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Posts
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Hey guys,
I thought of an idea for a new powerset, considering theres a lot of cybernetic themed charecters running around lately, especially since the 2nd costume booster, how about a cybernetic blast based set? I guess you could probably come up with a melee varient too, but from my idea it would be simpler to make it a ranged charecter.
My idea would revolve around various animations that effectively 'pop-out' of your body, this would work similar to how crabs and shields work at the minute with certain 'must have' pieces attached to the costume as well as a few coding changes, which may or may not technically be possible with the engine, if not these parts can be changed and im open to suggestions. However my in depth explaination of a possible set is below.
Power 1: Rocket Punch
Description: You fire your arm at your enemy and retrieve it via a steel cable connection to your socket.
Explaination: This would be the first power in the set, pretty low damage, and would just be basic smashing damage. My idea for how to implement this would be one of the slightly more technical things in the set.
As I see it, there is probably a few ways to do this, but the best i could think of would be to change the arms to a skinned version, like a weapon but over the top of the entire arm, and make the original arm models invisible, this way you can effectively use them as a projectile and technically the game would think your arms are still there, but there invisible so cant be seen until the animation has finished and your arms have returned, to stop the model 'disappearing' like regular weapons do after a certain time, there would be something like a permenant autopower that gets added onto the set at all times but has no effect except to show the gloves and the other pieces listed later, or alternatively you could make this power have some small effect for picking the set and balance it in other ways to compensate. The downside I can think of would be a long animation time, however im sure theres a way around it.
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Power 2: Arm Mounted Gun
Description: An arm mounted gun fires a laser at your target. Slightly more damage than rocket punch but at a longer recharge.
Explaination: Attack two would be probably the most complicated to implement, so suggestions for a replacement would possibly be good here but my idea would be to basically set an animation on top of the gloves model from the first power for a pop up gun from your arm model, this would have no danger of clipping or anything because you would be stuck with the single model anyway for the gloves which is permenantly on. This would just appear to rise from the glove, then sink back in after firing and disappear.
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Power 3: Missle Shot
Description: Your arms flip back, revealing a cannon hole inside your arms which fires two missiles at your enemys. AoE power similar to fireball but with two ticks of damage, one for each missile. Chance for Knockback.
Explaination: This ones pretty much already explained, the model for the gloves would flip 90 degrees either upward or downward, and from the top of the arm a missile would fire from each arm. Not really sure how difficult this one would be but it would be a cool looking power.
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Power 4: Missile Barrage
Description: Missiles emerge from your back and fire at a targeted area. Works the same as Rain of Fire with a similar effect, but possibly a longer animation time, in exchange for slightly faster damage over a shorter time. Chance for knockback.
Explaination: This would work by a model of a missile emerging from the players back. Of course this means capes and wings wouldnt work with a cybernetic based charecter, however in exchange for this they could possibly have back models that work to fire the missiles instead of the standard animation once they hit 20. Of course this probably wouldnt be introduced but it stops people complaining about lack of capes
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Power 5: Arm Laser Blast
Description: Long range Laser blast from your arms, sniper power, chance to burn for extra damage.
Explaination: Works very similar to power 3, however instead of a missile firing, whilst charging the shot, the centre of the arms glow a colour selected from the power customisation options on costume creation then fire at a long range.
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Power 6: Recalibration
Description: Recalibrates your systems targeter for more accurate and damaging shots and overloads your systems briefly for more damage.
Explaination: This is your Build up/Aim power plain and simple, nothing hard to implement here, just a regular animation.
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Power 7: Laser Sweep
Description: You sweep the area with your arm lasers, adding damage in a cone effect and having a chance to burn all enemies hit.
Explaination: Similar to power 5 but a cone version. Not much else to explain here.
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Power 8: Electrified Net Cannon
Description: You fire an electrified net at your opponent, this power deals minor energy damage but holds or immobilises your opponent.
Explaination: Again very similar to power 5 and power 3, your arms would react the same way, however you would fire an electrified net at your opponent similar to Entangling Arrow from trick arrow set, however the net would be electrified.
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Power 9: Full Systems Overload
Description: You activate all your available weaponary at once to reduce the area around you to rubble. Using all this power is very costly to your powersupply, and this will drain all your endurence and leave you unable to attack for a while.
Explaination: Basically a combination of earlier attacks, the back missiles would fire madly in all directions around you whilst you would jump and spin in a circle firing your arm lasers. This is your nuke power.
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Thats it, thoughts or suggestions welcome, just try to keep comments constructive please. -
Im thinking about building a charecter that would rely on slows for his pvp kills, like back in the good old days
However after hearing the way the pvp works now, i was wondering how much slow percentage you actually need to slow down someone nowadays. Im talking about a typical PvPer in a zone, which would use superspeed, possibly swift and/or lightning reflexes or some other similar boost and may have them slotted for run speed. Can anyone give me a rough estimate as to how much percentage slow I would actually need so i can attempt to work on something? -
Thank you, im on windows xp and im familiar with the target command part, just not heard of project coh bit before thanks
Strangely enough, after the last crash, it seems it sorted itself out a bit..... didnt get any lag spikes at all and didnt crash, its definately strange. At first I blamed my wireless card i use, so i plugged a cable in instead and it still crashed, i know my computer doesnt have any viruses or anything because its only a couple of weeks old installation and up till the last patch it was fine.
I didnt see any mentioning of anything that would affect crashes etc in the notes but apparently its not just me this is happening to, theres been reports of area crashes, random disconnections and other random crashes coming in from just about everyone in my sg, and there seems to be a lot more crashing in teams too. In the last team I was in, 3 people crashed within an hour. -
Change that to 6 times its crapped out now.
Seems a lot of people im speaking to are having a lot more regular crashes since the last patch. Poor guy im teaming with has crashed on almost every mission enterence now. Ive just had a few lag spikes on exiting missions then when i get to trainer i get a massive one for about 3 or 4 minutes, then il get client crash message. -
Hi,
Recently I dont know why but im getting random lag spikes, and longer loading times, which either results in disconnection from server or more normally, client crashes.
Its annoying enough having to reset the game after these things but the 2-3 minutes you have to wait for files verifying again is even more irritating. Is there any way to stop the verifying from occuring?
The crashes tend to be happening either travelling by Cap AE, Cap BM or zoning il randomly get stuck at loading screen for 5 or 6 minutes without it budging then il get a message saying its crashed. Its very annoying and happens about 3 or 4 times a day now. Ive recently defragged hard drive which increased loading times slightly when it actually does load, but im still getting random lag spikes and crashes.
Its another one of those things that randomly seems to crop up after a patch, then disappear the next :s -
Quote:I have never experienced such things on my Kinetics characters. I can easily keep an entire team Speed Boosted and Fulcrum Shifted while keeping myself Siphon Sped? and Inertial Reduction while still unleashing a disturbingly large amount of attacks. It took some time to develop the necessary coordination to push the buttons that fast.
On teams, I find myself dealing the majority of the team's damage, often by a rather large margin.
No offence, but I would have to see it to believe it. Theres a reason controllers use fire/kin with 3 pets, and its not just to boost them, its because whilst there busy spamming kinetics, the pets are attacking, however they occasionally get off a mass AoE move or two and thats it.
After slotting on my sonic/kin corruptor, my attack cycle basically goes: Fulcrum shift, siphon speed, howl, shockwave, transference, transfusion (if needed), then Fulcrum Shift is up again is up again so its rinse/repeat until dead. Occassionally I may get a shout in if theres only a boss mob left but thats it.
How you get 'the majority of damage' il never know especially since sonic has quite a large damage reduction before your sonic debuffs are applied which even slotted takes me longer to kill a mob than fire does. In a team, yes sonic is a decent team debuff, but your never going to personally deal the most damage.
Where as with fire/storm I so far have fireball, snow storm, freezing rain, rain of fire, fireball, fire breath then spam fireball and fire breath a couple of times max and the teams usually killed the stragglers.
Although sonic/kin is undoubtably a team favorite, i still say fire/storm works better as your not so much relying on the team to deal the damage which changes from team to team, but instead bringing a steady reliable damage source, if you do get a kin with you, easy runnings are ahead but I guess its one of those things thats down to preference again. -
Well having raised a sonic/kin to 50, i can tell you the -res is nice, but only really any good in a team, soloing is damn near impossible.
Kinetics takes up a lot of your time rather than attacking, although it is really handy for teams, you yourself will more or less end up playing the defender role most of the time and sit there spamming kinetics powers, occasionally firing one or two sonic powers and contributing little damage personally. Depending on your playstyle you could find this as frustrating as i did.
I myself have started a new corruptor i find amazing in teams at the minute, just simply because I like doing more damage than sat back spamming FS, I chose a fire/storm corr. Rain of fire and Freezing Rain combined work very well in a very large area, and combine this with Fireball and fire breath, theres some pretty heavy damage there for mobs. You dont have any required spammable skills, but snow storm combined with freezing rain is a very good mob slow.
I havent got it high enough to get lightning storm or tornado, but these can only make the AoEs betterplus as everyone knows, inferno damage rules, where as dreadful wail, lives up to its name and is dreadful. Despite what the damage says, even with FS, syphon power and aim on, dreadful wail fully slotted couldnt even drain a yellow mob to half hp, im thinking it must be broken or something because it was just pathetic. I really did want to love sonic/kin especially from all the good reviews people give it, but i personally cant believe i wasted so much time getting to to 50 :/
Fire/storm requires a lot of running away sometimes though, since its a pure agro magnet charecter, expect to faceplant a few times at least. -
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Quote:Not really, that in itself is another pointless flame, why do pvp players seem to think its ok to act like total dicks instead of actually just replying as the original poster wanted?Some people mistake "calling stupid people stupid" for "flaming." It appears you are one of those people.
Theres no need for all the crap that comes here from the forumites, really get a life. -
lol Dahjee seems really unpopular here, not really sure why either tbh, you all have valid points, however from what i can pick up it seems traps is very situational in pvp. Most likely due to set up time and immobile objects like mines and mortar.
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Back to OP...
Temp Phase and the chemical nuke you mentioned can work wonders if used right. All temp powers are situational though, and those two are the easiest to use with the biggest effects, despite the time it takes to get chemical nuke, a slight boost is better than none :P -
Quote:I swear all you do is flame on every post... you really need a new hobby or something.I was here before you Dahjee, I will be here when you are gone. I have come across several really bad pvpers who liked to speak their mind and thought they were the messiah the free thinking movement required. When you get a chance hit up sentry4 and zen shadow and ask them how they fared against me.
And for the record, yes you are bad, your advice is worse. Please go set some traps and afk kill something and then forget where the forums are. Thanks. -
I think i kind of understand the point dahjee is trying to make. However I havent played a traps charecter high level in zone pvp so i cant really comment. However, one thing i did think of whilst you were talking is if you had both an empath and a traps on the team.
This plan would mean the empath would be mainly centered around the same spot on the ground, which is rare i know, but if a traps charecter has FFG up, then plants a trip mine near the feet of the empath, the empath continues to heal and when a stalker tries to AS the empath, then the trip mine goes off possibly doing a buttload of damage to the stalker if enough mines are planted at the empaths feet. Yes I understand the stalker is likely to have capped defence with AoE damage, thus making all the mines miss however, but im sure it must be possible to overcome this, its possible for every other power to overcome defence lately.
Like i said though this is only a theory, so please dont flame melol
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Quote:It would rely on getting taunt in before you get webbed, in which case they would be forced into range of taunt to attack and you keep that up whilst combined with hurl and your own web grenades. As mentioned above though, its not the most practical strategy, and was made as a choice from experience with my ranged charecters rather than melee, i will probably have to reconsider or do a second build to accommodate both SJ/SS.Predatoric, I like to think I'm the voice of reason for the most part. Yes I'll make stupid off topic posts at times but if you really want the truth, I'll give it to you straight.
It is not barrier's or any of our intents to flame you but the travel power issue IS a big deal for us.
Well everyone here has given you reasons not to take Fly, ONLY. We're not saying NOT to take fly, just do not take fly ONLY. Super Speed needs to be in there simply for movement.
Allow me to share a few ideas and subjective ideals why though.
#1. Your build is not team friendly.
I am primarily a support and disruption player, my point of view is for stopping the other team, not necessarily killing them. It is your role to ease the higher damaging AT's from getting spiked or teamed on by too much damage. You do this obviously through your taunt and absorbing the damage thrown your way.
Do you have taunt? Why yes you do. But tell me... how are you going to use it if you get single-handedly webbed, and grounded to snail speed and I have 3 attackers on me way out of your reach?
Quote:Well regardless of getting webbed, you and the 1 guy who's webbing you are going at it, meanwhile I'm outnumbed. Well Super speed comes into play where even IF you are webbed, you can still reach us and come do your job, pull taunts and webs on these multiple attackers.
But by choosing not to, you fall very far behind everyone and end up being dead weight on a team. It's not very considerate to team play.
Standing still and expecting a brute, which isnt the most defencive charecter to begin with, to soak all damage up isnt exactly good team playing either. Its not a tank, as you mentioned its a disruptor/damage dealer.
Quote:#2, Travel Suppression: Just in case you didn't know it, Travel supression in pvp works as such; you get attacked, your jump, run, and fly speed get reduced to (x) ammount.
This (x) variable is no different for AT's, and remains a constant. If your current speed is OVER (x) ammount, the remainder is considered when calculating speed debuffs.
Example: I am running 100 mph, TS kicks in and brings me to 15 mph, the remaining 85 is still there.
Now I am stuck with a glue arrow, which, diminished and all takes away about 70 mph.
For the sake of example we'll just take the 70 from the 100, and your remainder is 30. The 30 is still higher than the (x) limit of 15, so you will not see a difference in speed.
Now I know this is NOT exactly how it works, but it is fairly similar. But the point of this math exercise is to say that super speed, even when you get stuck in patches like quicksand, caltrops, tar patch, ect... you will not get slowed. And can move in and out at normal Travel supression speeds.
However, NOT taking super speed results in a Travel supression AND you will get slowed to a crawl, and stuck inside nasty debuff patches.
Quote:#3. We are the voice of experience, make no mistakes or delusions about it.
No we are not trying to flame you in any way. Maybe you have this idea that we're all a bunch of snarling blue meanies
But we have been out there, playtesting the builds, finding out what works and why, testing the obscure builds and powersets.
And when a large majority says "Yes, this is going to be awful. Like... Having Bea Arthur trying to seduce you in a bikini kind of awful." Then it's probably a good idea to listen to the voice of reason.
We're asking you to be reasonable. Yes we realise that fly can go higher than jump. Big whoop. It also happens to be the slowest form of travel, have the lowest speed cap than SS and SJ, and it's Travel Suppression (x) factor is also the slowest. Piece all that together and it's not hard to see why it is not recommended in the slightest to use this ONLY.
I just dont like the flaming way comments were put above such as 'go farm behemoths' etc, theres no need for crap like that in a post where someone is asking for help. Its idiotic posters like that, that put people off pvp in the first place, along with the 'im leet i beatz you wit mi 250 bill slotz buildz nub' such as stuff thats already been posted on other parts of the pvp area.
Lets face it, no one likes being called a noob, even if they are one, and although im not by far, I do still make some noobish mistakes as do most people. We are only human, theres no need to abuse people because they pick a power you dont like. Feel free to explain why you wouldnt take it ofc, but telling them to 'go farm behemoths' and basically acting like there scum of the earth is just unneeded.
I wouldnt be here asking for help if i wasnt open to opinions, I just dont respect people who have the idea everyone must follow there build or you will fail at everything. Thats never the case with any build. If that was true by now everyone would be playing Psy blasters lol. -
Quote:Good point, didnt think of that side in all honesty, will definately be done.I'd try to fit in Phase, preferably over Tough on the /FA, because at least then you have the opportunity to get away to hit Healing Flames. Even if they Phase after you, I'd still say its more useful than the S/L Resists you get from Tough.
Quote:Also, why are you slotting Temp Protection for resists? If the other armors have resist enhancements in them, Temp Protect doesn't even need any slots to cap Fire Resistance.
Quote:And about taking flight over leaping, you've got ZERO KB resist on the SS/FA. On a PvP build, you want at least 41 points of KB protection. Preferably 45. You'll be spending a lot of your time on your back against anybody with any amount of Knockback, and lots of KB powers are enhanced for PvP. A Forcefielder's Force Bolt has like Mag 18 KB unenhanced.
Quote:That's not even considering the other problems taking Fly is going to give you. People aren't necessarily starting a flame war when they say this. Not only will you get webbed, but you won't have any vertical movement. Even if you try to web them or hit them with Hurl for the -fly... they're going to have SJ for their vertical movement. It doesn't matter if you can fly higher than a person can jump, because you're going to get grounded before you can do so. Even if you manage to fly higher than anybody can reach, what're you planning to do then? If you try to web someone, if they're smart they'll just ground you. You can't hit them with Hurl because you need to be on the ground.In all honesty im more drawn to it because of how it worked on my ranged charecters, lots of people with jump tend to get caught out fairly easily just because its more difficult to use. Fly and a couple of snipes can work wonders before they realise whos hitting them, however with brute i guess i wont have any viable range attacks.
Quote:Take Barrier's advice when he says take Fitness, SJ, and SS. They're used by people for a reason. If Fly worked for PvP, more people would take it.
Unless you plan on fiteklubbing, where you can just stand there with another melee toon and bash each other in the face until one dies or you can fly away.
Fiteklubbing fails lol. Fly does work, Ive tried and tested it, but not with a melee charecter im guessing.
Thank you for the none flaming way of putting it, I was begining to think it was a lost hope in this thread. -
sigh, please either make a constructive comment or leave. I already stated twice that fly was not the purpose of the post, please comment on something else if you are going to, if not please just leave.
Im not up for a flame war with the forumites today who spend more time on the boards than actually playing, yet claim they know absolutley everything about the game, thank you.
Fly has its advantages simple as, players can only jump so high, yes it has obvious disadvantages but thats my choice so please leave that one out instead of trying to incite a flame war. -
nice flame....
anyway back to my original post which if you have bothered to read would have said why i took fly. I said i took fly from personal preference, which as any player who doesnt use a favorite of the month charecter knows is down to the player, yes its going to give me a slight disadvantage, but lots of people dont even understand the advantages either.
Im not getting into an arguement about fly so either contribute something constructive or go back to pre school please. -
well without fly i wouldnt have a travel power.... with a lack of pool power slots available i really didnt have much choice. I could drop hasten i guess but i would lose damage there.
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So after a few 'tests' of my claws/fire scrapper in arena duels, i started asking people about what they found in particular a pain in the butt to deal with in pvp currently with brute, a lot said willpower which surprised me.
My claws/fire scrapper pretty much flattened before i could deal effective damage although in my defence i havent fully setted it out, but still, a blaster with more resists and more damage than me was kind of disturbing.
Im guessing the influx of psy blasters are why people are saying willpower is becoming a pain for them, and i know rise to the challenge detoggles but it has got me thinking a bit because WP has its stats so well balanced between regen/defence/resists, its going to get hit less by Diminishing returns i figure, because the lower the number the lower the effect, where as its spread about more so they still roughly equal the same amount.
This is just theory however, anyone have any thoughts on this? -
and same as above but for invul, no tough in this build because i decided aid self is much better.
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Flight
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Punch -- Acc-I(A), Acc-I(40), Dmg-I(40), Dmg-I(42), EndRdx-I(43)
Level 1: Resist Physical Damage -- ResDam-I(A), ResDam-I(39), ResDam-I(40)
Level 2: Haymaker -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(7), EndRdx-I(43), RechRdx-I(46)
Level 4: Temp Invulnerability -- ResDam-I(A), ResDam-I(5), ResDam-I(5), EndRdx-I(7)
Level 6: Swift -- Run-I(A)
Level 8: Knockout Blow -- Acc-I(A), Acc-I(9), Dmg-I(9), Dmg-I(11), EndRdx-I(11), RechRdx-I(15)
Level 10: Hover -- DefBuff-I(A)
Level 12: Taunt -- Acc-I(A), Acc-I(13), Taunt-I(13), RechRdx-I(15)
Level 14: Fly -- Flight-I(A), Flight-I(43)
Level 16: Unyielding -- ResDam-I(A), ResDam-I(17), ResDam-I(17), EndRdx-I(48)
Level 18: Health -- Heal-I(A), Heal-I(19), Heal-I(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Rage -- ToHit-I(A), ToHit-I(23), ToHit-I(23), RechRdx-I(34), RechRdx-I(34), RechRdx-I(37)
Level 24: Resist Elements -- ResDam-I(A), ResDam-I(25), ResDam-I(25)
Level 26: Hurl -- Acc-I(A), Acc-I(27), Dmg-I(27), Dmg-I(33), EndRdx-I(33), RechRdx-I(34)
Level 28: Invincibility -- ToHit-I(A), ToHit-I(29), Taunt-I(29), Taunt-I(31), DefBuff-I(33), DefBuff-I(48)
Level 30: Resist Energies -- ResDam-I(A), ResDam-I(31), ResDam-I(31)
Level 32: Aid Other -- Empty(A)
Level 35: Aid Self -- IntRdx-I(A), Heal-I(36), Heal-I(36), EndRdx-I(36), RechRdx-I(37), RechRdx-I(37)
Level 38: Tough Hide -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(39)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Dull Pain -- Heal-I(A), Heal-I(45), Heal-I(45), RechRdx-I(45), RechRdx-I(46), RechRdx-I(46)
Level 47: Web Envelope -- Acc-I(A), Acc-I(48)
Level 49: Focused Accuracy -- ToHit-I(A), ToHit-I(50), EndRdx-I(50), EndRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run -
I figured a good way to start would be to make two sets of builds, one for invul, one for fire and show you what i would probably go for. So below is the fire one.
Few notes though, although people say taking fighting pool is pointless, i took tough anyway because of personal preference and had nothing better to take anyway, and i know temperature protection is in a bit late, i would probably switch that and tough around in the actual build. This build would be used for pve too thats why I have taken taunt and blazing aura, although taunt i find handy vs ranged anyway because of the range reduction, blazing aura i would probably not have active in pvp unless the taunt effect seemed to help a lot which i doubt it would. Also I took fly rather than SJ because of personal preference, most which has -fly has -jump as well anyway and although its slower theres a lot of advantages over SJ in ease of use etc.
I get a feeling a lot of people would say switch tough for SS but in all honesty, in pvp i work just as well without it on melee charecters, yes -fly powers suck, but with taunt active you can still hit them with hurl and web grenade anyway, web grenade stops them flying too as does hurl and yes they will have speed advantage but with less range what good will it do them other than to run away?
As you can see this is pre-set bonuses as well because its just a guideline until i get the cash to go into set bonuses.
Villain Plan by Mids' Villain Designer 1.621
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: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Punch -- Acc-I(A), Acc-I(36), Dmg-I(36), Dmg-I(43), EndRdx-I(46)
Level 1: Fire Shield -- ResDam-I(A), ResDam-I(3), ResDam-I(3), EndRdx-I(5)
Level 2: Haymaker -- Acc-I(A), Acc-I(40), Dmg-I(42), Dmg-I(43), EndRdx-I(43)
Level 4: Healing Flames -- Heal-I(A), Heal-I(5), Heal-I(7), EndRdx-I(7), RechRdx-I(9), RechRdx-I(9)
Level 6: Swift -- Run-I(A)
Level 8: Knockout Blow -- Acc-I(A), Dmg-I(11), Dmg-I(11), Dmg-I(13), EndRdx-I(13), RechRdx-I(15)
Level 10: Hover -- DefBuff-I(A)
Level 12: Taunt -- Acc-I(A), Acc-I(15), Taunt-I(40), RechRdx-I(42)
Level 14: Fly -- Flight-I(A)
Level 16: Plasma Shield -- ResDam-I(A), ResDam-I(17), ResDam-I(17), EndRdx-I(19)
Level 18: Health -- Heal-I(A), Heal-I(19), Heal-I(21)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(27)
Level 22: Rage -- ToHit-I(A), ToHit-I(23), ToHit-I(23), RechRdx-I(25), RechRdx-I(25), RechRdx-I(27)
Level 24: Consume -- Acc-I(A), Acc-I(29), EndMod-I(29), EndMod-I(31), RechRdx-I(31), RechRdx-I(31)
Level 26: Hurl -- Acc-I(A), Acc-I(33), Dmg-I(33), Dmg-I(33), EndRdx-I(34), RechRdx-I(34)
Level 28: Burn -- Dmg-I(A), Dmg-I(34), RechRdx-I(36)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 32: Kick -- Empty(A)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(40)
Level 38: Tough -- ResDam-I(A), ResDam-I(39), ResDam-I(39), EndRdx-I(39)
Level 41: Web Envelope -- Acc-I(A), Acc-I(42)
Level 44: Focused Accuracy -- ToHit-I(A), ToHit-I(45), ToHit-I(45), EndRdx-I(45), EndRdx-I(46), EndRdx-I(46)
Level 47: Blazing Aura -- Acc-I(A), Acc-I(48), Taunt-I(48), EndRdx-I(48), EndRdx-I(50)
Level 49: Temperature Protection -- ResDam-I(A), ResDam-I(50), ResDam-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run -
LSS?
And about the post regarding evicerate vs knockout blow, every charecter that uses claws properly leaves out eviscerate because for the amount of animation time (which is the longest in the claws set) isnt worth the damage, its much simpler to spam focus twice in that time for instance.
However I do agree with you, it seems SS damage is simply a lot higher, plus follow up would need to be in constant melee range for it to be any use, which i didnt think of when i posted.
I have seen some wonderful things done with claws so there definately not laughable, but its more common and easier to build a decent SS charecter i think and the results are much better.
Thank you for the advice, now im just trying to decide between ss/fire and ss/invul, fire has me thinking about the possibility of more +damage because of fiery embrace and rage stack. Although I do think Invul will probably end up better defencively by far when slotted with sets.
Anyone have any help as to which they find the bigger pain in the butt to fight? -
im thinking between a claws or a super strength brute mainly for pvp, which one of the two would have highest DPS? I know someone did a study and posted the results somewhere of all powersets DPS but I cant remember the name or find the post, search hates me
Perma rage is good, however super strength has a lower attack speed, where as follow up has a lower boost, but hits faster from what i understand.
Also as a brute which secondary would fit best with these two with pvp in mind? I was edging towards invul, but i wasnt completley convinced after seeing the totals pre-IO set bonuses as I dont just want to pvp after i hit 50 and spend so many billion on it.
I have experience with both super strength/invul tankers and claws/fire scrapper, both are very good at what they do, but both have drawbacks, the biggest for tanker is coming up against people with high resists/regen, I understand brute fury would help with this but are there any other powers that help taking down the FoTM regens?
Any input here greatly appreciated as I'm at a loss of which to start -
see im currently deciding between /ice corr and /traps. I like traps defence and trip mine is fun in pve, but i dont want to suck in pvp too