-
Posts
61 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Rimerat
-
http://www.cohplanner.com/mids/download.php?uc=1466&c=666&a=1332&f=HEX&dc=78DA6594D94F135114C6EFB453B1EC95965564112C6DA1B42CBE9AB068221411D4274D1DCBB41D05DAB4259147FF0463E29B6B5C408D0FAEFF0C08467D7479D0E05B3DEDF7514966D2F6D7F9EE3DE77CF79C696337A76A5F9FB9754A69F593CB463E1F9F3293E6EA929973C58C949550A5AB4ADEBE7D3D3EB1964C86A757B24621BDDE5E51178CD594B9149E308D95F882955C3655ED7C26B31C5ECCE412666E1D37B3A691B5565375E59BD3562A5D90BB86FD2549934F5BD98EE9AC95084F6672B9B56C21938BC78C84291FF982A46915277E795F76C88756F25674A9F3F225AA2BC702787811ECBB405E04FD97C06DAFE225B1F71462EE83D50FC88760FD23D0FB18BCE2605955D4B519E46B9D058762E0F01C790EDC917A4EC638B79C654DDF263F818776C85D302E755C8851AE106ADFE9C7244A5AD596A3ACED4A6E3773BB37F4B2D6BC49BE007B5E92AF4043426B10E3ACF1C163AD876C02EBBDE055D95BC79A75F4F1596A36B07F0D4FE0A3F129F90C3CF29CDC00BD9BE0358187F93CCCD72C876AC22C5513FD3844F3B1862F897DC11499262D70E83A7903744A6C0BF2E92D23E867EB6FB0FD0FF9173CBA0726C4571BFBD8C6B90ECF8351CE37CAB94639D72FD2870E7AEC78C37C6FC163EFC8F7E407B0FB23E72E1E3BE1D1D9C933773792EC7D0F67B124DEBAD8B32EF6ECABD4EEA5DFDE11F4F6F818394A8E837D27C16F12D34FBFFD113C0B27A2E408390AFAC7C871D0237E07E877807E03F419A0EF00FD66E58821EE0D71EF20F70C3266907B6F8BA130CF16EEC3D9EE8A16E1F310290DB253FAAA577EB3F2924BCD042B4A31685B8DD894A84D19B529633665D6A6CCE9957F9EE2BC5EF937505A79D5DD58F9AD17BF57CBAA7670F5E741E5AC7CF1EBEA876DD7AFFF8AA675A3270E72AF59C0EAFF0036DDE7E4 Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Level 50 Magic Defender Primary Power Set: Empathy Secondary Power Set: Beam Rifle Power Pool: Sorcery Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: ------------ Level 1: Healing Aura NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(3), NmnCnv-Heal/Rchg(9), NmnCnv-Heal/EndRdx/Rchg(37), NmnCnv-Heal(37), NmnCnv-Regen/Rcvry+(40) Level 1: Single Shot Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(9), Thn-Dmg/Rchg(11), Thn-Acc/Dmg/Rchg(11), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(21) Level 2: Heal Other DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(25), DctWnd-Heal/Rchg(46), DctWnd-Heal/EndRdx/Rchg(48), DctWnd-Heal(48) Level 4: Cutting Beam OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(5), OvrFrc-Acc/Dmg/End(5), OvrFrc-Dmg/End/Rech(7), OvrFrc-Acc/Dmg/End/Rech(7) Level 6: Resurrect RechRdx-I(A) Level 8: Mystic Flight BlsoftheZ-ResKB(A) Level 10: Disintegrate SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(23), SprWntBit-Acc/Dmg/EndRdx(23), SprWntBit-Acc/Dmg/Rchg(34), SprWntBit-Dmg/EndRdx/Acc/Rchg(34) Level 12: Fortitude LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(13), LucoftheG-Def/EndRdx/Rchg(13), LucoftheG-Def(15) Level 14: Clear Mind RechRdx-I(A) Level 16: Aim GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(17), GssSynFr--ToHit/Rchg/EndRdx(17), GssSynFr--Rchg/EndRdx(19), GssSynFr--ToHit/EndRdx(19), GssSynFr--Build%(21) Level 18: Recovery Aura RechRdx-I(A) Level 20: Combat Jumping LucoftheG-Def/Rchg+(A) Level 22: Kick Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(43), Mk'Bit-Dmg/Rchg(43), Mk'Bit-Acc/EndRdx/Rchg(43), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46), Mk'Bit-Dam%(46) Level 24: Tough GldArm-3defTpProc(A), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(27), UnbGrd-ResDam/EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(29) Level 26: Regeneration Aura DctWnd-Heal/EndRdx(A), DctWnd-Rchg(48), DctWnd-EndRdx/Rchg(50), DctWnd-Heal/EndRdx/Rchg(50), DctWnd-Heal(50) Level 28: Penetrating Ray SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(29), SprDfnBst-Dmg/EndRdx/Rchg(31), SprDfnBst-Acc/Dmg/EndRdx(31), SprDfnBst-Acc/Dmg/EndRdx/Rchg(31), SprDfnBst-Rchg/Heal%(33) Level 30: Weave LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33), LucoftheG-Def(33), LucoftheG-Def/EndRdx/Rchg(34) Level 32: Adrenalin Boost RechRdx-I(A) Level 35: Piercing Beam Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(36), Rgn-Dmg/Rchg(36), Rgn-Acc/Rchg(36), Rgn-Dmg/EndRdx(37) Level 38: Overcharge SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(39), SprVglAss-Dmg/EndRdx/Rchg(39), SprVglAss-Acc/Dmg/EndRdx(39), SprVglAss-Acc/Dmg/EndRdx/Rchg(40), SprVglAss-Rchg/+Absorb(40) Level 41: Maneuvers LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42), LucoftheG-Def/EndRdx/Rchg(42) Level 44: Scorpion Shield LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def(45), LucoftheG-Def/EndRdx/Rchg(45) Level 47: Spirit Ward Heal-I(A) Level 49: Rune of Protection StdPrt-ResDam/Def+(A) Level 1: Brawl Empty(A) Level 1: Quick Form 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 1: Vigilance Level 2: Rest Empty(A) Level 4: Ninja Run Level 2: Swift Empty(A) Level 2: Health Mrc-Rcvry+(A) Level 2: Hurdle Empty(A) Level 2: Stamina EndMod-I(A), EndMod-I(3) Level 50: Agility Partial Core Revamp ------------ Highlights: Softcapped ranged and s/l defense, 77% global recharge. Keep in mind I normally build toward survivable and self-sufficient builds, many others might try sticking more recharge on here. I might advise dropping spiritward/rune of protection, switching to Super Jump and picking up hasten. Transfer that Steadfast protection into Tough and you'll be golden.
-
To expand, I'm not sure why rage was tweaked to begin with. Why is SS being looked at when we have powersets like Kinetics that makes 95% of the content in the game a joke?
-
I have shelved my SS characters because the unavoidable -def in the rage crash made the builds I run with them unfun. I hope this gets addressed soon as a result. I also hope that some variation of the rage crash remains; having to play around the -damage was kind of fun, though maybe it's just nostalgia. Please get rid of unavoidable defense debuff.
-
IMO, as any melee-focused character, it's definitely good to reach defense softcap in smashing & lethal and/or melee. This is more than possible to do with a Spines/Fire combo. Reaching 45% defense will net you a ton of extra survivability, moreso than stacking resists. You will need to use many IO sets to achieve this defense softcap. 45% defense will mean that any attack of X type or position will have a 5% chance to hit you.
-
I could get behind self damage as a solution.
-
Right, right. By picking Super Strength, people are only allowed to carry a full tray of t2 purples any time they want to do challenging content. Seems fair. Looks like I've been intellectually checkmated.
-
I know you're trolling hard but I wanted to address the 'use insps' topic since some people legitimately feel that's a solution. Try doing a speed ITF with rage running. Even if you use the ability conservatively, you won't get enough purps all the time to mitigate the crash every time it happens. Source: I've done tried it. Why not just use it less? Well, that's kind of why this topic got made. Not being able to use your abilities is not fun.
-
Yeah I don't know. To be clear I'm 100% for Rage no longer being a 'set it and forget it' power. I just don't think a defense hit is a good idea. No matter what armor set you're talking about, it would be a massive hit. In regards to some armor sets, it would make the skill borderline unusable at all when doing high-end content. If rage can't be how it used to be, I'd suggest disabling 'rage stackng' altogether and just converting it more into a standard build-up. It's a boring solution, but a solution nonetheless. Alternatively, just nerf it hard. Reduce the damage/to-hit, reduce the duration and cooldown so the crash happens more frequently, increase the endurance cost to activate. You could also change the defense debuff to a recovery/regeneration debuff. Just please don't implement a solution that leans Super Strength heavily toward being used with specific armor sets, and leaves other sets hanging. Every Primary should be viable with every Secondary.
-
I think straight up removing it would have to come with some other downside. The thing we want to avoid is it becoming a "just set it on auto and forget about it" power, as that runs counter to the intent of both the original design and Castle's redesign of it. Even removing the damage penalty (due to the mentioned smashing resist issues) isn't out of the question if we can come up with some kind of alternative mechanic. If the -Defense has to stay, it seems simplest to let it be resistable. I firmly disagree with this. I would point to the suggestions I made in my post on page 5 instead, and the reasoning behind why a defense downgrade at all would be completely unacceptable. There's many other options. I don't think making Rage only viable for defense-focused sets that can easily overcap is a good idea.
-
Hi all. I made an SS/Fire brute assuming Rage still functioned as it did on live. You can imagine my disappointment when I was unable to stack Rage to mitigate the defense crash; thus rendering my pricey fantasy build crippled. My fault for not researching more. I'm not going to claim that Rage stacking wasn't very powerful. There's a reason I gravitated toward making this character. I'm also not going to advocate reaching a compromise in regards to the defense crash. In endgame City of Heroes, the ultimate goal for every tanky character is to reach the defense softcap (in s/l, or positionals). This isn't just for defense-focused sets. You want to reach the softcap on resist sets too; like my little Fire Armor brute. Without hitting the softcap, Fire Armor becomes significantly worse when looking at high-end content. This logic can be applied to any resist set; not just Fire of course. The current Rage crash, or any compromise regarding the defense debuff would be totally unacceptable in my opinion because of this. A compromise (10% defense) would still render it unusable for many sets, and only open it up for use with defense -focused sets that can easily overcap. That's just not the City of Heroes I knew and loved. Any Primary set should be viable with any Secondary set. It feels like a major betrayal of the games core values to leave this unavoidable defense crash in, in any form. So, here's some suggestions if a change is deemed necessary: - Reduce the +damage and/or +tohit of Rage. - Reduce the duration AND cooldown so that the -damage crash happens somewhat more frequently. - Increase the endurance crash/initial cost. - Prevent Rage from stacking altogether. - Allow Unrelenting in Presence to *passively* mitigate the crash. - Just turn Rage into a standard buildup (my least favorite option, Rage is a unique skill for a reason!) Thanks for reading my wall of text. ;)
-
Something I don't see many people talking about is that the -def debuff from rage crashing is now unavoidable. On live (or at least, when I played last) you could avoid the defense debuff by having at least one extra stack of rage when the previous wore off. In other words, if you had enough recharge you'd pretty much never suffer the defense debuff. Now, you suffer the defense debuff even if you have rage going when the crash from the previous happens; and in a way having more recharge is kind of a *bad* thing because you suffer the crash twice as often. I've heard the unrelenting power in presence circumvents this, but I'm not sure how - is it passive? Anyways, I made this thread for advice/discussion on this since it's been kind of frustrating to me. As a SS/Fire brute barely reaching the def softcap through IO sets, I basically cannot ever turn on rage while main tanking or I splat.