-
Posts
381 -
Joined
-
"We're sorry, but we are unable to accept your order at this time. Please try again later or tomorrow. If you continue to have problems, you may wish to visit one of our retail partners. "
Trying to buy the "City of Heroes® (Europe) Going Rogue: Complete Collection Item Pack" via the same Paypal account I just paid for another 3 months time with. -
-
"Aiiik"? please tell me you're kidding. Not that it's bothering me much since my brute prefers to taunt things by smashing them in the face, but still.
-
-
It isn't a technical limitation, there are two seperate checks for 'at ground level' and 'on the ground' it is a deliberate choice to have both options.
In fly you can trigger an attack and momentum will move you to a different location by the time the animation completes, with attacks that have definite impact points, having that location several metres away from where the character's foot is visibly hitting isn't good form graphically.
On which note, could we please have footstomp with shield out fixed so the impact flare comes from the ground not over the right shoulder? -
The bolt wouldn't be coming within 100' of the ground and not hitting anything, it would be coming down and hitting a highly polarised person; that's what the power description says and it actually makes sense with how lightning works, your polarisation forms the upward half of the lightning bolt and an induced opposing polarisation in the sky above forms the downward part.
Honestly though, once we're calling forth red lightning from the ceiling in an office block it's a lot easier to argue for removing restrictions that should exist according to physics than adding ones that shouldn't. -
Quote:You can put something down while hanging just above it but you can't stamp on the floor with any weight behind it. That much does make sense.Except that you can lay an acid mortar without turning off Hover while at ground level. But you can't use, say, stone spears or footstomp/solar flare.
So...you are within stomp range. Very easily. Why it doesnt work is, I guess, code related? Either way, it's a bit of a pain when stuff should make sense and work, yet doesnt. -
With 75% Fury and 95% damage slotting in attacks Rage will theoretically peak at a cycle time around the low 30s, at which point you would have an average damage of ~440% (1) compared to the ~420% you would achieve with a 60 second cycle. That you would require approximately 670% effective recharge slotting in Rage makes this an obviously hypothetical situation. Still, within the limits of the game lowering recharge on Rage shouldn't cause reduced damage output. Increased annoyance yes, but not decreased damage.
A single target attack chain on SS/ almost needs to include Gloom. It's got great DPA in its own right, add Rage on top and it's verging on ridiculous. Working inside the buzzsaw/procsaw framework it is also a good place for a second purple damage proc.
Edit : 1) Yes, this is ~660% with the crash taking up a full third of the cycle time. -
The only power I want the grounded aspect removed from is Lightning Rod, it makes no sense for you to have to be on the ground to summon a teleporting lightning strike that can then terminate in mid air.
-
Quote:My main go to character for everything from TFs to farming atm is an SS/SD/Soul brute. On TFs generally the fighting is bursty enough that there isn't a problem; farming solo or duoed the inspirations flow in fast enough that I either have or can combine a blue whenever I get a Rage or Hasten crash. Trying to farm on a team of 3+ can get a bit dodgy at points and I sometimes have to start pacing myself rather than running flat out.You are definitely right there, T. I like for a build to be efficient enough to where I am not popping insp of any sort like a junkie. I rolled a km/sd scrapper. The build seems nice enough, and I think Km is lighter on end than SS for sure.
Regardless of how quickly stuff dies Edana- SS/SD is an extremely thirsty combo. With a notoriously thirsty primary and a secondary full of toggles, and needing more from pools to softcap, and no way to recover endurance outside of inspirations or outside buffs, things get sticky from time to time. I was ecstatic to switch to energy mastery, and feel it is the greatest gift I could have given to my brute. Inspirations are there to use, but they are not something I like to rely on.
She does have a net recovery rate of approx. 3.1eps with toggles running though, getting the +max end accolades helped a lot.
Still, when farming solo if you have a full inspiration tray you aren't going as fast as you could be. If you have a net endurance loss you can cover it with blues, no heal can be covered with greens; if you've got both of those covered then make a combination bind to turn everything into reds and crash repeatedly into the new damage cap. On an SS/SD however you run on such a high level of +dam natively that the effect of red insps is diluted greatly, making using blues a more attractive prospect. -
Quote:Radiotherapy is the closest I can think of and even that is basically just targetted killing of stuff you don't want to be there.For TA based on the game text yes. But I can imagine a proximity sensor that goes off close to the target to release the expanding ball of whatever onto the target.
As far as AM, I am puzzled by the heal in the rad set as well. Never really heard of good radiation.
Heals in general are a bit odd though, "I burn you back to health." from thermal, "I feel your pain, now get up." from empathy and "You think it hurts now?!" from pain dom. -
I would disagree. If soloing you should never have an endurance problem on a well built SS/SD, stuff dies far too quickly to run out of blue insps.
-
Everything in Trick Arrow - You've been hit by a yard long pointy stick travelling at 300 feet per second. It should hurt.
Accelerate Metabolism - Why isn't anyone concerned over the effect speeding the metabolism up by 30% has on the aging process? -
Quote:Accuracy? Aim->Buildup->105% base hit chance nuke not enough? What are you trying to nuke?You can take my Build Up, Aim, Inferno combo from me when ya pry it from my burning, dead fingers!
And even your still dead, 'cos you're now in range of Rise of the Phoenix!
I'd say leave Nukes as they are, with an increase in target-cap, accuracy and damage, to make them actually a bang worth the buck.
Seriously though, would be nice to lose that 95% hit chance cap on powers with nuke length recharges. -
There already is a version of Blizzard on the 1 minute mini-nuke recharge timer of RoA and Full Auto; you get it at tier 6 and it's called Ice Storm.
Thunderous Blast is another matter. An 'average' nuke does 305 base damage with a 6 minute recharge a full end crash and a significant amount of mitigation against anything that survived (mag 3 hold/stun, -50% to-hit debuff, -20% to-hit debuff and knockdown patch). Thunderous Blast does 266 with a 60 foot range, a 6 minute recharge a full end crash and an endurance drain secondary effect that requires ED cap slotting to be reliable against even con minions and 25% end-mod slotting to achieve that even with the 30% chance for additional drain going off. Finally Rain of Arrows does 225 with a 90 foot range, a 1 minute recharge and no end crash.
So at the moment Thunderous Blast sits almost exactly half way between the 'true nuke's and the best of the 'semi nuke's as far as damage goes, without having anything tangible to show for it.
Seems that there are a lot of thematically appropiate ways to at least partially rectify that imbalance without coming close to the cottage rule.
It's the only attack in Elec Blast with a smashing component, but at the moment has no smash: add an AoE knockdown effect.
Add an 11.9 second mag 3 sleep to the end, allowing time to pop blues or get aid but not act as the ranged AoE control power a hold or stun might be.
Instead of a single 30% chance for 25% additional end drain, have a 75% and a 50% chance for the same magnitude of drain; an average 37.5% of even con minions/lieutenants would then be fully drained with no requirement to slot for end-mod, while slotting would raise that fraction to 50% or the same effect as current when at the ED cap.
Remove the smashing damage component entirely - lowering average damage output to approximately 203. Lower recharge to 2 minutes and lose the crash; putting it in the same style as the new Hail of Bullets.
Any more ideas? -
If you can take only pool powers from level 6 onward you have to take every power in the pools you choose to reach 38. You can't take all 5 powers from an APP/PPP since the first unlocks at 41 and you don't get 5 choices after that. With that said, my Poolboy Brute.
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: Dark Melee
Secondary Power Set: Energy Aura
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(37), Mocking-Acc/Rchg(37)
Level 1: Kinetic Shield -- RedFtn-Def/EndRdx(A), LkGmblr-Rchg+(9), RedFtn-Def/Rchg(33), RedFtn-EndRdx(33), RedFtn-Def(34), RedFtn-Def/EndRdx/Rchg(37)
Level 2: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(39), Mocking-Acc/Rchg(39)
Level 4: Power Shield -- RedFtn-Def(A), LkGmblr-Rchg+(9), RedFtn-Def/EndRdx(31), RedFtn-Def/Rchg(31), RedFtn-EndRdx(33), RedFtn-Def/EndRdx/Rchg(43)
Level 6: Boxing -- Empty(A)
Level 8: Combat Jumping -- ULeap-Stlth(A), LkGmblr-Rchg+(29), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31)
Level 10: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx(27), RedFtn-Def/EndRdx/Rchg(27), Ksmt-ToHit+(34), RedFtn-Def(46)
Level 12: Air Superiority -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(15), Aegis-ResDam/EndRdx(17), Aegis-ResDam/EndRdx/Rchg(17), EndRdx-I(39), Aegis-ResDam(50)
Level 16: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(25), GSFC-Build%(25)
Level 18: Super Jump -- SprngFt-EndRdx/Jump(A)
Level 20: Weave -- RedFtn-Def/EndRdx/Rchg(A), RedFtn-Def/EndRdx(21), RedFtn-Def/Rchg(21), RedFtn-EndRdx(23), RedFtn-Def(46)
Level 22: Vengeance -- LkGmblr-Rchg+(A)
Level 24: Acrobatics -- EndRdx-I(A), EndRdx-I(34)
Level 26: Hover -- LkGmblr-Rchg+(A)
Level 28: Fly -- Srng-Fly(A), Srng-EndRdx(36)
Level 30: Jump Kick -- Empty(A)
Level 32: Assault -- EndRdx-I(A), EndRdx-I(36)
Level 35: Kick -- Empty(A)
Level 38: Group Fly -- Srng-EndRdx/Fly(A)
Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), SipInsght-Acc/Rchg(50)
Level 47: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(48)
Level 49: Darkest Night -- EndRdx-I(A), EndRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- EndMod-I(A), EndMod-I(11), EndMod-I(36), Heal-I(40)
Level 1: Fury
Level 4: Ninja Run
Designed for post I19 use; the slots in rest are for the newly inherent Health (Numi and Miracle procs) and Stamina (Generic EndMod, Performance Shifter EndMod and +End Proc).
Softcap defence to everything but psi and 3 points short of neg-energy, which could mostly be made up by stacking -to-hit on AVs and Dark Obliteration or Darkest Night for non resisting full mobs. Attack chain of Shadow Punch->Smite->Air Superiority->Shadow Punch->Smite->Gloom for around the 145 DPS mark at 75% fury.
Not about to break any records, but you could solo just fine on it and as long as you remembered to stock up on breakfrees you could take it on any TF run with no-one the wiser unless they checked the build screen.
Only real indulgence is the Glad Armour unique. (Edit : Wonder when I stopped thinking of LotGs as expensive.) -
Option 2 : The more you make an ambiguous costume piece look like what you think it is the less it will look like what someone else thinks it is. So far every specific example given of how the changes wouldn't cause problems have been shown to cause problems with some concepts; a 100% failure rate is not "edge cases".
-
You can softcap to smashing/lethal/energy/negative and psi. Toggling between granite and 'all other rocks' switches your defence hole between fire/cold and psi. As noted above though, rooted has worse movement penalties than granite so you are still stuck taking teleport or moving around with no mez protection.
The plus point to building for softcapped defence outside of granite is that you remain softcapped inside it, that added to the innate resistances makes you almost unkillable. Offensively though, you have problems. -
Quote:So you disagree with everything except the one point you admit is correct and then argue about? Dark Melee has good single target but Fire melee has better unless you're surrounded by Soul Drain fodder. Dark/ gives up AoE damage for utility; utility that isn't needed if you've got a /Kin following you around.I beg to differ with everything but the note that Fire Melee has more damage. Dark Melee's ST damage is way more than you seem to believe. And you're INCREDIBLY wrong about the self heal becoming obsolete with a /Kin. Have you seen the damage Siphon Life does? Did you miss the change to that power way back when it happened? A Fulcrum-Shifted DM/SR would be like an untouchable single target buzzsaw. My 50 Dark/Dark/Soul eats AV's alive, and his defenses (at least from what other players have told me in fits of frustration) "shouldn't be able to do that". Please consider all facts and do a little more research before telling someone that a very powerful powerset isn't powerful at all.
Disclaimer: If you've leveled a Dark Melee Brute to 50, gave him top notch non-purple IO sets, and still believe Dark Melee is cruddy, then I don't know what to tell you other than somehow, somewhere, you did something wrong.
No-one has said that Dark Melee is 'cruddy', just that it is 'not the best' ST damage (which is true without well saturated soul drain on a high recharge build, the damage buff of which would dilute Fulcrum's effectiveness); that it doesn't have an aoe that can attract the attention of an entire spawn on a reasonably short timer; and that when paired with a /Kin the unique features of the set are unnecessary. -
-
Quote:Oh she's right in that there is no good reason for the changes to result in a 50% performance loss; but it is possible for a minor change to halve levelling speed if the player in question is stubbornly insisting on using settings customised to their performance before the change and therefore dying a lot.That doesn't change the OP's ability to turn down their freaking difficulty and/or be more sensible with their post. Arcanaville is right, to a degree. Other posters have said this, so I take no credit: Maybe Mr. Fussy Britches is unable to level because he keeps getting stomped by his +4/x8 mission he used to "own".
I don't doubt that real brute performance is changed by exactly the amount Arcanaville stated in her original post; I just spotted a missing factor of 50% between what the OP was saying they had and what Arcanaville said could be due to the changes themselves and debt seemed like an obvious cause, when the OP's post mentioned being pounded into dust and dying easily everything fell into place.
Nothing is impossible if you can factor in stupidity as a driving force. -
An early peak on an unlimited budget would rather suggest Kinetic Combats for the s/l defence, maximum level for those is 35 so slightly less difficult to find down there than the sets that go to 50.
-
Quote:It seems unlikely that the poster would have lodged all those complaints about the Brute changes and then failed to mention that on top of all of that they were dying all the time besides.Quote:The brute I am leveling now moves less than half as fast on the experience bar. I cannot max my fury bar even when I am taking on enough mobs to pound me into the dust. I die way more easily... so really now I am forced to take all my IO's off my Brutes and move them to Scrapper or Tank.