What's the deal with Rage?


Auroxis

 

Posted

So my Shield-SS tanker is in the 30's.....

I am considering taking Rage again, but it's something I can't remember that well from my old school tankers..... how bad is it? The description seems almost unplayable from the crash.... but a lot of people seem to take it. What's the best way to deal with the crash?


Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)

 

Posted

Quote:
Originally Posted by _Elektro_ View Post
So my Shield-SS tanker is in the 30's.....

I am considering taking Rage again, but it's something I can't remember that well from my old school tankers..... how bad is it? The description seems almost unplayable from the crash.... but a lot of people seem to take it. What's the best way to deal with the crash?
Get enough recharge to make it overlap.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Since temp attack powers aren't affected by damage buffs, they're also not affected by damage debuffs like the Rage crash.

I find that Ghost-Slaying Axe -> Blackwand -> Nemesis Staff exactly fills the duration of my Rage crash. Of course, you need to be 57+ month vet for that option. It's also a bit of an End hog.

Sometimes, I just use the Rage crash as an opportunity to pause and take a recovery tick.

It's far from crippling by any means. You just learn to work around it.


 

Posted

Ah, that's great info about the temp powers.

I only have Sands of Mu, and the Blackwand (mutant),... but I think I'm a 52 month vet right now, so no Staff.

I imagine you do have to take the end crash into account for your build?

Now the description mentions a defense crash, how bad is it?

Also it says your attacks are weakened, so... how does that work exactly?:

You rage, crash, low def + low damage kicks in... then Rage starts up again, and 'negates' the damage crash? Does anyone know the numbers on that? If you overlap is it mitigating the crash on damage?

My build is about 56-57% on positional defense.... so I'm hoping the def crash isn't too bad. (I imagine this is less of a concern for non-shield or def builds.)


Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)

 

Posted

The def crash won't happen if you have Rage active, so if your Rage stacks even a bit you're fine. The end crash and damage crash will still happen though, so you should consider the end crash while building your character.


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Posted

The crash is -25 end, -20% defense, and 9990% damage for ten seconds. Taunt, heal, combine insps, resume killing.


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Posted

20%? Gees... that is harsh. For 10 seconds? And this will happen every 120 seconds... that is definitely important to a shield tank.

My non self-heal build had nearly 60% defense, so I'd be down to 40%. My heal build is only 55%....

As shielders, we simply don't have the res to compensate. I wonder if those with even overlapping rage, do you use it in a team? or on task force, or going up against an AV?

The huge Def drop, as a shield tank, has me thinking maybe I should skip it. Shield has Against All Odds which is a nice little damage buff.


Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)

 

Posted

Quote:
Originally Posted by _Elektro_ View Post
20%? Gees... that is harsh. For 10 seconds? And this will happen every 120 seconds... that is definitely important to a shield tank.
No it won't. If your rage overlaps for even one second, the defense crash never occurs.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
No it won't. If your rage overlaps for even one second, the defense crash never occurs.
Which, IMO, is a bunch of crap.

I am perfectly happy on my SS/EA brute having Rage crash and then recharge about 10 seconds later, except of course the Rage crash nearly kills me 1 out of 3 times it happens and succeeds in getting me dead 1 out of 10 times it happens. I am finally going to breakdown and just perma the stupid power, but it SUCKS that the crash is so terrible for some sets AND that it is totally pointless since it is normally just avoided by most players.


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Posted

I rarely even notice the Rage crash on my Fire/SS Tank. I just keep punching things. Yeah, a couple attacks don't do anything except keep aggro, but I feel that's a fair price to do the ridiculous amount of damage I do on him.


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Posted

Quote:
Originally Posted by _Elektro_ View Post

The huge Def drop, as a shield tank, has me thinking maybe I should skip it. Shield has Against All Odds which is a nice little damage buff.
My Shield/SS is level 27 currently, and I'm planning on taking it.

Why?

Because Super Strength is balanced around Rage being actively used, and isn't really that great on damage without it. Against All Odds is nice, but I have my doubts about it being enough to make Super Strength deal better than mediocre damage without using rage.

Shield Defense has enough resistance and +HP to handle taking a few hits while the defense crash is going on. Tanks are intended to be tough to kill, they are not necessarily intended to have their HP bar never move. And even WITH the defense crash, you're still going to have 25% or more defense.

Also, like others have mentioned here, if you can get Rage to overlap for at least 10 seconds it nullifies the Rage defense crash.

My only issue with Shield/SS is the combo has 2 powers I'd like to put on auto, and I only have the ability to do 1.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

ah... ok.

So with hasten active (I won't have it perma til 50) it will recharge every... 63 seconds and change... and lasts for 120 seconds. (without Hasten active, its about... 76 seconds, so I should still be safe.)

Sorry if this sounds stupid, but if the Def doesn't crash on any overlap of the power, what about the -damage, and -endurance?

Looking at my build again, even with a set of Gaussian's in it, I should be ok.

But it does make me think it's probably a bad idea for a Shielder like myself to 'use' it until he/she can make it overlap.


Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)

 

Posted

Bear in mind that ToHit-enhanced Rage gives you a buff of 30+% ToHit and 80% Damage. With enough Rech, you can get periods of double-stacked Rage where those bonuses climb to 60+ and 160.

That's where the tradeoff happens.

If you wanted to play conservatively, you could almost certainly manage to have the crash hit between spawns.

I do happen to think that the Rage crash is too heavy-handed... it was one of the few occasions where Castle let a bug up his behind override his sense of design. Even so, I still think it's a worthy power.


 

Posted

Quote:
Originally Posted by _Elektro_ View Post
Sorry if this sounds stupid, but if the Def doesn't crash on any overlap of the power, what about the -damage, and -endurance?
Yes, the damage and end crashes happen when Rage is double-stacked.

I'm not personally sure about the def crash because I just never noticed it on my Inv/SS tanker. TBH, I thought it was going to be removed until I checked and saw that it's still there.


 

Posted

Quote:
Originally Posted by Starjammer View Post
Since temp attack powers aren't affected by damage buffs, they're also not affected by damage debuffs like the Rage crash.

I find that Ghost-Slaying Axe -> Blackwand -> Nemesis Staff exactly fills the duration of my Rage crash. Of course, you need to be 57+ month vet for that option. It's also a bit of an End hog.

Sometimes, I just use the Rage crash as an opportunity to pause and take a recovery tick.

It's far from crippling by any means. You just learn to work around it.

I tend to let it crash (as it's doubled) and then Taunt > Sands of Mu > Taunt and it's back. Plus, since I have the Perfect Zinger proc in Taunt, I can usually get an unsuppressed "attack" in anyhow.



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Posted

Quote:
Originally Posted by clawsandeffect View Post
tanks are intended to be tough to kill, they are not necessarily intended to have their hp bar never move.
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:d



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Posted

Quote:
Originally Posted by ClawsandEffect View Post
My Shield/SS is level 27 currently, and I'm planning on taking it.

Why?

Because Super Strength is balanced around Rage being actively used, and isn't really that great on damage without it. Against All Odds is nice, but I have my doubts about it being enough to make Super Strength deal better than mediocre damage without using rage.

Shield Defense has enough resistance and +HP to handle taking a few hits while the defense crash is going on. Tanks are intended to be tough to kill, they are not necessarily intended to have their HP bar never move. And even WITH the defense crash, you're still going to have 25% or more defense.

Also, like others have mentioned here, if you can get Rage to overlap for at least 10 seconds it nullifies the Rage defense crash.
Ok, so the overlap only prevents the def crash (as per my last post... just missed your post here.)

On the damage front, I know we kind of talked this out on the scrapper forum, but I guess shield is my favourite power, purely from an "I love it" point of view. But I am still very spoiled by the stupid amount of damage I got from my Dark Melee-Shield scrapper, so I guess I'm trying to make an even more survivable version of that character.

Waste of time? Maybe. The truth is my scrapper is 10% less resistant to S/L, and only 5% less defense to positionals, but INSANE for damage, has a built in heal, about 500 less hit points. (I don't know why I always do this to myself.... bizarre).

Anyway, the point I was going to make is concerning people who (don't have shields but) take Rage.

Vs. People who have shields (AAO) and don't take rage.

Let's use a common power for comparison: Knockout Blow.

A person puts rage on, and for 2 minutes will kick ****, and then for 10 will be a wet paper bag. But for those 2 minutes:

+++ My Knockout Blow, slotted, but unenhanced by AAO or Rage: 343 Damage.

+++Rage kicks my slotted Knockout Blow to approx 647 damage! nice.

+++No Rage, but 5 people on average standing in to activate AAO kicks my Knockout Blow to 402 damage. Not bad considering no crash. (For the record, I can reach 446 with 10 opponents in Melee maximum).

+++Now for having the cake and eating it too: Rage activated, +5 people in Melee for AAO: Knockout Blow goes up to 647 damage???? What?

Either Rage defeats the AAO while active (which means the only point of AAO would be dmg Debuff opponents) -OR- Mids can't calculate this. Odd.

================================================== ==========

On a side note, just comparing Shield Charge here between my Scrapper and my Tanker:

+++Scrapper Shield charge, 5 people in melee for AAO purposes: (Scrappers get 35% to tankers 27%?)
430 damage (509! With soul drain which is pretty common.)

+++Tanker Shield Charge with 5 people in melee for AAO purposes:
295 damage (or 468! With Rage which may be perma, but still have 10 seconds of no damage every 120 seconds. )


Quote:
My only issue with Shield/SS is the combo has 2 powers I'd like to put on auto, and I only have the ability to do 1.
2 powers? I have 3 making it just a bit more cumbersome than my scrapper:
Active Defense
Hasten
Rage

I sure wish we could put more powers on auto in some easy way.


Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)

 

Posted

One thing I did to make dealing with the rage crash easier, was to have the damage bonus mod appear in the top middle area of the screen. If it's red, use vet attacks and other stuff. If it's green, business as usual.

You can get that through the powers menu->combat attributes->base->then right click damage bonus and monitor. You can then drag it around wherever you like.


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Posted

Quote:
Originally Posted by _Elektro_ View Post
ah... ok.

So with hasten active (I won't have it perma til 50) it will recharge every... 63 seconds and change... and lasts for 120 seconds. (without Hasten active, its about... 76 seconds, so I should still be safe.)

Sorry if this sounds stupid, but if the Def doesn't crash on any overlap of the power, what about the -damage, and -endurance?

Looking at my build again, even with a set of Gaussian's in it, I should be ok.

But it does make me think it's probably a bad idea for a Shielder like myself to 'use' it until he/she can make it overlap.

To spell it out in no uncertain terms:

This is what happens when you have Rage overlapped and the first instance expires.

Damage
  • Your damage on all your primary, secondary and pool powers crash.
  • Your damage on your temp powers does NOT crash.
  • Your damage on procs slotted into your powers does NOT crash
Endurance
  • You get the 25% Endurance crash
Defense
  • You do NOT get the defense crash.
ToHit
  • You lose the 30% ToHit buff from the first instance of Rage.

As to it being a bad idea to use.

Yes, you have to watch for the crash. But you're putting out an incredible amount of extra damage with Rage and AAO piggy-backing. In all likelihood, you'll splatter the enemy so fast they won't be around to attack during the Rage crash.



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Posted

I absolutely cannot imagine playing SS without rage. It's as important to the set as buildup is to a blaster.

The 10 seconds of no damage is really not an issue. Like others mentioned, I use it to taunt, use insps, and if needed, keep attacking with vet reward attacks.


 

Posted

That's fair, but like I just discovered during our conversation, and I don' t know if this is a limitation of Mid's, but AAO and Rage don't seem to stack. That's pretty stinky.


Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)

 

Posted

Quote:
Originally Posted by _Elektro_ View Post
That's fair, but like I just discovered during our conversation, and I don' t know if this is a limitation of Mid's, but AAO and Rage don't seem to stack. That's pretty stinky.
They do stack.
I monitor my damage bonus continually to avoid using SC or FS during the crash and see the numbers rise as mobs surround me.

If you go with the Fire Epic you can have a very nice AoE of FS, SC and FB with FS coming up again soon after especially if you have the "chance for recharge" proc in FS.

SS needs more attention than most sets as you need to monitor your End and keep an eye on the rage crash to avoid wasting a SC.


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Posted

Quote:
Originally Posted by Patteroast View Post
I rarely even notice the Rage crash on my Fire/SS Tank. I just keep punching things. Yeah, a couple attacks don't do anything except keep aggro, but I feel that's a fair price to do the ridiculous amount of damage I do on him.
Much the same on my Invuln/SS tanker. 10 seconds is rather short and the damage buff is really, REALLY worth taking Rage.


 

Posted

Quote:
Originally Posted by Psiphon View Post
They do stack.

SS needs more attention than most sets as you need to monitor your End and keep an eye on the rage crash to avoid wasting a SC.
Yep. They do in fact stack nicely. The only problem a Tanker may have with double stacking Rage and running Against All Odds is running up against the damage cap. And as far as I'm concerned anytime you're running into the damage cap due to power buffs like Rage, Against All Odds, Soul Drain, etc, that's a good problem to have.

Also keep in mind that while the Rage crash kills your damage and hurts your Defense (if it's not stacked), it doesn't effect the Knockdown in Footstomp so fire off that Footstomp and knock 'em all down during the 10 second -Def if you don't have the recharge to get Rage stacked.


Beowulf -
Too many Alts, not enough 50's. Story of my life...

 

Posted

Quote:
Originally Posted by beowulf2010 View Post
Yep. They do in fact stack nicely. The only problem a Tanker may have with double stacking Rage and running Against All Odds is running up against the damage cap. And as far as I'm concerned anytime you're running into the damage cap due to power buffs like Rage, Against All Odds, Soul Drain, etc, that's a good problem to have.
I see it as a disadvantage when your team has damage buffs, which is quite common.


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