Vauluur

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  1. I haven't played a lot with Shield characters, but I've had a Broadsword Scrapper since I2 or 3. Whenever I deleted my original character (an NRG/NRG Blaster). And honestly, you may want to consider War Mace. My Scrapper is fun, and Broadsword is certainly a functional set, but it tends to get outpaced damage-wise by the other sets in late game content. War Mace has some better mitigation in the form of knockdown and disorient, and also deals smashing rather than lethal damage. Smashing is a bit less often resisted than lethal.

    What it comes down to is what is fun for you? A Broadsword is a bit more defensive as it has Parry, but suffers from somewhat lower damage (especially AoE due to Crowd Control's awesomeness). Take whatever fits your concept.

    As far as your actual build goes, I can't load it into Mids at the moment. But, in general you should aim to softcap Melee/Ranged. AoE would be a bonus, but isn't necessary. Do that, and make sure you have good recharge and damage. That'll be a fun build to play. Perfect? Probably not, but as you said you aren't looking to break records.
  2. Quote:
    Originally Posted by sypher_vendetta View Post
    As Vauluur pointed out, we havnt seen or heard anything of this autumnal set except a picture of dual wield elemental swords, we can see it is different because it has new powers, but we still dont know what it looks like, or how it plays so your assumptions will only be just that.
    nobody knows a thing and to clarify once again this whole thread is just based upon information found and see what the general consensus is on it, the information is there for you to accept or deny choice is yours but assuming is very foolish and we can only wait and see what the final word is with the devs, which at the end of the day is where the truth lies and the buck stops.
    That's actually not what I said. While I agree that we don't know how it would play, what I said is actually the opposite. We do have a pretty good idea of what it would look like and how it would act based on the suspiciously good descriptions in the powers on the wiki.

    Of course, in all probability these sets would have a mechanic in them that makes them play differently than the existing fire and ice sets. Besides the visual awesomeness of dual elemental swords.

    Also, for those who are saying the would like to see a Swap Ammo or see a combination of elements beyond fire and ice, there's no reason to believe the set doesn't/wouldn't include those. As someone said a few posts above, there are only a few powers we know of in the set so far. For all we know, there is a Season Focus power or something to that effect.

    The point is, there's no reason to believe that this isn't a viable possibility. BUT there isn't a reason to believe that this is the big surprise Dominators have been waiting for either. Right now, I'm merely suggesting that it is possible. Especially considering the custom icons and well written power descriptions that are focused on the user. If the description said "Serene has hit you with her swords!" or something, then I'd say it was just a couple signature powers she had. That's not what they say though.

    PS: I've also just thought of War Witch's ask a dev from back around the launch of GR. IIRC, she said a major reason why Demons got produced when it did is that they needed it for Desdemona so it just made sense to give it to players as well. This could be a similar situation.
  3. Quote:
    Originally Posted by Jibikao View Post
    My logic isn't "assuming". It's a thoughtful logic. They created 3 new animations on Mastermind Dual Pistol. Two years later, they created Dual Pistol blast set.

    Recently they created 3-4 (4 if you count the buff/pet one) new animations for Mastermind Whip attacks. It is very logical to believe that a Whip Assault/Control is in the works.

    Maybe they do have Dual Wielding set in the future but the chance of seeing Whip before Autumnal (or whatever they want to call it) is extremely high and it's logical. I don't believe a Fire/Ice set is even in the works but I won't be against it if they release a new set with overlapping powers/theme. It is just not as "exciting".
    I don't see a reason to believe a whip would be control based. I mean, all the powers with a whip right now are attacks. I'd see it as more of a "blast" set than a control or assault power.
  4. The post that was previously here wasn't contributing much. This edited version takes my thought and actually makes it useful.

    Let's say we take the standard Build Up, call it Determination, and add +30% Lethal damage for 30 seconds. This would be due to your determined attacks trying to take out your target and landing more effectively.

    The boost to Lethal would affect only your sword powers and related temporary powers if there even are any. So it makes sense conceptually.

    It has a longer duration than the universal boost to damage, so it helps level Broadsword with the other sets some.

    It would make Broadsword's burst damage even greater, as attacks made with your sword during the first 10s would have +130% damage.

    It also has no crash or debuff at the end, which has drawn objections from people reading the thread.

    I liked the idea of adding smashing damage, but someone had an excellent point that there's no reason wielding a sword should make non-Broadsword attacks deal extra smashing damage. The workaround for that seemed very complicated though and a main point of the thread has been to keep the solution simple to implement. I think this may be the simplest fix that satisfies all the concerns seen so far.
  5. I would like to point out to the vast majority of posters in this thread a couple of facts:

    1.) Autumnal control doesn't "look" like anything. It exists, and is a combination power of ice/fire. However, the powers available to Serene ARE NOT clones of fire or ice control/assault. They are their own powers that deal a primary damage type and secondary damage type. For example, her single target hold is similar to block of ice. However, it sets the target on fire as well as being a hold.

    2.) Saying Autumnal Control won't happen because "x hasn't been ported yet" is not a valid argument.

    3.) CoH Freedom is currently in a stage that is focused on drawing in new players and selling things to them. This is how the game intends to make money in the new model.

    4.) The Autumnal Control/Assault powers include several new animations.

    With these facts in mind, NOT seeing Autumnal Control and Autumnul Assault as a "premium" set would be very surprising. Doing all the work for the sets and not gaining additional income from it wouldn't make a whole lot of sense.
  6. Quote:
    Originally Posted by Shadey_NA View Post
    I'm with Sypher on this one. It's not unprecedented at all for the devs to use named NPCs to introduce new powers to the game. They've done it several times where they use a posting like this to hint at a new set that's in development without really explaining it.
    You can also point to the pic with her brandishing the fire/ice dual swords. It looks to be an in game shot, not an art pic.
    Plus it's just more fun to think that something new is on the way.
    I can confirm that it is a shot from in game. I've fought her in First Ward. She does in fact dual wield fire/ice swords.
  7. I was originally going to say that it was improbable, but looking at:

    http://wiki.cohtitan.com/wiki/Talons...rceress_Serene

    It seems like her powers have player-based descriptions and unique icons. That implies that they may in fact be a new player set. After all, most enemies just use simple descriptions and copied icons for powers that aren't available to players.
  8. I'm currently in class, wasting my mental faculties pondering a build for my new PB. Ever since Freedom hit, I've been struck with heavy altitis. However, the PB is one of a small subset of my characters that I'm extremely happy with conceptually. The problem is that his concept largely revolves around the shapeshifting nature of Peacebringers. It seems that the changes to PBs largely inspired human-only builds. So, I'm attempting to figure out a theory behind a build for a Tri-Form, but need some more experienced Kheld players to look it over. Basically, my idea is this:

    Start out by firing Inner Light and Light Form (both of which I aim to have perma).

    Shift to Nova for AoE attacks.

    Shift to Human to finish off remaining targets.

    If mezzed or surrounded (or just for kicks) shift to Dwarf for Sublimation and Dwarf Flare.


    That's the general idea I've come up with. This is born primarily from the fact that I love the way the forms look, and I'm not a fan of the hand clap animation Solar Flare has now. So I figure Dwarf could be used for grabbing aggro, the better (and KD rather than KB) animation of Dwarf Flare, and another self heal.

    The perceived disadvantage of this strategy is that it will have to sacrifice some defense to avoid the annoyance of toggles. I'm wondering presently if that problem could be solved by using T4 Barrier instead of Clarion for the Destiny power once I hit 50. Most Khelds seem to take Clarion for the mez protection, but I have no problem using Dwarf for that.

    Thoughts/suggestions? I'll take everything said here into account when designing the build and post what I come up with.
  9. Well, Stone/Ice should still be good. Most people have the mistaken impression that Ice deals terribad damage. If you post a build you've come up with, it will be much easier to get help. Many players will help someone who posts a build, but few will just directly make your build for you.
  10. I know, I know, it's not easy. But where would the fun be if it was? I hereby challenge the forums to come up with a slotting for Flurry that makes it useful in some situation! You've heard players ridicule the power for years, now it's time to prove them wrong!
  11. Vauluur

    Burnout and PA

    I've seen in the MM forums that Burnout allows double Gang War. Since PA and Gang War are similar in nature, does it also allow for double PA?
  12. Well, I don't currently have access to Mids because I'm not on my own computer. Just a quick glance shows that you have the wrong Steadfast IO in RPD. Fixing that will give you an additional 3% just by itself. In my experience, it's really hard to get a /Invuln Scrapper to be softcapped to all but Psi unless you make some big sacrifices. However, it's usually sufficient to just have S/L since you aren't tanking for the team. If you can get S/L/E you'll be golden for most content. S/L/E/N softcap is almost impossible to distinguish from S/L/E/N/F/C. I'll take a look at it when I get my on my own computer to see if I can find any other suggestions.
  13. Afterburner. I understand everything it does except the flight speed part. Does it increase your flight speed cap or something? And if one had Afterburner, would it be better to put flightspeed IOs in it or in Fly?
  14. I'm thinking about making a Nin/? Stalker. But I am wondering what that character would bring to teams. I have very little experience with the AT, but from what I know it seems like a Scrapper is better on almost every front. The strength of Stalkers seems to be taking down hard targets quickly, but what's the "Stalker experience" like? I want to get some thoughts on being a Stalker and joining up with TF and trial teams before actually making the character.
  15. Quote:
    Originally Posted by Jagged View Post
    I love my Air Sup, wouldn't build a Super Strength without it

    Your choice of course, its just that you said you use Hurl for its -Fly and AS is just as good and taking down fliers while at the same time improves your "normal" attack chain since the effects do stack.

    I haven't respec'd out of Legacy Fitness either Trying to work out my ideal Afterburner build.
    Is Afterburner worth getting? I'm a little fuzzy still on how that works.
  16. This isn't the best IO build someone will give you I'm sure, but I threw it together with a focus on giving you more defense and regeneration. I don't feel that recharge is a problem for Katana, but you could tweak this to move some slots around and fit in Luck of the Gambler -Recharge IOs if you want. With a single DA up, you are softcapped to L/E/N and close to it for Melee. That means most attacks in the game will have a very small chance of hitting you. You'll want to watch out for Behemoths, as they have some ranged attacks that can get through this. Your S/L resistance is above 50%, and your Regeneration rate is above 700% with a single enemy in melee range. You would benefit from capping your HP by getting accolades like Freedom Phalanx Reservist and Portal Jockey. I think Task Force Commander also gives you a HP boost. You'll want to check the wiki for how to get those badges. Also, if you are a VIP you can make this character an incarnate. If that's the case then you'll want to get the Spiritual Alpha, as it can help with recharge speeds if you feel you need that. More importantly, one of the branches increases healing which further raise your Regeneration.

    Hero Plan by Mids' Hero Designer 1.951
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Obsidea: Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Dam%(9)
    Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13), S'fstPrt-ResDam/Def+(19)
    Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(5)
    Level 4: Super Speed -- Winter-ResSlow(A)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 8: Divine Avalanche -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(15), P'ngS'Fest-Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(17), LkGmblr-Def(17), LkGmblr-Def/EndRdx(19)
    Level 10: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def(21)
    Level 12: Fast Healing -- Numna-Heal(A), Numna-Regen/Rcvry+(23), Numna-Heal/EndRdx(23)
    Level 14: Build Up -- RechRdx-I(A), RechRdx-I(27)
    Level 16: Rise to the Challenge -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal(29), Numna-Heal/EndRdx(29), Numna-Heal/Rchg(31)
    Level 18: The Lotus Drops -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Rchg(36)
    Level 20: Quick Recovery -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(36), P'Shift-End%(37)
    Level 22: Boxing -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(48), P'ngS'Fest-Dmg/Rchg(48)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(27)
    Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(31), LkGmblr-Def(31)
    Level 28: Soaring Dragon -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(39), P'ngS'Fest-Dmg/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg(42)
    Level 30: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(33), LkGmblr-Def(33), LkGmblr-Def/EndRdx/Rchg(33)
    Level 32: Golden Dragonfly -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(42), Sciroc-Acc/Dmg/EndRdx(43), Sciroc-Dmg/EndRdx(43), Sciroc-Acc/Rchg(43)
    Level 35: Flashing Steel -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(45), Erad-Acc/Dmg/EndRdx/Rchg(45), Sciroc-Acc/Dmg/EndRdx(45), Sciroc-Dmg/EndRdx(46), Sciroc-Acc/Rchg(46)
    Level 38: Combat Jumping -- DefBuff-I(A)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal(46), Numna-Heal/Rchg(48), RgnTis-Regen+(50)
    Level 47: Strength of Will -- ResDam-I(A)
    Level 49: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/Rchg(37), Numna-Heal/EndRdx(37)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(39), P'Shift-End%(39)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 8.63% Defense(Smashing)
    • 8.63% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 18.63% Defense(Energy)
    • 18.63% Defense(Negative)
    • 3% Defense(Psionic)
    • 8.63% Defense(Melee)
    • 10.81% Defense(Ranged)
    • 3% Defense(AoE)
    • 5.4% Max End
    • 6% Enhancement(Heal)
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 225.9 HP (16.87%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 9.35%
    • 122% (6.81 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 9.38% Resistance(Negative)
    • 10% RunSpeed



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  17. Quote:
    Originally Posted by Demobot View Post
    I was thinking about the topic of revamping Broadsword recently, but I was thinking of just giving it the Katana treatment, i.e., entirely unique animations. With Titan Weapons coming out (possibly) sometime this year, Broadsword needs something to make it stand out other than just mechanics.
    The problem is that new animations require help from the art department. And, not that everyone else isn't busy, but the art department has always been swamped when new updates were coming. Seeing as they are probably working on a hundred things we don't even know about yet, it's important for the Broadsword change to be "quick and dirty". Otherwise, it probably won't be implemented.
  18. I'm also finding it difficult to find a pairing for Beam Rifle, despite my strong desire to use the set. I love it conceptually, just not sure what to put it with.

    BR/NRG Blaster would be my choice for a Blaster though. I don't typically like Blasters, but with that set up you could do pretty well by using your buffs from the secondary. MM can be effective too. A friend of mine has a BR/MM Blaster he can solo +4/x8 with. It's a crazily expensive IO build though of course.

    FF/BR, Traps/BR, and Rad/BR all have good synergy for Defenders - both mechanically and conceptually. Personally I like the FF/BR concept the best. But, as you mentioned, the damage would be poor because it is a Defender. It would make a fantastic team support character though because the -Regen from BR is a significant debuff on hard targets and FF will probably have the whole team softcapped.

    Corruptors could go BR/Traps or BR/Rad, but I've actually been contemplating a BR/TA. Using the debuff arrows and OSA first, you would be doing your set-up from the same range as your attacks. Everything would be softened up for your blasts, and your cone could be used to light the oil slick. You'd be really good at debuffs, and really good at damage. Of course, you may have some difficulty finding places for your defense set bonuses.
  19. Quote:
    Originally Posted by KillerShrike View Post
    Premise: BS is the DPE king of the melee weapon sets, but the individual endurance costs of its attacks are abnormally high.

    Increase all of the attack's END costs by 1.5 or so, and all of the attack's Damage per Endurance by 1.75 or something along those lines such that though the END expenditure is steep, the damage output per END spent is advantageous to BS overall. A BS character will float big fat orange numbers, but have to manage the blue bar more carefully.
    Of the list you made, which did not include the more recently popular topic of a Build Up replacement, this is the most attractive option to me. It's also in keeping with the original idea behind the set, as I believe the description used to say (maybe still does) that Broadsword hit harder than Katana but was heavier and slower. Plus, I like big orange numbers.
  20. Yes, but it could be argued that players will find a way to abuse anything. In fact, it could be argued that at least one player has abused everything in the game by now. The change can't be focused on the extremes of the player base, but on the largest number of players. Sure, some attention has to go to keeping it from being an obvious exploit. However, we have to be careful not to let that bog down the discussion.
  21. Wow, lots of mistakes that I overlooked. Thanks. I was making this while watching Netflix so I must have been pretty distracted. Hurl would be the best to drop of the ranged attacks. I got Body Mastery to go with an Olympian Guard type twist to my character. So mostly for LBE. I didn't get Physical Perfection because I felt that it wouldn't be needed in the build. As I get closer to 50 and actually implementing this build I may feel differently. Thanks again for the help

    Oh, on a side note, what are your thoughts for incarnate powers? I can't really decide on an Alpha but for the others I was thinking Reactive, Barrier, Ionic, and IDF.
  22. Yeah, I figured you probably didn't mean what I thought you did. At any rate, you may be right about the end drop. I was just suggesting that because it is present in the game already for Rage and Hasten. But in light of Arcanaville's point, end drop is probably not the best way to go. In fact, I'm having a hard time figuring out a penalty that would be appropriate.
  23. I am currently having a blast leveling my Inv/SS Tanker which is my first serious attempt at a Tanker in a long while. Somehow, I'd always avoided this particular combo. Anyway, I'd like him to become my main iTrial character and a go-to Tanker for TFs when my SG runs one. So I want his build to be as durable as possible without making any glaring omissions. This is what I came up with. Thoughts?

    Hero Plan by Mids' Hero Designer 1.951
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Sentinel 1: Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability
    • (A) Reactive Armor - Resistance/Endurance
    • (3) Reactive Armor - Resistance/Recharge
    • (3) Reactive Armor - Resistance
    • (5) Reactive Armor - Resistance/Endurance/Recharge
    Level 1: Jab
    • (A) Kinetic Combat - Accuracy/Damage
    • (5) Kinetic Combat - Damage/Endurance
    • (15) Kinetic Combat - Damage/Recharge
    • (17) Kinetic Combat - Damage/Endurance/Recharge
    • (43) HamiO:Nucleolus Exposure
    Level 2: Dull Pain
    • (A) Doctored Wounds - Heal/Endurance
    • (17) Doctored Wounds - Heal/Recharge
    • (19) Doctored Wounds - Heal/Endurance/Recharge
    • (19) Doctored Wounds - Heal
    • (21) Doctored Wounds - Recharge
    Level 4: Haymaker
    • (A) Kinetic Combat - Accuracy/Damage
    • (21) Kinetic Combat - Damage/Endurance
    • (25) Kinetic Combat - Damage/Recharge
    • (27) Kinetic Combat - Damage/Endurance/Recharge
    • (46) HamiO:Nucleolus Exposure
    Level 6: Resist Physical Damage
    • (A) Reactive Armor - Resistance/Endurance
    • (7) Reactive Armor - Resistance/Recharge
    • (7) Reactive Armor - Resistance/Endurance/Recharge
    • (11) Reactive Armor - Resistance
    Level 8: Unyielding
    • (A) Reactive Armor - Resistance/Endurance
    • (9) Reactive Armor - Resistance/Recharge
    • (9) Reactive Armor - Resistance/Endurance/Recharge
    • (11) Reactive Armor - Resistance
    Level 10: Taunt
    • (A) Perfect Zinger - Chance for Psi Damage
    Level 12: Resist Energies
    • (A) Reactive Armor - Resistance/Endurance
    • (13) Reactive Armor - Resistance/Recharge
    • (13) Reactive Armor - Resistance/Endurance/Recharge
    • (15) Reactive Armor - Resistance
    Level 14: Fly
    • (A) Flight Speed IO
    Level 16: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (33) Kinetic Combat - Damage/Endurance
    • (33) Kinetic Combat - Damage/Recharge
    • (33) Kinetic Combat - Damage/Endurance/Recharge
    Level 18: Invincibility
    • (A) Defense Buff IO
    • (31) Luck of the Gambler - Defense
    • (31) Luck of the Gambler - Recharge Speed
    Level 20: Knockout Blow
    • (A) Pounding Slugfest - Accuracy/Damage
    • (34) Pounding Slugfest - Damage/Endurance
    • (34) Pounding Slugfest - Damage/Recharge
    • (42) Crushing Impact - Accuracy/Damage/Recharge
    • (43) Crushing Impact - Accuracy/Damage/Endurance
    • (43) Crushing Impact - Damage/Endurance/Recharge
    Level 22: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (23) Reactive Armor - Resistance/Recharge
    • (23) Reactive Armor - Resistance/Endurance/Recharge
    • (25) Reactive Armor - Resistance
    Level 24: Weave
    • (A) Defense Buff IO
    • (29) Luck of the Gambler - Defense
    • (31) Luck of the Gambler - Recharge Speed
    Level 26: Tough Hide
    • (A) Defense Buff IO
    • (27) Luck of the Gambler - Defense
    • (29) Luck of the Gambler - Recharge Speed
    Level 28: Rage
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 30: Hasten
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 32: Unstoppable
    • (A) Aegis - Endurance/Recharge
    • (34) Aegis - Resistance/Recharge
    • (37) Aegis - Resistance/Endurance/Recharge
    Level 35: Hurl
    • (A) Thunderstrike - Accuracy/Damage
    • (36) Thunderstrike - Damage/Endurance
    • (36) Thunderstrike - Damage/Recharge
    • (36) Thunderstrike - Accuracy/Damage/Recharge
    • (37) Thunderstrike - Accuracy/Damage/Endurance
    • (37) Thunderstrike - Damage/Endurance/Recharge
    Level 38: Foot Stomp
    • (A) Eradication - Damage
    • (39) Eradication - Accuracy/Recharge
    • (39) Eradication - Damage/Recharge
    • (39) Eradication - Accuracy/Damage/Recharge
    • (40) Eradication - Accuracy/Damage/Endurance/Recharge
    • (40) Eradication - Chance for Energy Damage
    Level 41: Conserve Power
    • (A) Recharge Reduction IO
    Level 44: Laser Beam Eyes
    • (A) Thunderstrike - Accuracy/Damage
    • (45) Thunderstrike - Damage/Endurance
    • (45) Thunderstrike - Damage/Recharge
    • (45) Thunderstrike - Accuracy/Damage/Recharge
    • (46) Thunderstrike - Accuracy/Damage/Endurance
    • (46) Thunderstrike - Damage/Endurance/Recharge
    Level 47: Energy Torrent
    • (A) Positron's Blast - Accuracy/Damage
    • (48) Positron's Blast - Damage/Endurance
    • (48) Positron's Blast - Damage/Recharge
    • (48) Positron's Blast - Damage/Range
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    Level 49: Resist Elements
    • (A) Aegis - Resistance/Endurance
    • (50) Aegis - Resistance
    • (50) Aegis - Resistance/Recharge
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Gauntlet
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (40) Endurance Modification IO
    ------------
    Set Bonus Totals:
    • 17.5% Defense(Smashing)
    • 17.5% Defense(Lethal)
    • 7.81% Defense(Fire)
    • 7.81% Defense(Cold)
    • 16.88% Defense(Energy)
    • 16.88% Defense(Negative)
    • 8.75% Defense(Melee)
    • 12.19% Defense(Ranged)
    • 6.25% Defense(AoE)
    • 1.8% Max End
    • 33.75% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 23% Enhancement(Accuracy)
    • 8% FlySpeed
    • 147.6 HP (7.88%) HitPoints
    • 8% JumpHeight
    • 8% JumpSpeed
    • MezResist(Immobilize) 15.95%
    • MezResist(Terrorized) 2.2%
    • 6.5% (0.11 End/sec) Recovery
    • 38% (2.97 HP/sec) Regeneration
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 18% RunSpeed
    • 2% XPDebtProtection



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  24. I understand the idea of a Berserker Rage sort of power, but a defense penalty while it is running is not the way to implement that. In DnD and other RPGs, that sort of thing is represented by bonuses which are then followed by penalties. This is the case in CoH already as well, as represented by the existing Rage power in Super Strength.

    After a rage, the penalty is usually associated with fatigue. This would translate to a loss of endurance better than a defense penalty.
  25. Vauluur

    Battle Axe

    If you think Battle Axe needs more power, you're either playing it wrong or a troll. In either case, allow the comedy to coninue.