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Posts
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Quote:I'm tellin' ya, re-name Broadsword Buildup as 'Mordstreich' and have it identical to fiery embrace, except with smashing damage.The "Fiery Embrace" like behavior I proposed earlier would sidestep this. Everyone would get it, and I proposed it being independent of critical hits on ATs that do get them.
Bif-bam, yer done here.It's even balanced, as the loss of the +to-hit would help even out the extra damages.
I like this plan. Somebody call a Dev! -
tl,dr:
Martial Arts kicks butt....single target.
I think it needs a touch or two still, but to be honest, the heavy weapon sets need it more, as they are saddled with both lethal damage (heavily resisted) and weapon redraw.
Ya know, it'd be awesome if Crane Kick did extra damage if you knocked the baddies into vertical objects. (sigh) That'd be COOL, and give a reason for melee to slot the knockback sets and treasure the cave maps. -
For a super-tough tanker, you're being wise to run with Inv and WP. They both offer +hp's.
Inv/DM is the toughest outside of stone. The Psi hole is easily papered over on an extreme build. I have an Inv/ax that easily herds the Freedom Phalanx in the LRSF, or the Patrons in the STF. A tooled up inv/dm is quite a lot tougher than that.
That said, I've been looking HARD at elec/MA. The Storm Kick bonus is substantial indeed. The biggest issue with an Elec/MA is lack of hitpoints. 2600-ish is a lot, but not nearly enough to make me happy against guys like Marauder, or a wound-up Bobcat.
Still....Elec/MA is a very very sweet spot indeed. -
Here, try this on for size:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- EndRdx(A), DefBuff(3), ResDam(3), DefBuff(5), DefBuff(15), ResDam(37)
Level 1: Jab -- Dmg(A), Acc(5), EndRdx(33), EndRdx(34), Acc(34)
Level 2: True Grit -- ResDam(A), Heal(7), ResDam(9), Heal(7), ResDam(40), Heal(42)
Level 4: Punch -- Dmg(A), Acc(9), EndRdx(17), EndRdx(34), Acc(36)
Level 6: Battle Agility -- DefBuff(A), DefBuff(11), EndRdx(11), DefBuff(37)
Level 8: Haymaker -- Dmg(A), Dmg(13), RechRdx(13), EndRdx(36), Acc(36), Acc(46)
Level 10: Super Jump -- Jump(A)
Level 12: Against All Odds -- EndRdx(A), EndRdx(15)
Level 14: Active Defense -- RechRdx(A), RechRdx(17), RechRdx(19)
Level 16: Maneuvers -- DefBuff(A), EndRdx(19), EndRdx(21), DefBuff(21), DefBuff(42)
Level 18: Phalanx Fighting -- DefBuff(A)
Level 20: Combat Jumping -- DefBuff(A), DefBuff(33)
Level 22: Knockout Blow -- EndRdx(A), Acc(23), Acc(23), Dmg(25), RechRdx(25), Dmg(27)
Level 24: Boxing -- Empty(A)
Level 26: Shield Charge -- EndRdx(A), Acc(27), RechRdx(29), RechRdx(29), Acc(31), Dmg(31)
Level 28: Hasten -- RechRdx(A), RechRdx(31), RechRdx(33)
Level 30: Grant Cover -- EndRdx(A)
Level 32: Taunt -- Acc(A), Taunt(37), RechRdx(39), Taunt(39)
Level 35: One with the Shield -- ResDam(A), Heal(39), ResDam(40), Heal(40)
Level 38: Rage -- RechRdx(A), RechRdx(42), RechRdx(43)
Level 41: Conserve Power -- RechRdx(A), RechRdx(43), RechRdx(43)
Level 44: Tough -- EndRdx(A), EndRdx(45), ResDam(45), ResDam(45)
Level 47: Foot Stomp -- Dmg(A), EndRdx(48), EndRdx(48), RechRdx(48), Acc(50), Acc(50)
Level 49: Weave -- DefBuff(A), EndRdx(50)
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Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A), Heal(46)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(46)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Hmmm.
If I was recommending a scrapper/brute 'first toon' for melee....
I'd look at:
BS/SD: Tons of fun, looks great, and tough as nails. The SD secondary is nice and simple. Plus, can you say 'iconic'? Sword and board is a classic. Throwing parries is easy, feels right, and blends right in while making you immortal. The huge taunt aura makes sure things stick like glue, and Shield Charge is pure awesome in a bucket-sized serving. The against all odds damage boost gets you serious damage output, and the plentiful AOE's and ST attacks give you lots of slotting flexibility.
Claws/wp: WP is set and forget, and Claws gets a completely usable attack chain, AOE and all, by level 8. Claws gets a ranged attack that does knockdown, one of the best damage adders in the GAME right in your attack chain, and the joy of the 'spinvelope.' Willpower loves a crowd, which is EXACTLY where you want to be to let Spin do it's magic. And willpower's taunt aura is weak, but present. Mobs don't run, but easily peel off to pick on the shielders and invulns instead of you.
Elec/Elec: These two synergize very well, look and feel awesome, and again, electric is a nice, simple secondary: Set and forget. The endurance drains in this combo may feel more comfortable to people coming from a control/debuff background. The crash and boom of Thunderstrike is awesome, and Lightning Rod is the bigger, meaner brother of Shield Charge, awesome served up in a bathtub. Electric armor lacks a taunt aura, but gets lightning field instead. Running can be an issue, but take and use Air Superiority or Boxing for some single target and soft control and it should play just fine.
Kat/wp: As mentioned, the ultimate in smooth rides. A little bland maybe, but hey, vanilla is the most popular flavor for a reason. Divine avalanche slots right into your attack chain and makes you immortal in melee: use frequently. Willpower is toughest in crowds but is completely comfortable without as well. Not very 'sturm und drang' like elec/elec, but that can be soothing, as well.
Things to avoid: Regen, fire armor, dark armor. All can be truly awesome, but all take a LOT more work. Micro-managing your survival means you get a LOT more bang for your buck, but it's way too much workload on top of learning melee fighting, tactics, and most of all, developing your combat awareness: What's going on in the entire battlespace?
Melee in CoH is all about battlespace management: Tankers have to learn this a LOT, but even scrappers/brutes need to develop some sense of 'where things are.' Is that next spawn too close? Is that approaching patrol gonna get here before the current fight is in-hand? Is the AV pointed at the squishies? Etc, etc, etc.
It's gonna be good times!Welcome to the brawl.
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I tinkered on your build a little, see what ya think:
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Brute
Primary Power Set: Claws
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Swipe -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dam%(46)
Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(5), S'fstPrt-ResDam/Def+(36), RctvArm-ResDam/EndRdx/Rchg(39)
Level 2: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(3), ImpArm-ResDam(5), ImpArm-ResDam/EndRdx/Rchg(15)
Level 4: Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(48)
Level 6: Slash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(48)
Level 8: Spin -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-Dmg(23), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(48)
Level 10: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Acc/EndRdx/Rchg(50)
Level 12: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx/Rchg(29)
Level 14: Boxing -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Acc/Dmg(31), KntkC'bat-Dmg/EndRdx(43)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(37)
Level 18: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(39)
Level 20: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(40)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
Level 24: Taunt -- Mocking-Taunt/Rchg/Rng(A), Mocking-Rchg(36), Mocking-Taunt/Rng(42), Mocking-Taunt/Rchg(43), Mocking-Taunt(46), Mocking-Acc/Rchg(46)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(43)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 30: Invincibility -- HO:Cyto(A), HO:Cyto(40), HO:Cyto(42)
Level 32: Super Jump -- Winter-ResSlow(A)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 38: Unstoppable -- TtmC'tng-ResDam/Rchg(A)
Level 41: Superior Conditioning -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(42)
Level 44: Physical Perfection -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(45), Mrcl-Rcvry+(45), Numna-Regen/Rcvry+(45), RgnTis-Regen+(50)
Level 47: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(50)
Level 49: Dull Pain -- Dct'dW-Heal/Rchg(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(34)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(36)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1504;665;1330;HEX;| |78DA6594D97212511086CFC020B205101212093B04C29650EAAD969AC4D20A5541D| |CCA1B8AC0012641420151B9F4DE0B7D111FC15DDFC6E5DE057BE81F6A0C5350DF99| |3EFDFFDDD387A1FC7CC7F9E6D68B6B4271DCECD687C3DA8DC1E9485AAB0D4DF61AD| |22CE8B2D2D73B0DD7CAB22B6591129F0D431CD9912DD91BCAE2EDDED3D36E4F0EEA| |875A571B8D85EBE0E4A45BDCD3DA9D91D66B3BA777FBB2DEA71BFBF4A6DA97B2E99| |EC59B7230EC68FDB5DDBED628EE924F7B5C2BD7872339187347ABD44496BE872E81| |6B62112D424915E7DB4C4F877941038F988563E65B5DA64CB5AA88D322AD0A5398A| |94698890031A48A8D18DFBFD325AC312B496852D064984B6966837A33A337337A3B| |87DEFCE8CD8FDE56D0DB167A6B92D602ADE58C360A6D14DAE819AD74F121E95AABD| |E813E938989EBFC62AEFE06FF30B7FE325BA4B54D1F7062B11D10E2AAB057C0BBCC| |8B5510754BE8E303C181D938304727E6E8C47CD73147851AE4A39B985DF7D86F09F| |E61D4CDA2EE47821BBE6EF87AE097847F12BE66F2F522D73BAB19FE3F7776969F28| |CB875C1F7262C84923270D8F15F25DE65C65595FD0F3C6FCCC363D4800F30E1CF11| |C134F989B5D665663163AE0315325DF35F635ADC1370CDFAC8719A79C206A07733C| |EB30F89910E2F33285AE10546A17DC0403A48F707F2212E4DFC3177DB4F08CA3EE0| |6EA7EA5680AF9A91CC76C5E2132C8CFBCC4B3BD663A692F87F72887BD3CF6F27778| |7EF907EC53BACAEF93977A2AC2AF68C79E8BF99EA2DBBC27B6CB1C5B57E7EF397DE| |812D985C8F642A4B410B9B410B9BC10D9D323CA753D32D937EE1678E6072AFE3628| |A6E01C6C9EF9BB3EF96637EC43F3C33EFFDF5094FBF8FD5498DF8DF919CEFF69CCC| |74C13AF9815BB1EE55A0F0DEB4786F563C3BAE22319D6FF000085D510| |-------------------------------------------------------------------|
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Ok, ok, I admit it, I was curious to see how the mega nuke would look with tweaks:
BU,LR,SA,TS administers roughly 2000 points of AOE (with three! AOE chances to knockdown baked into it) every 34 seconds with this build, the gating factor being Spring Attack. That should kill everything but bosses, which you can then buzzsaw down with reactive-boosted box/havoc/chain in jiffy-quick fashion.
Defense is still fine, with the -to-hit of Rise included you're close on to 40 percent S/L and nice and high on everything else.
Just for your consideration:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
SYPHER VENDETTA V1: Level 50 Technology Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Willpower
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Acc/EndRdx/Rchg(27)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(5), ImpArm-ResDam(43), Numna-Heal/EndRdx/Rchg(46), ImpArm-ResDam/EndRdx(48), S'fstPrt-ResDam/Def+(50)
Level 2: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(7), Mrcl-Heal(7), Mrcl-Heal/EndRdx(9)
Level 6: Build Up -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(9), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(11), GSFC-Rchg/EndRdx(13), GSFC-Build%(13)
Level 8: Thunder Strike -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(15), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-%Dam(21)
Level 10: Indomitable Will -- LkGmblr-Def(A), LkGmblr-Rchg+(23), LkGmblr-Def/EndRdx(23)
Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(48), Mako-Acc/EndRdx/Rchg(48)
Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(46)
Level 16: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(17), LkGmblr-Def/EndRdx(17)
Level 18: Rise to the Challenge -- Numna-Heal/EndRdx(A), DampS-ToHitDeb/EndRdx(25), Numna-Heal/EndRdx/Rchg(33), Numna-Heal/Rchg(46)
Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(31), EndMod-I(33)
Level 22: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx(31)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Super Jump -- Winter-ResSlow(A)
Level 28: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Rchg+(29), LkGmblr-Def/EndRdx(29)
Level 30: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(34), LkGmblr-Def/EndRdx(34)
Level 32: Lightning Rod -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(34), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-%Dam(37)
Level 35: Resurgence -- RechRdx-I(A)
Level 38: Spring Attack -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Dmg(39), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Acc/EndRdx/Rchg(50)
Level 47: Strength of Will -- Aegis-Psi/Status(A)
Level 49: Physical Perfection -- RgnTis-Regen+(A)
Level 50: Spiritual Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Reactive Total Radial Conversion
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(37), Mrcl-Heal(37), Mrcl-Rcvry+(39)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(40), EndMod-I(40)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Quote:Hmmmm.
Not a bad build at all, right there.As presented, that would play like a MACHINE, and I'd be very curious how the BU,LR,SA,TS alpha performs for ya.
The basics: Like all good electric melee builds, you have build up and lightning rod on maximum recharge and synchronized. Very good, well played. You add in Spring Attack, which has the effect of splitting your timing: 26 seconds versus 36 seconds. I'm frankly curious to see how it would run, as I suspect the big alpha would be worth the slowdown, as you will have to take time to beat down bosses anyway. Your single target damage stinks on ice, but I have some thoughts how to boost that up a tad.
Defensively, you're golden: one sm purp from softcap to all, and a crapton of regen and hp's. Although, if played properly as a max pulse damage nuker, this toon would be nearly invincible against anything susceptible to knockdown, and nigh-invincible to everything else. It's maybe not the FASTEST toon, but it is enormous fun.
Oddities: You don't need or want the Blessing in SJ: Yank those two slots and thicken up attacks, specifically, Chain Induction. CI is very misunderstood: It's a ST attack that also finishes off your various wounded, NOT an AOE. Treat it as such and you will realize how awesome it is.
Eradication has nice bonuses, but it's a L30 set: look hard at enhancement boosters for more base, or look at another Obi. Losing E/N for S/L is worth it.
The biggy: Dark pool. Yes, shadow meld is teh sex, but by the time you get it, just go run trials for an incarnate power that does the same thing only much better. This toon is NOT delicate, and you are starving yourself of slots with Soul Storm six slotted out like that.
I would say, you have PLENTY of offense and defense, so dump the soul pool, take conserve power, phys perf, and strength of will with nothing but base slots. Then take the six slots you save and six out havoc, boxing, and high pain tolerance. Hit SoW like it's goin' out of style, it don't hurt nothing but yer end a little and you'll be EVEN TOUGHER.
Oh, also, as I recall, willpower gets not benefit from the 6 percent heal bonus, as that doesn't boost regen. Maybe I'm wrong on that, but I don't think so....
Anyway, just some thoughts, play what ya like, and have fun. -
....
Why are you complaining?
And, where is your build? -
-
Quote:Well, you'll get high S/L, but that's a far cry from hard-capping your resistances.You realize when you start IO Enhancing you won't even need it right, hell with SO's and weave/tough you've sofcapped your resistances.
Unstoppable is useless on a scrapper (lolz 75 percent, might as well be paper if yer in deep enough to need unstoppable). Unstoppable is near-useless on a tanker (if an INV TANK needs to hit unstoppable, there are bound to be better tools available to do much the same thing without a crash.(cough barrier))
On a brute, you get low E/N/F/C resists due to scrapper numbers combined with huge caps. So, on a brute, the benefit from popping unstoppable might, MIGHT, be worth it. I frequently will toss it in and mule something in it if there's no better use for the slot. It REALLY makes a Brute sturdy. Like, OMG tough. -
Quote:Oh, it's not, I just screwed up.Mauk, KB protection on an Invul tank? Why on earth is that needed?
I put in the two steads, then decided to rob the slot, and flat-out forgot to go back and steal it.
See, this is what happens when you make builds in a hurry
And, LOL!!!!
Dood, I think you put up the wrong re-build.
All right, we gotta stop drinkin' and postin'
Okies, I tinkered it quite a bit more. Ditched the flight pool for Cj and SJ, it's just cleaner on melee toons. Added the Glad proc. No whinin', it's EASY to get these days, just put in the work.
See what ya think:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/EndRdx/Rchg(3), GA-3defTpProc(5), S'fstPrt-ResDam/Def+(5)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Acc/EndRdx/Rchg(37)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Rchg(11)
Level 4: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(17)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(11)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam/Rchg(27)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(19), Mocking-Taunt/Rchg/Rng(19), Mocking-Acc/Rchg(37), Mocking-Taunt/Rng(42), Mocking-Rchg(43)
Level 12: Super Jump -- Winter-ResSlow(A)
Level 14: Resist Energies -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(48)
Level 16: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27), Numna-Heal(43), Numna-Heal/Rchg(50)
Level 18: Invincibility -- LkGmblr-Rchg+(A), HO:Cyto(29), HO:Cyto(29), HO:Cyto(31)
Level 20: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def(45), LkGmblr-Def/EndRdx(21)
Level 22: Resist Physical Damage -- ResDam-I(A)
Level 24: Boxing -- Stpfy-KB%(A)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(46)
Level 28: Soul Drain -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(33), Erad-Acc/Dmg/Rchg(34), C'ngBlow-Acc/Rchg(45), C'ngBlow-Dmg/Rchg(46), C'ngBlow-Dmg/EndRdx(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/EndRdx/Rchg(42)
Level 35: Dark Consumption -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/EndRdx(37)
Level 38: Midnight Grasp -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Acc/Dmg(39), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 44: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(50), RctvArm-ResDam/Rchg(50)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Unstoppable -- Aegis-Psi/Status(A)
Level 50: Spiritual Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Reactive Total Radial Conversion
------------
Level 2: Swift -- Flight-I(A)
Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(40), Numna-Regen/Rcvry+(42)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Well, it's not how I'd build it, but it would certainly work just fine.
You're spending a LOT of slots chasing recharge. While the toon is fast, I'm not sure it's going to be doing exactly what you're after.
Some quick advice: I'd drop three or four slots of the efficacy adaptor and six-slot some more attacks. I'd think VERY hard about Kinetic Combats, at least one, so you can drop the six slotted Titamium Coating. I'd put in three aegis instead, along with a Steadfast 3 percent.
That alone should softcap you to SL, which will help.You can then drop the obi's in soul drain and pop in three erads and three cleaves for the en/n defense....
Ah, hell, there's too much.
Ok, here's a quick rebuild: This is still YOUR BUILD, all I did was tinker a bit. This will rock so hard you won't believe it.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/EndRdx/Rchg(3), S'fstPrt-ResKB(5), S'fstPrt-ResDam/Def+(5)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Acc/EndRdx/Rchg(37)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Rchg(11)
Level 4: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(17)
Level 6: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(11)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam/Rchg(27)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(19), Mocking-Taunt/Rchg/Rng(19), Mocking-Acc/Rchg(37), Mocking-Taunt/Rng(42), Mocking-Rchg(43)
Level 12: Fly -- Flight-I(A)
Level 14: Afterburner -- LkGmblr-Rchg+(A)
Level 16: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27), Numna-Heal(43), Numna-Heal/Rchg(50)
Level 18: Invincibility -- LkGmblr-Rchg+(A), HO:Cyto(29), HO:Cyto(29), HO:Cyto(31)
Level 20: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def(45), LkGmblr-Def/EndRdx(21)
Level 22: Resist Physical Damage -- ResDam-I(A)
Level 24: Boxing -- Empty(A)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(46)
Level 28: Soul Drain -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(33), Erad-Acc/Dmg/Rchg(34), C'ngBlow-Acc/Rchg(45), C'ngBlow-Dmg/Rchg(46), C'ngBlow-Dmg/EndRdx(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/EndRdx/Rchg(42)
Level 35: Dark Consumption -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/EndRdx(37)
Level 38: Midnight Grasp -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Acc/Dmg(39), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Resist Energies -- Aegis-Psi/Status(A)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def/Rchg(48)
Level 49: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(50), RctvArm-ResDam/Rchg(50)
Level 50: Spiritual Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Reactive Total Radial Conversion
------------
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Heal-I(A), Mrcl-Rcvry+(40), Numna-Regen/Rcvry+(42), RgnTis-Regen+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(23)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Quote:I fully support this stance: The Name Is The Thing.
Unfortunately, I'm already playing a character with the name I'd use, and I refuse to re-roll him yet again, so my DA/StJ project will be on hold until I figure out a good name for it.
Oh how I wish I could get back "Invictus" on Infinity!(weeps) -
Quote:Uh, whut?So I'm thinking, we want to keep our campy Burst feel, but give it some good love at the same time. 90/s Rech, 30/s total power duration:
5/s 120% +Dam & +15% To-Hit
5/s 80% +Dam & 10% To-Hit
10/s 25% +Dam & 5% To-Hit
...and the latter 20/s (of a 30/s duration) would be -20% Recovery, -10% Spd with the last ten seconds including -10% To-Hit.
So, regular Buildup is +100% damages, +20% tohit, ten seconds, 90 sec rech.
This version always sucks worse at +to-hit. It gives 5 seconds of 20 percent more damage. Then 5 seconds of WORSE damage. Then 10 seconds of 25 percent better damage. So far it's slightly better. Very slightly.
But then it kills my end recovery for TWENTY seconds AND nukes my recharge.
How is this ANY better for burst damage than the standard buildup? Working like mad to boost your recharge PENALIZES you? Lolwut?!
Scrappers tend to have simple pleasures. If you want to make Buildup better on a BS toon, just double the duration and call it a wash.
I don't see why anybody would like this as written. Perhaps I misunderstand something? -
If you can do incarnate, get interface reactive. On a tanker, it is a MAJOR dps boost, and you don't need to change a thing.
Otherwise, try one of the builds in this thread. Ideally, for a second build, use one of these builds and then get reactive as well. -
Quote:??This game is incredibly slow and boring combat-wise until mid-levels,
'Mid Levels?'
What exactly do you mean by that? 20? 25? 45?
Honestly, hitting 50 gets you maybe a quarter of the way done with a high-end toon. Having the time in the low levels to figure out the mechanisms strikes me as a good thing.
If you think it's so slow and terrible, go play a fast-twitch shooter, because that is emphatically what this game is not, and that sort of game may suit you better. Also, CO has an excellent character builder, if you can handle the toon models over there.
Lastly, you can level from 1-15 in about two hours running sewer trials. I'm really not seein' this boring slowness issue.
If it feels slow, yer doin' it wrong.
Quote:In the two months i've played this game, this is only the second character I've gone "wow, I feel awesome!" and most of the rest were incredibly frustrating to play - even if I was successful, the game felt awkward.
Interesting. So what two toons did ya like?
Quote:This game definitely has its design issues, and I would not have stuck around as a new player if it were not for the RP and costume creator.
And yet, here you are.
Trust me, it gets RIDICULOUSLY zesty at the top end. -
I have not seen this anywhere else, so I think there is some new info out on the new Titan Weapon and Staff Fighting sets.
Type the following in-game for details. Just in case it's all sekrit.
Just to see what the design space is looking like, for 'old set' improvements.
Titan Weapons:
[Arc of Destruction]
[Follow Through]
[Defensive Sweep]
Staff Fighting:
[Sky Splitter]
[Eye of the storm]
[Guarded Spin]
[Shatter Armor]
Put that in yer number cruncher and smoke it.
Titan Weapon has Momentum, Staff Fighting looks like there are 'forms' and 'perfection'.
Innnteresting.
Looking that over, I'm thinking the 'broadsword gets changes to Build Up' camp has a little room to run, as does the 'broadsword gets -res debuffs' school of thought.
Doooo it devs! DOOOO EEEETT!! -
Some good stuff here.
I like two things.
One, broadsword already has a +damage mechanism, bleeding. Simply apply it to more attacks. Voila, Broadsword is teh better.
However, the 'burst damage set' idea has merits. Fiery embrace is a proven mechanism, so steal it whole-cloth, changing only the added damage to be smashing. I've even got a great name for it, lifted from Lichtenauer School sword-fighting: Mordstreich. Voila, broadsword is teh better.
However, I sincerely believe that all of the 'heavy weapon' damage sets need a re-look. Mace seems pretty good after it's revamp a few years back, except maybe raise the stun/kd percentages a few points on the lower attacks. Ax needs a damage boost...maybe add bleeding there.
Ehn. We'll see if anything happens. -
Quote:Stop.I'm level 30. I just tanked a bunch of level 45 mishes at 0/x8 (effectively 1/x8 since I had to be SKed.) I feel like a god.
This. See this? THIS is what makes City so freakin' awesome. No other game is expressly designed not to make you feel merely heroic, but to make you feel SUPER HEROIC.
I was helping some F2P'rs in Help the other day, and some guy was whining about how 'slow' it felt.
After asking, he admitted he was level 4. (moron)
However, he does have a point: Many other games (cough, wow, champs, DCUO, etc) are MUCH more frenetic. The attack pace is higher, the animations are more frenzied, it's just faster.
Why?
Because City is designed to make you feel not heroic, but SUPERHEROIC.
In WoW, or most other games, it is rare to be fighting more than 4-5 bad guys at once. In City, the aggro cap per toon is 17 and many tankers STILL gripe that it's too low.
However, with that much going on, faster animations would be...silly. Heck, you can't keep track of whats going on NOW in a big fight. City of Heroes is designed for huge, epic battles, 50, 70, 100+ bad guys at a time.
I like it that way, but it is very very different from most other games out there. F2P'rs should be given a little warning:
It's different in the City.
Quote:I don't even think of it primarily as an offensive CD, I think of it as a defensive CD, and I begin it whenever I am anticipating trouble soon. -
LOL, see? Butt's afire as soon as the green elephant in the room is even mentioned.
Quote:More spoken and rational version: Diminishing Returns (ED on buffs) exists within the game, it's called PvP.
Try not to muddy the already murky waters too far.
Although you might wanna put out yer flaming backside in that water, bro.
No, what I'm saying is that the ability to stack four+ sets of Ice buffs, combined with four+ sets of benumb, (and all the -resist any buff/debuffer can muster) utterly trivializes just about anything.
I cannot for the life of me understand WHY the Dev's have saddled themselves with this issue. It has got to make designing top-end challenges annoying as all get-out.
It's simple: Make it such that the first -resist/-def/-recharge/-etc effect applied to a target is 100 percent. The second is 80, the third is 40, the fourth and all others 5 percent. Apply the same scaling on +buffs, from ALL sources.
Two buff/debuffs, I doubt you'd see a difference. Three, is still well worth having. The inf farm teams, with 8 controllers botted up? Suddenly not workin' so well.
Most human players would never even notice.
The downside to this is, the Dev's would then have to go back and re-tune SO much stuff, to pull out the ridiculous defenses they've had to install to combat their own self-inflicted wound.
Ehn. It's City of Debuff, we might as well shrug our shoulders and move on.
The bigger point is, yes, brutes are too potent for good game balance, but so what? Scrappers have more STYLE, there's WAY bigger issues than lol-melee, and the game is still freakin' fun to play.
(Logs on, plays.) -
Quote:
A: will raising Stalker's damage, scrappers damage and tankers defense as sugguested thus place brute's in the center and neither "peak " at either end of the defense offense spectrum? Just a glance by and large it would do this.
Indeed, it would.
Quote:1a: However if in doing this does the problem then become one of end game balance, and will the abilities of these newly boosted AT"s preform higher then expected and higher then the content was designed for? This one is not so clear and to be honest may not matter
It's City of Debuff, folks, We're all just living by their whim.
I welcome our Controller Overlords!
Quote:1b: This point is perhaps the hardest one to over come. If we look at end game content and if we look at the AT's where the stand now. Will raising the other AT's actually impact the game enough to matter? Given how well the characters as they are now run through the I-trials as a general rule of thumb.
However, it is simply good design to ENSURE that every edge-defining AT is 'the best' at SOMETHING. Blasters are The Best at ranged damage. Stalkers are The Best at melee damage. Tankers are The Best at taking damage. Controllers are The Best at debuffing.
Etc, etc. Hybrids are then, by clear definition, Not Best but Good, but at Two Things.
For this discussion, Stalkers are best at melee damage, Brutes are third best but Good. Tankers are best at Taking Damage, Brutes are second best but Good. It is now nice and clear, and people can make rational decisions.
Quote:So we raise the other AT's but the problem still remains. Brutes as it stands now can handle the content without much of an issue and can tank and attack very well and thus while not preforming "as" well as now the newly boosted scrapper and tank as suggested above by Mauk. They will be able to do the job of a tanker and a scraper for the trials with relative ease while only taking up one of the slots.
This is the huge issue that everybody runs from like their butts are on fire. As long as three colds and five of ANYTHING ELSE can lol-win vs anything, the game is gonna be trivial for everybody who figures out the Big Secret.
Apply ED to buffs. Voila, fixed. -
BS needs looking at in relation to all three heavy weapon sets.
I touched on this here:
http://boards.cityofheroes.com/showt...91#post3895591
Axe is in need. BS is also in need, although less.
Lethal sets that also suffer redraw? They need a bit of retuning, especially since the smashing/redraw set is quite a bit out there now. Although mace totally deserved the boost. -
Ooookay...
Sorry it took a bit, I missed this.
First, you REALLY want blazing aura. Get rid of burnout for blazing aura, in a second.
Second, yes, +rech is nice, but you need to slot your attacks. Drop the amazement put ALL those slots into burn and blazing aura.
Third, if there is ANY toon that does not need more damage, it is a bs/fa.Drop the fire epic and take the body pool. You want physical perfection and conserve power.
All those resources you would have spent on those purples in Boxing? Get the Glad +3 percent. Yes, it's expensive, but SO WORTH IT.
Here, I tinkered a bit:
This is not close to a build I'd level (CJ should be WAY earlier) but this is basically YOUR build that I tinkered a bit.
The important thing:
Headsplitter with FE and BU is over 1000 points of damage without a crit. JOY!
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Achilles-ResDeb%(5)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(15), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), GA-3defTpProc(23)
Level 2: Slice -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(9), Oblit-%Dam(9), Oblit-Acc/Dmg/EndRdx/Rchg(11)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(34)
Level 6: Build Up -- GSFC-Build%(A), GSFC-ToHit/Rchg(25), GSFC-ToHit(27), GSFC-ToHit/EndRdx(27), GSFC-Rchg/EndRdx(29), GSFC-ToHit/Rchg/EndRdx(29)
Level 8: Parry -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Acc/EndRdx/Rchg(50)
Level 10: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(25)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-ResDam(43), RctvArm-ResDam/EndRdx/Rchg(45), ImpSkn-Status(45)
Level 18: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
Level 20: Consume -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(42), P'Shift-Acc/Rchg(43)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(36), TtmC'tng-EndRdx/Rchg(36), TtmC'tng-ResDam/EndRdx/Rchg(37), TtmC'tng-ResDam(37)
Level 26: Disembowel -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), T'Death-Dam%(40), Mako-Dam%(40)
Level 28: Burn -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-%Dam(42), Oblit-Dmg(45)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46)
Level 32: Head Splitter -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(46)
Level 38: Blazing Aura -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(46), M'Strk-Acc/Dmg(48), M'Strk-Dmg/EndRdx(48), M'Strk-Dmg/Rchg(48), M'Strk-Acc/EndRdx(50)
Level 41: Super Jump -- EndRdx-I(A)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A)
Level 49: Combat Jumping -- Ksmt-ToHit+(A)
Level 50: Musculature Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Cimeroran Core Superior Ally
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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