Thoughts on Energy Armor changes


AmazingMOO

 

Posted

Synapse's post on the new wave of Power Proliferation was pretty awesome. I'm really looking forward to dark/dark blasting. My 40ish vampiric Fire/Psi blaster may well get rerolled, especially if Drain Life is still in the mix.

That said, I find myself being ambivalent about the changes Synapse is talking about for Energy Armor:

Quote:
Resistance on the set’s auto powers were slightly increased and now include endurance drain protection and slow resistance.
Entropy Shield is now Entropic Aura for Scrappers and Brutes. This power is a taunt aura that grants the user a scaling recharge buff based on the number of foes surrounding the user. The Stalker version of the set doesn’t have a taunt aura, but it offers a small Recharge bonus.
These are great. I like the change to revamp the power, especially for stalkers since my Energy Armor character is one.

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Repulse for Stalkers has been replaced by Disrupt, a stun aura.
This in particular has the potentialto the best change in the set. I've always that the the way the various repulse powers worked was kinda stupid. Why should one cost extra endurance to repel foes in melee range, but that the big defense bubble that does the same thing at range is a standard cost?

That said, these are stalkers, and stalkers don't need extra agro from trying to stun unstunnables like bosses that happen to be in melee range. Also, is this going to break hide on every tick?

This power would be great if it doesn't have the 'notify enemies' flag set. Otherwise, it's probably going to be as skippable as Repulse is now.

Quote:
Energy Drain no longer has a healing component, instead it offers a small defense boost per target hit.
Conserve Energy was replaced by Energize, a self Heal that offers a moderate regeneration and endurance cost reduction boost for a short while. This power works identically to the Electric Armor version.
This is the part that really bothers me. I like the defense boost on Energy drain. Taking away the heal component and replacing CE with Energize seems to make the set overlap even more than before with Electric Armor. I like that there's at least a little bit of playstyle difference between the two other than one's the resist set and the other is the defense set. I'm not entirely sure that this is the best way to make Energy Armor stand out as a fun set to play.


 

Posted

I don't see anything wrong with it, honestly.


 

Posted

You have to look at the list of changes since the intro of Energy Aura for those last 2 changes to make sense and be seen as the awesome that they are:

Energy Aura introduced with no heal and Energy Drain and Conserve Energy
Elec Armor introduced with no heal and Conserve power
Fix #1- Energy Drain given it's per target heal (and the final version judged inadequate as in most cases it only gives a green insp worth of heal)
Fix #2- Elec Armor's Conserve Power is changed to the heal+end discount, and generally judged to be a better solution.
Fix #3- The changes announced today. EA gets the better self heal, and it gets an added survivability tool to make up for both the fact that it is harder to cap Typed defense, and that with an aggro aura there will be more incoming damage for Energy Brutes.

While I will kind of miss my sneaky Scrute that plays differently than other Brutes, I am glad to get 3 tools for added survivability.

I'm incredibly pumped by these changes and can't decide how best to use them. I may revamp my EM/EA Brute made the first night of CoV, or I may make Hyper Lemur on the VIP server as a KM/EA scrapper.

PS- don't let the similarity in names fool you. The Stalker (and Kinetic) power are Knockbacks, not a true Repel effect (like Force Bubble and Telekinesis)


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

Quote:
Originally Posted by Lemur Lad View Post
PS- don't let the similarity in names fool you. The Stalker (and Kinetic) power are Knockbacks, not a true Repel effect (like Force Bubble and Telekinesis)
Fun fact: NONE of the powers in the game with the words Repel, Repulse or Repulsion in their names actually ARE repel. They're all knockback/down.

Repulse, Repulsion Field, Repulsion Bomb, Sonic Repulsion, Repulsing Torrent. All KB.



Oh, yeah, On Topic: I guess Now I'm going to have to redo my DM/EA's projected level 50 build. Should be fun though.


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Posted

Quote:
Originally Posted by Lemur Lad View Post
You have to look at the list of changes since the intro of Energy Aura for those last 2 changes to make sense and be seen as the awesome that they are:

Energy Aura introduced with no heal and Energy Drain and Conserve Energy
Elec Armor introduced with no heal and Conserve power
Fix #1- Energy Drain given it's per target heal (and the final version judged inadequate as in most cases it only gives a green insp worth of heal)
Fix #2- Elec Armor's Conserve Power is changed to the heal+end discount, and generally judged to be a better solution.
Fix #3- The changes announced today. EA gets the better self heal, and it gets an added survivability tool to make up for both the fact that it is harder to cap Typed defense, and that with an aggro aura there will be more incoming damage for Energy Brutes.

While I will kind of miss my sneaky Scrute that plays differently than other Brutes, I am glad to get 3 tools for added survivability.

I'm incredibly pumped by these changes and can't decide how best to use them. I may revamp my EM/EA Brute made the first night of CoV, or I may make Hyper Lemur on the VIP server as a KM/EA scrapper.
Pretty much all of this. I'm "eh" about getting a taunt aura on my Energy/Energy, as I did play her like a "heavy Stalker" (and back when PVP zones actually had people *in* them, I laughed many times at being called "That $*#$& Stalker with the stuns.") But, I'm just not going to enhance that part of it. *shrug*

I *get* having some concern that it's "too much like Electric," I'm a little bit in that camp - but for the most part, yeah, I see this as *really* good.


 

Posted

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Originally Posted by AmazingMOO View Post
Also, is this going to break hide on every tick?
Hide suppresses enemy-affecting toggles. So no, it shouldn't.

I've never really had the inclination to play EA on a stalker, but I've wanted it on a brute for some time now. I've just never been able to find a primary I wanted to pair it with.

It just so happens that I'm a Broadsword fanboy, and brutes are getting BS at the same time as EA gets tweaked. I think the choice is going to be really easy for me.


@Roderick

 

Posted

Quote:
Originally Posted by AmazingMOO View Post
Why should one cost extra endurance to repel foes in melee range, but that the big defense bubble that does the same thing at range is a standard cost?
I literally cannot figure out what the second part of this sentence is supposed to mean.


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Posted

Quote:
Originally Posted by Lemur Lad View Post
You have to look at the list of changes since the intro of Energy Aura for those last 2 changes to make sense and be seen as the awesome that they are:

Energy Aura introduced with no heal and Energy Drain and Conserve Energy
Elec Armor introduced with no heal and Conserve power
Fix #1- Energy Drain given it's per target heal (and the final version judged inadequate as in most cases it only gives a green insp worth of heal)
Fix #2- Elec Armor's Conserve Power is changed to the heal+end discount, and generally judged to be a better solution.
Fix #3- The changes announced today. EA gets the better self heal, and it gets an added survivability tool to make up for both the fact that it is harder to cap Typed defense, and that with an aggro aura there will be more incoming damage for Energy Brutes.

While I will kind of miss my sneaky Scrute that plays differently than other Brutes, I am glad to get 3 tools for added survivability.

I'm incredibly pumped by these changes and can't decide how best to use them. I may revamp my EM/EA Brute made the first night of CoV, or I may make Hyper Lemur on the VIP server as a KM/EA scrapper.

PS- don't let the similarity in names fool you. The Stalker (and Kinetic) power are Knockbacks, not a true Repel effect (like Force Bubble and Telekinesis)
Ummm...have you looked at EA? It's really quite easy to softcap EA to all type defenses except psi.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

I think it's asking why it costs more to repel foes at melee range on a toon that fights in melee that it does to repel foes at range on a range fighting toon.


 

Posted

I find Repulsion Field and its repulsing clones to be the worst, most hideous powers in the entire game, born from the *** backwards ideas of balance the game entertained back in 2004 (like "only affecting self" Elude and immobilizing Unyielding Stance). I could not be happier to see that garbage gone from the set. Maybe now I will actually be able to make an Energy/Energy Stalker and not feel so foolish. Time to reroll Morten, I guess.

The rest of the changes to Energy Aura I'm not dissatisfied with. I'm not sure what difference they'll make, but I haven't played my Energy Aura Brute in probably four years, so the set will be brand new to me when I touch it again anyway.

So, when can we get a "No Pulse or Fade" option for Energy Cloak?


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Originally Posted by Arcanaville View Post
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Posted

Quote:
Originally Posted by uberschveinen View Post
I think it's asking why it costs more to repel foes at melee range on a toon that fights in melee that it does to repel foes at range on a range fighting toon.
Specifically why it costs EXTRA endurance to repel each enemy, when Force Bubble has no such restriction. Repulse costs the endurance to run the toggle, PLUS extra endurance every time an enemy is repelled.

And Conserve Power was replaced with Energize for the exact same reason it was replaced in Electric Armor: Conserve Power exists in Scrapper Body Mastery, and they won't give us two copies of the power.

Hibernate is getting replaced in Ice Armor for Stalkers for the same reason. It's in Leviathan Mastery.


Quote:
Originally Posted by Dechs Kaison
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Posted

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Originally Posted by BrandX View Post
Ummm...have you looked at EA? It's really quite easy to softcap EA to all type defenses except psi.
Did you look at what I said? I said it was harder than positional, that's all.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

I can't speak to how it will play as compared to Electric Armor, but I think I'll like the changes on my KM/EA Brute.

* Endurance drain protection and slow resistance - always good to have.

* Entropy Shield is now Entropic Aura for Scrappers and Brutes. This power is a taunt aura that grants the user a scaling recharge buff based on the number of foes surrounding the user -- I don't mind having more foes attack me, and as a brute, faster is better.

* Energy Drain no longer has a healing component, instead it offers a small defense boost per target hit. - fine by me, as I didn't feel the healing aspect of the power was anything that could really be relied upon. More useful to replenish end, though I really don't have issues with that. Extra defense is nice -- I believe I am capped S/L, nearly capped for Fire/Cold/Energy, and could use the boost for Neg/Psi.

* Conserve Energy was replaced by Energize, a self Heal that offers a moderate regeneration and endurance cost reduction boost for a short while. - Honestly, with Stamina and having taken Superior Conditioning (slotted with the +End proc) and Physical Perfection, endurance wasn't an issue. And if it was, I have Energy Drain. So Conserve Power was little used. I will certainly use it for regen/heal though.


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Posted

I would personally like to see Overload (tier 9) changed while they're at it.


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Posted

Wow. These are some great changes, but until I see the numbers it sure seems like the set tramples all over ELA now.

  • Scaling +recharge possibly superior to Lightning Reflexes with endurance and slow protection in passives.
  • Energize across the board.
  • Scaling defense accessible through Energy Drain.

My Energy Armor brute will love these changes, but this supposedly gimped set was already tougher than my ELA Brute.


 

Posted

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Originally Posted by ClawsandEffect View Post
Specifically why it costs EXTRA endurance to repel each enemy, when Force Bubble has no such restriction. Repulse costs the endurance to run the toggle, PLUS extra endurance every time an enemy is repelled.
Now look at Repulsion Field, which is closer to Repulse - Force Bubble does repel, Repulsion Field does knockback.... and does cost end for each enemy.


 

Posted

Quote:
Originally Posted by JuliusSeizure View Post
Wow. These are some great changes, but until I see the numbers it sure seems like the set tramples all over ELA now.
  • Scaling +recharge possibly superior to Lightning Reflexes with endurance and slow protection in passives.
  • Energize across the board.
  • Scaling defense accessible through Energy Drain.

My Energy Armor brute will love these changes, but this supposedly gimped set was already tougher than my ELA Brute.
A softcapped ELA easily trumps the new EA survivability wise, and ELA still has a damage aura.

Granted this won't manifest at the early stages of ELA's career, but depending on how much you're willing to invest in your ELA character I would think twice before deleting it.


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Originally Posted by Lemur Lad View Post
Did you look at what I said? I said it was harder than positional, that's all.
I did look at what you posted. And yes, Typed Defense tends to be harder to softcap than Positional. Except not on Energy Aura.

Quote:
Fix #3- The changes announced today. EA gets the better self heal, and it gets an added survivability tool to make up for both the fact that it is harder to cap Typed defense, and that with an aggro aura there will be more incoming damage for Energy Brutes.
Taking CJ, Man, Weave, EA's 2 Defense shields and it's Cloak, throwing in the 2 +3% Defense IOs, You're at 43.8% S/L, 47.4% F/C, 50.3% Energy, and 40.2% Negative Defenses.

Throw in Tactics, slot it with a set of Gaussians and you've softcapped S/L and gotten Negative even closer.

And this is before any buffs.

EA has always been easy enough to softcap. With ED getting a +Defense added to it, you can probably get by without the one 3% Defense IO.

So saying it gets a better self heal to make up for the fact that it's hard to softcap Typed Defenses, is what perplexes me. With EA it was already easy to softcap.

As a bonus, this leaves one to focus on Sets with +RCH to get the most damage out of their Primary.

Now...Softcapping those WP and INV are an entirely different matter.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Hopefully they'll fix the memory-hogging graphics along with the overhaul.

Never understood why a repel power was in there for a melee defensive set. It's hard to hit things when they're flying across the room away from you.

Basically, ANY improvement to this set will help pull it up from the bottom of the barrel. Will the improvements be enough? We'll have to wait and see. Looking forward to respecing my Stalker (if I ever find time to play again).


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Posted

Nitpick all you like, that's still not the point I was making, and not what I said.

If you're gonna argue specifics, I'll simply say that before the halo-effect change to defense bonuses, and the addition of PvP IOs, it wasn't easy at all to cap, and I find it more than a little silly that you consider a PvP rare that generally sells for over the INF cap to be a viable part of the solution for most players.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

Quote:
Originally Posted by Lemur Lad View Post
Nitpick all you like, that's still not the point I was making, and not what I said.

If you're gonna argue specifics, I'll simply say that before the halo-effect change to defense bonuses, and the addition of PvP IOs, it wasn't easy at all to cap, and I find it more than a little silly that you consider a PvP rare that generally sells for over the INF cap to be a viable part of the solution for most players.
Alignment Merits, Emp Merits...hell yes I think that the PvP IO is within the grasp of anyone who wants it now.

Instead of getting those costume pieces. 3 trials a day...20 days...snags you that PvP IO. Don't like trials? Alignment Merits.

I'd have more than the 2 I have now, if I had another chartacter over level 50 that I cared about playing after it hit 50, to do the End Game content with.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Love the changes.
Use my EA Brute to farm and it's oh so annoying that the Shadow Cloak lowers my aggro and there was no taunt aura.

The loss of a heal will hurt somewhat, but with the +Defense bonus that should be alleviated in no time. Likely won't be taking the new conserve power/energize variant as my Brute is sturdy enough as is; only the worst burst damage waylays her.


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Posted

You really consider 5 tips a day every day for 60 days, plus or minus the amount of Reward Merits you convert, to be easy?

Or playing the 2-3 hours a day needed to run all 3 trials every day for almost a month?

Man, people occasionally try to tell me I'm out of touch with average players. Nice to know I'm not.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

Quote:
Originally Posted by BrandX View Post
Now...Softcapping those WP and INV are an entirely different matter.
At least for tanks, invulnerability is cheap and easy to soft cap. I have a build that soft caps smashing and lethal with just one toggle: Fly.

Actually, with SR coming to tanks, I'm considering another toggle-less tank, but there's no place to slot Steadfast protection: Res/Def. Also, Elude is less useful than Unstoppable if I manage to softcap.


 

Posted

Quote:
Originally Posted by MajorDecoy View Post
At least for tanks, invulnerability is cheap and easy to soft cap. I have a build that soft caps smashing and lethal with just one toggle: Fly.
Did you mean Hover?

Quote:
Actually, with SR coming to tanks, I'm considering another toggle-less tank, but there's no place to slot Steadfast protection: Res/Def. Also, Elude is less useful than Unstoppable if I manage to softcap.
Just trying to understand, you would run the SR without the toggles?

Also, SR shouldn't really need the Steadfast on a Tanker. Assuming that the devs don't reduce the values for Tanks, SR should get to about 41% by itself with SOs. Add Combat Jumping and you're done.


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