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Posts
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Joined
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The third enhancement in FA brings it down 0,04 EPS (from 0,34 to 0,30 EPS).
The third enhancement in TI brings it down 0,05 EPS (from 0,23 to 0,18 EPS).
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You wrote it wrong what you should of wrote was:
The third enhancement in FA brings it down 0,04 EPS (from 0,34 to 0,30 EPS).
The second enhancement in TI brings it down 0,05 EPS (from 0,23 to 0,18 EPS). [...]
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The wonders of headless copy-pasting.
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just one question, i saw that youve put in air superiority, why did you take that instead of punch? thought about it and couldnt come to terms with it, since both powers iirc have moderate damage, knockdown, about the same recharge and punch actually have a chance to disorient. you like the looks dont ya?
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True, Punch and Air Superiority are much alike in stats... but where the knockdown of Punch is only a chance of happening, it's pretty much guaranteed to happen with Air Superiority.
If I were to go by looks, I'd have kept Punch. The visual effects of Air Superiority sadly looks rather plain in comparison to those of the Super Strength attacks. The differently colored power icon is a negative as well, in my opinion.
Never heard of Punch having a chance to disorient - sure you're not mistaking it for Jab, which does have exactly that... a minor chance of disorienting.
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actually i might not be supposed to mention it cuz the nerf-bat will be brought out or summat, but i have been using ss for my glorious tanking days and punch have actually had a disorienting effect, i was stunned the first time it happened since it wasnt supposed to. i also noticed that if you hit someone with KB and they dont get "dissed" a follow up Punch can push them into it.. though i cant wouch for this happening to everyone, maybe its just a rare bug that occured in my toon as a result of changing character size and naming it Brimstone
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I have been using Super Strength for ~70 levels (from when I3 was in EU beta and onwards), and I have never ever seen Punch disorient a foe. -
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LOL NO WAY 10% RES!
cos if u had 5 defenders near u it would be like perma lightform which it is far from it
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With 5 Defenders near you, you would gain exactly 0% resistance, as Peacebringers are all about "closing holes" (where Warshades enhance what's already available), so true... it's far from it [Light Form].
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just one question, i saw that youve put in air superiority, why did you take that instead of punch? thought about it and couldnt come to terms with it, since both powers iirc have moderate damage, knockdown, about the same recharge and punch actually have a chance to disorient. you like the looks dont ya?
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True, Punch and Air Superiority are much alike in stats... but where the knockdown of Punch is only a chance of happening, it's pretty much guaranteed to happen with Air Superiority.
If I were to go by looks, I'd have kept Punch. The visual effects of Air Superiority sadly looks rather plain in comparison to those of the Super Strength attacks. The differently colored power icon is a negative as well, in my opinion.
Never heard of Punch having a chance to disorient - sure you're not mistaking it for Jab, which does have exactly that... a minor chance of disorienting. -
On further inspection, moving one of the endurance reductions from FA back to the initial slotting of TI might indeed be a better idea.
The third enhancement in FA brings it down 0,04 EPS (from 0,34 to 0,30 EPS).
The third enhancement in TI brings it down 0,05 EPS (from 0,23 to 0,18 EPS).
(Hammerfall's probably still right here with the math)
(Especially since the FA drain is still bigger than TI)
Though, TI will be used MUCH more than FA (only sporadically in Recluse's Victory, where I also have Conserve Power to migate some of the drain), it's better over time.
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isnt it? the times i've been in Arena with my friends its been working as it would against the npc's... hmm.. ah well, nvm then
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As I understand it, Taunt - as it is now - has a base ToHit of 50% in Arena/PvP with a 50% chance of applying a lowered duration Taunt effect on the target.
I7 allows slotting of Accuracy to increase the 50% ToHit chance.
You were probably just lucky it always seemed to work for you.
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10) Taunt) Acc, Acc, Taunt, Taunt
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Accuracies on taunt?!?!?? whats up with that, its a "auto hit" power anyways
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Not in PvP. -
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Decided to keep the ToHit Buffs in Rage because it has the highest base buff with 50%, which goes up to a lovely 78% three-slotted.
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It is not 50%, I don't know where they got the 50% from the hero planners but from running about 5 mission with Herostats on my Brute it is in the 20-25% range, 50% would mean unenhanced powers would be capped to 95% even against purple minions which is certainly not the case. On my tanker I still miss occasionally and I run perma-Rage so I expect it is the same as the brute.
However FA + Rage gives you more than 50% to hit buff which is pretty extreme, effectively negating any defensive powerset in PvP.
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So the buff of FA and Rage is about the same... duly noted.
I think I'll keep the enhancements in Rage, though.
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[...] I could go the airsup/fly route conceptually (not a great fit but nothing is), but I am concerned re being knockedback all the time (even if I go hover/fly), so cj/sj/acrobatics is probably the best. [...]
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As I understand it, with Hover/Fly you just flip around while still being able to attack when knockbacked - but I don't blame you for wanting to go the Leaping route.
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[...] Also about foc acc + rage = why any tohit buffs in invincible or rage? The tohit buffs in invincible do very little and 2 accs in all attacks will be slight overkill with rage running and foc acc running imo [...]
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There's only a ToHit Buff in Invincibility because it's a HO.
[/ QUOTE ]Hero builder allows you to place HO's you know
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Yeah, but unless you have an "intimate relationship" with the names of the HOs, it's easier to understand if you write it as I did - at least I think so
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Pvt. Ringkobing
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
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01) Temp Invulnerability) EndRdx, DmgRes, DmgRes, DmgRes
01) Jab) Acc
02) Dull Pain) Rechg, Rechg, Rechg, Heal, Heal, Heal
04) Haymaker) Acc, Acc, Dmg, Dmg, Dmg, EndRdx
06) Hurdle) Jump
08) Unyielding) EndRdx, DmgRes, DmgRes, DmgRes, Rechg, Rechg
10) Taunt) Acc, Taunt, Taunt, Rechg, Rechg
12) Combat Jumping) Jump
14) Super Jump) Jump
16) Health) Heal, Heal, Heal
18) Invincibility) EndRdx, DefBuf, DefBuf, DefBuf+Rechg+TH_Buf
20) Stamina) EndMod, EndMod, EndMod
22) Knockout Blow) Acc, Acc+Dmg, Dmg, Dmg, EndRdx, Rechg
24) Air Superiority) Acc, Acc, Dmg, Dmg, Dmg, EndRdx
26) Resist Energies) DmgRes, DmgRes, DmgRes
28) Resist Elements) DmgRes, DmgRes, DmgRes
30) Rage) Rechg, Rechg, Rechg, TH_Buf, TH_Buf, TH_Buf
32) Unstoppable) Rechg, Rechg, Rechg
35) Tough Hide) DefBuf, DefBuf, DefBuf
38) Foot Stomp) Acc, Dmg, Dmg, Dmg, EndRdx, Rechg
41) Conserve Power) Rechg, Rechg, Rechg
44) Laser Beam Eyes) Acc, Acc, Dmg, Dmg, Dmg+Range
47) Focused Accuracy) EndRdx, EndRdx, EndRdx
49) Resist Physical Damage) DmgRes, DmgRes, DmgRes
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01) Sprint) Run
01) Brawl) Acc
01) Gauntlet) Empty
02) Rest) Rechg
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Decided to keep the ToHit Buffs in Rage because it has the highest base buff with 50%, which goes up to a lovely 78% three-slotted.
* Removed the Accuracy enhancement from Jab and ToHit Buffs in Focused Accuracy.
* * Put one slot and changed one Accuracy in Taunt to recharges.
* * Put two slots in Unyielding as recharges.
* * * Reduced recharge of both powers from 10 seconds to 6 seconds.
* * Put one slot in RPD.
* Changed one accuracy in Foot Stomp to recharge reduction. It does have an awful long recharge.
Probably missed something.
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[...] Foc acc + rage = no acc in taunt needed (i am perma rage in pvp) but i may have to have 1 acc myself. [...]
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Doh! Of course. That one totally slipped my mind as well.
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[...] Also about foc acc + rage = why any tohit buffs in invincible or rage? The tohit buffs in invincible do very little and 2 accs in all attacks will be slight overkill with rage running and foc acc running imo [...]
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There's only a ToHit Buff in Invincibility because it's a HO. As for FA and Rage, I just don't like going *whiff* *whiff* with my attacks, and from what I tried out in RV on Test, that's pretty much all I ever did to the villains there (could have been Eluding Stalkers, though... not sure)
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[...] 2 acc in knockout blow is priceless so keep that. [...]
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Yeah, definitely don't want to see my KO Blow go *whiff* - it's absolutely beautiful with stacked Rage!
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[...] Have taunt recharging faster with 2 recharges and keep 2 taunts as its about right. [...]
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Good idea, actually. Especially since villains can just break LOS out Super Speed out of range and break Taunt that way.
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[...] When it comes to getting toggles back fast its the unyielding you want back asap because without that you will have no armours if held. I have to say though overall i like what you have done. [...]
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True, true... I guess I could remove some of the ToHit Buff slots adding the least bonuses (one from each of Rage and FA or something) and put them in Unyielding as recharge reductions. It does recharge pretty slowly - especially in the heat of a battle.
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[...] Footstomp, against one target in pvp, is such an end draining waste for the damage you give but against many targets its gold. Its a great way to gain attention in pve changing an acc for a recharge maybe better pve as you are hitting all targets with it more thereby cutting all targets down sooner plus knocking them up more lowering their dps.
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Yeah, only one target use I can see in PvP would be to drop a nearby Stalker out of hide before they pull off their AS (if I by accident happen to see one there - FA only reveals one layer of stealth, from what I understand).
I'll try juggling around some slots and post a revised build.
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I'd leave out Taunt, and definitely keep Shadow Maul and Touch of Fear!
If you can fit Fly in conceptually, you don't have to go the Leaping route, and can thus keep one more primary/secondary power. -
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But...leadership doesn't stack after I7 AFAIK.
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Are you sure it's not just Vengeance? -
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Pvt. Ringkobing
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
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01) Temp Invulnerability) EndRdx, DmgRes, DmgRes, DmgRes
01) Jab) Acc, Acc
02) Dull Pain) Rechg, Rechg, Rechg, Heal, Heal, Heal
04) Haymaker) Acc, Acc, Dmg, Dmg, Dmg, EndRdx
06) Hurdle) Jump
08) Unyielding) EndRdx, DmgRes, DmgRes, DmgRes
10) Taunt) Acc, Acc, Taunt, Taunt
12) Combat Jumping) Jump
14) Super Jump) Jump
16) Health) Heal, Heal, Heal
18) Invincibility) EndRdx, DefBuf, DefBuf, DefBuf+Rechg+TH_Buf
20) Stamina) EndMod, EndMod, EndMod
22) Knockout Blow) Acc, Acc+Dmg, Dmg, Dmg, EndRdx, Rechg
24) Air Superiority) Acc, Acc, Dmg, Dmg, Dmg, EndRdx
26) Resist Energies) DmgRes, DmgRes, DmgRes
28) Resist Elements) DmgRes, DmgRes, DmgRes
30) Rage) Rechg, Rechg, Rechg, TH_Buf, TH_Buf, TH_Buf
32) Unstoppable) Rechg, Rechg, Rechg
35) Tough Hide) DefBuf, DefBuf, DefBuf
38) Foot Stomp) Acc, Acc, Dmg, Dmg, Dmg, EndRdx
41) Conserve Power) Rechg, Rechg, Rechg
44) Laser Beam Eyes) Acc, Acc, Dmg, Dmg, Dmg+Range
47) Focused Accuracy) EndRdx, EndRdx, EndRdx, TH_Buf, TH_Buf, TH_Buf
49) Resist Physical Damage) DmgRes, DmgRes
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01) Sprint) Run
01) Brawl) Acc
01) Gauntlet) Empty
02) Rest) Rechg
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I dont know about superstrength, but I dont think you need a second end redux in Temp.inv if you have 3-slotted stamina.. One more slot to put somewhere..
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In SherkSilver's planner it's listed as costing 0,32 EPS. 1x +3 SO brings it down to 0,23 EPS and 2 +3 SOs 0,18 EPS, so I don't know. Would it be recommendable to remove one of them with that cost?
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Well with my current tank I have just 1 end redux in each toggle and each attack iirc, and with 3-slotted stamina i have no trouble with end, even if I use fly most of the time.. Ok, I will run out of end eventually if I fight continuously while flying, but on ground i have little trouble..
This is why I dont like messing with numbers too much, you might get the wrong picture..
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True, true - what might look awful on paper may work wonderfully in reality.
Should be able to shuffle slots around to three-slot Tough Hide.
Might change one of the endurance reductions in Knockout Blow to a recharge reduction - bringing the recharge down 7 seconds. On further inspection, the second endurance reduction SO did only chip off 3 units of endurance after all. -
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I dont know about superstrength, but I dont think you need a second end redux in Temp.inv if you have 3-slotted stamina.. One more slot to put somewhere..
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In SherkSilver's planner it's listed as costing 0,32 EPS. 1x +3 SO brings it down to 0,23 EPS and 2 +3 SOs 0,18 EPS, so I don't know. Would it be recommendable to remove one of them with that cost?
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looks good enough to me, although personally I'd be taking RPD earlier, and using the extra slots in Brawl and Jab in Tough Hide or something.
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Yeah, I did start out with RPD at L1, but found it troublesome to cram in all the goodies I wanted, so left it out until L49.
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Slotted brawl after the I7 toggle-drop changes? I wouldn't bother.
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Doh! Had totally forgotten about those changes for some reason. Guess that frees up an extra slot to put somewhere
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Alright, let's try again... would this build be a waste of a respec token to respec into following I7?
Should be far more viable in both PvE as well as PvP with the insertion of Taunt in the build again.
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Pvt. Ringkobing
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
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01) Temp Invulnerability) DmgRes, DmgRes, DmgRes, EndRdx, EndRdx
01) Jab) Acc, Acc
02) Dull Pain) Rechg, Rechg, Rechg, Heal, Heal, Heal
04) Haymaker) Acc, Acc, Dmg, Dmg, Dmg, EndRdx
06) Hurdle) Jump
08) Unyielding) DmgRes, DmgRes, DmgRes, EndRdx
10) Taunt) Acc, Acc, Taunt, Taunt
12) Combat Jumping) Jump
14) Super Jump) Jump
16) Health) Heal, Heal, Heal
18) Invincibility) EndRdx, DefBuf, DefBuf, DefBuf+Rechg+TH_Buf
20) Stamina) EndMod, EndMod, EndMod
22) Knockout Blow) Acc, Acc+Dmg, Dmg, Dmg, EndRdx, EndRdx
24) Air Superiority) Acc, Acc, Dmg, Dmg, Dmg, EndRdx
26) Resist Energies) DmgRes, DmgRes, DmgRes
28) Resist Elements) DmgRes, DmgRes, DmgRes
30) Rage) Rechg, Rechg, Rechg, TH_Buf, TH_Buf, TH_Buf
32) Unstoppable) Rechg, Rechg, Rechg
35) Tough Hide) DefBuf
38) Foot Stomp) Acc, Acc, Dmg, Dmg, Dmg, EndRdx
41) Conserve Power) Rechg, Rechg, Rechg
44) Laser Beam Eyes) Acc, Acc, Dmg, Dmg, Dmg+Range
47) Focused Accuracy) EndRdx, EndRdx, EndRdx, TH_Buf, TH_Buf, TH_Buf
49) Resist Physical Damage) DmgRes, DmgRes
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01) Sprint) Run
01) Brawl) Acc, Acc
01) Gauntlet) Empty
02) Rest) Rechg
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* Base Damage of Jab too small to prioritize slotting of.
* Hurdle replacing Swift as I understand its of overall greater use.
* Taunt included again - double slotted for Accuracy for use in PvP zones.
* ToHit Buff slots removed from Invincibility to being put to better use elsewhere.
* Air Superiority still replacing Punch due to its guaranteed knockdown.
* Damage Resistance slot removed from Unstoppable as it's already capping out.
* Defense Buff slots removed from Tough Hide to be put to better use elsewhere.
* Resist Physical Damage postponed to L50 to free up a pre-L30 power choice.
* General slotting of attacks for Endurance Reduction to reduce... endurance usage over time.
Defense
02,5% Melee/Ranged
00,0% AoE
15,5% Smash/Lethal/Fire/Cold/Energy/Negative
02,5% Toxic
00,0% Psionic
Resistances (without Unstoppable)
65,1% Smash/Lethal
27,3% Fire/Cold/Energy/Negative/Toxic
00,0% Psionic
Resistances (with Unstoppable)
135,7% Smash/Lethal
097,5% Fire/Cold/Energy/Negative/Toxic
000,0% Psionic
Recovery
2,066 EPS with TI, UY, CJ and INV running (normal combat toggles).
1,798 EPS with normal combat toggles and FA running.
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ermmm INV is almost based on RES DAMAGE; so why not increase that?? my DAMAGE RESISTANCE is without unstoppable and all shields activated, 67.5% all slotted of course... without tough it makes only 47% so ... i prefer to be tougher, and hurl , i don't mind about animation, and i'm a bit hard to be killed so i can throw hurls the time i want, KO Blow is good as the chain of attacks i use... so don't need to waste a slot for recharge redux... and tough hide... is def , yeah , no end redux... but no need if i have a good damage resist, foes will die before me that's for sure xD
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THERE REALLY IS NO NEED TO SHOUT ALL THE TIME!!!
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I wish I could defeat a MM in three seconds with my Scrapper
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What's up with this power?
A seemingly autohit patch with a crapload of effecting 'attacks' you almost can't go near without it tearing right through your mez protection, holding you in the blink of an eye.
Hardly seems fair or balanced?
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Ah, yeh... been caged quite a bit by villains myself.
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Anything special to look for? There's 46 pages of - I guess - trivial bickering back and forth there.