Perma-Double Rage Jab Buzzsaw?


AnElfCalledMack

 

Posted

Has anyone figured out how to design a buzzsaw brute with permanent double-stacked Rage? I've only managed to get Rage down to 63.9 seconds (and Jab down to 0.57 seconds) by fiddling around in Mid's.


 

Posted

I can't say I see the point to it.


 

Posted

If you are going to double stack Rage, why would you not want to run the highest DPA attacks available?


 

Posted

I thought the Buzzsaw concept was mainly about the shortest and fastest attack chain.

I can get Knockout Blow down to around six and a half seconds, but after that, I'd seem to need multiple attacks as attack chain fillers. Hmmm....


 

Posted

I've been away for a year but i remember double stacking rage giving me double the rage crash. Which i hated. Unless i am missing the intent of this build.


I crashed a cadillac through the gates of hell and returned with a fistfull of dollars.

 

Posted

You don't rage crash if you can keep at least one application up at all times. Same with Domination.


 

Posted

It seems like you are equating an attack chain to mean a single repeated attack. A chain, by definition, has more than one link and similarly an attack chain has more than one attack.


 

Posted

The Buzzsaw build was a DM toon that used IO procs to leverage the (then) superior DPA of Shadow Punch and Smite to make a viable attack chain for Dark Melee. You did this not just because the skills animated quickly and received the most benefit from procs, but also because they had the best DPA in the set at the time. Meanwhile, Jab has the worst DPA in the entire Super Strength set...

Super Strength has large amounts of +damage through Rage, particularly if you double stack it, thus you would rather use high DPA attack. It's better to use a chain that employs an APP/Patron attack and Punch/Haymaker between KO Blow smashes: Mu Lightning->Punch-HayMaker->repeat for example. Several APP attacks work quite well, particularly Fire Blast.


 

Posted

Quote:
Originally Posted by The_Coming_Storm View Post
You don't rage crash if you can keep at least one application up at all times. Same with Domination.
You do still crash from Rage and have -9999% damage for 10 seconds, but you do not receive the -defense debuff.


 

Posted

So you could work on maintaining Fury with Brawl during the crash, since Brawl doesn't need to hit to generate Fury, right?


 

Posted

Quote:
Originally Posted by Ang_Rui_Shen View Post
So you could work on maintaining Fury with Brawl during the crash, since Brawl doesn't need to hit to generate Fury, right?
Ideally, you'd have sustainable endurance consumption, and could keep swinging with whatever. No attack needs to hit to generate fury, and you don't lower your chace to hit - you just have floored damage. But using KO Blow mid-crash would probably be a waste, so you might wat to try and avoid that.


 

Posted

Quote:
Originally Posted by Ang_Rui_Shen View Post
So you could work on maintaining Fury with Brawl during the crash, since Brawl doesn't need to hit to generate Fury, right?
You should use temp powers and vet rewards during the crash as well as Taunt if you have it. If you have double stacked Rage, you will sill have the full +ToHit bonus added to these powers and they will do full damage because they ignore any form of +/- damage. Procs will also do full damage.


 

Posted

I don't stack Rage on my SS/Fire. Stacking Rage = more crashes which I don't like. Sometimes it can help, but other times it can slow you down.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

Posted

With 75% Fury and 95% damage slotting in attacks Rage will theoretically peak at a cycle time around the low 30s, at which point you would have an average damage of ~440% (1) compared to the ~420% you would achieve with a 60 second cycle. That you would require approximately 670% effective recharge slotting in Rage makes this an obviously hypothetical situation. Still, within the limits of the game lowering recharge on Rage shouldn't cause reduced damage output. Increased annoyance yes, but not decreased damage.

A single target attack chain on SS/ almost needs to include Gloom. It's got great DPA in its own right, add Rage on top and it's verging on ridiculous. Working inside the buzzsaw/procsaw framework it is also a good place for a second purple damage proc.

Edit : 1) Yes, this is ~660% with the crash taking up a full third of the cycle time.


 

Posted

Not sure were ppl seem to think that having rage up more will slow you down, but i guess it might if you dont have vet powers or something. But ive actually got it so in my AE farm most of the time i can hit the ticket cap in about 4min so once i get that second crash i just leave.


"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal

@Caucasiafro

 

Posted

Quote:
Originally Posted by JuliusSeizure View Post
You should use temp powers and vet rewards during the crash as well as Taunt if you have it. If you have double stacked Rage, you will sill have the full +ToHit bonus added to these powers and they will do full damage because they ignore any form of +/- damage. Procs will also do full damage.
Vet powers ignore damage (de)buffs, but temporary powers do not.


 

Posted

Quote:
Originally Posted by The_Coming_Storm View Post
You don't rage crash if you can keep at least one application up at all times. Same with Domination.

At first i thought they changed rage in the last year, turns out they didnt and this is false. You still have to sit around for 10 seconds doing -9999% damage every 70-100 seconds depending on how much recharge your build has.

Quote:
Originally Posted by ultrawatt View Post
Not sure were ppl seem to think that having rage up more will slow you down, but i guess it might if you dont have vet powers or something. But ive actually got it so in my AE farm most of the time i can hit the ticket cap in about 4min so once i get that second crash i just leave.

Let me get this straight, your saying double stacking rage doesnt slow down an SS because you only play a mission for 4 mins at a time....uhgggggggg. Smurphy can we get some help here?!?!?


I crashed a cadillac through the gates of hell and returned with a fistfull of dollars.

 

Posted

Nemesis staff, sands of mu, black wand, that stuipid ghost slaying axe and I think temporary powers aren't affected by the damage crash.

So you can still be pretty busy duing those 10 seconds.


 

Posted

Quote:
Originally Posted by FitzSimmons View Post
Nemesis staff, sands of mu, black wand, that stuipid ghost slaying axe and I think temporary powers aren't affected by the damage crash.

So you can still be pretty busy duing those 10 seconds.
A lot of people don't like to use those, especially when you have the SS arsenal. Ghost Slaying Axe < KO Blow.


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

Posted

The 10s of damage flooring is really not a big deal. On my SS I do one of several things while in damage crash mode:

*Use Nemesis Staff and / or Sands of Mu (in fact, the only time I use them on that character)
*Taunt (good to do anyway)
*Use a utility clicky
*Reposition character and / or herd a mob
*Manage my inspirs to turn 3's into things I need; delete useless recipes or enhancements
*Type something in team chat or a global channel which I'm usually too busy to participate in
*Take a moment to reflect on how awesome my character is and all the stompin he did while double stacked rage put his damage buff at 160%


It doesn't really slow you down over all; you go faster while dishing out gobs o damage and slow down for 10 seconds afterwards. If you are double stacked for at least 10 seconds then it pretty much washes out time-wise.


 

Posted

Quote:
Originally Posted by The Original Clutch View Post
Let me get this straight, your saying double stacking rage doesnt slow down an SS because you only play a mission for 4 mins at a time....uhgggggggg. Smurphy can we get some help here?!?!?
Mabye i just suck at math >.<

But later today i will run the mish a few times without stacking my rage and then i will run it a few times while stacking my rage, then see which is faster.

Quote:
Originally Posted by Nalrok_AthZim View Post
A lot of people don't like to use those, especially when you have the SS arsenal. Ghost Slaying Axe < KO Blow.
I think he ment during the rage crash, and durning that time yeah. . . ghost slaying axe(i like sand of mu more though) > KoB.


"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal

@Caucasiafro

 

Posted

If takes lets say 2 Foot Stomps to kill a mob with Rage up, stacking Rage may not be a benefit if it still takes you 2 Foot Stomps to kill a mob. Will you be doing more damage with stacked Rage? Of course, but sometimes that extra damage can go to waste causing you to slow down because of the increase in crashes. That's also without factoring inspiration use.

For those certain AE farms that take 4 minutes, I don't even use Rage at all. I determined activating Rage actually slows me down because of the amount of red inspirations that are used.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

Posted

I probably won't run my design for real, but the idea of a Brute jabbing two times per second was pretty compelling to me. It's a speed bag boxing workout. heh.


 

Posted

The recharge on a skill takes place after it has finished animating. Jab animates in 1.07 seconds. You had the recharge down to .57 seconds, so that would be one Jab every 1.81 seconds, roughly, with server ticks.