What's the deal with Rage?


Auroxis

 

Posted

My SD/SS Tanker is nigh unstoppable with even just a modicum of IOs (no purples) as it's very easy to soft cap a Shield Tanker (as easy as soft capping an SR Scrapper), and SD helps negate the one real weakness of Tankers (damage).

As long as you max the recharge in Rage, you're pretty much safe from the -20% def crash, and IIRC, Grant Cover does give a modicum of recharge debuff resistance (though not great, it helps).

Load up on missions with even con minions and it's practically a farm. Fully specced out, most enemy groups can be taken at any difficulty, really. It's one of the best combos in the game.


 

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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.
eh, it's not a big deal at all. My ice/SS tank is barely inconvenienced by it. I pay more attention to the -damage so I don't waste any big attacks.


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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.
In Mids, that's correct. IIRC, AAO is assuming you have no foes in range.



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Posted

Quote:
Originally Posted by ClawsandEffect View Post
...

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.
I believe that is the truth about the balancing of SS and I agree about AAO.

Quote:
Originally Posted by ClawsandEffect View Post
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.
Yes! This makes me think that all my time spent playing a Blaster, fighting, blasting and blapping the enemies into submission while my health bar dwindles without it bothering me has served me well for playing my Tanker.

Health is green? Yellow? Red? Whatever... Smash! Move on... Heh, on my Tank, greens don't need to be popped in much of a hurry.

As a longtime Blaster, if my health isn't going down, I'm not trying!
If anything, those ten seconds are when my hero takes a few on the chin.
Then he's back and stronger and kicks their butts. The audience cheers and more comicbooks are sold and I'm happy.
(Okay, yes, I was just playing my SD/SS Tank earlier today)

Quote:
Originally Posted by ClawsandEffect View Post
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.
This is what goes through my mind every time I log my SD/SS Tanker in as well. Which do you choose? I have AAO on auto and hit Rage ASAP (unless there's a lull in action).

Quote:
Originally Posted by Auroxis View Post
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.
This, I think, will help me. I'm going to set this up, thanks.
I'm always trying to keep an eye on the Rage icon and keep track of when the crash is coming, but putting that little info up there and checking for the 10 seconds of red will do the job wonderfully. Thanks!


Oh, and... I don't have Rage overlapping, but they're close. And I don't mind the crash one bit. I just try and time everything for those 2 minutes of glory... and spend those 10 seconds either running to the next enemies (hopefully) or getting a bit of endurance back and maintaining aggro.

To me, it feels a little more like, for 2 minutes I am beyond a Tanker... For 10 seconds, I am an aggro-managing Tanker.
Hehe

The Amazing Ape recommends taking Rage!


@Zethustra
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Quote:
Originally Posted by Hyperstrike View Post
In Mids, that's correct. IIRC, AAO is assuming you have no foes in range.
But in Mids, I used the slide rule to average out for 5 opponents in Melee range. If you look at my calculations, Mids does calculate the AAO damage bonus, but when I activate "rage", the AAO bonus is negated entirely.

I'm just trying to figure out if this would happen in game, or just on mids. It's easy enough to figure out. I monitor damage in game, but I don't have Rage yet. I would just hit rage, and toggle AAO off and on to see if there's a difference. I check it out in a level.


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Intergalaktic: Fire / Time Corruptor (Exalted)

 

Posted

I have three SS tanks. One time, I changed out Rage for FA, reasoning that I'd rather hit consistantly or something. I don't really remember or I've blocked it out.

Upon recovering, I respec'd and put Rage back into the build. I never notice the crash because I'm always on a team. When I crash, there's usually not much of a mob left or it's between encounters.


 

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Quote:
Originally Posted by _Elektro_ View Post
+++ 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.
You are running into the damage cap. KoB deals 633.5 damage at the cap (you must have a proc in your KoB, which is why it is reporting a bit over the cap).

However, you must be double stacking Rage to get those numbers. Is your final build going to usually have double stacked Rage? You can set Rage to either 1 or 2, I'd set it to 1 and try your numbers again.


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What the hell? Let's buff defenders.
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Posted

Strato, you are correct. Moving the slider on rage to 1 instance running works.


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

 

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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.
You don't need Hasten to overlap Rage. Two recharge enhancements and you are good to go.

You always get the -endurance cost and the -damage. But it's only for 10 seconds which is pretty quick. You can still get the -def as well in my experience even if Rage overlaps.

I alway have Rage on Auto. On my Willpower/SS tank I 5 slotted Rage and put in Adjusted Targeting IOs to get extra accuracy (set bonus)/to-hit


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Quote:
Originally Posted by UberRod View Post
You don't need Hasten to overlap Rage. Two recharge enhancements and you are good to go.

You always get the -endurance cost and the -damage. But it's only for 10 seconds which is pretty quick. You can still get the -def as well in my experience even if Rage overlaps.

I alway have Rage on Auto. On my Willpower/SS tank I 5 slotted Rage and put in Adjusted Targeting IOs to get extra accuracy (set bonus)/to-hit
Does this mean you don't run hasten?


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

 

Posted

Rage is simple. +80% damage and 20% tohit for 120 seconds then 10 seconds of -10k% damage and -20% defense combined with an endurance crash (20 end IIRC).

If you stack rage the -def generally does not happen.

AAO on a tank when you are surrounded gives something like 65% damage buff going from memory. 80(rage)+65(AAO)+95(enhancements) = 240% +damage which is only 60% shy of the 300% cap for tanks. If you double stack rage (use 3 recharge IOs plus hasten or IO set bonuses) you avoid the -def and hit the 300% damage cap pretty often.


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