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Posts
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Joined
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Fire Melee is too heroic so it can't be proliferated.
>_>
<_<
Placate is recharged. -
That's right, this'll be City of Wolf Spiders (or COWS for short)
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Sweet Forumites, hello again, it's me. I'd like to have a chat. When I was a child, growing up in industrialized Sharkhead Isle, I had the best friend a boy could hope for. My dear old power, Assault. Oh ho ho, the adventures we had!
From Port Recluse to the Crush we roamed, carefree and courageous. Irresponsible, and completely inseparable. It was, for a little Corruptor, the perfect existence.
So, let me ask you Forumites. How many of your characters can say the same? How many of this game's characters are truly happy, truly carefree? Well, we both know the answer, dont we? None. Forumites' characters live in a terrifying, meaningless existence. There is no hope, no happiness.
That changes, right here, right now! From this moment onward, the characters of this great game are its highest priority. Assault will restore every Task Force, reinstate every Trial, and offer counseling and financial assistance to any Super Group in need. We will match up the destitute orphan characters of the Paragon City and Rogue Isles with qualified, eligible adults. We will rebuild the City of- family. As it was, as it was meant to be. The values of our past shall be the foundation of our future.
We've got to part now, you and I, but dont be sad Forumites. Assault is working tirelessly, to rebuild this great game, so you dont have to. -
Except Empathy and Forcefield Defenders! With Energy Blast or Archery as secondaries.
(That's supposed to be a wink)
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Assault Rifle.
An angel with an Assault Rifle would be badass.
Or hell, Dual Pistols. -
I assume that Energize will have the same animation time as CP, that is, 1.17 seconds.
So, to get Energize perma, you'll need to get it down to 28.83 seconds, that is, 0.24025 of the original.
So you will need around 316% +recharge to get it truly perma without gaps. You can get 70% from Hasten, 20% from Lightning Reflexes and 95% from usual slotting.
That leaves around 131% to get from set bonuses. Good luck getting that while investing in defense. -
3 kins + 1 dark... against even cons.
-60% damage from 3 Fulcrum Shifts alone in a 30ft radius. (If all kins were trollers, otherwise even more damage debuff)
-37.5% damage debuff from the Dark Defender'd Darkest Night in a 25ft radius.
All magnified by the -res from Tar Patch.
That would easily floor the enemies damage.
Don't tell me that's not great survivability right there. -
Excellent points guys. Thank you.
Also, I'd like to apologize since I made the thread venting and that might show a bit. -
I can reliably hit 3-5 enemies with Shadow Maul and Jacob's Ladder, even more so when they buffed melee range attacks from 5ft to 7ft.
Still, people advise other people to skip these because they're supposedly "bad moves." Yet, these account for a lot of damage when I check my HeroStats, thanks to their relatively fast recharge and high damage with the ability to hit multiple targets.
So, do people suck at lining cones or why are these powers given such a bad rep? -
Quote:Unless they have changed something, the lvl 50 will hit the level 1 for the same amount as against another level 50, so you can't 15k damage per hit...Yet, to test how much damage is dealt from a level 50 to a level 1 toon.
... Which would be darn handy, though. Would make the process so much faster. -
Blasters will not be getting a themed secondary. Energy Manipulation is pretty close, though.
There shouldn't be too much changes in the set, as I remember a redname saying they're profilerating the sets that would not need much changes.
Altering Neutrino Bolt and X-ray Beam is possible, so that they will recharge slower than the Defender version but also deal more damage and use more endurance (Dam/End ratio staying the same)
Hopefully they will not pull another Psychic Blast disaster and make Cosmic Burst do, say, 70ish damage on a Blaster like they did with Will Domination. -
Villain Plan by Mids' Villain Designer 1,401
http://www.cohplanner.com/
Click this DataLink to open the build!
Modifications:
- Added a slot to Nullify Pain, and replaced Doctored Wounds set with a whole set of Numinas (DOOOOOOM!) But hey, it's got a nice ranged defense bonus!
- Removed the Gaussian set from Aim, removed slots from it, added Adj. Targetings. It'll recharge a bit faster and give you a tiny damage boost.
- Removed Share Pain and added Assault. This will make you more CREDIT TO TEAM by almost doubling the amount of +dmg you can grant to your teammates. Added a slot on it to easen the endurance cost.
- Removed slots from WoP and adjusted slotting a little. You really don't need to enhance the +ToHit, 10% is enough to be CREDIT TO TEAM.
- Removed a slot from AC, you can already pretty much hit +3s without a problem and with WoP on (even with reduced +ToHit on it) you can hit +4s without sweat. Also, The thing does a lot -Def anyway so you don't need to EDCap it.
- Added a slot to Painbringer. An endurance mod, which will make you more CREDIT TO TEAM. Nukers will love you for this.
- Added slots to Power Sink, now with more endurance action! (Both costing less and draining more) Personal preference, could do with less.
- Slightly modified Charged Armor. Personal preference. Could do with less.
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I've always done this with CoT Guides, since they only have 1 attack that recharges just right as you have regened to full.
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My Brute (Elec/Elec/Mu) is geared for offense with very high recharge, regen and procs and specializing in enddrain and a great boost to psi res (65%). Making it very fun solo and small teams, or teams with "overkill" on support. With the new Conserve Power change it'll be even more awesome.
However, I had planned a high melee defense build for times when extra survivability is needed. Sacrifices offense for a LOT of melee defense (43.3%) so you can play makeshift Tanker.
Villain Plan by Mids' Villain Designer 1,401
http://www.cohplanner.com/
Click this DataLink to open the build!
Note:
- Conserve Power would be slotted with Numina Heal + Heal/Rech + Heal/Rech/End and a single lvl 50 rchg IO.
- Expensive with 4 full sets of Obliteration (and utilizing Ribosomes) along with other IOs
- It was made to be a secondary build, with the idea of offense sacrifice for defense, so it might not be that fun to play
- No, really.
- Ranged attacks with defense debuffs will probably destroy your melee defense anyway.
- Not much +recovery (no stamina!) but with Energize and Power Sink, you'll have no end problems when facing 2 enemies or more. Against a single enemy, though, you might get into trouble. Fortunately, the build can be easily tweaked so you'll have less endurance problems if you don't mind sacrificing some regeneration. You can take out Taunt, add Stamina or Build-up, or whatever you want.
Have fun! -
Quote:Coming to think of it, I haven't seen a non-Fire or Archery Blaster in the LGTF and ITF teams I've been on with my brute.Oh, I see many/most Controllers outdamaging blasters. Among Blasters only Fire and Archery can even hope to compete with the likes of Plant and Fire Controllers.
Quote:My Defender would kill and die to get an inherent as good as Scourge! Don't even compare these two. Containment is vastly overpowered, I'm shocked developers ever could think it would be balanced.
However, Containment will shoot Vigilance's mother, seduce her sister, make babies, which Vigilance will have to raise due to Containment being busy breaking the game. And then those babies, no matter how much Vigilance loved them, will trick the house for themselves and let Containment move in while kicking Vigilance out. -
Defenders damage mod can't be boosted because it would go into Blaster territory along with abilities to make the team stronger. Corruptors would be mad as well.
So:
If Controllers do more damage than Defenders, aren't Controllers already violating the two above? Although I don't see many Controllers outdamaging Blasters (except those Elec/Devs), I regularly see Controllers outdamaging both Defenders and Corruptors while providing excellent support in the form of controls and (de)buffs.
Containment is just that good, and so are Controller EPPs. Scourge and Vigilance suck in comparison. -
Quote:Well, let's see. The big 3 of Brutes are/were known as Energy Melee, Stone Melee and Super Strength.
What advice can you give me?
Energy Melee was nerfed. Total Focus from mag4 to mag3 and ET animation time from 1s to 2.67s. I don't see nearly as many EM brutes today as I did back in the day.
Stone Melee was nerfed by the mallets animation time. Minor compared to the changes to EM though. Fault is still awesome control.
Finally... Super Strength. The #1 set in both PvE and PvP. It hasn't been nerfed yet. When it comes to AoE DPS, SS is the king due to Rage and Footstomp. Taking the patron AoE makes it work even better.
What comes to ST damage, SS is not exactly at the bottom either.
From Billz' thread
Quote:Code:Brute Dark w/ 10 222.7 4.53 EPS Brute Stone 218 5.2 EPS Brute Fiery 213.2 3.83 EPS Brute Strength 212.6 4.59 EPS Brute Energy 207.4 3.84 EPS Brute Warmace 203.4 4.71 EPS Brute Dark w/ 3 201.7 4.53 EPS Brute Dark w/ 1 194.7 4.53 EPS Brute Battleaxe 187.2 4.34 EPS Brute Electric 169 4.69 EPS Brute Dual Blades 168.3 4.42 EPS
Anyway, if you choose SS, don't go cry in some big thread if it gets nerfed at some point. -
I love the smell of Power Boosted bubbles in the morning.
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Quote:Adrenalin Boost has "just" +800% recovery increase base.Actually, one Empath with ONE EndMod SO in Adrenaline Boost will completely counter the endurance crash on any nuke/t9...
Surge of Power has a -10000% (TEN THOUSAND PERCENT) recovery debuff.
Do the math. Even with 3 Endmod SOs in AB you won't be able to overcome Surge of Power's endurance recovery debuff. Not even if you stack Recovery Aura on top of it. Not even if the recipient has Geas on.
To overcome the -10000% recovery debuff you will need multiple sources of +recovery. This is why you'll still need blues. -
Also, a crucial part looking at the both sets' godmodes:
Surge of Power:
Quote:Force of Nature:Recovery -100 for 15s (after 120 second delay) [Ignores Enhancements & Buffs]
Quote:Recovery -1 for 15s (after 120 second delay) [Ignores Enhancements & Buffs] -
Quote:Eh.Chalk one up for cottage rule being boggus! HA in your face Castle!
It looks like a Conserve Power with reduced recharge and end discount, but with other effects added on top of it (heal, +regen). That doesn't really seem like a violation of the "cottage rule." (Build up builds up a small cottage instead of giving a short duration damage boost)
Also, there's another rule of "no identical powers in EPP/PPP" as Tankers and Scrappers would get two CPs each if the Elec Armor set went through unchanged.