Since Might has no energy unlocks, and instead has passives that function like energy unlocks I was thinking, what if while unslotted make Defiance and Unstoppable function as EUs that trigger when you trigger the passives energy gain *Defiance when attacked scaling with CON, and Unstoppable when attempting to knock Scaling with STR*
One trade-off being that you cannot choose another EU when having Defiant/Unstoppable. Even when one of them is slotted. *This also prevents the use of the two passives together*
I suggest this namely because Might is kinda picky with energy when you don't use one of the two *usually Defiance* Limiting your choice of passives when using Might as a primary build.
No... please no... While I don't have a problem with them proving EU benefits when unslotted.. I see far to many problems with preventing taking other EUs with them.
First and foremost being that many people take Defiance as a passive for builds outside of Might and many of them have their own EU that is prefered for the powerset.
Secondly, there are builds that utilize skills outside of Might in combination with Might skills, and some of these builds may include an EU from another set... For example... I have a hero who uses Defiance, Enrage, Heavy weapons, Infernal skills, and Super Natural power... in combat she gains some energy back from Defiance when attacked, a little bit of energy from Enrage while spamming Cleave, and Everything she does with her Infernal skills restores energy... and quite honestly even with 3 sources of energy return she still struggles to maintain energy... especially when enemies aren't hitting her for one reason or another (competing with another tank, enemies dying to fast, endless knocks/repels, you name it)
I'm sure I'm not the only one who's comboed Defiance or Unstoppable with an energy unlock from another powerset either... I've heard recommendations of taking MSA on Might/Heavyweapons/Earth heroes in the past.
What is needed more is a legitimate EU for every power set. There is no reason that any powerset should be without an EU specifically designed for it. And we should have some more utilitary EUs like MSA and Overdrive... By utilitary I mean EUs that can proc off of powers from any powerset and arn't tied to a condition effect from abilities...
Examples of new EUs:
Ice - Energy from attacking Chilled targets (really why don't we have this?)
Force - Energy from Knock attempts (like Unstopable yes)
Might - Energy from charged powers (new Utilitary)
Heavy Weapons - Energy from attacking Disoriented targets
Earth - Energy from attacking targets affected by Stagger
Dual Blades - Energy from Melee Crits (Since Hunter's Instinct and Killer Instinct are powerset exclusive)
Single Blade - Energy from attacking Rupturing bleeds on targets
Claws - ???
Unarmed - Energy from Dodge
Sorcery - ???
Celestial - Energy from Healing allies
Bestial - Energy from applying Bleeds to targets
I dont have any problems when making a build with regards to energy return, you might wanna try testing some stuff out before you make pointless threads on the forums.
Oh and stop spamming the link to this thread in the chat channels!
Claws do have the Rush buff from the Martial Arts form, same for Single/Dual blade and Unarmed.
Sorcery has an energy circle.
Bestial already has Supernatural Power. (what else do you need?)
In the simplest terms: Choice
In detail: (Wall of Text incomming; you have been warned)
Currently if you choose a large number of powersets you are shoehorned into very specific play styles to have energy management... for some this may not seem like a problem... especially if said playstyle is natural for the concept the player had in mind to begin with...
Such as Using a Circle or MSA (Or even both) on a Sorcery character utilizing Sigils... the playstyle for this type of character already revolves naturally around minimal movement and rapid cooldowns... so both of these energy management methods are non-issues for such a build...
But lets say you wanted to make a Sorcery hero who doesn't use sigils? now your using more skills that have neither cooldowns nor an emphasis on remaining stationary... you might want to be able to move around a lot while using this build... if high mobility is a desire, and your build doesn't naturally include cooldown rotations then neither a Circle nor MSA are viable options for you... in fact in this scenario the only option you have currently is to force cooldowns into your build to make use of MSA or struggle to trigger overdrive as much as possible by spamming the hell out of Skarn's bane or Arcane Vitality to at least 50% maintain every time...
In order to get the Rush buff from MA skills you are required to take at least one of the following skills:
Dragon's Wrath - Dual Blades
Dragon's Bite - Single Blade
Dragon's Claws - Fighting Claws
Dragon Kick - Unarmed
Dragon Uppercut - Unarmed
Otherwise your energy management is based purely off of renewing Focus stacks through whichever form you selected. Or enrage if you took it instead for whatever reason.
We should not be required to play our characters specific ways to utilize energy management... every powerset should have a natural Energy Unlock associated with it.
Currently this is all we have:
Electricity - Ionic reverberation: Returns energy when an electrical ability utilizes or consumes the Negative Ions debuff.
Munitions - Killer Instinct: Returns energy when achieving a critical hit with a munitions ability.
Archery - Hunter's Instinct: Returns energy when achieving a critical hit with an archery ability.
Darkness - Spirit Reverberation: Returns energy whenever an enemy affected by Fear is hit with Dimensional Damage.
Supernatural - Supernatural Power: Returns energy when you use a Supernatural power while low on energy.
Telepathy - Telepathic Reverberation: Returns energy when a target is held or when you attack a held or disoriented target.
Telekinesis - Ego Reverberation: Returns energy whenever you gain a stack of Ego Leech.
Fire - Thermal Reverberation: Returns energy from nearby Clinging Flames effects and fire patches.
Wind - Wind Reverberation: Returns energy attemting to Repel target.
Power Armor - Overdrive: Returns energy when maintained or toggle powers reach their half duration, every 3 secs.
Gadgeteering - Molecular Self-Assembly: Returns energy when powers come off cooldowns.
Sorcery - Circle of Arcane Power: Grants Energy every two seconds, reduces energy decay, counts as Energy Form
All but the last 3 are what qualify as "Natural Energy Unlocks". If you build from that powerset you will naturally trigger the Energy Unlock without a requirement of any specific playstyle.
Overdrive... this only takes on the symbolance of a natural energy unlock when coupled with Power Armor toggles... which if that's all that was in PowerArmor that would be fine... but it's not... in addition to the PA toggles you have Laser Swords which don't offer their own energy management options... yet they do have a natural condition linked to them, Particle Burn... an EU that triggers off attacking enemies affected by Particle Burns then there would be a Natural EU from PA
I already talked about why MSA and Arcane Circle don't qualify as natural EUs as well... not to mention Arcane Circle isn't even actually an Energy Unlock to begin with.
Every powerset that doesn't currently have a Natural Energy Unlock associated with it, and potential triggers for a Natural EU:
Ice - Chill
Force - Knock/Containment Fields
Might - Knock/Disorient/Stagger
Heavy Weapons - Disorient
Earth - Stagger
Dual Blades - Crit
Single Blade - Bleed
Claws - Shredded
Unarmed - Dodge
Sorcery - Crowd Control
Celestial - Healing
Power Armor - Particle Burn
Gadgeteer - _____
So aside from Gadgeteer which doesn't have any sort of unified mechanic every power set has something that can be turned into an EU trigger for it.
This, to me, is a bandage solution at best.If you where to use anything other than defiant/Unstoppable while using enrage, you'd still have moments where you have to stop what you're doing to build up energy via EB. What I'm suggesting Would bypass that need like other builds that have EU's Specific to them, only instead of making a NEW EU Power for it, we use existing powers instead.
Comments
First and foremost being that many people take Defiance as a passive for builds outside of Might and many of them have their own EU that is prefered for the powerset.
Secondly, there are builds that utilize skills outside of Might in combination with Might skills, and some of these builds may include an EU from another set... For example... I have a hero who uses Defiance, Enrage, Heavy weapons, Infernal skills, and Super Natural power... in combat she gains some energy back from Defiance when attacked, a little bit of energy from Enrage while spamming Cleave, and Everything she does with her Infernal skills restores energy... and quite honestly even with 3 sources of energy return she still struggles to maintain energy... especially when enemies aren't hitting her for one reason or another (competing with another tank, enemies dying to fast, endless knocks/repels, you name it)
I'm sure I'm not the only one who's comboed Defiance or Unstoppable with an energy unlock from another powerset either... I've heard recommendations of taking MSA on Might/Heavyweapons/Earth heroes in the past.
What is needed more is a legitimate EU for every power set. There is no reason that any powerset should be without an EU specifically designed for it. And we should have some more utilitary EUs like MSA and Overdrive... By utilitary I mean EUs that can proc off of powers from any powerset and arn't tied to a condition effect from abilities...
Examples of new EUs:
Ice - Energy from attacking Chilled targets (really why don't we have this?)
Force - Energy from Knock attempts (like Unstopable yes)
Might - Energy from charged powers (new Utilitary)
Heavy Weapons - Energy from attacking Disoriented targets
Earth - Energy from attacking targets affected by Stagger
Dual Blades - Energy from Melee Crits (Since Hunter's Instinct and Killer Instinct are powerset exclusive)
Single Blade - Energy from attacking Rupturing bleeds on targets
Claws - ???
Unarmed - Energy from Dodge
Sorcery - ???
Celestial - Energy from Healing allies
Bestial - Energy from applying Bleeds to targets
Oh and stop spamming the link to this thread in the chat channels!
VARIANT
"Nearly all men can withstand adversity, but if you want to test a man's character, give him power."
-Abraham Lincoln-
This is like saying someone doesn't need MSA or Overdrive because they have Conviction.
In the simplest terms: Choice
In detail: (Wall of Text incomming; you have been warned)
Currently if you choose a large number of powersets you are shoehorned into very specific play styles to have energy management... for some this may not seem like a problem... especially if said playstyle is natural for the concept the player had in mind to begin with...
Such as Using a Circle or MSA (Or even both) on a Sorcery character utilizing Sigils... the playstyle for this type of character already revolves naturally around minimal movement and rapid cooldowns... so both of these energy management methods are non-issues for such a build...
But lets say you wanted to make a Sorcery hero who doesn't use sigils? now your using more skills that have neither cooldowns nor an emphasis on remaining stationary... you might want to be able to move around a lot while using this build... if high mobility is a desire, and your build doesn't naturally include cooldown rotations then neither a Circle nor MSA are viable options for you... in fact in this scenario the only option you have currently is to force cooldowns into your build to make use of MSA or struggle to trigger overdrive as much as possible by spamming the hell out of Skarn's bane or Arcane Vitality to at least 50% maintain every time...
In order to get the Rush buff from MA skills you are required to take at least one of the following skills:
Dragon's Wrath - Dual Blades
Dragon's Bite - Single Blade
Dragon's Claws - Fighting Claws
Dragon Kick - Unarmed
Dragon Uppercut - Unarmed
Otherwise your energy management is based purely off of renewing Focus stacks through whichever form you selected. Or enrage if you took it instead for whatever reason.
We should not be required to play our characters specific ways to utilize energy management... every powerset should have a natural Energy Unlock associated with it.
Currently this is all we have:
Electricity - Ionic reverberation: Returns energy when an electrical ability utilizes or consumes the Negative Ions debuff.
Munitions - Killer Instinct: Returns energy when achieving a critical hit with a munitions ability.
Archery - Hunter's Instinct: Returns energy when achieving a critical hit with an archery ability.
Darkness - Spirit Reverberation: Returns energy whenever an enemy affected by Fear is hit with Dimensional Damage.
Supernatural - Supernatural Power: Returns energy when you use a Supernatural power while low on energy.
Telepathy - Telepathic Reverberation: Returns energy when a target is held or when you attack a held or disoriented target.
Telekinesis - Ego Reverberation: Returns energy whenever you gain a stack of Ego Leech.
Fire - Thermal Reverberation: Returns energy from nearby Clinging Flames effects and fire patches.
Wind - Wind Reverberation: Returns energy attemting to Repel target.
Power Armor - Overdrive: Returns energy when maintained or toggle powers reach their half duration, every 3 secs.
Gadgeteering - Molecular Self-Assembly: Returns energy when powers come off cooldowns.
Sorcery - Circle of Arcane Power: Grants Energy every two seconds, reduces energy decay, counts as Energy Form
All but the last 3 are what qualify as "Natural Energy Unlocks". If you build from that powerset you will naturally trigger the Energy Unlock without a requirement of any specific playstyle.
Overdrive... this only takes on the symbolance of a natural energy unlock when coupled with Power Armor toggles... which if that's all that was in PowerArmor that would be fine... but it's not... in addition to the PA toggles you have Laser Swords which don't offer their own energy management options... yet they do have a natural condition linked to them, Particle Burn... an EU that triggers off attacking enemies affected by Particle Burns then there would be a Natural EU from PA
I already talked about why MSA and Arcane Circle don't qualify as natural EUs as well... not to mention Arcane Circle isn't even actually an Energy Unlock to begin with.
Every powerset that doesn't currently have a Natural Energy Unlock associated with it, and potential triggers for a Natural EU:
Ice - Chill
Force - Knock/Containment Fields
Might - Knock/Disorient/Stagger
Heavy Weapons - Disorient
Earth - Stagger
Dual Blades - Crit
Single Blade - Bleed
Claws - Shredded
Unarmed - Dodge
Sorcery - Crowd Control
Celestial - Healing
Power Armor - Particle Burn
Gadgeteer - _____
So aside from Gadgeteer which doesn't have any sort of unified mechanic every power set has something that can be turned into an EU trigger for it.
@Chimerafreek