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Posts
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Joined
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As far as the crash, how do you figure that in when it is so easy to prevent it. You are already talking about double stacked rage, so it is not beyond reason to think most people can do it.
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You can stop the -damage and the -end part of the rage crash?
The crash cannot be prevented. Only the -def part can be put off when rage is up. You still have 10 seconds of no damage except for temps and procs and your endurance bar takes a big hit as well. There are no ways to avoid those things by any means.
Also DPA is what is important with attack chains, not if the attack follows an end, damage, recharge formula or not.
Base DPA on Jab is 26.5. Outside of brawl, this is the lowest single target DPA melee attack that brutes can take in the entire game. (Not counting ranged attacks or pool powers as those have other options that are not set based on your primary) -
Nevermind that the quick recharge power does crap damage and with brutes is normally skipped.
Nevermind that our strongest attack is on a 25 second timer. Even though the other 2 sets that have the same damage attack have it on a 20 second timer.
Nevermind the crash of doing almost no damage for 10 seconds.
If you ignore all those things then yea rage is overpowered on SS.
If I were to "fix" SS I would turn jab into punch, make punch a 6 second 55 damage base attack. Then I would take KO blow to a 20 second timer. At most I would make it so the +to hit does not stack but +damage does with double stacked rage. Take footstomp to a 10' range and increase the cap to 16. -
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Spines/Stone Armor
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Can see it now. Giant rock doing a back flip yelling I AM STALAGMIGHT!!!!! -
Right, you block the name and you will never get another email from that global. (well until your ignore list gets full). So to get around that, another copy of the game is purchased. This means more revenue for the makers of the game if they let it continue.
On the flip side, they would have to dedicate dev time (=money) to make it so we would not have to look at any more spam emails ever. The result of spending this money would be less revenue from the RMT spammers. Not exactly something high on their priority list. -
Guess some people have never heard of the VRPAAABMGDLEEBDFFBG.
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I only bother with the uniques or KB IOs at low levels. Anything else is vendor fodder.
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How bout soft cap with +206.3 recharge. Attack chain is BF, AS, SS, AS. Empty spots are for pvp uniques. +3 def and -resist. This will only set you back around 3-4 billion. No problem right.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Brute
Primary Power Set: Dual Blades
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Power Slice -- Acc-I:50(A)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(7), RedFtn-EndRdx/Rchg:50(9), RedFtn-Def/EndRdx/Rchg:50(9), RedFtn-Def:50(11), RedFtn-EndRdx:50(11)
Level 2: Ablating Strike -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(3), Hectmb-Acc/Dmg/Rchg:50(3), Hectmb-Acc/Rchg:50(5), Hectmb-Dmg/EndRdx:50(5), Achilles-ResDeb%:20(7)
Level 4: Focused Senses -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(13), RedFtn-EndRdx/Rchg:50(13), RedFtn-Def/EndRdx/Rchg:50(15), RedFtn-Def:50(15), RedFtn-EndRdx:50(17)
Level 6: Agile -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(23)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23)
Level 10: Blinding Feint -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(17), T'Death-Dmg/Rchg:40(19), T'Death-Acc/Dmg/EndRdx:40(19), T'Death-Dmg/EndRdx/Rchg:40(21), T'Death-Dam%:40(21)
Level 12: Swift -- Run-I:50(A)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(25)
Level 16: Dodge -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(25)
Level 18: Boxing -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(27), Amaze-Acc/Stun/Rchg:50(27), Amaze-Acc/Rchg:50(29), Amaze-EndRdx/Stun:50(29)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod/Acc/Rchg:50(31), P'Shift-Acc/Rchg:50(31), P'Shift-EndMod/Acc:50(33), P'Shift-End%:50(33)
Level 22: Evasion -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(33), RedFtn-EndRdx:50(34), RedFtn-Def/EndRdx/Rchg:50(34), RedFtn-Def:50(34), LkGmblr-Rchg+:50(36)
Level 24: Tough -- S'fstPrt-ResDam/Def+:30(A), Empty(36)
Level 26: Sweeping Strike -- Armgdn-Dam%:50(A), Armgdn-Dmg/Rchg:50(36), Armgdn-Acc/Dmg/Rchg:50(37), Armgdn-Acc/Rchg:50(37), Armgdn-Dmg/EndRdx:50(37), Empty(39)
Level 28: Lucky -- LkGmblr-Rchg+:50(A), Ksmt-Def/EndRdx:30(39), Ksmt-Def/Rchg:30(39), Ksmt-EndRdx/Rchg:30(40), Ksmt-Def/EndRdx/Rchg:30(40), Ksmt-ToHit+:30(40)
Level 30: Weave -- RedFtn-EndRdx:50(A), RedFtn-Def/EndRdx:50(42), RedFtn-Def/Rchg:50(42), RedFtn-Def/EndRdx/Rchg:50(42), RedFtn-Def:50(43), LkGmblr-Rchg+:50(43)
Level 32: Aid Other -- Heal-I:50(A)
Level 35: Quickness -- Run-I:50(A)
Level 38: Aid Self -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(43), Dct'dW-Heal/Rchg:50(45), Dct'dW-Heal/EndRdx/Rchg:50(45), Dct'dW-Heal:50(45), IntRdx-I:50(46)
Level 41: Gloom -- Apoc-Dam%:50(A), Apoc-Dmg/Rchg:50(46), Apoc-Acc/Dmg/Rchg:50(46), Apoc-Acc/Rchg:50(48), Apoc-Dmg/EndRdx:50(48)
Level 44: Dark Obliteration -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Dmg:50(48), Ragnrk-Acc/Dmg/Rchg:50(50), Ragnrk-Acc/Rchg:50(50), Ragnrk-Dmg/EndRdx:50(50)
Level 47: Elude -- RechRdx-I:50(A)
Level 49: Practiced Brawler -- RechRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury -
18 is quills. No worries about slow attacks after that since you are always doing damage.
I would play one. -
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Could never get into doms before. I played a few and it just took too damn long to kill anything out of domination. After playing around on test I can hardly wait for I15 to go live so I can try out all the different combos.
As far as those complaining about a lack of an attack chain, I have to wonder if you know you can put recharge reduction enhancements in your powers. Even at a low level on the Mind/Energy I rolled I almost always have at least 1 attack ready.
Roll a brute and try to get an attack chain at level 10 without counting brawl. It is a whole lot easier on a dom.
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Ya mind having levitate and mesmerize as direct damage attacks doesn't skew perspective at all. Nor does energy getting 3 st ranged attacks by lvl 10.
Not sure why you bring up brutes, but roll a dom and see how many armors it gets by lvl 10
The dom changes are snazzy, but unless I'm misreading you are being overly assertive about how they play for every dom based off of arguably the most beneficial dom combo in early game.
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Well not knowing doms that well and being used to single target attacks I figured I would go with that combo. I really had no idea it was one of the best combos out there.
What is a bad combo and I'll try that out too to see how I can fill out an attack chain.
My other point about attack chains was that you do not always have to be attacking. A little gap here or there is not the end of the world. You should have enough mitigation with your holds to not have to worry so much about a brief moment of inaction. -
/e tinfoilhat
Remember you cannot send email without buying a copy of the game. They want to have the RMT buy the game spam people and then get banned. Then the RMT dudes have to go around and buy another copy.
/e removetinfoilhat. -
I think you can buy lvl 50 TOs for tickets.
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Is 300% including what is in each power?
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For what I was shooting for, no. Another way of saying it was I wanted at least +200% global recharge. -
Higest damage attack does not equal the highest damage output. On a high recharge build stone beats EM on single target DPA.
Stone Fist DPA 50.24
Energy Punch DPA 50.24
Stone Mallet 42.48
Barrage 41.43
Heavy Mallet 58.34
Bone Smasher 45.6
Seismic Smash 99
Total Focus 45
Energy Transfer 71.23
EM may do better out of the box, but Stone has much higher potential. And also has a 15' aoe. -
My main goal was to remain at the soft cap and at least 300% recharge and include aid self and conserve power. Not an easy or cheep task but it can be done.
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Yes, yes it does. Not entirely sure how to improve on that. You could potentially sneak the Regenerative Tissue - +Regeneration into Aid Other, I suppose.
Now, one question I've been kicking around; how would such a crazy single-target build fare in team play? For instance, say we go with either Werner's or Laevateinn's build. In team play, I would think that AoE's win the day, what with the larger spawns and all. Would Sweeping Strike be enough of an AoE threat to really be of use? Or would making some compromises and grabbing One Thousand Cuts or Typhoon's Edge be more of use? Or, to go a different route, picking up Vengeful Slice and using Attack Vitals religiously?
How do such amazing single-target damage dealing builds fare in team play? (And by the way, if you can in any way improve on the above builds, I would think that a worthy challenge to y'all out there! Great stuff!)
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Regular team play, not so good. Task forces they help make short work out of most AVs but they tend to not shine so much on the way. Killing 1 thing at a time is very slow going when you are always changing targets. On the plus side you are always busy. -
306.3 With Aid Self and softcapped. Empty spot in tough is for PvP uinque and PvP proc for Sweeping Strike. Best I could do.
Totally stumped on how shred got these numbers before the pvp stuff came out.
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[ QUOTE ]
I know this is going to be unpopular, but I never thought Rage should be able to stack - you have to think that wasn't what they had in mind when they put together the powerset.
FWIW, if they made Rage incapable of stacking, I'd hardly consider that a 'nerf'... might be something else entirely.
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If they did not mean for rage to stack then they probably would not have made it so you could make it perma without any IOs. -
Every 10 seconds it has a 20% chance to work when in a toggle. So eventually it will hit something but not that often.
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It is a great crutch for those that cannot survive with the other tools that are provided to their AT.
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<QR>
A level 21 GM has roughly the same number of hit points as a level 50 AV; if you can kill an AV at level 50 you should be able to take out the GMs at that level or less (which is basically Deathsurge redside, barring the Halloween GMs spawning in Mercy or Port Oakes).
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Nope.
GMs have higher regeneration than AVs, and take less damage because of their coding
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This.
I had a EM/WP that could solo AVs without any major issues. But not able to solo GMs with fewer HP due to the reasons above. -
Myths for now. To normalize the set it would kick FS down to a 10 foot radius but would probably also kick KO blow to 20 seconds. Not sure what Castle would do with rage.
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You will burn up that blue bar in a hurry. With darkest night up you have just over 1 end / sec to work with. So if you cannot afford the endurance to run it, drop it.
You should also always be neck deep in mobs anyway and only need 1 ranged attack so you can drop DO and the widdow really does not do much.
With only 2 slots for bash you may as well toss it too.
This makes room for 12 more slots to fill out your other attacks and 4 more powers. With that you can use 3 of those and take health and stamina. After you 3 slot health and stamina you would have room for one more power and 8 slots.
RttC should have at least 1 end redux and at least 1 in every attack. -
I would not skip either pool. If you want tough and weave you would be better off getting the fitness pool as well and picking up stamina.