BunnyAnomaly

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  1. I can't believe I forgot Crowd Control.
  2. I think you'd be silly not to use Shield Charge without at least AaO saturated...
  3. Quote:
    Originally Posted by mauk2 View Post
    Oh good grief, not this crap again.

    They are functionally identical to a ridiculous degree.

    Play the one that looks better.
    Not really. Damage wise they appear very close but in practice War Mace has a significant edge.

    The first few powers are very very similar. However once you get past build up:

    Clobber >>> Swoop. More damage, shorter animation. Put together Clobber has about double the DPS that Swoop has. Further, Clobber has 100% chance of a stun, Swoop has only a 70% chance of a knockup.

    Whirling Mace = Whirling Axe. Mace does more damage, Axe has slightly higher chance to inflict a CC. I'd call it even.

    Shatter > Cleave. Cleave does edge it in total damage but has higher endurance and recharge for very little extra damge. What's worse is that Cleave has a pitiful 10 degree arc vs Shatter with a 45 degree arc. You're going to be hitting a lot more with Shatter hence you'll do more damage with it. Further, Shatter has a 100% chance of applying a knockup, Cleave only an 80% chance of doing the same.

    Crowd Control >>> Pendulum. Crowd Control hits 10 targets instead of 5. Crowd Control trumps Pendulum just on his basis alone. But it has a few other things going for it too. It has a shorter recharge, lower endurance cost and 100% chance of appying Knockdown. Pendulum has a meager 50% chance. Pendulum does more damage but the difference is not significant (to me!).

    If you look straight down the numbers, the two sets are nearly identical in damage. War Mace however has a greatly superior single target attack in Clobber, better arcs and targets affected in its AOEs, and Crowd Control is like an underappreciated Foot Stomp in the set. It's just *that* good. Great damage, completely spammable, 100% knockdown for mitigation.
  4. Quote:
    Originally Posted by Flints View Post
    Has anyone tried to do anything like this before? Maxing a certain role of a tanker outside of simply holding aggro?
    I really can't stand this kind of thinking anymore. Not what you propose, that is excellent. But the thinking that a Tank just holds aggro.

    Anyway, if you are going in a buff heavy group you should just play a Brute. You'll be nearly as tough as the Tank but do better damage by absorbing the alpha. If you are insistent on playing a Tank then your main benefits over the other melee classes are largely irrelevant, but I would suggest that you go for an AOE heavy secondary. Resistance debuffs are nice but on a good team you can defeat a spawn in 3 seconds anyway so you might as well just jump in and footstomp/fire sword circle because debuffing them for the remaining 10% of their life isn't actually doing anything noteworthy. Consider that it takes time to animate the attack and put the -res debuff on them, then consider the rest of your team attacking them at the same time. If you've already done 90% of the damage to the mobs then your 10% debuff will effectively deal 1% damage (by reducing their 10% health to 9%). Building around that 1% is of questionable value. Especially if that 1% is only on a chance to proc.

    It would be nice against AVs however... not that you'll be challenged by them anyway in a group with a lot of support. This argument has a flaw in that in a group with lots of support you can do whatever you want because you're never going to be challenged

    Touching back on the first group: A well built tanker with good recharge and the right specs can decimate whole spawns in very very short order. I despair when I hear about taunt bots and it is from these kinds of builds that Tankers get a poor name. Tanks are quite capable of respectable damage.
  5. Being underrated in game is quite different to being underrated on the forums.

    In game, support outside of heals is underrated because there's a significant amount of players that are terrible, and even in a team filled with cold/ & FF/ defenders would still thank the Empath for the heals and believe that to be the truth.

    On the forums people are a lot more educated so here's my list:

    Fearsome Gaze & Howling Twilight.
    Every single dominator APP.
    Fortitude
    ROTP for sheer fun
  6. je_saist just gave some of the worst advice I've ever seen.

    Fulcrum Shift basically requires you to be in melee combat and is an incredible buff. It's for you and everyone around you. Even if it is just yourself and the melee characters, hit that buff and everything dies in 2 seconds from your AOEs.

    Fulcrum Shift is just game changing and one of the defining powers of the whole game itself. If you aren't in melee with it then you don't know what you are doing.
  7. That's it done "on the cheap". If you had a Gladiators 3% defence you could skip manouvers, shift a few things around and go from there.

    But hopefully it gives you an insight into what are good choices for different attacks & powers for your slotting and you can apply that as you see fit.
  8. I'd say it's probably the least important of the three but if you are SD it's of almost no expense to you to get there.

    I'd also add that it's the one that requires perhaps the least 'buffer' zone, as in you don't need to exceed the cap in any meaningful way, because -def are by and large melee and ranged attacks, so it's unlikely that AOE defence will be the cause of any kind of cascading defence failures.
  9. Quote:
    Originally Posted by Redd Rumm View Post
    I like pre mish ambushes. it kinda adds to the story lines IMO.
    Sadly I still haven't understood in any way how come there are Void Seekers just hanging around in random mobs of ... anything. Everything. If it does make sense then I haven't stumbled across the storyline that makes this any less ridiculous.
  10. BunnyAnomaly

    SS on a Brute

    You need to brush up on ED (Enhancement Diversification).

    5 slotted haste is a huge waste. Likewise is the overslotting of your defence figures.
  11. Quote:
    Originally Posted by KayJMM View Post
    And what you consider acceptable instructions?
    Presumably if he's kicking people he's the team leader so whatever he says is fine.

    If you don't like it, leave.

    However I presume you are trying to find something wrong in whatever his instructions are.
  12. If I know what I'm getting into then sure. It would be fun having such a chaotic team like that.

    It seems to be the 'in thing' to be loving knockback right now, and some of the lovers make a big strawman and pretend that it's never used irresponsibly.

    For the comment immediately above: I don't have any hesitation at all to ask a player to be careful about how they use their knockback. If they don't or they get snarky then I'll just quit. No big deal but it's silly to just sit there and not do anything about something that you aren't enjoying.
  13. Quote:
    Originally Posted by crayhal View Post
    Am I missing something?
    You're missing a competent group.
  14. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Here's my current build plan. Deus, I'm about to look at yours.
    Couple of quick things I would look at.

    Don't take Jab! It's junk. Between Punch, Haymaker, Burn, Footstomp, PPP AOEs and possibly Air Superiority (mmm!) you have many more attacks than you can ever use. That leads me onto...

    Take Mu Lightning in this build! It does a lot more damage than Jab, Punch or Boxing. In fact it does twice the base damage of Jab. So when you get rid of Jab you have opened up more slots for this! It can be given set bonuses with +6.25% recharge quite nicely, which doesn't compete so much with the rest of your 5% recharges. That leads me onto...

    You have exceeded the 5% recharge limit. 4x Crushing Impact, Doctored Wounds & Obliteration.

    I'd highly recommend Tough and probably Weave too.

    You can get away with less slots in your resist shields by not using a full Endurance and instead going for Resist/Recharge. You lose 0.4% resistance and 0.04 end/second but you save a slot by doing so.

    Acrobatics isn't really needed so much. I think from memory just even one of those expensive Obliterations is more costly than the knockback IO and this will save you choices and endurance here again.

    Ummm that's what I see so far
  15. This is my spec I will be going to after i19 is released. For fun and games I'm really considering 3 slotting Peroxisome Exposure into ROTP for a 30 second stun and oodles of damage.

    Considering that or adding some slots to attacks. The thing is... they kind of take care of themselves already anyway. Rage adds pretty a pretty hefty bonus with +tohit and the base damage of Brutes (especially SS) is feable so having 85% instead of 95% damage enhancement is neither here nor there when so much is coming out of Rage + Fury. YMMV of course.

    I'm presently considering ways to lose ~2% s/l defence but up recharge in some fashion but it seems pretty irrelevant especially when diminishing returns are considered with the Alpha Slot (Spiritual... Recharge + Healing thank you very much!).

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
    Level 4: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(31), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36)
    Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(29)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(21)
    Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19)
    Level 18: Rage -- RechRdx-I(A), RechRdx-I(21)
    Level 20: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(43), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(46)
    Level 22: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23), LkGmblr-Rchg+(23), LkGmblr-Def/EndRdx/Rchg(29)
    Level 24: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-Acc/Dmg/Rchg(37), EndRdx-I(39)
    Level 26: Fly -- Winter-ResSlow(A)
    Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 30: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31)
    Level 32: Foot Stomp -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Dmg/EndRdx/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), FrcFbk-Rechg%(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(43)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
    Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Build%(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Rise of the Phoenix -- HO:Perox(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
  16. It follows the same recharge/endurance patterns of the other AOE attacks from the APP sets (ie: Fireball/Ball Lightning).

    It has somewhat of a weakness in use in that it is a cone. 30 degree arc but a very nice 60' range.

    It does essentially the same damage as the other AOE attacks.

    It applies a staggering -15% resistance debuff and -10.5% defence debuff, as well as a -recharge, -speed and (incredibly small chance) knockdown.

    Do people not care about it because they have to swap redside and run a patron arc? Or do they dislike cones? Or that it takes 2.67 seconds to animate? I'm trying to run through all the negatives and understand why.

    This + Bruising = 35% resistance debuff!
  17. I assume you'll be using the Cardiac Alpha Slot because otherwise I doubt you are going to have the endurance to do much with this. Footstomp really needs some endurance love here, consider that you are going to be also going through Rage Crashes.
  18. Quote:
    Originally Posted by Sarrate View Post
    Nope, they're reduced too.
    Pretty sure you just confirmed what I just wrote? Hence why I looked and saw the -40% and wondered why I wasn't resisting it?
  19. Quote:
    Originally Posted by Sarrate View Post
    (Note: The debuffs in Combat Attributes are shown before resists.)
    I seem to recall that defence debuffs are shown at their reduced amount?
  20. Quote:
    Originally Posted by BunnyAnomaly View Post
    I don't believe that resistance actually resists debuffs.

    Reason: I get the same debuff amount on my resistance based toons as I do on my defence based toons.

    I think it got repeated until it became truth, or that every time I look I just so happen to be facing an unresistable debuff.
    Tested this just then.

    Real numbers show full values of 40% debuff however the combat attributes are inconsistent in their displaying.

    For instance:
    Smashing Resistance: 32.91%
    Tough: 16.62%
    Fire Shied: 35.46%
    Sonic Grenade: -40%

    So it displays -40% on both the power icon and the combat attributes but the actual effect is reduced by the resistance. That's how every time I clicked the power I was wondering why it stated the full amount when I should have been resisting it.
  21. Quote:
    Originally Posted by Sarrate View Post
    While nasty, they did reduce the potency of the debuff. It used to be an unresistible res debuff, but not it is resistible.
    I don't believe that resistance actually resists debuffs.

    Reason: I get the same debuff amount on my resistance based toons as I do on my defence based toons.

    I think it got repeated until it became truth, or that every time I look I just so happen to be facing an unresistable debuff.
  22. BunnyAnomaly

    new Pool set

    Compare it to Physical Perfection too.
  23. Quote:
    Originally Posted by Timeshadow View Post
    Defense based characters tend to struggle against Longbow because just about all their attacks carry Defense debuffs. Combine that with the odd Radiation Warden and you've got cascade failure before long. Pay careful attention to the mobs in a spawn before you jump in. Also, monitoring your Defense numbers will help a lot. I suspect it's the debuffs that are getting to you.
    They also have an AOE -resist debuff that doesn't require you to be hit by it. It emanated from wherever it lands. It also stacks. Stand amongst 3 or 4 of them and you'll die in a heartbeat.
  24. The last thing that heavily tips the scale in a Tank's favour is regen/self healing. Not only do they have less damage to mitigate but they get a bigger heal because of their max HP advantage.

    If the tank is taking 40 DPS and the scrapper is taking 100 DPS, the tanker is pretty likely to regen or outheal that amount and so essentially take nothing, while the scrapper is still taking >60 or 70 DPS. Then you say "what is the ratio of survivability under this situation? 60/0... oh"

    I'd say extreme examples are going to be Willpower which mitigates huge damage by its regen, Inv with Dull Pain permanently up, but just about every tank has a self heal that is very significant.