Electric Armor Grounded


Auroxis

 

Posted

I was wondering if anyone had a little more info on the power Grounded from Electric Armor. I know it only provides KB protection while you feet are on the ground, But what would happen if i put a Steadfast KB protection in it? Would the KB protection from steadfast be global or would it follow the grounded stats? does Grounded have a effect that prevents end drain (like from zappers)
Thank you guys for all your help.


lvl 50 AR/EM, lvl 50 SS/Shld brute, lvl 50 Shld/SS, lvl 50 Stone/SS
lvl 50 Dark/Fire, lvl 50 WP/EM, lvl 50 WP/Fire, lvl 50 Fire/Kin
lvl 50 Emp/Dark, lvl 50 Thug/Pain, lvl 50 Fire/Shld, lvl 48 Ill/Rad
lvl 45 BS/Regen lvl 42 Ice/EM

 

Posted

Grounded provides Mag 15.6 KB/KU protection "when on the ground". The Steadfast KB will provide Mag 4 KB/KU protection at all times, giving you some KB/KU protection when jumping/flying. They will combine for Mag 19.6 KB/KU protection when on the ground.

Grounded also provides Mag 6 Immobilize protection, which according to the description only applies when on the ground, but may actually apply all the time (I'm not sure). I have Combat Jumping, too, so I don't have to worry about it since CJ has lots of Immob protection.

Grounded also has 86.5% Resistance to End Drain. This stacks with End Drain resistance of Static Shield. Elec Armor is basically immune to End Drain and -Recovery thanks to SS and Grounded.

Grounded is also nice for the extra Negative Energy Resistance, since that is a low spot in its resistances.


 

Posted

Quote:
Originally Posted by Caulderone View Post
Grounded also provides Mag 6 Immobilize protection, which according to the description only applies when on the ground, but may actually apply all the time (I'm not sure).
The Immobilize protection applies off the ground as well.


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

thanks for the info it really helps me now knowing how the powers actually work. your guys rock


lvl 50 AR/EM, lvl 50 SS/Shld brute, lvl 50 Shld/SS, lvl 50 Stone/SS
lvl 50 Dark/Fire, lvl 50 WP/EM, lvl 50 WP/Fire, lvl 50 Fire/Kin
lvl 50 Emp/Dark, lvl 50 Thug/Pain, lvl 50 Fire/Shld, lvl 48 Ill/Rad
lvl 45 BS/Regen lvl 42 Ice/EM

 

Posted

Quote:
Originally Posted by Caulderone View Post
Elec Armor is basically immune to End Drain and -Recovery thanks to SS and Grounded.
Just out of curiosity, in a Malta mission, I took out two spawns except for the Sappers. Two Sappers, doing nothing but firing their drains, would make his END bar move just enough to be noticeable, before it went back to full. Brutal.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Yes the end drain resistance is awesome. my elec/elec tanker is about the only tank I have that shrugs off those (in my opinion) way over powered Freak Super Stunners, or whatever the new unit is called. Gahh! My WP/FM tanker with stamina and quick recovery 3 slotted was drained by one of those things >.<


Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker

 

Posted

Oh and i'll note. when using, Lightning Rod, that brief teleport must count as you not being on the ground because many times I get knocked down after I fire that power. The Steadfast would probably negate that effect but personally I've never had it been an issue


Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker

 

Posted

Quote:
Originally Posted by kangaroo120y View Post
Yes the end drain resistance is awesome. my elec/elec tanker is about the only tank I have that shrugs off those (in my opinion) way over powered Freak Super Stunners, or whatever the new unit is called. Gahh! My WP/FM tanker with stamina and quick recovery 3 slotted was drained by one of those things >.<
Only shortly ago i went back to do some missions on my granite, all people fearing those Super Stunners. Though with rooted, i didnt even see anything happening except from some lightning going around on the floor


50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore

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Posted

Keep in mind that electric armor gets protection from endurance effects from *two* sources - grounded and static shield. Grounded gives you protection from endurance drains (86.5% at level 50) but no protection from -recovery debuffs. However, static shield gives protection from both drains and -recovery, and its protection passes 100% at level 31.

In other words, grounded isn't actually necessary for end drain/-recov protection. Since you cap energy resistance with just charged armor and conductive field, the actual usefulness of the power is the negative resistance, the -KB, and the -immob. Depending on the rest of your build, you may be able to get away with skipping it (CJ for -immob, IOs for -KB, and ignore the negative since it's not too common) if you're really tight on power slots.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

Quote:
Originally Posted by kangaroo120y View Post
Oh and i'll note. when using, Lightning Rod, that brief teleport must count as you not being on the ground because many times I get knocked down after I fire that power. The Steadfast would probably negate that effect but personally I've never had it been an issue
Knockdown during Lightning Rod is the funniest thing ever. It looks like you screw up the teleport and land on your head or something.


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