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  1. Quote:
    Originally Posted by Blue_Centurion View Post
    The OP has made it clear that we are not talking about synergistically creating the highest DPS brute. The OP wants the highest DPS Primary
    Thank you! Glad to see someone who gets it.
  2. Quote:
    Originally Posted by Combat View Post
    SS does gain more benefit from Gloom than others, as I mentioned before, which allows SS/x/Soul to deal a lot of damage, but it still isn't top. In case you are wondering, Gloom has a DPS of 281.3 with double rage and 3 damage IOs. For the fire melee guy, it would just be 194.1. So the combination of Gloom, rage, and FE (and using burn as a single target attack) is what makes SS/Fire/Soul Brutes so damaging. However, that doesn't mean that they are necessarily the best, but they are still top-tier.
    I'm not asking about powerset combinations, epic power pools, or patron power pools. Just the Primary Powersets themselves.

    Quote:
    Originally Posted by Combat View Post
    For instance, take SS versus fire. In your example, fire wins hands down. Here's the numbers if both SS and fire had 3 level 50 damages in each attack and 75% fury, and the SS double-stacked.

    Scorch- 132.4
    Fire Sword- 150.7
    Cremate- 173.1
    Incinerate- 197
    Breath of Fire- 84.23
    Fire Sword Circle- 93.75
    Greater Fire Sword- 188.1

    SS (Ragex2)
    Jab- 109.4
    Punch- 146.2
    Haymaker- 202.9
    Knockout Blow- 318.1

    Note, this is without multiplying by 5/6 for the rage crashes. Now, this still seems to benefit SS, but if we look closer we realize that SS doesn't have a chain. KO Blow is great, but unfortunately it takes forever and a day to recharge, and meanwhile that fire melee guy is using incinerate, greater fire sword, etc, which will up his DPS up because he doesn't have to rely on punch or jab to make a chain.
    What are those numbers from? I don't get that at all. For the recharge and cast time, Punch isn't a bad power. Rather curious why Hurl and Foot Stomp are both excluded though.

    DPA for 3 Damage SOs (94.93% Damage) and 75% Fury (150% Damage):

    - Firey Melee
    Scorch: 155.4
    Fire Sword: 259.6
    Cremate: 293.5
    Incinerate: 359.7
    Breath of Fire: 241.7
    Fire Sword Circle: 269
    Greater Fire Sword: 466.1

    - Super Strength (Double Stacked Rage)
    Jab: 143.2
    Punch: 210.6
    Haymaker: 345.4
    Knockout Blow: 749.7
    Hurl: 345.4
    Footstomp: 299

    DPS for 3 Damage SOs (94.93% Damage) and 75% Fury (150% Damage):

    - Fiery Melee
    Scorch: 38.84
    Fire Sword: 32.19
    Cremate: 30.89
    Incinerate: 30.82
    Breath of Fire: 19.08
    Fire Sword Circle: 11.87
    Greater Fire Sword: 32.53

    - Super Strength
    Jab: 46.65
    Punch: 40.5
    Haymaker: 36.36
    Knockout Blow: 27.53
    Hurl: 32.89
    Footstomp: 13.53
  3. Quote:
    Originally Posted by Deus_Otiosus View Post
    That's just a bunch of attacks in a list though.

    I'll leave it to you to work out some attack chains.
    That's the case with pretty much any DPS discussion. All depends on what chains you're running.

    Quote:
    Originally Posted by Deus_Otiosus View Post
    Here are Bill Z's calculations on SOs:

    http://boards.cityofheroes.com/showt...hlight=results
    First off, that wasn't even running SOs, but basic IOs. His calculations did not factor in Hasten and relied on Build Ups. So, those numbers are what Fiery Melee was pulling off with Build Up active, which it can't sustain. Super Strength can maintain its Rage and double stack it. He also lists numbers for Super Strength on Scrappers and Martial Arts for Brutes, power sets that they don't have.

    Ultimately, not reliable.

    Quote:
    Originally Posted by all_hell View Post
    How did you get these numbers?
    3 Level 50 Damage SO Enhancements (94.93%) for all powers and Double Stacked Rage for SS (160%).

    Quote:
    Originally Posted by Crindon View Post
    It may be just me. But you can't compare two sets with a damage boost to a set with a damage boosts doubled up. The one set that has the damage boost will be better then the other two.
    A power set that can maintain its own build up twice over is a big deal. That's why I had the questions about Kinetic Melee and Street Justice. Sadly, no one here seems to know.
  4. Quote:
    Originally Posted by Deus_Otiosus View Post
    SS on its own, without gloom and without FA has some of the worst ST DPS available to Brutes.

    On it's own, SS is only slightly better than Electric Melee (which is pretty terrible for ST).
    Base, un-enhanced numbers completely support that. The majority of the other primaries are limited to that, but Super Strength isn't. Rage is such a huge difference maker. Here's a look at Fire, Elec, and SS:

    - Fiery Melee
    Scorch: 21.95
    Fire Sword: 18.19
    Cremate: 17.47
    Incinerate: 17.41
    Breath of Fire: 10.78
    Fire Sword Circle: 6.71
    Greater Fire Sword: 18.38

    - Electrical Melee
    Charged Brawl: 17.84
    Havoc Punch: 14.31
    Jacobs Ladder: 12.61
    Thunder Strike: 7.49
    Chain Induction: 7.15
    Lightning Rod: 2.80

    - Super Strength (Double Stacked Rage)
    Jab: 32.79
    Punch: 28.46
    Haymaker: 25.55
    Knockout Blow: 19.34
    Hurl: 23.11
    Footstomp: 9.51
  5. Oh, I'm going with WP for my Secondary.
  6. Regardless of appearances, I just want whatever will provide me with the highest DPS Brutes can muster. Presently, I've only been looking at the numbers for Battle Axe, Claws, Electric Melee, Kinetic Melee, Street Justice, Super Strength, and War Mace as those would be my preferences for thematic reasons.

    Super Strength followed by Claws appear to both have a clear advantage over the rest since they can easily maintain double stacking Rage (160%) and Follow Up (60%), respectively.

    Kinetic Melee and Street Justice were both tricky for me though. Due their special effects, Mids couldn't give me the information I needed. Is the 25% Damage Boost on KM attacks always active or does that apply only when Power Siphon is up? If it's always there, how high are you able to maintain its damage boost on average? Also, what damage percentage does each stage of Combo Level provide?
  7. Quote:
    Originally Posted by Ad Astra View Post
    Just curious - why would "the GM's get" this thread/post?

    The question seems perfectly valid and politely asked.
    Because I also sent it to the GM's via in-game petition as well.
  8. Quote:
    Originally Posted by Necrotech_Master View Post
    they are tied to rep too

    you only get a chance for drop on rep valid kills AND have not gotten a pvp IO within the last 10 minutes
    So it's only if you haven't gotten a PVP IO within the last 10 minutes and there wasn't one awarded in the last 5 minutes?
  9. Quote:
    Originally Posted by StarGeek View Post
    So where is this info in the wiki. I've looked for it before and couldn't find it.
    It's actually not there, I tried to look it up before coming here.
  10. Quote:
    Originally Posted by Rajani Isa View Post
    Well, that's what paragonwiki is for.

    I recall a global 5 minute timer, and a 10 minute timer on people you've already defeated
    So there's a 5 minute wait timer between drops or kills globally?
  11. Hey there I have a question and was hoping I can get a response before the GM's get it.

    I'm trying to figure out where PVP Recipes drop from. I know you can buy them from the Merit markets but wanted to know how they drop. I know there was a bunch of rules regarding their timing and even a point when they didn't drop. Can anyone provide any information?

    To further expand the question:

    - Do PVP recipes drop in Arena?

    - Do PVP recipes drop in warzones?
  12. Neuron being the evil counterpart was simply more reckless and desperate and therefore performed the experiments on himself instead of having them forced him like Synapse. They both have super speed.

    Tyrant is a standard mission, meant to be completed by anyone. He doesn't even seem to have Unstoppable. Until VEATs, Statesman was only found as an enemy in RV and the LRSF. Therefore, he was allowed to be overpowered, but in the Tyrant mission, he doesn't have Zeus' Lightning Bolt. Since GR, Tyrant's also been switched to Super Strength instead of Energy Melee.
  13. Drinking from the well is drinking from the Well. There's nothing suggests he has the power of both or that you can even drink different parts of it. It's well. You drink, you get power.

    Statesman and Tyrant were equal in power when first meet the Praetorian. It's stated why Tyrant has gotten stronger since then, he's given himself over to the well. Belladonna is an exception due to Tyrant's actions because without Arachnos, she's unable to obtain her Primal version's power since she's neither Night Widow or ghost.
  14. Quote:
    Originally Posted by Golden Girl View Post
    The Praetorian Hamidon is a little more powerful than the one on Primal Earth
    I have a hard time believing this since the Praetorian counterparts are always equal in power. He's an Incarnate in both worlds.

    Quote:
    Originally Posted by BrandX View Post
    Took it out int he sense that they only halted it...for now.
    Again, 7-9 minutes.

    Quote:
    Originally Posted by ryu_planeswalker View Post
    Our Hamidon is more or less a mindless mass off Goo, Imagine if all that power were backed by something intelligent enough to pull the Goo Pile into something more mobile faster and more focused so that instead of having all that power spread across the adds you have it all in one body.
    Hamidon Pasalima was brilliant and radical molecular biologist. He raided the Paragon Technological Institute where he was about to create the "Will of the Earth" which was dark magic, he was able to transform himself into the Hamidon. The power isn't spread across adds. Hamidon is one body. The yellows, greens, and blues are just apart of his body like our immune system. It doesn't make him weaker, but stronger.

    Quote:
    Originally Posted by Siolfir View Post
    Backwards... sentient but not really intelligent.
    I highly recommend The Terra Conspiracy arc. Hamidon is intelligent.
  15. I've gotta admit, I'm rather disappointed.

    On Virtue, 50 of us once took out Hamidon is about 7-9 minutes.
    All the super powered people on Praetoria couldn't beat that thing?!
  16. SECOND! So... can we get an extension of 2 XP to the following Thursday? *hint hint nudge nudge*
  17. I also came up with this version:

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    StormBeast: Level 50 Natural Corruptor
    Primary Power Set: Electrical Blast
    Secondary Power Set: Storm Summoning
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Medicine
    Ancillary Pool: Power Mastery

    Villain Profile:
    Level 1: Charged Bolts
    • (A) Decimation - Accuracy/Damage: Level 40
    • (3) Decimation - Damage/Endurance: Level 40
    • (9) Decimation - Accuracy/Endurance/Recharge: Level 40
    • (23) Decimation - Accuracy/Damage/Recharge: Level 40
    • (31) Decimation - Damage/Recharge: Level 40
    • (40) Decimation - Chance of Build Up: Level 40
    Level 1: Gale
    • (A) Positron's Blast - Accuracy/Damage: Level 50
    • (11) Positron's Blast - Damage/Endurance: Level 50
    • (13) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    • (46) Positron's Blast - Damage/Range: Level 50
    • (50) Positron's Blast - Damage/Recharge: Level 50
    Level 2: Lightning Bolt
    • (A) Decimation - Accuracy/Damage: Level 40
    • (3) Decimation - Damage/Endurance: Level 40
    • (5) Decimation - Damage/Recharge: Level 40
    • (15) Decimation - Accuracy/Damage/Recharge: Level 40
    • (23) Decimation - Accuracy/Endurance/Recharge: Level 40
    Level 4: Ball Lightning
    • (A) Positron's Blast - Accuracy/Damage: Level 50
    • (5) Positron's Blast - Damage/Endurance: Level 50
    • (7) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    • (13) Positron's Blast - Damage/Range: Level 50
    • (19) Positron's Blast - Damage/Recharge: Level 50
    Level 6: Short Circuit
    • (A) Obliteration - Damage: Level 50
    • (7) Obliteration - Accuracy/Recharge: Level 50
    • (9) Obliteration - Damage/Recharge: Level 50
    • (27) Obliteration - Accuracy/Damage/Recharge: Level 50
    • (43) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
    Level 8: Snow Storm
    • (A) HamiO:Microfilament Exposure
    • (11) HamiO:Microfilament Exposure
    • (29) HamiO:Microfilament Exposure
    Level 10: Fly
    • (A) Endurance Reduction IO: Level 50
    Level 12: Aim
    • (A) Adjusted Targeting - To Hit Buff/Recharge: Level 50
    • (37) Recharge Reduction IO: Level 50
    • (37) Adjusted Targeting - Recharge: Level 50
    Level 14: Steamy Mist
    • (A) Titanium Coating - Resistance: Level 50
    • (15) Titanium Coating - Resistance/Endurance: Level 50
    • (19) Titanium Coating - Resistance/Endurance/Recharge: Level 50
    • (43) Defense Buff IO: Level 50
    • (43) Endurance Reduction IO: Level 50
    • (45) Luck of the Gambler - Recharge Speed: Level 50
    Level 16: Freezing Rain
    • (A) HamiO:Enzyme Exposure
    • (17) HamiO:Enzyme Exposure
    • (17) HamiO:Microfilament Exposure
    • (40) Damage Increase IO: Level 50
    Level 18: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (34) Recharge Reduction IO: Level 50
    • (37) Recharge Reduction IO: Level 50
    • (40) Recharge Reduction IO: Level 50
    • (42) Recharge Reduction IO: Level 50
    • (48) Recharge Reduction IO: Level 50
    Level 20: O2 Boost
    • (A) Numina's Convalescence - Heal: Level 50
    • (34) Numina's Convalescence - Heal/Recharge: Level 50
    • (46) Numina's Convalescence - Heal/Endurance: Level 50
    Level 22: Zapp
    • (A) Sting of the Manticore - Accuracy/Damage: Level 50
    • (25) Sting of the Manticore - Damage/Endurance: Level 50
    • (25) Sting of the Manticore - Accuracy/Interrupt/Range: Level 50
    • (27) Sting of the Manticore - Damage/Interrupt/Recharge: Level 50
    • (42) Sting of the Manticore - Damage/Endurance/Recharge: Level 50
    Level 24: Stealth
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    Level 26: Voltaic Sentinel
    • (A) Damage Increase IO: Level 50
    • (29) Damage Increase IO: Level 50
    • (50) Damage Increase IO: Level 50
    Level 28: Stimulant
    • (A) Interrupt Reduction IO: Level 50
    Level 30: Aid Self
    • (A) Numina's Convalescence - Heal: Level 50
    • (31) Numina's Convalescence - Heal/Endurance: Level 50
    • (31) Numina's Convalescence - Heal/Recharge: Level 50
    Level 32: Thunderous Blast
    • (A) HamiO:Nucleolus Exposure
    • (33) HamiO:Nucleolus Exposure
    • (33) Damage Increase IO: Level 50
    • (33) Recharge Reduction IO: Level 50
    • (34) Recharge Reduction IO: Level 50
    Level 35: Tornado
    • (A) Undermined Defenses - Defense Debuff: Level 50
    • (36) Undermined Defenses - Defense Debuff/Endurance: Level 50
    • (36) Undermined Defenses - Defense Debuff/Recharge/Endurance: Level 50
    • (36) Undermined Defenses - Recharge: Level 50
    • (39) Achilles' Heel - Chance for Res Debuff: Level 20
    Level 38: Lightning Storm
    • (A) Damage Increase IO: Level 50
    • (39) Damage Increase IO: Level 50
    • (39) Damage Increase IO: Level 50
    Level 41: Power Build Up
    • (A) Adjusted Targeting - To Hit Buff/Recharge: Level 50
    • (42) Recharge Reduction IO: Level 50
    • (46) Adjusted Targeting - Recharge: Level 50
    Level 44: Temp Invulnerability
    • (A) Titanium Coating - Resistance: Level 50
    • (45) Titanium Coating - Resistance/Endurance: Level 50
    • (45) Titanium Coating - Resistance/Recharge: Level 50
    Level 47: Force of Nature
    • (A) Resist Damage IO: Level 50
    • (48) Recharge Reduction IO: Level 50
    • (48) Recharge Reduction IO: Level 50
    Level 49: Hover
    • (A) Flight Speed IO: Level 50
    • (50) Luck of the Gambler - Recharge Speed: Level 50
    Level 0: Marshal
    Level 0: Invader
    Level 0: High Pain Threshold
    Level 0: Born In Battle
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Scourge
    Level 1: Sprint
    • (A) Run Speed IO: Level 50
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Flight Speed IO: Level 50
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Stamina
    • (A) Efficacy Adaptor - EndMod: Level 50
    • (21) Efficacy Adaptor - EndMod/Accuracy: Level 50
    • (21) Endurance Modification IO: Level 50
    ------------
    Set Bonus Totals:
    • 12% DamageBuff(Smashing)
    • 12% DamageBuff(Lethal)
    • 12% DamageBuff(Fire)
    • 12% DamageBuff(Cold)
    • 12% DamageBuff(Energy)
    • 12% DamageBuff(Negative)
    • 12% DamageBuff(Toxic)
    • 12% DamageBuff(Psionic)
    • 0.94% Defense(Energy)
    • 0.94% Defense(Negative)
    • 1.88% Defense(Ranged)
    • 6.3% Max End
    • 60% Enhancement(RechargeTime)
    • 34% Enhancement(Accuracy)
    • 108.4 HP (10.1%) HitPoints
    • MezResist(Immobilize) 5.5%
    • MezResist(Sleep) 4.4%
    • MezResist(Stun) 2.2%
    • 5% (0.08 End/sec) Recovery
    • 36% (1.61 HP/sec) Regeneration
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)
    • 1.58% Resistance(Toxic)
    • 1.58% Resistance(Psionic)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  18. I've never made one of these before, but my main goal was damage and recharge.

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    StormBeast: Level 50 Natural Corruptor
    Primary Power Set: Electrical Blast
    Secondary Power Set: Storm Summoning
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Fighting
    Ancillary Pool: Electricity Mastery

    Villain Profile:
    Level 1: Charged Bolts
    • (A) Decimation - Accuracy/Damage: Level 40
    • (3) Decimation - Damage/Endurance: Level 40
    • (9) Decimation - Accuracy/Endurance/Recharge: Level 40
    • (23) Decimation - Accuracy/Damage/Recharge: Level 40
    • (31) Decimation - Damage/Recharge: Level 40
    • (40) Decimation - Chance of Build Up: Level 40
    Level 1: Gale
    • (A) Positron's Blast - Accuracy/Damage: Level 50
    • (11) Positron's Blast - Damage/Endurance: Level 50
    • (13) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    • (46) Positron's Blast - Damage/Range: Level 50
    • (50) Positron's Blast - Damage/Recharge: Level 50
    Level 2: Lightning Bolt
    • (A) Decimation - Accuracy/Damage: Level 40
    • (3) Decimation - Damage/Endurance: Level 40
    • (5) Decimation - Damage/Recharge: Level 40
    • (15) Decimation - Accuracy/Damage/Recharge: Level 40
    • (23) Decimation - Accuracy/Endurance/Recharge: Level 40
    Level 4: Ball Lightning
    • (A) Positron's Blast - Accuracy/Damage: Level 50
    • (5) Positron's Blast - Damage/Endurance: Level 50
    • (7) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    • (13) Positron's Blast - Damage/Range: Level 50
    • (19) Positron's Blast - Damage/Recharge: Level 50
    Level 6: Short Circuit
    • (A) Obliteration - Damage: Level 50
    • (7) Obliteration - Accuracy/Recharge: Level 50
    • (9) Obliteration - Damage/Recharge: Level 50
    • (27) Obliteration - Accuracy/Damage/Recharge: Level 50
    • (43) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
    Level 8: Snow Storm
    • (A) HamiO:Microfilament Exposure
    • (11) HamiO:Microfilament Exposure
    • (29) HamiO:Microfilament Exposure
    Level 10: Fly
    • (A) Endurance Reduction IO: Level 50
    Level 12: Aim
    • (A) Adjusted Targeting - To Hit Buff/Recharge: Level 50
    • (37) Recharge Reduction IO: Level 50
    • (37) Adjusted Targeting - Recharge: Level 50
    Level 14: Steamy Mist
    • (A) Titanium Coating - Resistance: Level 50
    • (15) Titanium Coating - Resistance/Endurance: Level 50
    • (19) Titanium Coating - Resistance/Endurance/Recharge: Level 50
    • (43) Defense Buff IO: Level 50
    • (45) Endurance Reduction IO: Level 50
    Level 16: Freezing Rain
    • (A) HamiO:Enzyme Exposure
    • (17) HamiO:Enzyme Exposure
    • (17) HamiO:Microfilament Exposure
    • (40) Damage Increase IO: Level 50
    • (50) Achilles' Heel - Chance for Res Debuff: Level 20
    Level 18: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (34) Recharge Reduction IO: Level 50
    • (40) Recharge Reduction IO: Level 50
    Level 20: O2 Boost
    • (A) Numina's Convalescence - Heal: Level 50
    • (34) Numina's Convalescence - Heal/Recharge: Level 50
    • (46) Numina's Convalescence - Heal/Endurance: Level 50
    Level 22: Zapp
    • (A) Sting of the Manticore - Accuracy/Damage: Level 50
    • (25) Sting of the Manticore - Damage/Endurance: Level 50
    • (25) Sting of the Manticore - Accuracy/Interrupt/Range: Level 50
    • (27) Sting of the Manticore - Damage/Interrupt/Recharge: Level 50
    • (46) Sting of the Manticore - Damage/Endurance/Recharge: Level 50
    Level 24: Stealth
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    Level 26: Voltaic Sentinel
    • (A) Damage Increase IO: Level 50
    • (29) Damage Increase IO: Level 50
    • (50) Damage Increase IO: Level 50
    Level 28: Boxing
    • (A) Accuracy IO: Level 50
    Level 30: Tough
    • (A) Titanium Coating - Resistance: Level 50
    • (31) Titanium Coating - Resistance/Endurance: Level 50
    • (31) Titanium Coating - Resistance/Recharge: Level 50
    Level 32: Thunderous Blast
    • (A) HamiO:Nucleolus Exposure
    • (33) HamiO:Nucleolus Exposure
    • (33) HamiO:Centriole Exposure
    • (33) Recharge Reduction IO: Level 50
    • (34) Recharge Reduction IO: Level 50
    Level 35: Tornado
    • (A) Undermined Defenses - Defense Debuff: Level 50
    • (36) Undermined Defenses - Defense Debuff/Endurance: Level 50
    • (36) Undermined Defenses - Defense Debuff/Recharge/Endurance: Level 50
    • (36) Undermined Defenses - Recharge: Level 50
    • (37) Recharge Reduction IO: Level 50
    • (39) Achilles' Heel - Chance for Res Debuff: Level 20
    Level 38: Lightning Storm
    • (A) Damage Increase IO: Level 50
    • (39) Damage Increase IO: Level 50
    • (39) Damage Increase IO: Level 50
    Level 41: Thunder Strike
    • (A) Obliteration - Damage: Level 50
    • (42) Obliteration - Accuracy/Recharge: Level 50
    • (42) Obliteration - Accuracy/Damage/Recharge: Level 50
    • (42) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
    • (43) Obliteration - Damage/Recharge: Level 50
    Level 44: Charged Armor
    • (A) Titanium Coating - Resistance: Level 50
    • (45) Titanium Coating - Resistance/Endurance: Level 50
    • (45) Titanium Coating - Resistance/Recharge: Level 50
    Level 47: Hurricane
    • (A) To Hit Debuff IO: Level 50
    • (48) To Hit Debuff IO: Level 50
    • (48) Endurance Reduction IO: Level 50
    • (48) Endurance Reduction IO: Level 50
    Level 49: Hover
    • (A) Flight Speed IO: Level 50
    Level 0: Marshal
    Level 0: Invader
    Level 0: High Pain Threshold
    Level 0: Born In Battle
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Scourge
    Level 1: Sprint
    • (A) Run Speed IO: Level 50
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Flight Speed IO: Level 50
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Stamina
    • (A) Efficacy Adaptor - EndMod: Level 50
    • (21) Efficacy Adaptor - EndMod/Accuracy: Level 50
    • (21) Endurance Modification IO: Level 50
    ------------
    Set Bonus Totals:
    • 13% DamageBuff(Smashing)
    • 13% DamageBuff(Lethal)
    • 13% DamageBuff(Fire)
    • 13% DamageBuff(Cold)
    • 13% DamageBuff(Energy)
    • 13% DamageBuff(Negative)
    • 13% DamageBuff(Toxic)
    • 13% DamageBuff(Psionic)
    • 0.94% Defense(Energy)
    • 0.94% Defense(Negative)
    • 1.88% Defense(Ranged)
    • 6.3% Max End
    • 50% Enhancement(RechargeTime)
    • 43% Enhancement(Accuracy)
    • 104.4 HP (9.75%) HitPoints
    • MezResist(Immobilize) 5.5%
    • MezResist(Sleep) 6.6%
    • MezResist(Stun) 4.4%
    • 5% (0.08 End/sec) Recovery
    • 24% (1.07 HP/sec) Regeneration
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)
    • 1.58% Resistance(Toxic)
    • 1.58% Resistance(Psionic)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  19. Looking over the numbers, Claws appears to be the best option S/L wise whereas Kinetic is the winner for everything else. Electric would be the AoE King, but has some ST issues.

    Quote:
    Originally Posted by TrainRobber View Post
    Well dont I feel silly not reading his third comment carefully before posting.
    Not your fault. I added it to the OP. It's pretty understandable just looking to add in your answer when it's not a judgmental response.
  20. Okay, I used Mids to gather some info. Yeah, I forgot to mention, I don't want use Fire. Between, Scrappers and Brutes I'm not interested in Fire (WP/Fire Tank), Broad Sword (Future Plans), Dual Blades, Stone Melee, and Spines. The rest I'm all ears for.

    ATTACK: DAMAGE PER SECOND | TOTAL DAMAGE (AREA OF EFFECT SIZE)

    CLAWS
    Swipe: 20.7 | 52.3
    Strike: 17 | 74.3
    Slash: 14.8 | 90.8
    Follow Up BU: 4.29 | 55.1
    Focus: 12.6 | 95.7
    Eviscerate CONE: 12.8 | 143.2 (90/7)
    Shockwave CONE: 5.52 | 72.3 (90/30)
    Spin PBAoE: 9.29 | 108.7 (8)

    KATANA
    Sting of the Wasp: 12.9 | 79.8
    Gambler's Cut: 15.8 | 57.8
    Divine Avalanche: +DEF (M,L) 13.4 | 57.8
    Soaring Dragon: 12 | 123.9
    Golden Dragonfly: 11.9 | 164
    Flashing Steel CONE: 9.5 | 68.1 (130/7)
    The Lotus Drops PBAoE: 5.77 | 91.3 (8)

    MARTIAL ARTS
    Thunder Kick: 15.1 | 57.8
    Storm Kick: 15.1 | 103.2
    Cobra Strike: 11.6 | 134.9
    Crane Kick: 11.6 | 134.9
    Crippling Axe Kick: 11.6 | 145.9
    Eagle's Claw: 11.3 | 164
    Dragon's Tail PBAoE: 5.24 81.2 (8)

    DARK MELEE
    Shadow Punch: 15.1 | 57.8
    Smite 13: | 90.8
    Siphon Life +HP: 11.3 | 134.9
    Midnight Grasp: 11.1 | 189.9
    Shadow Maul CONE: 13.4 | 148.4 (45/7)
    Dark Consumption PBAoE: +END: 0.3 | 55.1 (8)
    Soul Drain PBAoE: 0.56 | 68.8 (10)

    ELECTRIC MELEE
    Charged Brawl: 15.1 | 57.8
    Havoc Punch: 12.1 | 90.8
    Chain Induction: 6.06 | 90.8
    Jacobs Ladder CONE: 10.7 | 103.2 (50/7)
    Thunder Strike AoE: 6.33 | 134.9 (7)
    Lightning Rod PBAoE: 2.16 | 200.2 (20)

    KINETIC MELEE
    Quick Strike: 15.1 | 57.8
    Body Blow: 13.2 | 79.8
    Smashing Blow: 12.4 | 101.9
    Focused Burst: 11.3 | 112.9
    Concentrated Strike: 9.76 | 222.7
    Repulsing Torrent CONE: 3.39 | 55.1 (45/40)
    Burst PBAoE: 4.87 | 86 (8)
  21. I'm looking for a good ST and AoE damage, like Fiery Melee or Super Strength for Tanks.
  22. I do plan to team a lot, but I'm looking for a one-army kind of deal that works well against groups and have locked in on WP as a secondary.

    To restate this in the OP: Between, Scrappers and Brutes I'm not interested in Fire (WP/Fire Tank), Broad Sword (Future Plans), Dual Blades, Stone Melee, and Spines. The rest I'm all ears for.
  23. Quote:
    Originally Posted by TheFlamemaiden View Post
    Blizzard opens up a new supply every year or so. Clearly, we need to invade them for their resources. It's the only way we can survive!
    Does WoW XP convert evenly to CoH XP?

    If I hoard my XP now will I be taxed for it later?

    Can I finally give that 1 XP to my 50's so they become 51's and then with the level shift "52"?

    If we invade Europe, can we haz XP then?
  24. TL;DR version -

    - New version of mission system story system using AE
    - RP based but not necessary
    - Rewards possible but not sure at first.
    - Has flaws, but will still work out
    - Praetorians can start these at level 20. (Sorry no AE buildings in Praetoria.... Cole banned them.)

    This is an idea that is based off something from the world/multiverse of Dungeons and Dragons (rather from the organized play system behind it)...

    As it currently stands.... every mission, every arc, every TF, every newspaper/radio/[praetorian radio/newspaper] mission is the same. You do something, you complete that something, you get a reward, repeat ad nauseum. What you do, while you are told affects the multiverse (I love this word) that is the City of Heroes/Villains, it actual doesn't... the story doesn't change from the rail that it's on.

    However....

    What if you... and up to seven strangers... are picked to complete a mission of grave importance... and have it taped.... and find out what happens when....

    No wait, sorry... started transcribing the Real World into...

    But seriously, what if you (and a group of your peers of your choosing) were sent on a series of tasks and your completion of those tasks affected the story to come? That is... what you do in one mission... affects you in the next in terms of what the story is?

    What if the fate of the worlds of Paragon City, Praetoria, and the Rogue Islands (Sorry NCSoft and Paragon, too lazy to put the TM next to those)... were put into your hands.

    (Here's where the mentioning of D&D comes in...)
    Enter the "Living" system... In D&D, Game Masters can run a series of dungeons that when completed will have an overall bearing affect on the multiverse as a whole. (That is, the more people complete it, the more positive the outcome will be and what the actual next tasks are.)

    So what if we applied the same system here using well-designed AE arc (keyword: WELL-DESIGNED... aka not FARMS)... We'd end up with:
    Living Paragon City, Living Rogue Isles, Living Praetoria... Or if you want to get technical... Living Cap Au Diable, Living Peregrine Island, Living Croatoa... (wait is that last one possible?)

    What I'm suggesting is a series of AE Mission arcs that, when completed or failed, affect the story to come. Here is the key difference between RPGA and the AEGA (or Architect Entertainment Gaming Association... and yes, I know the name needs work) unlike D&D when you're only playing as morally aligned good guys (RPGA rules forbade the playing of morally evil characters)... the AEGA will feature a way for both sides to affect the outcome... that is, more heroes complete their tasks, the more villains need to pick up the slack.... the more villains complete their tasks, etc...

    Now anyone can complete the missions, but what if these missions had TF/SF/Trial/Mayhem styled restrictions. (Must complete in 30 minutes, must ensure that X doesn't happen, etc.) Also add in a RP Element... and there we go... We got a full fledged, get out the normal grind, way to use AE for what it's meant to be used for.

    Now I know there are some flaws with this already:
    • "But what about Gold-toons? They don't have an AE" If this comes to fruition, I'd design the arcs to run at 20th level and up. So that people who are in Praetoria and want to use that character, would be able to leave and choose their destiny. (Yes I know they can't complete Praetoria contact... another side effect.)
    • "No one wants to run AE missions other than farms, you don't get anything good from them except tickets." Last I checked, tickets = salvage/recipes/etc. Work the markets...
    • "Why should we help you collect tickets?" Just like Wizard of the Coast's DCI and RPGA systems, individuals who want to run the mission arcs on their own will be able to download them from a website, upload them to the AE server, and you can start cranking on them. This way, you publish it, you get the tickets if anyone rates it. Meanwhile, each set of missions is only scheduled to run for a certain amount of time. While they'll be up for download, they'll only affect the polling for results during a specific amount of time.
    • "I have a hard enough time finding a group! And you want me to find a group of 7?!" No, not really. The missions will be tough but not impossible... You can solo them, but remember that this was mainly a way to build RP Experience for those, but I guess you can solo them and build your characters story.
    • "What's the whole point of this? Just to run some arcs and do what? Get a pat on our back? Lame." Each mission arc completed will award points to those on the team that completed. Each AM/Team Leader will report back to a website, who was on the team, and what their team did. Based on their responses, points will be awarded to those members. Certain restrictions will apply. But it's my hope that if this gains enough attention/response that a red name can gift something like a costume code or game time or even a gold name for a day and etc.
    • "You mean we keep doing these forever and ever?" No... not really. This would be done in a TV styled fashion, you can do it with the same group each time or solo, or mix it up. Generally, this would be done in seasons. Season 1 would have X as the end season boss in the season finale. Depending on if the heroes defeat X (or the villains defeat A), this will lead to the story for Season 2 when Y would come in and take over or help or etc. (same for the villains, a new hero B has come to ensure that...) Each season will culminate with SOMETHING BIG happening.
    • "Why should we allow you to just promote your characters?" If you have a well-thought out character that you want to introduce as a hero or villain or Master Hero or Master Villain, feel free to suggest. I'd just ask you give me the AE character creator styled guide to making their powers and dialogues.
    • "Is RP during these missions absolutely necessary?" No. You can do the missions with out RP but it's my opinion you'll be missing out on the fun.

    Well that's all I can really say about this.... If you have any questions, feel free to post them here or send me a PM here.


    That's all I got for right now, looking for feedback on this.
  25. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Not true, I've seen LOTS of threads about how much the current respec system sucks over the last 6 months. Castle himself commented during the Going Rogue beta that it's something they're looking into, but it's not currently on the development time table.

    But yes, the current respec system sucks so hard that it turns black holes inside out.
    Anybody have a link to threads about this because I'm trying to figure out what's busted about it?