-
Posts
83 -
Joined
-
Actually the resists are about 58% IIRC.
As you said that defense doesnt really fit a totally resistance based set? Then Why did Super Reflexes(A COMPLETE defense set) get Scaling resistance?
The chances for it getting +regen AND +hp's isn't gonna happen.
And if a specific power is always complained about, in more than one set,(EA has same problem) then I dont see why they wouldn't completely revamp a power to make the set better.
I also dont think giving scaling defense or regen would be out of line. There are so many fixes that could be made :/ **sigh** -
Oh okay, Thanks. I thought Fear effects were pretty much trash in pvp currently. So if this blaster can fear my dom for 4 seconds, possibly a stalker could fear a blaster as easily.
-
A week or so ago I was pvping on my dom, When another dom and I ran across a blaster. He proceeded to use [Hibernate] and immediately after coming out, used the fear.(Dont know the name) I expected for it to last about .5 seconds.. but it didnt.. It lasted probably close to 4 seconds, and after a few seconds, I guess he hit me with it again, and I began to just sit there some more.
Anyone know how fear is actually working in PvP atm? Did it become viable again? Or was this just a fluke incident. -
[ QUOTE ]
The permanent +end +hp has been suggested in the EA thread a few times
To my mind it's one of the better options, particularly if it's fully enhanceable. The same power could be transferred to /EA without breaking things down, and depending on the magnitude of the +HP, it might even make a hypothetical Ele/ tank something one could at least imagine without laughter.
[/ QUOTE ]
Oh, well I have never seen it proposed, considering i've never really looked into the EA suggestions. :P But I think this would be a great fit. I think it fits /elec really well. And also UNIQUE! :P I dont thin any other set has this do they?
And after the conserve power fix, we'll add some defense debuff resistance to grounded, and the set is "on par" with others imo. -
[ QUOTE ]
Basically you don't fundimentally change a power such that it nolonger does what it used to do unless there's no other reasonable choice.
I wouldn't suggest eliminating the power conservation of CP... but reducing the magnitude of its buff, and ADDING something else as well might be a lot easier to sell.
[/ QUOTE ]
IMHO, the problem with conserve power is its NOT NEEDED. As other have stated, we have all the end recovery needed power sink.
What exactly are prerequisites for a power being completely overhauled?
If others come on here and say, "Noo, I use conserve power all the time, I love it!" Then I would say learn2use power sink, and okay, I guess it just needs to be tweaked.
I hate that /ela has no heal, no +hp's, no regen. But an overload of endurance.
Going back to the scaling defense Idea. It really is a great idea, but I think a primarily resistance set needs something to bring your HP's back up if you are GOING to get hit.
Giving Conserve power: Half +HP's and +End wouldn't be too bad I suppose. Bad thing is it wouldn't be a full dull pain type power, and it still wouldn't be up the whole time.
Maybe making Converse power a permanent +hp, and permanent +end, maybe like 5% or 10%. The +hp's would have to be liek true grit values. and the +5 or 10% end would work GREAT with power sink. But anywayz, just a few ideas, pick apart -
This one isn't quite as in depth as the scaling defense. (Which is a great idea :P)
I do not know of any /ela that use conserve power. I actually saw someone who had it. I asked him why, he didn't know, and the whole team joked about it.
Imo Conserve power has such limited usage that its not worth taking. And hence: Turn Conserve power into Conserve Health! :P
Basically like a dull pain. Even a true grit type buff would be nice.(If it was perma)
While my mind is on /ela things :P. Isn't the end drain supposed to be part of the survivability? Isn't the exact reason for brutes not getting ice melee/ice armor is because it slows down enemy attacks, thus decreasing fury? Then why does /ela get the shaft and get the end drain as our second form of survivability :/ -
[ QUOTE ]
Problem with +Regen is that Willpower already fills that niche for Brutes. If Brutes ever get the Regen set, that'll be another one with +Regen. The Scaling Defense is truly unique and therefore the strongest option IMO. I mean, if you want +Regen, just go with Willpower, you know? But what set can you roll if you want Resists backed up by Scaling Defense? There isn't one. And there could be with this change to ElA.
As to the idea of a Drain Psyche power, I don't think you'll ever see that power or anything like it on a Brute or any other Melee. Unless it's nerfed into near uselessness. Otherwise, it's just too powerful.
Scaling Resists remains the best option IMVHO. It's unique, it isn't overpowering, and it helps ElA become a truly playable set. It fits the Stalker version of ElA like a glove, too.
[/ QUOTE ]
So if you gave /ELA some defense, wouldn't it be like /invul? But because its scaling defense its unique. Same with scaling regen imo. /ela has lots of utility that wp doesn't have.. I definately wouldn't say it would be like willpower with scaling regen.
Honestly if you counted the sets with a mix of resists/defense, and then the ones with resists/regen. I think the resists/defense combo would be more popular. I dont see how scaling regen wouldn't be equally unique.
Now I still like the scaling defense Idea, dont get me wrong. But I dont think the scaling regen would be a bad way to go either. Even power sink getting a +regen component would be awesome.(Dont see that happening.) -
My attack chain was more like Build up- Tremor - Shield Charge - Dark obliteration - Tremor - fault - tremor - Dark oblit - Fault - Tremor. Of course it varies, but with global recharge I had Tremor up very often, especially with the FF+recharge proc hitting in fault.
And yes the low end redux from oblit may have been part of my problem :P If I was only capping melee, it would have been quite easy, but to add in ranged and increasing regen, I found myself struggling to get in everything I wanted.
My brute was for grouping pretty much anytime I played him. If there was a lone guy sitting around in a fight, SS was going off, but I was mostly aoe.
If you can make it work w/o the Obliterations, more power to youWould also save you a nice bit of infamy, not having to buy an extra set of oblit :P
-
I have a lvl 50 SM/sd brute. I had capped ranged/melee def, some nice regen, 25hp/sec (not too bad) and a few LotG's on him. I had the miracle +recovery, and 4slotted stamina, so I could put 1 +end perf shifter. Sadly, even with every power IO'd, I couldnt maintain endurance on him. At least not with constant(brute like) fighting. With a kin, its a really fun and good build though. I really enjoyed playing it.
The problem with putting a FF+rech proc in tremor is you kinda need the slots to put in obliterationUnless you know an easier way to get 3.75% melee defense :P.
I didnt frankenslot my powers, because liek I said, I needed to put sets for defense and such, and its harder to do that when frankenslotting. Overall its a really fun build though. GL with it :P -
[ QUOTE ]
I really don't see /Ele hitting anything like those levels of DR, The most I could see would be something like 50%.
Even in a degraded condition, 30% def (a crude equivalent of SR's 60% resists) could be meaningful, if only ablaitively.
Still, I can't help feeling that it's only really going to benefit those who stack another 15-25% defence, then benefit from asymptotic performance once they blow under 30% health.
I'd still vote for a change to CP, but if I had to vote for a scaling passive in electric, I'd vote for +regen, maybe even enhancable +regen.
[/ QUOTE ]
If I had to vote, it would be for +regen. Enhanceable somehow would be awesome. Although, as you said about the defense when health is under 30%, it would mostly benefit those who already have def bonuses. If I was able to get an extra 15% defense when I was at 30% health would really help. I dont think my brute would die from any type of normal mobs. As long as I had some defense debuff res also. My brute has 35% melee and about 22% ranged. So it would be an awesome help. BUT, I think the +regen would be a better effect. I just like the idea of increased regen with lower health. What are the regen numbers yall were thinking of for the scaling regen? -
If I wanted to throw away 50mill I would make that bet. Not expecting one lol, just hoping :P
-
[ QUOTE ]
Go to the Fab and fool around. That's not quite a hazard zone but it's still fun.
[/ QUOTE ]
Oh I have. Farmed my 200 Paragon Protectors there, and even went back to mess around because the hunting was kinda fun. I never really noticed the contact deal, since I always did newspaper missions anyway. Kinda sucks. And for whoever said Perez park is anything but solo-able, I would say its very build dependent, but I know of a friend who really enjoyed soloing there. Even Duos can work well there. Maybe with going rogue they will add a hazard zone or 2. Would be nice. -
Is there a reason that villains dont have multiple hazard zones? I really wish there was a lvl 50 zone for my brute to run around and kill groups in, besides RWZ. RWZ is alright I guess, but rikti are pretty annoying. A lvl 50 Crey's Folly Villain side would be awesome :P
-
Funny I just ran across this post, since yesterday I was randomly thinking of ways to buff ELA.
I really like the defense increase with lower life. I also liked the regen with lower life. I dont necessarily think it would be too much like willpower, since its a unique way of using the regen. But I think the defense idea is more fitting. I wish they would just add defense debuff resistance permantly, into grounded or something. Would really help the set out for those who have def bonuses from IO's
Another Idea I was thinking about was sort of like the EA fix. Although I DO think that a heal in power sink would be nice, I know most dont want that type of fix, but I also was thinking of if Power sink gave a temporary +HP bonus. So with 10 guys you are getting a DP type buff, with a small heal in it(not sure about it, just an idea :P) Make it last 30 Seconds, but not stackable, but every time you reuse, you get a small heal out of it or something like that. Or instead of a heal, a small +regen.
Idk, just throwing ideas out there, its fun :P -
Well, I got to the dreck mission, Its not timed. But its also in a warehouse.. Which sucks.
-
[ QUOTE ]
[ QUOTE ]
Quick reply:
Try TV's Devouring Earth/Freakshow map. Set up a bind to take out the cairns first and you'll be happy with your melee defense.
[/ QUOTE ]
For any build that relies heavily on defense, you want to take out the Quartz pets first. They give the DE strong ToHit or Acc buffs, essentially negating player defense. Then take out the Cairns.
[/ QUOTE ]
I'm not sure why anyone would want to farm that mission. The DE are a bunch of Granites :P
Has anyone even tried the "defeat dreck" mission vill side? It takes some work to unlock the contact, and i'm assuming thats the reason no one knows about the mission :P I still haven't unlocked him lol, but i'm working on it. -
Well.. I did get my IO to get my defense up to 38%. I did LGTF, didnt really notice much there.. but majority of them are ranged anyway lol. So I went in an AE mission with mobs who are primarily melee attackers. I could literally stand there and not get hit for a while, had about 10 of them attacking me, it was nice. I'm thinking when I respec though, I may take off a few sets and drop my melee defense down to 30% and grab some other bonuses.
There is a mission Viridian gives, an unlockable contact that gives a freakshow mission to "kill dreck". Freakshow don't have a defense debuff in their ranged attacks do they? I dont believe the mission is timed, so I was thinking this guy might be good for farming it. Would be a nice way to get some purples since they are unbelievably expensive :P, and I just enjoy playing this toon and would be nice if I could farm with him. I do think I need some more regen, and grabbing the +hp accolades would help i'm sure.
Ty for the info everyone, and if anyone else has anything to add, I would be glad to hear. -
Yeah, looks like our thinking is on the same page. I really don't know of anyway to get any more melee defense without gimping myself, but I think 38% should be enough really increase my survivability. And the 13% ranged wont hurt :P
-
I've been reading about others messing with their /ela, so I thought I would dust mine off. I stripped my /shield of his IO's, he got boring, and am gonna try to IO out my /ela to make him survivable. (If possible
)
My build so far has only 13% ranged defense, but 34% melee defense. (I'm missing my 1 touch of death IO atm, none on market.) So you can say I have about 38% melee defense. Besides that I went for a little regen, but Mainly focused on melee defense.
The question I had was: Should I be focusing more on adding some ranged defense too? 13% isnt really much, but my logic was that most mobs are melee oriented, and the ranged attacks normally aren't as strong anyway. (Freakshow for example) But should I be trying to mix it up some? or will the large melee defense bonuses be a bigger help? -
Besides Fiery embrace, What does FA bring to the table that is better than invuln? And after looking at Dark Melee some more, I cant make myself roll one, its numbers are terrible.
Any other primaries besides SS that are decent? -
Maybe not quite a "Dull pain" power, but something like the shield set gets, that stays on all the time, but isn't quite as large of a buff. Maybe add it to static shield, or even if it was applied while grounded was also in effect. Even adding a regen component to grounded or static shield would be a nice buff for /ela imo.
-
Well, I was thinking of trying something new.. And figured I would mess around with a brute in pvp. I've seen most sets in action, but I rarely see Dark melee, and invul. I tried looking up invul for brutes, and nothing came up but I've heard its one of the worse pvp sets, and since pvp 2.0, I've heard dark melee doesnt really have anything going for it.
I honestly dont want to know what set is better, I just want to know exactly why invul is so bad. And lets assume we are talking moderately IO'd out. -
[ QUOTE ]
Im hoping for a new lvl 50 zone where lvl 1s can show up to.
[/ QUOTE ]
Would be sweet to have lowbies in the zone, just for fun. Power thrusting lvl 1's across the zone would be cool.
Levitate on a lvl 1 is pretty sweet too lol. -
[ QUOTE ]
[ QUOTE ]
I didnt mean from the launch of the game. I mean from where we are right now. Removing all the boss/comm farms and what other types of farms were out there, to go back to regular leveling, do they think that makes us want to play longer? I guess its kind of like if you semi HAD an "I Win" button, and you enjoyed, but then it is removed and you go back same ole grind.
[/ QUOTE ]
The reason is that the "same old grind" is all there is. If you make three level 50 characters in three days of play, what's really the point? You're spending all your time on the same MA map killing comm officers. You don't learn how to play the game, you don't learn any of the game's back story, you aren't participating in any of the seasonal events, you aren't participating in the wider community.
Nothing special happens when you reach level 50 (the epic ATs are just more of the same). You're just done with that character and time to start another one. If you don't like playing the game, then why play the game? What good does having yet another level 50 on the mantel do?
Players who instafifty on the same tedious maps are either selling PLing services to other people, in one form or another, or have no long-term commitment to the game and will leave when the novelty wears off.
If the devs were dead-set against PLing, they would have shut it down long ago. They're not stopping anyone from PLing or farming. They're just stopping obscene exploits.
You can find "boss farms" just standing around in the RWZ (spawns with two and three Rikti bosses abound by the saucer), Peregrine Island (pairs of Nemesis and CoT bosses are easy to find), and there's an infinite number of bosses in FBZ. You are free to farm those bosses to your heart's content and no one will complain.
The reason? They provide a challenge. They're not exploits. They have been tested and provide reasonable returns for the risk involved. The MA boss farms that give tons of XP but no real challenge? Those are exploits.
People say they like the feeling of wading into a mob and taking out tons of enemies at once. When these mobs are totally gimped, what does that prove? It's like being proud of being able to beat up first-graders.
The MA is a fabulous new addition to the game. If people are so bored with the standard content, why do they choose to play the same MA mission over and over that provides no challenge, instead of playing the hundreds of new MA missions that they've never seen before?
[/ QUOTE ]
Why even make lvls if all you are gonna do is play content and give us nothing to do with the lvls. And I was there begging for PLs when Fire tanks farmed on dreck map, and I was there when fire/kins were first getting popular, and I farm with my brute. Some people ENJOY farming, making money to IO out characters to pvp with.
And its funny you say that you shouldnt feel powerful wading into a boss group or w/e. Its so great being on a team with other unIO'd brutes, who try to take even half a group of aggro, and drop pretty fast, when my brute could survive the limit. But I guess theres no "powerful" feeling about that huh? I did tons of 54 boss farms, and we did plenty with no deaths, but NEVER one without any risk at all.