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Hyperstrike

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Posts posted by Hyperstrike

  1. And before someone tries to bring up Super Reflexes.

     

    Even in a Rage crash, it's still above soft-cap for Melee & AoE.

    For Ranged, it's at 41%.

    Again, eat an Inspie or pop Elude if you must.

     

    Villain Plan by Hero Villain Designer 2.23

    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

     

    Click this DataLink to open the build!

     

    Why Did I Take Elude?: Level 50 Magic Brute

    Primary Power Set: Super Strength

    Secondary Power Set: Super Reflexes

    Power Pool: Fighting

    Power Pool: Leaping

    Power Pool: Leadership

    Power Pool: Speed

    Ancillary Pool: Pyre Mastery

     

    Villain Profile:

    Level 1: Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(36), Mk'Bit-Dmg/Rchg(37), Mk'Bit-Acc/EndRdx/Rchg(37), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37), Mk'Bit-Dam%(39)

    Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(5), ShlWal-ResDam/Re TP(45)

    Level 2: Haymaker -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg(23), Mk'Bit-Dmg/EndRdx(25), Mk'Bit-Dmg/Rchg(34), Mk'Bit-Acc/EndRdx/Rchg(36), Mk'Bit-Acc/Dmg/EndRdx/Rchg(36)

    Level 4: Focused Senses -- Rct-Def(A), Rct-Def/EndRdx(7), Rct-Def/EndRdx/Rchg(45)

    Level 6: Agile -- LucoftheG-Rchg+(A), LucoftheG-Def(7), LucoftheG-Def/EndRdx(45), Rct-ResDam%(46)

    Level 8: Knockout Blow -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(9), SprUnrFur-Acc/Dmg/Rchg(9), SprUnrFur-Dmg/EndRdx/Rchg(11), SprUnrFur-Acc/Dmg/EndRdx/Rchg(13), SprUnrFur-Rchg/+Regen/+End(13)

    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)

    Level 12: Kick -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Rchg/HoldProc(40)

    Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-Rchg/ResDam(15), UnbGrd-ResDam/EndRdx/Rchg(17), StdPrt-ResDam/Def+(19), GldArm-3defTpProc(19)

    Level 16: Dodge -- LucoftheG-Rchg+(A), LucoftheG-Def(17)

    Level 18: Rage -- RechRdx-I(A), RechRdx-I(21)

    Level 20: Evasion -- Rct-Def(A), Rct-Def/EndRdx(21)

    Level 22: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(23), LucoftheG-Def(43)

    Level 24: Combat Jumping -- Rct-Def(A), Rct-Def/EndRdx(25), Rct-Def/EndRdx/Rchg(46)

    Level 26: Hurl -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(27), SprBrtFur-Acc/Dmg/Rchg(27), SprBrtFur-Dmg/EndRdx/Rchg(29), SprBrtFur-Acc/Dmg/EndRdx/Rchg(31), SprBrtFur-Rech/Fury(31)

    Level 28: Lucky -- LucoftheG-Rchg+(A), LucoftheG-Def(29)

    Level 30: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(46)

    Level 32: Foot Stomp -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(34)

    Level 35: Quickness -- Run-I(A)

    Level 38: Elude -- RechRdx-I(A)

    Level 41: Char -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(43), SprWntBit-Rchg/SlowProc(43)

    Level 44: Melt Armor -- AchHee-ResDeb%(A)

    Level 47: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/Rchg(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg(50), SprFrzBls-Rchg/ImmobProc(50)

    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)

    Level 1: Brawl -- Empty(A)

    Level 1: Prestige Power Dash -- Empty(A)

    Level 1: Prestige Power Slide -- Empty(A)

    Level 1: Prestige Power Quick -- Empty(A)

    Level 1: Prestige Power Rush -- Empty(A)

    Level 1: Prestige Power Surge -- Empty(A)

    Level 1: Fury

    Level 1: Sprint -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 2: Swift -- Empty(A)

    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5)

    Level 50: Agility Core Paragon

    ------------

     

     

     

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  2. Basically Rage bumps your +Damage and +ToHit.

    However, when it wears off, you experience a damage crash (you're not doing NO damage, but VERY little).

    Worse, your Defense crashes as well.

     

    There used to be a bug, whereby if you had Rage double-stacked, you'd be able to avoid the Defense crash (but not the Damage crash.

     

    From Xaeon's point of view, it's not worth taking on a Defense-centric set BECAUSE of said crash.

     

    Never mind thaton such sets you can USUALLY over-build your Defenses to compensate for it.

    Also, contrary to popular delusion, dipping below soft-cap is NOT an automatic death sentence (like Invulnerability's Unstoppable crash is).

    The game provides all sorts of mitigation options.

     

    Defense Soft Cap simply provides maximum mathematical safety.

     

    Case in point.  On this build, you can experience a Rage crash and your Melee defenses remain above Soft-Cap.

    Your others dip into the mid-30's.  Oh no!  Eat a Defense inspie before the crash and be done with it...

     

    In short, the Rage crash is real.

    The concerns about it are overblown.

    Because...DRAMA!

     

     

     

    Villain Plan by Hero Villain Designer 2.23

    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

     

    Click this DataLink to open the build!

     

    Level 50 Magic Brute

    Primary Power Set: Super Strength

    Secondary Power Set: Shield Defense

    Power Pool: Fighting

    Power Pool: Leaping

    Power Pool: Leadership

    Power Pool: Speed

    Ancillary Pool: Pyre Mastery

     

    Villain Profile:

    Level 1: Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(7)

    Level 1: Deflection -- LucoftheG-Rchg+(A), LucoftheG-Def(7), UnbGrd-ResDam(9), UnbGrd-ResDam/EndRdx(9), UnbGrd-Rchg/ResDam(11), UnbGrd-ResDam/EndRdx/Rchg(11)

    Level 2: Haymaker -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(13), Mk'Bit-Dmg/Rchg(13), Mk'Bit-Acc/EndRdx/Rchg(15), Mk'Bit-Acc/Dmg/EndRdx/Rchg(15), Mk'Bit-Dam%(17)

    Level 4: Battle Agility -- LucoftheG-Rchg+(A), LucoftheG-Def(21), ShlWal-ResDam/Re TP(23), LucoftheG-Def/EndRdx(46)

    Level 6: True Grit -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(25)

    Level 8: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(27), SprBlsCol-Acc/Dmg/EndRdx(27), SprBlsCol-Acc/Dmg/Rchg(29), SprBlsCol-Dmg/EndRdx/Acc/Rchg(29), SprBlsCol-Rchg/HoldProc(31)

    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(31)

    Level 12: Kick -- FrcFdb-Rechg%(A)

    Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(33), StdPrt-ResDam/Def+(33), GldArm-3defTpProc(34)

    Level 16: Against All Odds -- EndRdx-I(A)

    Level 18: Rage -- RechRdx-I(A), RechRdx-I(34)

    Level 20: Phalanx Fighting -- LucoftheG-Rchg+(A), LucoftheG-Def(34)

    Level 22: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(46)

    Level 24: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(36)

    Level 26: Hurl -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(36), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), SprWntBit-Rchg/SlowProc(39)

    Level 28: Grant Cover -- Ksm-ToHit+(A)

    Level 30: Maneuvers -- Rct-Def/EndRdx(A), Rct-Def/EndRdx/Rchg(39), Rct-ResDam%(39)

    Level 32: Foot Stomp -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(40), SprUnrFur-Acc/Dmg/Rchg(40), SprUnrFur-Dmg/EndRdx/Rchg(40), SprUnrFur-Acc/Dmg/EndRdx/Rchg(42), SprUnrFur-Rchg/+Regen/+End(42)

    Level 35: Shield Charge -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(43), SprAvl-Rchg/KDProc(45)

    Level 38: One with the Shield -- UnbGrd-ResDam(A), UnbGrd-Rchg/ResDam(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(46)

    Level 41: Char -- SprEnt-Rchg/AbsorbProc(A)

    Level 44: Fire Blast -- Apc-Dam%(A)

    Level 47: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/Rchg(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg(50), SprFrzBls-Rchg/ImmobProc(50)

    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)

    Level 1: Brawl -- Empty(A)

    Level 1: Prestige Power Dash -- Empty(A)

    Level 1: Prestige Power Slide -- Empty(A)

    Level 1: Prestige Power Quick -- Empty(A)

    Level 1: Prestige Power Rush -- Empty(A)

    Level 1: Prestige Power Surge -- Empty(A)

    Level 1: Fury

    Level 1: Sprint -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 2: Swift -- Empty(A)

    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17), Mrc-Rcvry+(19)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19), EndMod-I(21)

    Level 50: Agility Core Paragon

    ------------

     

     

     

    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  3. And here's a more min-maxed version.

    Hero Plan by Hero Hero Designer 2.23

    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

     

    Click this DataLink to open the build!

     

    Level 50 Magic Tanker

    Primary Power Set: Invulnerability

    Secondary Power Set: Fiery Melee

    Power Pool: Fighting

    Power Pool: Leaping

    Power Pool: Speed

    Power Pool: Teleportation

    Ancillary Pool: Pyre Mastery

     

    Hero Profile:

    Level 1: Resist Physical Damage -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(3), RctArm-ResDam/Rchg(3), ImpArm-ResPsi(5), Ags-Psi/Status(5)

    Level 1: Scorch -- CrsImp-Acc/Dmg/Rchg(A), CrsImp-Acc/Dmg/EndRdx(7), CrsImp-Dmg/EndRdx/Rchg(7), CrsImp-Acc/Dmg(9), CrsImp-Dmg/Rchg(9)

    Level 2: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(11), UnbGrd-ResDam/EndRdx/Rchg(13)

    Level 4: Combustion -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(17), SprMghoft-Acc/Dmg/Rchg(17), SprMghoft-Dmg/EndRdx/Rchg(19), SprMghoft-Acc/Dmg/EndRdx/Rchg(19), SprMghoft-Rchg/Res%(21)

    Level 6: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(21), Pnc-Heal/Rchg(23), Pnc-Heal/EndRedux/Rchg(23), Pnc-Heal(25)

    Level 8: Resist Elements -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(25), RctArm-ResDam/Rchg(27)

    Level 10: Taunt -- PrfZng-Dam%(A)

    Level 12: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-Max HP%(31)

    Level 14: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(31), RctArm-ResDam/Rchg(31)

    Level 16: Breath of Fire -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/Rchg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Rchg/ImmobProc(34)

    Level 18: Invincibility -- LucoftheG-Rchg+(A), LucoftheG-Def(34), ShlWal-ResDam/Re TP(36)

    Level 20: Kick -- FrcFdb-Rechg%(A)

    Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(36)

    Level 24: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(36), Rct-ResDam%(37)

    Level 26: Tough Hide -- LucoftheG-Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(50)

    Level 28: Fire Sword Circle -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(39)

    Level 30: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(40)

    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(40)

    Level 35: Incinerate -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(40), SprGntFis-Acc/Dmg/Rchg(42), SprGntFis-Dmg/EndRdx/Rchg(42), SprGntFis-Acc/Dmg/EndRdx/Rchg(42), SprGntFis-Rchg/+Absorb(43)

    Level 38: Greater Fire Sword -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45)

    Level 41: Char -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(45), SprEnt-End/Rchg(46), SprEnt-Acc/Hold/End(46), SprEnt-Acc/Hold/End/Rchg(46), SprEnt-Rchg/AbsorbProc(48)

    Level 44: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(48), SprWntBit-Acc/Dmg/EndRdx(48), SprWntBit-Acc/Dmg/Rchg(50), SprWntBit-Dmg/EndRdx/Acc/Rchg(50)

    Level 47: Super Jump -- WntGif-ResSlow(A)

    Level 49: Recall Friend -- Tim&SpcMn-Stlth(A)

    Level 1: Brawl -- Empty(A)

    Level 1: Gauntlet

    Level 1: Prestige Power Dash -- Empty(A)

    Level 1: Prestige Power Slide -- Empty(A)

    Level 1: Prestige Power Quick -- Empty(A)

    Level 1: Prestige Power Rush -- Empty(A)

    Level 1: Prestige Power Surge -- Empty(A)

    Level 1: Sprint -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 2: Swift -- Empty(A)

    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(15)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)

    Level 50: Resilient Core Paragon

    ------------

     

     

     

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    |D88D7F98E8FC9C|
    |-------------------------------------------------------------------|

     

  4. Okay: Health and Stamina slotting

     

    BARE MINIMUM

     

    Health:

    Panacea +HP/End

    Numina's Convalescence +Regen/Recovery

    Miracle + Recovery

     

     

    Stamina:

    Performance Shifter Chance for +End

    Endurance (Set or Generic)

    (Optional) Endurance (Set or Generic)

     

     

    Quick Recovery:

    Performance Shifter Chance for +End

    (Optional) Endurance (Set or Generic)

     

    The reason to go for the Perf Shifter proc first is that, even when completely drained, it still gives you a bump of Endurance faster than your simple Recovery will.

  5. What exactly does "stop sending all buffs" do?

     

    Basically all the medallions/icons that show under your status bar?  (Where your health and Endurance are showing?)

    It basically turns those off.  Not just for YOU, but it stops broadcasting that stuff to the whole league.

    Considering we have 40-50 people (plus pets), all HEAVILY buffed, that's a LOT of needless traffic to and from the server.

  6.  

    Correct me if I'm wrong, but there are more pylons these days and/or a few have been moved around.  I noticed this when I did a raid on Homecoming for the first time... there's a pylon directly North of pylon 7 (I think I have the number right -- the one close to the back end of the ship / section that's below the ground surface).  I think there may be 1 or 2 others that are different or new, but I noticed that one right away, because I'd never seen it before.  I wondered if I had somehow just never noticed it before, maybe I always went straight to pylon 7 and half the team went and killed this other pylon, but then I realized that the drop ship was a new thing too, so they'd made a change on the SCORE server, and apparently added at least one pylon.  Your map confirms that I wasn't just crazy and had never noticed it, because you don't have it on your map either.

     

     

     

    Yes, there are.  This is part of an older guide I created that pre-existed 19 & 20.  And I don't have a map that both shows the pylons and is free of the raid pathing and pylon numbers.

     

    Looking to see what I can do to replace.

     

    Okay!  The joys of an ultra-high resolution screen!

    Max the map out and screencap!

    A little Photoshop and VOILA!

     

    Pylon order updated!

  7. I promise I'm not just following you around Hyperstrike...guess we are just interested in the same stuff (although from different view points).

     

    I have no problem with you having your own opinion.

     

    Everybody's gotta be wrong at some point.

     

    And maybe, some day, it'll even be MY turn!

     

    ;)

     

    Seriously though.  As long as everyone stays moderately civil, I have no problem with the conversation, and we can always agree to disagree.

     

    I don't think people who don't see things the way I do are inherently evil.  (Well, not much...)  =)

  8. Sure it’s an attainable goal, but in the 6 years this was a secret server, all we got was the one TF.  Not just in Kallista, but in the entire game (content wise).

     

    You got a bit more than that.  Finishing the zone, physically, took no small amount of effort.

    In the mean time, you have projects for various things going on and various things "falling over" and needing fixing.

    You also have multiple projects partially implemented or tried, failed and dropped as well.

    Honestly?  The BIGGEST beneficiary of the last 7 years has been BASES.

    Go look at the base editor as it exists NOW and tell me multiple kilo-buttloads of work didn't go into that.

     

     

    With a sufficiently large and trusted dev crew?  Sure.  Things can speed up.

  9. Superheroes, niche?  Box office numbers both domestic, and worldwide for the superhero movies would suggest otherwise.  I believe it really does come down to marketing, and reaching those out there who obviously love the genre, but were just unaware that it was a thing.  Even today, I'm sure if word of the game's return were more widespread outside of the typical gaming outlets, population on all of the various CoH servers would likely skyrocket.

     

    Yep.  Niche.

     

    The Marvel/DC movies have BRAND RECOGNITION.

    So their draw is wider.

    EVERYONE knows who Superman and Batman are.

    EVERYONE knows who Spider-Man and Wolverine are.

     

    The most common question I get when wearing Statesman's star?

    "Ooh!  Captain America?"

     

    Remember the Russian-made "Guardians" film?

    Made a whopping $15M on a $5.4M budget.

     

    Basically CoH's lore has almost zero societal penetration.

     

    Whereas the Big Players have had 75 YEARS of exposure.

  10. I know we're all probably a tiny bit biased but I really can't think of anything (though that might be because I never got far in wow since I never enjoyed it)

    So what does WoW do better than CoX?

     

    Since CoH was launched a few months before WoW, I'd say that the problem was, as always, NCSoft. Had they done their job as a publisher, WoW might have become a mere anecdote and all MMO's out there would be trying to be "the CoH killer" but since NCSoft did nothing for the game except getting money from it, WoW's marketing and publicity made it the most famous MMO ever.

     

    Yes and no.

     

    With Superhero products, there are market penetration problems in Asia for anything without name recognition.

     

    On top of that, WOW gave away HUGE numbers of accounts in Asia to kickstart their numbers.

  11.  

    And ... my mother retired recently.  She has a 401(k).  It contributes 0 to her standard of living - in part because she's treating it like an emergency fund, and in part because she's extremely loathe to pay taxes on any withdrawals (obviously, hers is a tax-deferred 401(k) ...).

     

     

    She may want to look into other methods of holding her money if she's truly worried about "emergencies".

     

    Cashing out a 401k can take anywhere from two weeks to several months, depending on the vehicle.

    In an ACTUAL emergency, this lack of short term liquidity can screw you.

     

    Also remember that once mom hits 70-1/2, she's REQUIRED to take out a minimum distribution.  And the penalty is 50% of said distribution if you miss it.

  12. Well, here's a generally Tanky end build.

     

    Hero Plan by Hero Hero Designer 2.23

    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

     

    Click this DataLink to open the build!

     

    Level 50 Magic Defender

    Primary Power Set: Radiation Emission

    Secondary Power Set: Dark Blast

    Power Pool: Speed

    Power Pool: Fighting

    Power Pool: Flight

    Power Pool: Leaping

    Ancillary Pool: Mace Mastery

     

    Hero Profile:

    Level 1: Radiant Aura -- NmnCnv-Heal/EndRdx(A), DctWnd-Heal/EndRdx(46)

    Level 1: Dark Blast -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(46), OvrFrc-Acc/Dmg/End(48), OvrFrc-Dmg/End/Rech(48), OvrFrc-Acc/Dmg/End/Rech(50), OvrFrc-Dam/KB(50)

    Level 2: Radiation Infection -- EndRdx-I(A), AchHee-ResDeb%(46)

    Level 4: Gloom -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(7), SprDfnBst-Dmg/EndRdx/Rchg(13), SprDfnBst-Acc/Dmg/EndRdx(15), SprDfnBst-Acc/Dmg/EndRdx/Rchg(45), SprDfnBst-Rchg/Heal%(45)

    Level 6: Accelerate Metabolism -- PrfShf-EndMod/Rchg(A), EffAdp-EndMod/Rchg(7)

    Level 8: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(9), StnoftheM-Acc/ActRdx/Rng(9), StnoftheM-Dmg/ActRdx/Rchg(11), StnoftheM-Dmg/EndRdx/Rchg(11), StnoftheM-Dam%(13)

    Level 10: Enervating Field -- EndRdx-I(A)

    Level 12: Mutation -- EndMod-I(A)

    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)

    Level 16: Tenebrous Tentacles -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(17), SprVglAss-Dmg/EndRdx/Rchg(17), SprVglAss-Acc/Dmg/EndRdx(43), SprVglAss-Acc/Dmg/EndRdx/Rchg(43), SprVglAss-Rchg/+Absorb(43)

    Level 18: Choking Cloud -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-EndRdx/Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(25), GldNet-Acc/EndRdx/Rchg/Hold(42), Lck-Acc/EndRdx/Rchg/Hold(42)

    Level 20: Night Fall -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(21), PstBls-Dmg/Rchg(21), PstBls-Dmg/Rng(23), PstBls-Acc/Dmg/EndRdx(23)

    Level 22: Kick -- FrcFdb-Rechg%(A)

    Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25)

    Level 26: Fallout -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(27), PstBls-Dmg/Rchg(27), PstBls-Dmg/Rng(37), PstBls-Acc/Dmg/EndRdx(40)

    Level 28: Torrent -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(29), SprFrzBls-Acc/Dmg/EndRdx(29), SprFrzBls-Acc/Dmg/Rchg(31), SprFrzBls-Dmg/EndRdx/Acc/Rchg(31), SprFrzBls-Rchg/ImmobProc(34)

    Level 30: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(31)

    Level 32: EM Pulse -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(33), SprEnt-End/Rchg(33), SprEnt-Acc/Hold/End(33), SprEnt-Acc/Hold/End/Rchg(34), SprEnt-Rchg/AbsorbProc(34)

    Level 35: Life Drain -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(36), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(36), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), SprWntBit-Rchg/SlowProc(37)

    Level 38: Blackstar -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(40), SprAvl-Rchg/KDProc(40)

    Level 41: Hover -- LucoftheG-Rchg+(A), LucoftheG-Def(42)

    Level 44: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Rchg+(45)

    Level 47: Scorpion Shield -- LucoftheG-Rchg+(A), LucoftheG-Def(48)

    Level 49: Fly -- BlsoftheZ-ResKB(A)

    Level 1: Brawl -- Acc-I(A)

    Level 1: Prestige Power Dash -- Empty(A)

    Level 1: Prestige Power Slide -- Clr-Stlth(A)

    Level 1: Prestige Power Quick -- Empty(A)

    Level 1: Prestige Power Rush -- Empty(A)

    Level 1: Prestige Power Surge -- Empty(A)

    Level 1: Sprint -- Run-I(A)

    Level 1: Vigilance

    Level 2: Rest -- RechRdx-I(A)

    Level 4: Ninja Run

    Level 2: Swift -- Run-I(A)

    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3)

    Level 2: Hurdle -- Jump-I(A)

    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5), PrfShf-EndMod/Rchg(5)

    Level 50: Cardiac Core Paragon

    Level 50: Ion Core Final Judgement

    Level 50: Diamagnetic Core Flawless Interface

    Level 50: Longbow Core Superior Ally

    Level 50: Rebirth Radial Epiphany

    Level 50: Support Core Embodiment

    ------------

     

     

     

    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |F2C65FE48|
    |-------------------------------------------------------------------|

  13. Pulling my hair out trying to figure this problem out. I have a Brute Rad/Invuln build in Mids Reborn. Under totals it says I should have S/L defense of 40.3% In game it's showing at 29.76%. Powers and enhancements the same in Mids and in game, all toggles are on in game. I have a second Brute that's spines/fire as a farmer and all the numbers are matching on that character.  What am I missing?

     

    Are you near any enemies?

     

    If not, you have nothing to trigger Invincibllity.  So it's like the power is turned off.

     

    The second you step up to an enemy, you can watch your combat monitor jump.

     

     

    Your Spines/Fire has all steady-state Defense.  So of course it'll match.

     

    In Mids, right-click on Invincibility.  This locks it as the desired power to view.

    Then flip to the Info tab.

    You'll see a slider-bar next to "Foes".

    By default it mins-out at 1.

     

    You can go into the database editor, however, and set that to 0.

     

    [*]Options

    [*]Advanced

    [*]Database Editor

    [*]Main Database Editor

    [*]In the far-left pane, select "Brute Defense" (or "Tanker Defense" if you want to tweak Tanks)

    [*]In the middle pane, select "Invulnerability"

    [*]In the far-right pane, select "Invincibility".

    [*]Click EDIT

    [*]In the lower left-hand corner, look for Scale Range.[*]Change the on on the LEFT from "1" to "0".[*]Click OK

    [*]Click Save and Close.[*]Click Close

     

    You can now change the minimum on Invincibility to zero.

     

     

    • Like 1
  14. If you are looking to run your OWN raids, I already have a nice POPMENU script!

     

    It's attached below.

     

    RTR%20Popmenu%202.0.jpg

     

    As noted, there's options for running out of various numbered instances of the RWZ.

    Sometimes, running a raid in a zone full of others can be a problem (as a raid almost fills a zone by itself).

    So, with GM assistance, they can spin you up a new instance.  Usually the parameter for zone number is 1-14 (with 1 simply being "RWZ" and 2-14 being RWZ2, RWZ3, etc).

     

    Being a bit redundant this way keeps you from having to send additional, manual messages after a "Meet in RWZ" like "I mean RWZ12".

    RTR_-_Homecoming.mnu

  15. Below is a basic layout for running a mothership raid.

     

    Your server may have done (or may do) them differently.

    This is how things generally ran on Protector (with allowances made for changes since close).

     

    If the info given here doesn't match YOUR raid style, please feel free to add onto this guide at any point!

     


     


     

    Rush the Rikti?  Yep!  That's what Protector called it's weekly ship raids.  If it was good enough for Protector, it's good enough for Paragon!

     

    Here's when we run!

     

    Day: Every Wednesday Night

    Time: 9PM Eastern (Click on link to see what that is in YOUR time zone.)

    Server: Insert Server Here

    Location: Rikti War Zone

    Assembly Point: Point Du Hoc.

    Raid Pylon Order: 12, 11, 14, 17, 15, 13, 19, 16, 6, 5, 7, 20, 4, 8, 3, 2, 9, 18, 10, 1

     

    RtR-PylonOrder-2.0.png

     

    Also, if anyone is interested in training up/becoming an alternate raid leader for the event, please contact me.

    This way, if both Stone and I fall off the face of the earth, the event can continue until we resurface.

     


     

    Basic Strategy.

     

    • Hit the pylons in order (as defined above)
    • Once all the pylons are down, we move up onto the ship.
    • On the ship, there are 3 "lanes".  Each with 6 grates.  Behind each grate is a bomb.  We need to bust through the grates and set off as many bombs as possible.  NOTE: We're limited to one bomb per team within a period of 30 minutes or so.
    • From here we have everyone gather at the edge of the bowl, buff up and the GM.
    • From here, we basically mass into the center of the bowl and fight off waves.  More durable members can head up around the top of the bowl and into the other wings and draw enemies back to the bowl.
    • Kick Rikti butt until the shield comes back up.


     

    Things to do to prep for the raid.

     

    • Make sure to complete the Vanguard Intro mission!  This way you can earn Vanguard merits.
    • If you're already sitting on a stack of VMs, pick yourself up a Vanguard Heavy from one of the stations in the HQ.  They help make the run go easier.  NOTE: On VERY full runs, we may request that you forego Incarnate and bought pet powers.  The game engine has limits on how many individual entities it can render in a scene.  And an entire league doubling or tripling their numbers this way results in a raid where you can't see ANYTHING.  Masterminds will ALWAYS be able to use their default pet powers though.
    • Add the REQUEST channel to your chat window someplace visible.

    Now lag/latency can be an issue in a ship raid.  A zone full of people can really REALLY hurt during the raid.

     

    Here's one of the things you can do to help reduce the network load during the raid.  Turn off sending all buffs.  Here's how!

     

     

    • Click on Menu
    • Click on Options
    • Go to the Windows Tab
    • Three sections near the bottom  BuffDisplay.png
      • Status Window Buff Display
      • Group Window Buff Display
      • Pet Window Buff Display

      [*]The last entry in each is "Stop Sending All Buffs"

      [*]Set to ENABLED


     

    Calling bombs:

    This is basically how I treat bomb lanes on the ship.

     

    RiktiShipMap.png

     

    We normally come in on the south bomb lane (it's the one closest to the final pylon).

    When you call out for a bomb, please do so in BROADCAST.

    Also, if you can, cite left or right and the number.

    If someone calls BOMB! and you're not sure WHICH one?  MOVE!  PERIOD!

     

     


    Contact: Hyperstrike

    Recurrence: Weekly


     

     

     

  16. You can keep track of in-game chat channels and private messages with Discord? How?

     

    You have to coordinate with the server owner.  But it's possible to tie in channels with a Discord bot spec-written for the purpose.

     

    I unfortunately don't have links.

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