Rage without the crash?
If I'm reading this right this guide seems to suggest a Rage crash can be fully prevented by a full overlap of two stacked Rages; thus without a gap between them where only one Rage would be active.
Is this still current? It would seem most logical to me that every Rage - after its 120 second duration - was following by a 10 second crash reducing your defenses across the board, independently of each other. This wouldn't be in line with the above though, from what I understand. TLDR; If Rage recharges in less than 60 seconds will your defenses never be reduced by a Rage crash or is that nonsense? |
Why is beyond me, but that's the way they've crafted the power. The Defense Debuff has the "Cannot stack from same caster" flag on it so when you recast Rage the 2 minute timer for the debuff crash resets.
Sweet, this will be great.
Thanks for clearing that up.
But bear in mind you WILL experience the damage crash.
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."

Edit:
Also my net end gain minus the effective end drain of footstomp must still be sufficient to recover 50% of my total endurance every 60 seconds to sustain this, correct?
Errr... well, I can't seem to find the details on the damage crash, but I sort of assumed it's not as much as the boost and thus, although for 10 seconds every 2 minutes your damage will not be +160%, it would still at least be +80% from one Rage - or did I underestimate that?
Also net end recovery minus the effective end drain of footstomp must still be sufficient to recover 50% of my total endurance every 60 seconds to sustain this, correct? |
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."

The damage crash from Rage will take you well below -9000%. Not even kidding. By the way, slot for EndRdx on Foot Stomp. What's your secondary?
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I can still keep footstomping nonetheless to keep mean people off their feet.

I was thinking along these lines:
(Note: non-constructive flamers begone. This is not even meant to be a farmer like you assumed, it's meant to be a lolbuild for laughs, nothing more and nothing less.)
Villain Plan by Mids' Villain Designer 1,81
http://www.cohplanner.com/
Click this DataLink to open the build!
The Grump Thump: Level 50 Mutation Brute
Primary Power Set: Super Strength
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Jab -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(46), Amaze-Acc/Stun/Rchg:50(48), Amaze-Acc/Rchg:50(48), Amaze-EndRdx/Stun:50(50)
Level 1: Focused Fighting -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(3), LkGmblr-EndRdx/Rchg:50(3), LkGmblr-Def/EndRdx/Rchg:50(5), LkGmblr-Def:50(5), LkGmblr-Rchg+:50(11)
Level 2: Focused Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(7), LkGmblr-EndRdx/Rchg:50(7), LkGmblr-Def/EndRdx/Rchg:50(9), LkGmblr-Def:50(9), LkGmblr-Rchg+:50(11)
Level 4: Agile -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(13), RedFtn-Def/EndRdx/Rchg:50(13), RedFtn-Def:50(15), RedFtn-EndRdx:50(15), LkGmblr-Rchg+:50(17)
Level 6: Swift -- Run-I:50(A)
Level 8: Combat Jumping -- SW-Def/EndRdx:50(A), SW-Def/Rchg:50(17), SW-EndRdx/Rchg:50(37), SW-Def/EndRdx/Rchg:50(39), SW-Def:50(39), SW-ResDam/Re TP:50(46)
Level 10: Practiced Brawler -- RechRdx-I:50(A)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(40)
Level 14: Super Speed -- EndRdx-I:50(A)
Level 16: Health -- Panac-Heal/EndRedux:50(A), Panac-EndRdx/Rchg:50(42), Panac-Heal/Rchg:50(43), Panac-Heal/EndRedux/Rchg:50(45), Panac-Heal:50(45)
Level 18: Dodge -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(19), RedFtn-Def/EndRdx/Rchg:50(19), RedFtn-Def:50(37), RedFtn-EndRdx:50(37)
Level 20: Evasion -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(21), RedFtn-Def/EndRdx/Rchg:50(21), RedFtn-Def:50(23), RedFtn-EndRdx:50(23), LkGmblr-Rchg+:50(25)
Level 22: Stamina -- EndMod-I:50(A), EndMod-I:50(48), EndMod-I:50(50)
Level 24: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(25), Mocking-Taunt/Rchg/Rng:50(27), Mocking-Acc/Rchg:50(40), Mocking-Taunt/Rng:50(40), Mocking-Rchg:50(42)
Level 26: Rage -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(27), AdjTgt-ToHit/EndRdx/Rchg:50(33), AdjTgt-EndRdx/Rchg:50(33), AdjTgt-ToHit/EndRdx:50(33), AdjTgt-Rchg:50(34)
Level 28: Lucky -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(29), RedFtn-EndRdx/Rchg:50(29), RedFtn-Def/EndRdx/Rchg:50(31), RedFtn-Def:50(31), RedFtn-EndRdx:50(31)
Level 30: Punch -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(42), Hectmb-Acc/Dmg/Rchg:50(43), Hectmb-Acc/Rchg:50(43), Hectmb-Dmg/EndRdx:50(45)
Level 32: Foot Stomp -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(34), Armgdn-Acc/Dmg/Rchg:50(34), Armgdn-Acc/Rchg:50(36), Armgdn-Dmg/EndRdx:50(36), RechRdx-I:50(36)
Level 35: Kick -- Empty(A)
Level 38: Quickness -- Run-I:50(A)
Level 41: Superior Conditioning -- P'Shift-End%:50(A)
Level 44: Physical Perfection -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(46)
Level 47: Tough -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(50)
Level 49: Weave -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
I wasn't sure where to begin with your slotting choices, so I just revamped the whole thing from scratch.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Brute
Primary Power Set: Super Strength
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(23)
Level 1: Focused Fighting -- GftotA-Def/EndRdx(A), GftotA-Def(7), GftotA-Def/EndRdx/Rchg(7), GftotA-Def/Rchg(27)
Level 2: Haymaker -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Acc/Rchg(17), Hectmb-Dmg/EndRdx(19), Hectmb-Dam%(19)
Level 4: Focused Senses -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(9), GftotA-Def/Rchg(9), GftotA-Def(36)
Level 6: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/Rchg(37)
Level 8: Knockout Blow -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(15), Mako-Acc/EndRdx/Rchg(15)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/Rchg(42)
Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 20: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31)
Level 22: Super Speed -- Run-I(A)
Level 24: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(42), Amaze-Acc/Stun/Rchg(43), Amaze-Acc/Rchg(43), Amaze-EndRdx/Stun(43)
Level 26: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(31), TtmC'tng-ResDam/EndRdx(37), TtmC'tng-ResDam(37), TtmC'tng-ResDam/EndRdx/Rchg(40)
Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
Level 30: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(34), GftotA-Def/Rchg(36), GftotA-Def/EndRdx/Rchg(36)
Level 32: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), EndRdx-I(34)
Level 35: Quickness -- Run-I(A)
Level 38: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rchg/Rng(39), Mocking-Acc/Rchg(39), Mocking-Taunt/Rng(40), Mocking-Rchg(40)
Level 41: Stimulant -- RechRdx-I(A)
Level 44: Aid Self -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Rchg(46), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/EndRdx(48)
Level 47: Superior Conditioning -- P'Shift-EndMod(A), P'Shift-End%(48), EndMod-I(50)
Level 49: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(50), P'Shift-EndMod/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(3), RgnTis-Regen+(3)
Level 1: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(5), P'Shift-End%(5), P'Shift-EndMod/Rchg(45)
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1463;716;1432;HEX;| |78DA8D945B4F134114C767DB2DDB2B6D850A142837A194D2057C12F0922890082D4| |11B2F5163536168576B69DA2581373F804F9AE8936F5EBF827E09EF7E9C7AE6FCA7| |15E38B1BF8FF6667FF73E69C39BB2D1CAD858578724918A12BB572AB55BADC3C74A| |5BF70E8965DE7A02E2C214492E74A055993D22E1E3664B354749BB25E71AB2378B4| |26F765BDD579785DEED7E4916CC5AFD6AB927CAEDD1984770E0E6A765E961B4EBD1| |2E49B6243CABD080F379C4AD5A507B82BC83D67D7A9CBA1F586B36BAFD765B3725C| |2A945BAE6C1E23CB41CA2D43FF9386D057DB1465C292E87F00EC324E4B608FF1593| |97949DB2B4C1AA4458F1FB018491F63CAD0360A6BA43D6A696C16C8304ECD0159C6| |17327A75582FC2FA11CFAFE36193AFE4F0C1E7F1250CB534D8CF3813674C935AD8D| |767A19C20CA09A39C30EAE84555BD0EE31B69006145208B7A294A484F85B0D3244D| |45F4E611B806FFC277D2A83644B12689EC32C82E4D1A370CCE2EFE9A2B1F79C3C8B| |C65CCBF63E4DE031F183FC8DFA7C3F621EC08C2A6628C294A2C81A24522C7A91834| |35A0CF7F60135B6C31E6F24001D86678C93E842DCCA1011A8C8AD4592F9FEB1C8ED| |7460139C64F320EC36E0C23A314323229D0A86EE4281A3981D64DE946A2AD19D231| |DDA7B165CE617C055805CE33262E00135CD5AFEE0BDB16932874866EA775A0E92A9| |B671CE021F08891AE018F19294A73569FD82C9A374653597D62D9021733BFCDC8ED| |3016F2C016231017C2D64DB19F71D085978CA571BC686458D486451896B4E1393A6| |F76BF3CFAA34BE44FCE78D9B46376BF2361B069C3EC7E81ED408C7C78FA3F97CFEA| |2ED53BF6FC3363FD99F1884DEE95E72657ECB9C8EF85DF3AF10B80BACC1700CA9B4| |7791FC31D5FE05A904645127143C92D757B5BC91D2577D5DC3D25F7959494B43F85| |3B47113DA70A5E56B2A2645549820A174F95D30A91849484954494F42A892A8929E| |9539254F24A49FB37855FE34F| |-------------------------------------------------------------------|
You can work to shave down the def numbers a few hairs and use any slots you might pick up to emphasize more regen/recovery, though I'd probably try to stay around 46% to melee and ranged.
I used the Glad unique because you had it in your build, but I just thought I'd point out that it costs anywhere from 2-4 billion inf.
Oh, an extra pool à la i19. And there's my Mids' telling me there are no updates yet.
I used the Glad unique because you had it in your build, but I just thought I'd point out that it costs anywhere from 2-4 billion inf.
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Regardless, I'll fiddle with it. It looks alright, except it really doens't have enough recharge for my liking yet, which is exactly why I discarded the slotting more similar to this that I had before.
You have some details different in there I overlooked at first though, so I'll need to look at that one again and see if it can be made to work as planned.
Thanks for the input.

Oh, an extra pool à la i19. And there's my Mids' telling me there are no updates yet.
Yeah, I'm aware of that. That won't be an issue. Regardless, I'll fiddle with it. It looks alright, except it really doens't have enough recharge for my liking yet, which is exactly why I discarded the slotting more similar to this that I had before. You have some details different in there I overlooked at first though, so I'll need to look at that one again and see if it can be made to work as planned. Thanks for the input. ![]() |
You'd already have permahasten by 2s and here's what your most important long recharge power's recharges look like in comparison:
190% rech
KoB = 6.58s
FS = 5.25s
180% rech
KoB = 6.79s
FS = 5.41s
If I had a choice, of dropping those two powers by those times (0.21s for KoB & 0.16 for FS) or the added amount of endurance recovery my version has - I would choose the added recovery every time.
You'll notice the recovery on the build I posted is 4.58 EPS + 3x Perf Shifter Procs (not included in the mids total).
If you really want more recharge, the first thing I would do is add a force feedback proc to footstomp. I don't think it's worth it on this build, as you don't really have enough long recharge powers to make the most of it vs. the sacrifice of end rdx in footstomp.
If you were trying to work Gloom into your ST attack chain to make it all seamless, then yes pushing for the extra rech could be worth it.
Otherwise Haymaker is already going to be up every 2.16s and another 10% rech isn't going to make any significant impact this builds ST chain.
I'm not quite sure how you came up with 190% there.
The build I suggested has 205% recharge bonus, the 20% from quickness included. The gap between the double-stacked Rages is less than a second and that is due to cast time.
In your comparison you're forgetting the presence of green in the health bar though.
This isn't just any build with recharge to keep fancy toys going. Lack of recharge here will kill you.
It's exactly why I verified about the Rage crash being preventable as far as -DEF goes in the first place. This thing has no resistances, it's just softcapped on def and not with a whole lot of margin either.
With 180% recharge bonus you'll have to deal with -20% def for about 9 seconds every minute, that's 15% of the time you'll be running 25-30ish percent def with pretty much no resists or no resists worth mentioning at the least to say. In that scenario Aid Self isn't going to help you either, because Aid Self helps best - in this particular build - when you need it least, seeing as it's interruptable.
I chose to go full def on this and only def as opposed to one of the 9 million Brute builds out there with a much greater focus on resistances and that also means getting that Rage to fully overlap is vital unless you want to inspect a particularly intruiging floor tile.
I'm not quite sure how you came up with 190% there.
The build I suggested has 205% recharge bonus, the 20% from quickness included. The gap between the double-stacked Rages is less than a second and that is due to cast time. |
Is this a PvP build? If it's not, and your intent is PvE - you might want to take a second look at Shield Wall.
In your comparison you're forgetting the presence of green in the health bar though.
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This isn't just any build with recharge to keep fancy toys going. Lack of recharge here will kill you.
It's exactly why I verified about the Rage crash being preventable as far as -DEF goes in the first place. This thing has no resistances, it's just softcapped on def and not with a whole lot of margin either. |
In my build you will never, ever, suffer the -DEF crash. You only need to stack Rage right before the crash, which means just under 120s, with 115s being a very safe number.
With 180% recharge bonus you'll have to deal with -20% def for about 9 seconds every minute, that's 15% of the time you'll be running 25-30ish percent def with pretty much no resists or no resists worth mentioning at the least to say. In that scenario Aid Self isn't going to help you either, because Aid Self helps best - in this particular build - when you need it least, seeing as it's interruptable.
I chose to go full def on this and only def as opposed to one of the 9 million Brute builds out there with a much greater focus on resistances and that also means getting that Rage to fully overlap is vital unless you want to inspect a particularly intruiging floor tile. |
1) Rage will never crash your defense in the build I posted.
2) Once you are softcapped with 95%+ DDR you want to focus on resistances, HP & regen to improve your survivability.
3) Considering you started this thread to ask questions on the mechanics of Rage crashes, you might want to listen more than chomp at the bit to tell me how the power works.
Lastly,
Aid Self is optional, it will help your survivability and you will be softcapped to make use of it.
You could easily drop it and grab Hurl to stick an Armageddon set in there for an extra 5% rech over Doc Wounds.
off topic slightly, and my build is different, I have a SS/fire brute;
I have quit using Rage. I have enough recharge to double stack it but the down time on the damage just got to be too much of a PITA for me.
I always tried to keep an eye out for the blinking Rage icon so I knew when it was about to crash but sometimes I would miss it and jump right into the middle of a mob and could no longer do any damage.
I would stop attacking because why burn the endurance since nothing was happening (although the procs still go off). I occasionally use it towards the end of a mission (or farm ) just to finish out quickly but seriously I dont run it regularly anymore.
I havent noticed much of a difference.
I'm not sure, it could be my version of mids (using an unofficial version by leandro) but only 190% is showing.
Is this a PvP build? If it's not, and your intent is PvE - you might want to take a second look at Shield Wall. |
It's PvE, there are 12 PvE enhancements in it. The concept of using enhancements for their respective benefits shouldn't be too hard to grasp. Those enhancements are in there because they provide the bonusses the build needs to work and those bonusses are not always provided by their PvE only companions. Remember that PvP enhancements aren't different from PvE enhancements when it comes to PvE - they just have their own set bonusses like any other set, nothing strange about it.
The build I posted has 245% regen & aid self. I'm not sure what your build has that does more for the green bar.
This is incorrect. In my build you will never, ever, suffer the -DEF crash. You only need to stack Rage right before the crash, which means just under 120s, with 115s being a very safe number. |
I figured if your recharge is not 60 or less that means you can not cast the second when or before the first is half way through and thus not cast the third before the first ran out. As a result the 3rd wouldn't be in affect when the first ran out and thus you'd be running 1 Rage for a moment and not have it double stacked causing a Rage crash to kick in until you cast the next. Resulting from that train of thought is the assumption you'd need to fire up a Rage every 60 seconds to keep a Rage crash from occuring.
It was stated, however, that the Rage crash essentially is part of the Rage and just active the entire time with the debuffs kicking in after a 120 second delay and that unstackable from caster, which is self. That in fact means the flag is shared by all Rages, thus you only need to fire one up every 120 seconds.
I didn't immediately pick up on that as I was still stuck with the thought it had to be stacked, but that isn't the case at all then, is it?
As long as you keep a Rage running... even just one, but you make sure you fire it again before the last runs out (you'll have a second overlap, but that overlap is not exactly the first thing that comes to mind when talking about stacking them) it won't crash.
In short: 120 seconds is what you need to get below to prevent a crash then, not 60.
Adjusting my thought there I can indeed see that working. Thanks for clearing up yet another thing.

Edit:
3) Considering you started this thread to ask questions on the mechanics of Rage crashes, you might want to listen more than chomp at the bit to tell me how the power works.
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It's quite a normal way of conversation to get thoughts and different levels of understanding of a subject on one line.
As such I thank you, again, but I'm just going to ignore this comment.
and Panacea, right?
It's PvE, there are 12 PvE enhancements in it. The concept of using enhancements for their respective benefits shouldn't be too hard to grasp. Those enhancements are in there because they provide the bonusses the build needs to work and those bonusses are not always provided by their PvE only companions. Remember that PvP enhancements aren't different from PvE enhancements when it comes to PvE - they just have their own set bonusses like any other set, nothing strange about it. |
These are the PvE bonuses:
- Two enhancements improves your Regeneration by 10.00%.
- Three enhancements increases maximum Health by 2.25%.
- Four enhancements increases Energy and Negative Energy resistance by 1.89%.
- Five enhancements improves the Damage of all your powers by 2.50%.
- Six enhancements increases Toxic and Psionic Resistance by 1.58%.
The resistance numbers are to small to matter, and +2.5% damage is a tiny drop in the bucket for an SS Brute.
That's correct.
My point was that the PvE bonuses for Shield Wall are of very minor value beyond the 3rd slot.
These are the PvE bonuses:
The resistance numbers are to small to matter, and +2.5% damage is a tiny drop in the bucket for an SS Brute. |

And this also explains how you got to 190% whilst I have my totals here saying 205%, since Panacea has another 7.5% bonus in PvP only which it's adding in PvE mode here for some reason.
Another thing to revise...
It would appear so after looking it up. The complete set is there because my install of Mids' - when set to PvE mode - actually says the recharge bonus is in effect, but ParagonWiki seems to confirm what you're saying.
![]() And this also explains how you got to 190% whilst I have my totals here saying 205%, since Panacea has another 7.5% bonus in PvP only which it's adding in PvE mode here for some reason. Another thing to revise... |
I really am awful at everything melee not a Stalker.
No, panacea's recharge is PvE as is Gladiator's net actually but that's another matter.
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This is indeed not the case and, all in all, I still don't understand where that difference is coming from.

Can you confirm that 190% is what you read off the totals viewing my initial build without modification?
This is still a tad annoying since without knowing where that's coming from I have no idea if it may not be off on other builds I did either.

At least it seems no wonder now I started off all wrong on this build. I thought the recharge bonus I had had actually pushed the recharge time of Rage just under 60 which I guess wasn't the case at all if the bonus was only 190% and I also through that that is exactly what had to be achieved to prevent the -DEF component of a Rage crash which isn't the case either.
With that in mind your build looks a lot more sensible.
The only thing that saddened me to see for a moment was that the complete overlap seems very hard or almost impossible to achieve which was the core idea of the build to begin with: getting 2 Rages perma stacked.
But then I realized i19 will solve this...
With just 2 minor modifications to the build you suggested I can still maintain softcapped defense whilst slotting the Rage with an Adjusted Targeting set instead of Gaussion's Synchronized Fire-Control set, thereby upping the recharge enhancement in Rage to 97.49% post-ED and the global recharge bonus to 185%.
Correct me if I'm wrong on the next part, but I figured with that as a basis a Spiritual Core Paragon Alpha enhancement should do the following to the recharge:
(The following is without even taking into account the 15% recharge enhancement that is subject to the diminishing returns of enhancement diversification from the Alpha enhancement.)
Recharge = 240 / (1 + 0.9749 + 1.85 + 0.3) = 58.18 seconds.
Right, I should stop making assumptions. I verified and confirmed Shield Wall's recharge bonus and figured the same would go for this because that would explain the recharge difference of 15%.
This is indeed not the case and, all in all, I still don't understand where that difference is coming from. ![]() Can you confirm that 190% is what you read off the totals viewing my initial build without modification? This is still a tad annoying since without knowing where that's coming from I have no idea if it may not be off on other builds I did either. ![]() |
Looking at your build again, there is no power chosen at L6, 16, 22.
This is probably Hurdle/Swift, Health, Stamina.
L16 has 5 slots devoted to it, and after the discussion going on I'm assuming you have panacea there. On my version of mids, there is nothing slotted.
Putting it all together, my version of mids is displaying 190% global rech, adding in the panacea which is not in my total would bring it to 197.5, adding in the 7.5 from Shield Wall which doesn't apply to PvE would bring it to 205%.
I didn't mention it earlier, because at the time I was just baffled why you didn't take 3 powers and why CJ was slotted with 6 piece Shield Wall.
Now it all makes sense.

Yes, the amount of recovery in the build I posted will help you greatly.
Rage & Hasten crashes, and the overall end consumption of constantly using Foot Stomp will eat away at your blue bar.
The only thing that saddened me to see for a moment was that the complete overlap seems very hard or almost impossible to achieve which was the core idea of the build to begin with: getting 2 Rages perma stacked.
But then I realized i19 will solve this... With just 2 minor modifications to the build you suggested I can still maintain softcapped defense whilst slotting the Rage with an Adjusted Targeting set instead of Gaussion's Synchronized Fire-Control set, thereby upping the recharge enhancement in Rage to 97.49% post-ED and the global recharge bonus to 185%. |
Give it a try, you might not mind - but the end crash, and the zero damage for 10s eventually became unbearable to me for the actual increase in damage that you get.
On my SS/SD it's about a 10% increase in damage per foot stomp, but is completely unsustainable endurance wise.
I also find that crashing every minute brings up the likely hood of the crash happening at very inopportune times, most notably on task forces.
Yeah, on a Brute double-stacked Rage is very questionable. You have so much extra +damage buffs (from Fury, from the first Rage) already that even the extra +80% from a second Rage amounts to a pathetic proportional gain.
If the extra damage were free then that'd be one thing, but it's not. You should be shooting for just enough overlap on Rage that you can mitigate the DEF debuff.
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."

And that would be why.
Yeah, the crash used to keep you from attacking at all. There were complaints, though, that you could not use Taunt, or (possibly) other click powers such as heals. It was changed to its current incarnation, which allows you to attack, but with a huge damage debuff.
As there is a minimum damage for attacks, you have probably never noticed it, since orange numbers still come up. But they are single digit numbers, maybe 4 or 6 or the like.
Vet Rewards are immune to this effect, which is why a lot of people recommend taking Sands of Mu for use during the crash. I personally just wail away with Brawl to keep Fury up, since it costs no End, and proportionally speaking it's probably not really that much less damage than some other attack under such a high debuff.
Yeah, the crash used to keep you from attacking at all. There were complaints, though, that you could not use Taunt, or (possibly) other click powers such as heals. It was changed to its current incarnation, which allows you to attack, but with a huge damage debuff.
As there is a minimum damage for attacks, you have probably never noticed it, since orange numbers still come up. But they are single digit numbers, maybe 4 or 6 or the like. Vet Rewards are immune to this effect, which is why a lot of people recommend taking Sands of Mu for use during the crash. I personally just wail away with Brawl to keep Fury up, since it costs no End, and proportionally speaking it's probably not really that much less damage than some other attack under such a high debuff. |

In the end, the devs decided to allow us to Taunt and whatnot during the crash. The side effect is that we can use Vet powers at full effect, but those can be annoying in their own way if your build has endurance management issues. (You obviously can't slot Vet Rewards for endurance, and even Sands of Mu can look pretty pathetic as a damage power if you're used to spamming Fury-and-Rage-fueled Footstomp/Ball Lightning/KO Blow.)
The only thing I really want to add is that the Tanker equivalent of spamming Brawl during the crash is to spam Jab - which maintains the 20% resistance debuff on the target, and keeps some measure of Punch-Voke goodness on surrounding foes. Well worth the minor endurance cost, arguably better even than the Brute's reasoning for spamming Brawl. Both are sound uses of Rage's enforced downtime.
If I'm reading this right this guide seems to suggest a Rage crash can be fully prevented by a full overlap of two stacked Rages; thus without a gap between them where only one Rage would be active.
Is this still current?
It would seem most logical to me that every Rage - after its 120 second duration - was following by a 10 second crash reducing your defenses across the board, independently of each other. This wouldn't be in line with the above though, from what I understand.
TLDR; If Rage recharges in less than 60 seconds will your defenses never be reduced by a Rage crash or is that nonsense?