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Captain Citadel

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  1. 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.
  2. 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.
  3. 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.
  4. 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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  5. 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.
  6. 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?
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. Is this an Invuln/Staff tank or something? How'd you do this?
  12. 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 ------------
  13. Would you mind posting a build file? If not here, maybe on the Tanker board?
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. It honestly feels like EvMa is struggling to justify its existence after the reasons most people spent a power slot on Afterburner have been pruned away into the new bonus Afterburner power. What good is bonus defense that only works outside of combat? What good is flight control when Hover already provides it, especially since we can now toggle Fly and Hover simultaneously?
  20. Can I just ask what you use Unstoppable for? You can more or less achieve the effect of perma-Unstoppable's mitigation through IO sets without ever having to actually take the power. Maybe not actually 70% resistance to everything plus capped S/L resistance, but with the right IO slotting you have enough defenses that 50-60% resists are plenty.
  21. It'd really be preferable to be able to hit the speed cap with Fly just by slotting a 50+5 +FlySpeed IO in Swift and Fly. I would hope the same was true for Super Speed and Super Jump, using Swift and Hurdle, respectively.
  22. I think the time to make this change was when they opened up the AT alignment restrictions, because Brutes in particular really overshadowed Tankers but were needed on Villain teams where Tankers couldn't go. Now, it would kill the community.
  23. This is satire, right? The title? Intentionally proposing suggestions that will draw the ire of most of the community?
  24. Because I think the -Def/-End and -9999% Damage crash is there to compensate for the fact that it can be perma'd, and double-stacked for quite a while with Hasten. Remove the 10 seconds of zero damage output, and I think something else would have to give in exchange. But I'm not a developer. If it were up to me I'd prevent Rage from stacking at all, or find some way to rebalance Super Strength without it, just replacing it with Build Up. I don't think it was ever a good idea to balance the set's damage output around a buff with such high uptime. Build Up is not a required power for the sets that have it, but anyone using Super Strength and not taking Rage has to suffer pitiful damage output compared to other Tankers and Brutes.
  25. Hurl does need to be tweaked to work while flying at ground level. I feel like it's gotta be an oversight that was just never patched, because Foot Stomp and Mighty Judgement both work while flying that way. I'd put Hurl into my build if I could use it that way, but as it is now I'd have to toggle off Hover, use it, then toggle Hover back on. ETA: I'd also like to see Rage be tweaked as you suggest, but I don't think the community could ever agree on it. Some people really like double-stacking it, and the stacking would probably have to be eliminated to compensate for eliminating the "impotent nerd rage" debuff.
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