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The resistance cap for brutes is indeed 90%, but they can't hit it without help (except, apparently, electric energy resists). It's one of the reasons why a lot of tankers fear (unneccessarily in my opinion) the day brutes can swtich over to the hero side.
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Everyone I asked said it was 75% because like scrappers it is secondary set which is why the mez sucks against longbow, 3 nulifiers hitting you with beanbag and no more toggles. -
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Tough 3-slotted is what, 26% smash/lethal?
ps: thanks for the numbers
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3 slotted for brute is only 17% -
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He didn't miss the point, you are just wrong in your assumption that you can't "travel" when you have been hit with immobilization. Lightning reflexes, swift, hurdle, sprint and combat jumping = very fast movement on par with 1 slotted flight. Also, people are already talking about taking fighting pool selections... leaping, fitness, medicine and fighting are all doable if you factor in substituting a 2-3 ppp's for the final powers to perfect your build. You end up with a highly resistant, fast moving brute that can heal itself.
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Ok fine, I meant you can not continue traveling using SJ, since everyone wants to get technical. -
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As far as I know, this is the only set in the ENTIRE GAME that gets psionic resistance (not defense) (I don't play/know dark well, so whatever)
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Dark Armor has psi resistance too. And the weakness to kb, but it also has the best self-heal in the game.
[/ QUOTE ]Which brings up to whyELA has such holes as a resistance based set, at least one of the three major holes should be plugged in with kb or immob or a regen or heal.
And Birdbird, was that a typo in the "Energy is 96.7%" ? I thought resistance hard cap for Scrapper/Brutes is 75%.
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Nope not a typo
Charged Armor has 26.25% base to energy
Conductive Shield has 26.25% base to energy
Grounded is 9.425%
75% is the cap yes but those numbers 3 slotted equal well over it. -
Ok here are the numbers for grounded.
Negative is 7.5% base
Energy is 9.425%
Haven't tested the end drain resist from it yet though
That means with each power 3 slotted with even level
Smashing, Lethal, Fire, Cold, Psionic is 41%
Energy is 96.7%
Negative is 35%
Numbers include Charge Armor, Conductive Shield, Static Shield and Grounded. -
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My biggest problem is the fact that people say take SJ for your immob and KB resistance, except you can only have either superjump or combat jumping on.
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I say get Hover and Teleport for your resistance holes and laugh at immobilizes. Laugh I say!
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Hover also allows you to completely ignore Caltrops and Quicksandlike powers (as long as you don't get too close to the ground).
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Wouldn't that be the point of lightning reflexes? -
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My biggest problem is the fact that people say take SJ for your immob and KB resistance, except you can only have either superjump or combat jumping on.
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Both powers have an activation time of 0 and recharge time of 0, and immob doesn't prevent you from activating powers, it's not really that horrible to click a button when needed.
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You completely missed the point. You can NOT travel if you get immobolized. -
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I don't care if we do not get a Self Heal or a Resistance to Immob.
I do care that we should get KB Protection, thats all I want this set to have added. I would & Did(DA & FA) get tired of being the guy who's up front & suppose to be keeping the fists in my face at all times(Tanks, Brutes, Scrappers), then I get flung across the room, watching all the squishies go splatorama)
JJ
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My biggest problem is the fact that people say take SJ for your immob and KB resistance, except you can only have either superjump or combat jumping on. So while traveling you loose your immob resistance. Back with fire tanks we were told the you can simply cast Burn and then continue moving. But what about having no Burn to use. Not that I even found that to be an option, considering the animation time for Burn in some cases you would be dead before being able to move again. But here if you take SJ to get your immob and KB resistance you are still loosing out.
Now I know someone will come back and say get weave, which is another 3 powers simply to get that. Having resistance to slow but not immob does not make sense concept wise. -
I am not entirely sure but I think Thunder Strike range needs boosted, supposed to be melee AOE but I can attack someone using brawl then without them moving or me moving Thunder Strike does not even hit them, not even a miss above the head. As well as standing directly in the middle of 2 and only hitting the one I was aiming at.
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Does anyone else see Grounded as /ELA's equivalent of /Fire's Temperature Protection? A passive power that is largely redundant with the other protections you get---so much so that most people won't bother to take it in what will already be a very tight build?
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Actually yes, considering it boosts your end drain protection and with 2 main shields your energy resistance will already be maxed out. Negative energy will be probably 8% even 3 slotted. Very dependant on recharge times of some of the other powers, including power sink. -
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when is turning a toggle off not an option? it'd just be for knockback protection, and if you need the knockback protection, then you'd just have to live without jumping for a lil bit
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Try traveling without knockback protection, you get in over your head and have to escape, turn off a toggle and then turn on travel power. By that time you are dead. -
I posted all the numbers except grounded which is a passive and will probably be around 5%. But seeing as most on other sets are 5.625% I would probably think it would be the same or near that. With 3 damage resist in each armor, 41% smashing, lethal, psionic, fire, cold. 82% Energy and Negative with grounded will be 32% or so.
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Except if you have to turn off grounded as a toggle to travel it means you can get hit with knockback as you are traveling, say an energy blaster knocking you out of the sky while you are traveling so you will take fall damage, not the best idea.
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just tested the smashing/lethal resistance on my elec/elec brute:
longbow brawl, no shield: 2.42 damage
longbow brawl, w/ shield: 1.78 damage
shield base resist: 26%
shield max (3 SOs) resist: 40%
color me unimpressed. we get no immobilize protection, no knockback protection, and no self heal, and still fall about 10% short of invulnerability to the most prevalent damage types?
i'm going to go test conductive shield as soon as i get back on test (just got dc'ed).
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Agreed, it doesn't seem to stack up against other sets. Where's the unique benefit?
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Apparently you missed my post completely then and 40% is for every resistance except negative energy is less and energy is maxed out on your resistance higher then the other sets. Hell 40% is higher then Inv tanks get for there energy and elemental resistances and twice what Inv brutes get. The big issue is having no defense or heal and since you have no defense it makes medicine not a viable option. Having no immob or knockback resistance makes SJ pretty much a must. As well as the fact that this makes the 3rd out of 5 sets without knockback resistance when knockback is not good for building up fury. The reason Ice Armor was removed from brutes in beta was because it was said to be bad for Fury buildup but they have no problem including 3 sets without knockback resistance which hurts fury buildup and also forces you to take SJ if you want it. -
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I guess if you never play anything but tanks an maybe scrappers you see these as holes...
I'm mostly Defenders an Corruptors...these are pretty normal for me. Though I could swear I saw a power listing Immob Res...
No Knockback? No problem. I PvP a fair bit nowadays and in both PvP and PvE I get hit alot since Sleet an Blizz tend to piss everything off...On my corruptor I almost never get knockback...
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You play mostly ranged ATs, so if you get knocked back you can just blast them. Meleers, when knocked back, have to get up and run back to the target to hit them back. That kind of frustration adds up really quick.
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As well as the fact the knockback hinders Fury buildup. -
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Not exactly. Invuln has invincibility. There have been many long posts analysing why the defense from invincibility is like 70% of the set's survivability. Adding Dull Pain would still leave Elect armour as an entirely resist set. *shrug* Whatever.
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What's a polite way to call bull*#@%?
"70% of the sets survivablity?" In what possible situation? PvE-ing an army of white minions maybe. But not against mobs teams actually fight or in any situations I reguarly encountered. I respec'd out of Invincibility because IMO it was a waste of endurance. This may change with the recalculation of DEF in I7. I'll reserve judgement. It will remain the same for PvP.
The more I think about /Elec, the more I think it's a well balanced set. Even with the sin of limiting travel power diversity.
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lol, Invincibility IS the set sorry, having the -5% defense from Unyielding and needing tough hide to even come out even. Properly slotted it has always been the backbone of the set. Now with the scaling of defense it makes it that much more important. -
Numbers are the following
Charged Armor is 26.25% smashing, lethal and energy
Inductive Shield is 26.25% energy, fire, cold and 15% negative energy
Static Shield is 26.25% psionic
Only level 10 right now and getting grounded as soon as I can to test that. -
Isn't the set supposed to have resistance to resistance debuff? I remember reading that somewhere.
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Having slow resistance but not immob just does not make sense to me, only real complaint. No self heal will suck and using aid self is most likely gonna be difficult considering no defense in the set.
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I already posted that charged armor and conductive shield is both 26.25%
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Resistances so far
Charged Armor 26.25% all around
Conductive Shield 26.25% for all except 15% for negative energy. -
Level 5 toon on villainous in Atlas Park map has level 10 cars that con purple to me. Really doubt this is working as intended.
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Base is actually 26.25%, not much higher but every little bit helps.
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So you painted yourself in a corner with making them permanent by tying it to a contact and a story arc and you are staying in that corner? This statement does nothing to address the future nerfs or buffs to other patron pools, creation of new ones or so I hope, changing of the minds like heroes have the option of doing.
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im worried!!! No stam recovery for brutes except that one that drains from a foe. Im a SS/DA. I need more stam. I hope this isnt offical or im in for a world of hurt. Lord help us!
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Can you think of anything outside of the buff sets (like Recovery Aura out of empathy, Accelerated Metabolism from Radiation) besides Quick Recovery from regen that doesn't require a hit on an enemy to recover endurence?
I can't. And usually they have a higher base accuracy anyway.
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It is called conserver power which tanks and scrappers have access to.
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Which isn't stamina recovery - small distinction, but it is there.
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Conserver power cuts the cost of all powers in half, so for brutes and stalkers which have toggles in WOULD increase recovery rate.