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Captain Citadel

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Everything posted by Captain Citadel

  1. The one thing I'm not looking forward to about SS getting proliferated to other ATs is the fact that they will almost certainly get a better alternative to Rage, much like how Invulnerability got better powers on Sentinels when they merged Resist Elements/Resist Energies into Environmental Resistance and added Durability. Even Stalkers got the benefit of Environmental Resistance, though it was necessary to merge them in order to still have room for Hide. I just hate Rage, man. If I don't use it, my attacks feel weak. If I do, I get to stop fighting for 10 whole seconds, which feels a lot longer than it actually is once you're in that smooth attack chain groove.
  2. Best I can do is a "flying brick" build with no ranged attacks and no flashy powers from pools. It doesn't have 90% resistance to everything, but with one stack of the ATO +Res buff, it's got 70% minimum resistance to all damage types and 90% S/L and Psionic resistance, with 46% melee defense and pretty decent typed defenses except for Toxic/Psionic. Most things won't hit you, and anything that does hit you will be shrugged off. You may not look as unkillable as you'd like to be on paper, but when you're actually in the game fighting, you will feel like a god. There's no Hasten to micromanage, and you can still get a respectable amount of time with double-stacked Rage. The reason for my "purist" approach to the attack powers is that my character concept is basically "Superman if he were less OP." No heat vision, no super breath/freeze breath, just flying and punching things. If Hurl worked while flying the same way Foot Stomp and Mighty Judgement do, I'd probably drop Cross Punch for it, but as that's unlikely to ever change, I think this is as optimized as my build can get without breaking concept. I kind of hand-waved the Ageless Incarnate power as not being a literal power but more like an "inspiring aura" thing. I usually save it for when the Rage crash hits and takes a bite out of my endurance bar. It's your "I can do this all day" button, and refills your entire party's endurance bars too I do kinda hate Rage though, and am constantly contemplating deleting it, but there's probably not much I could replace it with other than Physical Perfection. The crash is just awful, it goes from "Rage" to "Impotent Nerd Rage" for 10 seconds. The only button I can push at that point is Mighty Judgement, but the CDs don't line up, so it drifts. Captain Citadel v2.3.5.mbd
  3. Love how the game lets us all feel "super" in a way no other MMO does. I can put out crazy damage and burst healing and survivability on my Retribution-spec paladin in WoW, but I can't make him literally unkillable like my Tanker main in this game. Similarly, the crowd control we're given access to in this game is practically unheard of in any other MMO. Usually you can stun one or two things at a time, CoH lets you freeze a whole bunch of enemies in blocks of ice and keep them there, utterly helpless. I'll never forget the first few times I was in a full party in this game, with multiple Defenders and Controllers. What I hate is the Rage crash, because I really don't feel super when I have to stop punching things for 10 whole seconds, and maybe also run out of endurance if I'm not careful. Sometimes I contemplate respeccing and dropping it, but then my Super Strength wouldn't feel like it hits very hard anymore. I would love it if we could have the option of replacing that power with an alternate version that gives a smaller buff that somehow numerically evens out to where it can just be a toggle without a crash. Or, an alternate power that adds a debuff to all SS attacks, like -Res or something.
  4. If you build Invuln Tankers properly, you can run a ton of toggles and barely feel it. Only thing I don't like about it is Unstoppable, and the fact that Sentinels have a better version of Invuln than everybody else., because they combined Resist Elements and Resist Energies into Environmental Resistance and got Durability as a new auto power for that slot, which seems like a really useful ability. But I just don't take Unstoppable, and design my build around patching up the Psionic damage hole, among other things. Once I'm actually in the thick of combat, my resistance to all forms of damage is 70% or higher with one stack of my ATO set proc. And my defense ratings are fairly high as well. Very few attacks actually hit me, and the few that do are heavily resisted. I rarely use Dull Pain but you can slot some powerful healing sets in it, I'm pretty sure I 6-slotted mine.
  5. I specifically said I don't want to do that, I just want Hurl to work while flying in the same way that Foot Stomp and Mighty Judgement do. I can punch the ground with my fist or stomp it with my foot while using a flight power at ground/floor level, but I can't pull up a chunk of rock? It's silly. The last time I tried to point this out though, it was as if nobody else in the whole game ever tried using those powers with a flight toggle, they kept trying to explain to me why those powers don't work while flying. They do, you just can't be above the ground. It works logically. Hurl doesn't, but if those two do, then it should too. Also no, SS wouldn't lose those effects if it gained -Res. Sonic attack sets have knockback, disorient, and sleep powers. Rage might be the only thing unique about SS, but SS is also one of the oldest powersets in the game and it shows. Rage is a pretty boring power. All it does is add damage to a powerset that has the most resisted damage type in the game, and the 10 seconds of literally zero damage is way too punishing. I know it has +ToHit as well but I never notice it because I've already got that from so many other sources, my accuracy is fine. It very much feels like a power designed for an era of CoH where we didn't have IO sets or diminishing returns on enhancements. If they don't get rid of it, it would be cool if it could be made into a mutually exclusive choice node at least, so people could pick up a different power that doesn't crash (make it a toggle or an auto-power, idk) and adds -Res to all their SS attacks in exchange for no +Dmg buff. Call it "Controlled Aggression" or something.
  6. I get why people bring up these powers as solutions for the Rage crash problem, I just don't like it because the solution is effectively "just pull these other weapons/powers out of your ass and wreck your immersion for a bit." My problems with SS have pretty much always been two things: the Rage crash, and the fact that both Foot Stomp and Mighty Judgement are compatible with flight powers, but Hurl isn't. But I remember the last time I brought up the Hurl thing (this was probably a few years ago by now) some people thought I was asking for Hurl to just conjure a chunk of rock from thin air and be usable from 500 feet up. Makes me wonder if I'm like...the only Invuln/SS player that has Fly and Hover running all the time. I know Laser Beam Eyes and Energy Torrent are solid options for ranged attacks too, but if the whole point of my build is to play a character similar to Superman but lacking any of his powers beyond "flying brick" then I can't use those without breaking theme. It'll never happen, but I think a bold solution to the problem with Rage (and the larger issue of so many mobs being resistant to Smashing/Lethal damage) would actually be to get rid of Rage entirely, replace it with standard Build Up like all the other melee sets, and then give SS a powerset-wide gimmick like a lot of other powersets do. In this case it would be a -Res debuff of some kind, symbolizing Super Strength's attacks striking with such force that even armored targets start to crack. I know Sonic ranged powersets already exist and this is their gimmick, but if you think about it, this isn't exactly new. It's just not been done with powersets that use different "elements" if that makes sense. Like Dark Blast and Dark Melee have similar effects, and the same goes for Fire, Cold, Radiation, Energy, etc. I don't think "Sonic Melee" is really a powerset that we need, but -Res would be a cool effect for a melee set to have, and it would differentiate Super Strength from the other melee sets. Plus, we already have a bunch of different bladed weapons as separate powersets and yet they all have the same -Def gimmick. So even if we did get a "Sonic Melee" in the future, we could have two melee sets with -Res on them.
  7. If it's not too much trouble, would you mind helping me come up with a new Invulnerability/Energy Melee/Energy Mastery build that utilizes Laser Beam Eyes and Energy Torrent as part of the attack chain? Since the next patch is adding eye beams as an option for Energy Torrent, I was thinking about making a new build to lean into that. Only thing is, I'd like to avoid using Fighting pool powers, because they'd be missing the Energy Melee FX and it'd look weird. I'm open to using any other pool powers though. Flight is my preferred travel power, and I also like the toggles from Leadership, but they're not necessary if they don't fit.
  8. Could they not just use the normal animation then? As far as I can tell, Foot Stomp and Mighty Judgement aren't animated differently while flying, because you have to be at ground level or otherwise standing on a floor for them to go off. It just feels like an oversight that this one "ground attack" can't be used with a flight power while two others can.
  9. I have a bad feeling that Super Strength getting ported to Scrappers is going to be similar to Invuln getting ported to Sentinels. It'll be a better-optimized version of the set without Rage, and being stuck with Rage will feel worse than it does now. To make up for the damage loss from lack of Rage, I could easily see them giving Hurl a targeted AoE, and/or giving Hand Clap some Sonic damage too. They'll probably give it T1 Punch as well. I'd still like to know why Hurl can't be used with a flight power if you're touching a floor, while Foot Stomp and Mighty Judgement can. Not everyone is going to automatically want to slot Gloom or Laser Beam Eyes into our builds. Not every Invuln/SS Tanker wants to copy Superman so exactly that they'll slot for heat vision.
  10. Haven't posted on these forums in quite some time but just wanted to drop in my two cents. I still think Super Strength needs a rework to remove the damage crash on Rage, it does not feel good. I'd even support replacing Rage with something else. Doesn't really feel good to be under the "Impotent Nerd Rage" debuff and pretty much only be able to taunt and drop Mighty Judgement. If I'm exemplared down, then all I can do is taunt and hope one of my damage procs maybe goes off. I really like the more passive "Adrenaline" or "World Made of Cardboard" version that others have suggested, where the power is slightly weaker but can ramp up over time and stay there for the duration of a fight. Also while we're on the subject of Super Strength fixes, can we maybe get some minor/moderate hybrid Energy/Smashing (Sonic) damage added to Hand Clap for better AoE? I think Hurl needs to be revisited as well. I'm kind of ambivalent about giving Hurl a Targeted AoE effect, but wouldn't be opposed obviously because the set needs more AoE somewhere. But my main issue with Hurl is that it's completely incompatible with flying. I'm not suggesting it should be able to conjure up a chunk of rock from nowhere, but I would like it to have the same "flags" that powers like Foot Stomp or Mighty Judgement already use, where they will work if you are close enough to a floor to touch it.
  11. Updated the build to Version 2.3.4 This Hero build was built using Mids Reborn 3.0.5.9 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Captain Citadel: Level 50 Science Tanker Primary Power Set: Invulnerability Secondary Power Set: Super Strength Power Pool: Flight Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Resist Physical Damage -- Ags-Psi/Status(A), StdPrt-ResDam/Def+(3), GldArm-3defTpProc(3) Level 1: Jab -- Hct-Dmg(A), Hct-Dmg/Rchg(5), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(7), Hct-Dmg/EndRdx(7), Hct-Dam%(9) Level 2: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-Rchg/ResDam(13), UnbGrd-ResDam/EndRdx/Rchg(15), UnbGrd-Max HP%(15) Level 4: Haymaker -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/Rchg(17), SprMghoft-Dmg/EndRdx/Rchg(17), SprMghoft-Acc/Dmg/EndRdx/Rchg(19), SprMghoft-Rchg/Res%(19) Level 6: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(21), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(23), Prv-Absorb%(25) Level 8: Resist Elements -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(25), RctArm-ResDam/EndRdx/Rchg(27), RctArm-ResDam(27), ImpArm-ResPsi(29) Level 10: Taunt -- PrfZng-Taunt/Rchg/Rng(A), PrfZng-Dam%(29) Level 12: Hover -- LucoftheG-Def/Rchg+(A) Level 14: Fly -- WntGif-RunSpd/Jump/Fly/Rng(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(49), WntGif-ResSlow(49) Level 16: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(31), ImpArm-ResPsi(33) Level 18: Resist Energies -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(33), RctArm-ResDam/EndRdx/Rchg(33), RctArm-ResDam(34), ImpArm-ResPsi(34) Level 20: Kick -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(34), TchofDth-Dmg/Rchg(36), TchofDth-Acc/Dmg/EndRdx(36), TchofDth-Dmg/EndRdx/Rchg(36), TchofDth-Dam%(37) Level 22: Invincibility -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(37), ShlWal-Def/EndRdx/Rchg(37), ShlWal-ResDam/Re TP(39), Rct-ResDam%(39), GssSynFr--Build%(39) Level 24: Knockout Blow -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/Rchg(40), SprGntFis-Dmg/EndRdx/Rchg(40), SprGntFis-Acc/Dmg/EndRdx/Rchg(40), SprGntFis-Rchg/+Absorb(42) Level 26: Tough -- ImpArm-ResPsi(A) Level 28: Rage -- RechRdx-I(A), RechRdx-I(42) Level 30: Cross Punch -- 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 32: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(45), ShlWal-Def/EndRdx/Rchg(45), ShlWal-Def(46) Level 35: Tough Hide -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(46), ShlWal-Def/EndRdx/Rchg(46), ShlWal-Def(47) Level 38: Foot Stomp -- Arm-Dmg(A), Arm-Dmg/Rchg(47), Arm-Acc/Dmg/Rchg(47), Arm-Acc/Rchg(48), Arm-Dmg/EndRdx(48), Arm-Dam%(48) Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 47: Assault -- EndRdx-I(A) Level 49: Focused Accuracy -- RctRtc-Pcptn(A) Level 1: Gauntlet Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- IntRdx-I(A) Level 1: Swift -- Flight-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(9) Level 1: Stamina -- EndMod-I(A) Level 50: Agility Radial Paragon Level 50: Mighty Radial Final Judgement Level 50: Diamagnetic Radial Flawless Interface Level 50: Longbow Core Superior Ally Level 50: Ageless Core Epiphany Level 50: Support Radial Embodiment Level 50: Freedom Phalanx Reserve Level 50: The Atlas Medallion Level 50: Task Force Commander Level 50: Portal Jockey Level 14: Afterburner ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1498;711;1422;HEX;| |78DA4D944B4F135114C7EFB4534B6911A1B6050AA52DAF96B6C3239AF88C0B5E012| |121C1B850B119E0DA4E9C0C4D3B18599A181F897B37A2B874E31730EEFC043E41BF| |802FD4448D1A17F5D0F3976993F677EEFF9E73EFFF9EB9D3B9ABE381C753D74E092| |53066EA954AFE8C6E5D9665EFC2B221AD6529E8D33CA6976CDDB0E26386ADAF48D3| |4B5A8CD3F2E3F292B42A529BB6AEAC99962CEB4B8669D8EB514CCF49534A6D61AD4| 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  12. Nothing. You'd still be throwing rubble from the ground. You'd just be hovering about an inch off the ground when you threw it. Just like when you use Foot Stomp while flying. You still strike the ground with your foot (or with your fist, depending on your power customization settings) as long as you are flying at ground height. Mighty Judgement works this way as well. That's why I'm calling it an oversight. There are multiple melee powers that work this way while flying, and one power within the same set that already works this way.
  13. I can't help but feel that this is an unaddressed oversight with the way Super Strength's powers interact with flight. Foot Stomp is usable at ground height while flying, but Hurl is not. Can this be fixed?
  14. As long as you're at ground height, Foot Stomp works while flying. The ground pound attack for Mighty Judgement also works this way. Disappointingly, this is not the case for Hurl. I'm convinced it is an oversight, but it's never been changed. Not sure what the dev team's stance is on it. I find Hover is still useful on a Super Strength build just because it allows you to have controlled freedom of movement in combat. You still have to stay at ground level, but it's easier to move between different ground levels, like elevated platforms and catwalks and such.
  15. I have another build you may find useful. It doesn't have Laser Beam Eyes or Hurl, but it has extremely potent resistances and defenses. My character concept is essentially a less OP version of Superman, so he has no ranged attacks. You could probably swap out Cross Punch and replace it with Laser Beam Eyes if you really wanted to. (this is with one stack of the Tanker ATO proc, so your resistances could easily be 6% higher than this with two stacks) You can also set Rage to auto-cast because Hasten is not in this build. Rage is double-stacked for roughly 35 seconds, so you can dish out a considerable amount of punishment via Knockout Blow, Foot Stomp, and Cross Punch. Fly speed is maxed out. Endurance recovery is also decent enough that you can pretty much just leave Hover+Fly on all the time, if you feel like it. The Ageless Incarnate power will keep you covered if your endurance ever starts to dip. Plus it feels good to hit the button and see the entire team's endurance bars refill. If you have any questions about the build, let me know. Always happy to help.
  16. Got a build file for it? I'd be very curious to see how you've slotted everything. I can only get about halfway there with my Inv/SS.
  17. I'd really like to see Super Strength get a balance pass of some kind. Thematically it's supposed to be incredibly powerful, but in practice it's one of the worst melee sets to actually play. I'm not saying it should be the best set ever, but it should be better than it is. The damage crash on Rage makes me feel like the Hulk turning back into puny Banner, and that's not what I picked the set for. Makes me want to rename the button to "Impotent Nerd Rage." It also continues to vex me that Foot Stomp works while flying (at ground level) but Hurl doesn't. I'd wager the majority of characters using Super Strength have taken Fly for thematic reasons.
  18. Is this an Invuln/Staff tank or something? How'd you do this?
  19. Just thought I would post Version 2.3.3 of my main's build. It may be of use to someone looking for a build that fulfills the "flying brick" power fantasy popularized by characters like Superman and other iconic superheroes. I've managed to achieve perma-Rage without Hasten, though it can also get about 19 seconds of double-Rage, which is pretty good. I've also balanced out the defenses and resistances, rather than only focusing on one or the other. I've posted the totals breakdown below, showing baseline performance with only one stack of Invincibility. It is lacking in any form of ranged damage, but with the recent changes to Fly in the travel powers update, you are the ranged attack. I haven't found any situations where I felt crippled by not having one. The build flies fast, punches hard, and laughs in the face of virtually any foe. The few attacks that do manage to hit you are heavily resisted, and the -ToHit debuff from Diamagnetic Interface effectively increases your defenses even further. It also helps you take down hard targets in group content by debuffing their regen. EDIT: Almost forgot to include a special thanks to @Infinitum for his help with the build, as mine is based on his own eponymous build, albeit significantly modified. This Hero build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Captain Citadel: Level 50 Science Tanker Primary Power Set: Invulnerability Secondary Power Set: Super Strength Power Pool: Flight Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Resist Physical Damage -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(3), ImpArm-ResPsi(3) Level 1: Jab -- Hct-Dmg(A), Hct-Dmg/Rchg(5), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(7), Hct-Dmg/EndRdx(7), Hct-Dam%(9) Level 2: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(9), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(11), Prv-Heal/Rchg/EndRdx(13), Prv-Absorb%(13) Level 4: Temp Invulnerability -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(15), RctArm-EndRdx/Rchg(17), RctArm-ResDam/EndRdx/Rchg(17), RctArm-ResDam(19), ImpArm-ResPsi(19) Level 6: Haymaker -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(21), SprMghoft-Acc/Dmg/Rchg(21), SprMghoft-Dmg/EndRdx/Rchg(23), SprMghoft-Acc/Dmg/EndRdx/Rchg(23), SprMghoft-Rchg/Res%(25) Level 8: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(27), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-Max HP%(29) Level 10: Taunt -- PrfZng-Taunt/Rchg/Rng(A), PrfZng-Dam%(31) Level 12: Hover -- LucoftheG-Def/Rchg+(A) Level 14: Fly -- Flight-I(A) Level 16: Resist Elements -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(31), RctArm-EndRdx/Rchg(31), RctArm-ResDam/EndRdx/Rchg(33), RctArm-ResDam(33), ImpArm-ResPsi(33) Level 18: Resist Energies -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(34), RctArm-EndRdx/Rchg(34), RctArm-ResDam/EndRdx/Rchg(34), RctArm-ResDam(36), ImpArm-ResPsi(36) Level 20: Kick -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(36), TchofDth-Dmg/Rchg(37), TchofDth-Acc/Dmg/EndRdx(37), TchofDth-Dmg/EndRdx/Rchg(37), TchofDth-Dam%(39) Level 22: Tough -- ImpArm-ResPsi(A) Level 24: Invincibility -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(39), ShlWal-Def/EndRdx/Rchg(39), ShlWal-Def(40), ShlWal-ResDam/Re TP(40), GssSynFr--Build%(40) Level 26: Knockout Blow -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(42), SprGntFis-Acc/Dmg/Rchg(42), SprGntFis-Dmg/EndRdx/Rchg(42), SprGntFis-Acc/Dmg/EndRdx/Rchg(43), SprGntFis-Rchg/+Absorb(43) Level 28: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(43), ShlWal-Def/EndRdx/Rchg(45), ShlWal-Def(45), Rct-ResDam%(45) Level 30: Combat Jumping -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(46), ShlWal-Def/EndRdx/Rchg(46), ShlWal-Def(46) Level 32: Rage -- RechRdx-I(A) Level 35: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 38: Foot Stomp -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(48), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(50), SprAvl-Rchg/KDProc(50) Level 41: Assault -- EndRdx-I(A) Level 44: Tough Hide -- LucoftheG-Def/Rchg+(A) Level 47: Focused Accuracy -- RctRtc-Pcptn(A) Level 49: Physical Perfection -- NmnCnv-Regen/Rcvry+(A), PrfShf-End%(50) Level 1: Gauntlet Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- IntRdx-I(A) Level 2: Swift -- Flight-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15) Level 2: Stamina -- PrfShf-End%(A) Level 50: Agility Radial Paragon Level 50: Mighty Radial Final Judgement Level 50: Diamagnetic Core Flawless Interface Level 50: Longbow Core Superior Ally Level 50: Ageless Radial Epiphany Level 50: Support Radial Embodiment Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 14: Afterburner ------------
  20. Would you mind posting a build file? If not here, maybe on the Tanker board?
  21. I'd just like to see a build file because even with 10 stacks of Invincibility, I can't go that high. It won't boost positional defenses. And even if you could stack Invincibility infinitely, it won't give you +Res. I can play the game with figurative god mode, this is literal god mode. Either @America's Angel has the greatest Invuln build in the universe, or these numbers are fudged. Unless she's sacrificed all her damage output to achieve this, I don't know.
  22. Can I ask how you achieved such complete and total def/res cap uptime? I've never been able to achieve anything close to this on my Invuln/SS.
  23. Happy with these changes. The only other thing I'd like to have is a customization setting in the Tailor that tells Fly to override Hover's animation, but I'm guessing that's not possible because of whatever's in the code. I appreciate that we will have the option to remove Hover's "Magneto flight" animation, but I like having it on when I'm only using Hover. It suits the lower speed really well. I could keep toggling between the two as we currently do on Live, but I like having the extra flight control. I never missed it before because on Live I always have Afterburner toggled on outside of combat, so I've always got the flight control bonus from either AB or Hover.
  24. I'm not complaining about the new Afterburner. The old AB made you go faster and so does the new one, even if I have gripes with the new cooldown it has. EvMa has very limited use inside combat and basically none outside. Anyone already using Combat Jumping and Hover for set bonuses won't get much out of EvMa at all. Live Afterburner has a use in every build, it makes you go significantly faster. EvMa is less universally effective because many builds will already have the benefits it provides and won't need to stack them with EvMa for that much extra benefit. At a certain point the mag is just overkill, at least in PvE. I don't PvP so for all I know it's really good there, but if that's the case then EvMa is still far more of an edge-case ability than its predecessor.
  25. Not really what I'm getting at. It just seems like EvMa is far less useful than the power it's replacing, aside from retaining slotting.
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