drained from the long fight. This of course, makes it harder for them to finish you off before you finish them.
And maybe recharge debuff res and end drain res in Dampening Field if the other changes don't make it "too good" already.
Still front load ED's heal and reduce the activation time.
Thoughts?
... did you just compare Energy Drain's heal to Fiery Aura's Healing Flame? Healing flame is up far more often, takes much less time to cast, and is far more reliable. Energy Drain's heal is more like a much, MUCH weaker form of Dark Regeneration. |
@Rylas
Kill 'em all. Let XP sort 'em out.
As someone whose main characters both use SR, I second the hell out of this sentiment. EA is way more fun to play.
|
I only have 1 character that uses SR. I love my character, his concept, his survivability and feel...but I'll never roll up another SR character ever. It's boring to look at and play, it's painful to level and it's so mainstream, I wouldn't ever bother unless some major AT/power combos come available. The only reason I even survived my trip to 50 was because he's Katana/SR otherwise I'd have probably shelved him too long to play.
Besides Shield Defense (for concept!), EA is the only set I have multiple characters with.
With the changes made to fury, it takes more than just unlimited endurance to sustain Fury. And the kind of playstyle that DOES sustain their fury... is pretty much counter to what EA seems to be built for.
|
Energy Drain's heal is more like a much, MUCH weaker form of Dark Regeneration. |
.....and is auto-hit...
I'm not saying Energy Drain is stronger, but you can't honestly think it is even remotely balanced that this power should replenish *ALL* your endurance *AND* a large portion of your HP on top of it *ALWAYS* hitting its mark.
But serious question: just to get some perspective of the posters replying. If you guys were at the helm, and you were 'fixing' the set, exactly where would it sit?
For me, I love how the set performs as is. I will admit, some of the utility the set has is redundant and it could use some more to even out the playing field for 'fairness'.
The only change I'd put in is probably changing Conserve Power into "Fusion Charge" which would basically be a cross of Conserve Power and Fiery Embrace, except adding Energy Damage to every attack. Survivability wise, the set doesn't seem sub-par if you use its tools however some of those tools may be counter to the playstyle of others (mainly the stealth). Giving it an offensive spin would basically cement the set as an 'off-tanker' (if used by a tanker) and a superb offensive choice for the player that *doesn't* want to be the center of attention (and first to die) yet still wants to dish out the damage. I don't see the problem with EA not being good at tanking.
Wait. You liken -Recov on top of end drain being like a stun aura, and that it would be over-powered for a melee class, but DA comes with a stun aura. DA's not over-powered. Well, not being a numbers expert either, I could be wrong about adding in -recov. But making the end drain on par with ELA's aura would go a long way for mitigation.
|
And to compare... Dark Armor can stun enemy minions, at the cost of the their own HP. And they pay the HP cost, even against enemies that can't be stunned, so the power can quickly become counter productive.
Putting in a sustainable -Recovery power will effectively completely shut down anything that doesn't die too fast. Not like the End Drain in Electric Armor, where they will still get off the occasional attack, but a complete shut down when they lose all their endurance. Which means that you'll see it most on the tougher enemies... like bosses and higher.
Considering the price DA pays for a minion stun... I really don't want to think of what kind of cost the Devs would level against a sustainable -Recovery power...
Also, I am very, very familiar with Ice Armor. That's why I said the +HP would be too similar to Ice - +HP and Def and End Drain. It's been done. Twice now that Shields are around (minus the end drain of course). Let's go in a different direction. Yes, Ice does offer other forms of mitigation in CE and with the def bonus of Eng Abs, but you can already get extra defense from Energy Cloak. (I am aware that the values aren't the same, but after you take Brute modifiers into account, they aren't far off) EA trades off some of the layered mitigation, of course, by offering more typed defense than Ice. |
Additional typed defense isn't more mitigation in this case, its just... more of the same. And stealth just falls flat, compared to the plethora of tools Ice can provide.
Wait... Of the powers you talked about adding changes to, one is a mez protection. I'm trying to figure out if you consider it near-useless or underwhelming. Either way, I'll disagree. Also, I don't want my mez protection to be a taunt aura as well. It's different, I'll grant you that, but I don't think that's gonna sail. |
If this were ideal, Entropy Shield would provide the stealth and +Def, as well as the mez protection, and Energy Cloak would be a proper form of taunt aura. But they aren't, so I'm trying to work with what is available.
So you want a +HP, great defense, +Rech, +DMG, -To Hit, and end drain. Man, not even Ice armor gets all that. |
Okay, let's try some compromise. I think +HP and great defense has been done often enough. But, maybe we go the FA route and add damage boost to make up for some of the lack luster (for some, anyways) survival. CP gets changed into a taunt aura that does -dmg, -recovery to the foe, and does +dmg and endurance discount for up to 10 foes. The -Recovery won't be too much, because now only ED does significant drain. If the fight goes too long, then your mitigation comes from foes being drained from the long fight. This of course, makes it harder for them to finish you off before you finish them. |
And maybe recharge debuff res and end drain res in Dampening Field if the other changes don't make it "too good" already. |
Still front load ED's heal and reduce the activation time. Thoughts? |
Consider me schooled. I thought HF had the same recharge. |
And, in regards to Leo_G... yeah, Energy Drain is auto hit. But since it still needs those targets to feed off of, the comparison can still be made. And I, personally, have no idea how Energy Aura is supposed to keep 10 targets around them even using Energy Drain primarily as a taunt...GAH! Why did they screw with that power so much?
On the other hand, making Conserve Power have a +Energy Damage effect might be a nice alternative...
-This Space Intentionally Left Blank.-
People keep talking about Energy Cloak vs. Stealth Inventions, but don't all of those Inventions suppress? I know the stealth radius in Energy Cloak only ever suppresses when you click an objective.
Beyond that, Energy Aura has always felt weak to me. I still took an Energy/Energy Brute 50, mind you, but I had a significantly harder time staying alive than with all my other Brutes, then or now. I'll see if inherent Stamina and Health plus some respeccing won't make a difference when I get around to playing Xandra, but really - I survived more on my primary than I did on my secondary.
To go back on topic, I see no problem with a Tanker running a stealth power with no taunt aura. That's what the power called Taunt is for.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
|
If they wanted to port it to Tanks, they could always throw a taunt aura on one of the toggles, like they did when they ported SR to Brutes.
Most of my experience with Energy Aura has been as a Stalker, where I found it to be a perfectly respectable set. But I definitely think it could use a bit of tweaking to make it perform more consistently, especially if they plan to proliferate it.
Proud member of Everyday Heroes (Infinity Heroes), Dream Stalkers (Infinity Villains), Devil Never Cry (Freedom Heroes), Enclave of EVIL (Pinnacle Villains), Phobia (Infinity Villains), Les Enfant Terribles (Freedom Villains), Gravy Train (Virtue Heroes), and more!
Full, detailed character list
End drain? ELA does is way better, and is a resist based set on top of it.
Defense? SR does it better.
End recovery? Not the big deal it used to be.
It *is* derivative, outdated and less appealing than pretty much all the other Brute sets. I'd like them to address that before any proliferation takes place.
Now, outside of saying it's sub-par to other sets in your opinion and just belly-aching for a fix, make some suggestions. I'm willing to hear them, I've already made compromises with OWB's comments. Just throwing your hands up in the air and saying, "fix it before you let other ATs have fun with it" does nothing constructive for the purpose of this thread. It's not like I only asked for proliferation without making improvements to the set.
@Rylas
Kill 'em all. Let XP sort 'em out.