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Everything posted by Captain Citadel
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Super Strength vs Street Justice
Captain Citadel replied to Ultimo's topic in Suggestions & Feedback
Some of this stuff might be too complicated to be practically implemented, but I like these ideas. I think the ones I like most are a customization option for Hurl to make it throw objects the way Propel does, and an alternative power choice to Rage. Not sure if Hand Clap could be coded to damage fires specifically but that would be a cool change. I don't know if there would be huge animation problems with "Propelling Hurl" but I would expect there might be. Propel probably works so well in the first place because it's just a portal ejecting a random object, nothing really has to interact with it animation-wise. At this point I've been unable to put Hurl in my builds for so long that I would just settle for HC doing whatever it is they need to do to make it function while flying at ground height. I keep hearing people say "oh but the DPA is bad" or whatever and I'm just like "I need a ranged attack that fits my concept, man." I hate not having a ranged attack, lol. I love that we have Laser Beam Eyes and that HC devs even coded an animation for Energy Torrent to be a second heat vision attack. Hell, the beam rifle FX looks so cool on it that I almost wish we had that same beam for the single-target version. I just specifically set out to play a character similar to Superman but stripped of all the extra powers, so I can't use heat vision. I wanted to be able to use him in RP, and it's easier to write situations he can't just automatically win this way. So he can't really be harmed, and he can smash things up with his fists, or carry a jumbo jet on his back, but that's about it. No X-ray vision, no breath powers, no heat vision, none of that. He can't even run at super speed. I imagine he runs about as fast as Steve Rogers. He can break the sound barrier in flight, but I'm guessing even a man-sized object moving at those speeds near buildings would have very serious and unavoidable collateral damage due to shockwaves. So he probably only uses it for high-altitude long-distance trips. Long story short, until Hurl gets tweaked, the only "ranged attack" I have involves flying from mob to mob very quickly. 😂 -
Super Strength vs Street Justice
Captain Citadel replied to Ultimo's topic in Suggestions & Feedback
I get wanting knockback to deal damage to make Super Strength feel more "super" but that's not how the game is designed. Even if it was somehow changed to do this (which I imagine would take tons of work and not be worth the effort) it's not how the rest of the game's combat model works. Knockback effects are not desirable because they're not conducive to crowd control. Knockdown effects are fine because they interrupt enemy attack chains without moving them out of range of the team or dispersing them away from AoE effects. Super Strength could use a couple of changes to make it play more smoothly but it doesn't need buffs and it doesn't need more knockback. At the absolute most, all Super Strength really needs is two things: an alternative power choice for people who don't like Rage, and an adjustment to Hurl to make it compatible with flying in the same way that Foot Stomp already is. Adding some damage to Hand Clap would be nice to have, but not strictly necessary. Hand Clap also has knockback so adding damage to it without also lowering the magnitude to knockdown would create its own problems. We do not need a full rework of the powerset and we especially do not need more knockback. It's the kind of thing that's only really fun in a single-player game where you can't inconvenience other players because your normal attack chain just threw an enemy out of their range. This knockback change is not a good idea because it's a suggestion that would make the game more fun for you personally while making it less fun for almost everybody else, whether because they don't want more knockback in their powers or because people who don't play Super Strength would now not want to have anyone on their team using Super Strength either. -
This may sound counter-intuitive, but I think the only way to make a "speedster" attack set might actually be to make it a ranged set, and somehow rig it up so that it uses copies of the player as a "projectile" of sorts, making the player momentarily invisible while they visually appear to be teleporting towards the target and back again. Ultimately I think the reason we never got a speedster-themed attack set is because regardless of how you implement it, whether it's a melee set with AoE effects or just a ranged set with visual trickery, the player won't feel like they're moving super fast. They'll just kinda be watching their character move fast. It's a level of detachment other power sets don't really suffer from.
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Lessen impact of Blast Off on flying enemies please
Captain Citadel replied to Hedgefund's topic in Suggestions & Feedback
No I get that. I was asking about inherent flying powers, for enemies that are permanently flying. I wasn't sure if Air Superiority and similar attacks affected that or not. -
Lessen impact of Blast Off on flying enemies please
Captain Citadel replied to Hedgefund's topic in Suggestions & Feedback
Would it be possible to incorporate a -Fly debuff into the Blast Off mechanic? Thematically it would be like "this character was so overwhelmed by the force of this effect that they temporarily lost control of their flight powers, got thrown in the air and fell back down." I don't have a lot of experience with -Fly effects so maybe this doesn't work with inherently flying targets. -
Super Strength vs Street Justice
Captain Citadel replied to Ultimo's topic in Suggestions & Feedback
Unresistable Knockback? Hell no. KB is often more of a hindrance than a help, and you can't really push enemies into a corner (the only constructive use of KB) with PBAoEs, they tend to send everything flying away from you. Knocking stuff over is good enough. Bad guys can't hit anything while they're on the floor. It's annoying enough when I'm fighting a lower-level enemy and a regular punch sends them flying instead of just knocking them down, because then I have to chase after them for the finishing blow. We also don't need extra damage on Knockbacks. It's an environmental effect, if you want to deal damage with it then you should use it to knock an enemy off a ledge. Gravity is the damage component there. Adding damage to Hand Clap would be nice though, I'll agree there. Foot Stomp is great, there's nothing wrong with it, I just don't think it has to be absolutely the only AoE in the entire set. I'm a little frustrated that Weave is so essential to my build because it basically means I have to take Fighting pool powers and may as well integrate them into my attack chain. Cross Punch should in theory be a good companion for Foot Stomp, but for whatever reason its range/radius is so small that I'm often surprised when I manage to hit more than two targets with it. It would be nice if Tough/Weave could be taken without picking up Fighting attacks I don't really want. I wind up taking and slotting Kick just so I can feel like my character's superhuman strength isn't solely limited to his arms. Still, the animation makes it look less like he's kicking something and more like he's stepping on someone's foot. But that's a whole separate topic. I think Super Strength has room for improvement but it doesn't really need straight buffs, more quality-of-life changes. Giving Hurl some kind of AoE effect would be nice, but I'd settle for it to just be compatible with flight powers in a consistent fashion. My main is a classic "flying brick" but I can't take Laser Beam Eyes or Energy Torrent because his concept is "Superman-inspired, but without all the utility powers." He doesn't have super speed, super hearing, X-ray vision, heat vision, super breath, ice breath, etc. He just flies, punches things really hard, and shrugs off damage. So, Hurl is the only ranged attack available to him that doesn't break his concept. Unfortunately, Hurl is completely incompatible with flight powers. Now, I know some of you are already saying "But Cap, it makes perfect sense that you can't just conjure up a rock from thin air!" And you're absolutely right! The inconsistency here is that Foot Stomp and Mighty Judgement (which isn't a Super Strength power but may as well be) already do work with flying powers, as long as you're flying at ground level. That's all I want Hurl to do. If I can slam my foot on the ground while a flight power is active, and I can punch a huge crater into the ground while a flight power is active, it stands to reason I should be able to pull a chunk of rock from the ground and throw it while a flight power is active, as long as I'm close enough to touch the ground. The other thing I'd absolutely love to see added is some kind of alternative option to Rage. I get why it works the way it does, I just don't like feeling forced to take it. I'd rather have a toggle option that replaces the damage buff and the crash with just the +ToHit buff and maybe the ability to inflict a -Res debuff on enemies. This would in effect be a melee equivalent to Sonic Blast/Assault, much like how Fire-themed melee and ranged attack sets share the same DoT component. "Sonic Melee" probably wouldn't really make a lot of sense as a companion powerset. I just think it'd be cool to have that -Res effect somewhere in melee, and can't think of a better candidate than Super Strength, particularly as a Rage alternative. Thematically, this would be explained by the character with Super Strength refining their fighting technique. Instead of recklessly attacking and overexerting themselves, they've simply learned to make better use of their powers to break through an enemy's armor, locating weak points and literally tearing them open to inflict greater damage and allow their allies to exploit this vulnerability. I'm not expecting this kind of a massive change anytime soon though, if ever. Really, just adding a bit of damage to Hand Clap and making Hurl interact with flight powers the same way other "ground pound" attacks do would be good enough. -
This is what I have: Not sure if this can be further optimized without breaking concept. I'm actually not opposed to removing Rage, I hate the crash. It's cool to be able to get a decent window of double-stacked Rage without taking Hasten, as it means I can set Rage as my sole auto-cast power. But the 10-second window of zero damage is excruciating. I'd rather not use Barrier though. It seems a lot of people are already using it, so I get more mileage out of something like Ageless because it completely refills my team's endurance and in the radio teams I run with, a lack of +Recovery buffs seems to be a consistent problem. Captain Citadel v2.3.5.mbd
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Can I ask how you do this without triple-stacking the Superior Might of the Tanker proc? I can pretty reliably keep 100% uptime on one stack with my Invuln/SS build, but 3 stacks only lasts a short time. With one stack of the +ResAll proc, my resistances are still pretty gnarly, with overcapped 90% on S/L and Psionic, but everything else ranges from 70-71%. At zero stacks, everything ranges from 63.41% to 84.53%, though if I toggled Tough on instead of only using it as an Impervium mule and a bridge to other Fighting powers, S/L would shoot up to 98% overcapped with zero SMotT +ResAll procs. If it'd be possible to have permanent 90% resistance on a Tanker with flight and no ranged attacks, I'd love to look at that build. If Hurl interacted with Hover/Fly the same way Foot Stomp already does, I'd make that my ranged attack, but everything else available through Epic Power Pools would directly violate my character concept.
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Cross Punch and/or Spring Attack for Tanker?
Captain Citadel replied to Blue Frost's topic in Tanker
I also have a build that uses Fighting in my attack chain if you'd like to see it. I didn't take Boxing, but I took all the rest of the Fighting pool. It's a full Incarnate build and might cost a pretty penny to put together, it's got purple sets and stuff. I made it years ago so I have no idea what the IO set economy looks like these days. But I can confirm it's still very powerful in terms of defense/resists and dishes out respectable damage. I don't use Hurl, but that's only because it's not compatible with flying powers, even though Foot Stomp and Mighty Judgement do work as long as you're "standing" at floor height while flying. -
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.
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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
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Things you Love, Things you would change
Captain Citadel replied to baster's topic in General Discussion
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. -
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.
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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.
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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.
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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.
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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.
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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.
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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.
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Invulnerability/Super Strength "Flying Brick" Build
Captain Citadel replied to Captain Citadel's topic in Tanker
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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- super strength
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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.
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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?
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Tanker Invulnerable/Super Strength Build Help
Captain Citadel replied to UncouthJoker's topic in Tanker
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. -
Tanker Invulnerable/Super Strength Build Help
Captain Citadel replied to UncouthJoker's topic in Tanker
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. -
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.