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  1. CMA's ideas didn't really help with the build I'm currently working on, but did with the AoE build I posted 3rd above. It's not as tough as the current build and END use isn't great, but it has much better AoE, about 14% better ST DPS, and I can take Ageless for END issues. http://www.cohplanner.com/mids/download.php?uc=1483&c=684&a=1368&f=HEX&dc=78DA6594C96F12511CC7DF30D38DA5405B0A2D4B814AC12ED3A2C6A326DA569B96A42DEAB58EF28431932981C1D8A3774F7AF0EA7AF5E27A72F76FF1E492F4608C0BFE98DFB7A40913C8E7BDDFF27EDFF77BF3A67473D9FFF4DCADD342F19DB58C6673E74CA3E5C8C152CB311C73D7568510DE72CDB42C6919D5DA004D636EC44E495A52EA2BB66C54F7789264C7B2BC26EDA6D4D7EC1B2D8BDCC615D3329DBDF09A5D930D693BFAC120B0B9BB6BE9AB66B5E69876D5EBCECA75292B7E77B8218D3AD98307938A6C346B663DB25237AFEAD0D0DA29194D4736F662246C86FEFD8AC0D3EE139B84AC263C5BE036532B83E789494DF4AF33DF74D2DCFCB622A28A6B9B3F461D286AE26DC7C53E5549D1204F7919E660164C3315EA92CA1A845A116EFE3B421FE76B7D5B8A6BF36E33FD65F00273E422FC8401EC65C0AFB12DC01C1B0683CCF1101866662971087B199A630D31D0433E1FF4F9A0EF764E88006A057E7B5CDBF01FF02F33F40F6C334704F7E6036505D19B207AB388DE2CA237C529A69F10469D30CE2786F399C4F94CE27C12D0963849D4541125DDA3D03D1AE7DA9D3D46D8A644B0BF14A8527C14BAA2D09582AE1474A5A799E3143BC1B19E8908F77F619D6B2CEE333F9137EEBE046D358E984C081C654E8F31355A2F89DA49C4A6119B466C06B1C38429F464EA3ED73AF2007CC89C79043E069F303F775A05DD59D4C963DD8530F33285E6B07EEE19F726FF1C7CC93CFA0A7C0D7EE1F50D4201B905E4CE2277F605889C79AC318F5C1F959FC379CD5DE777E623CD74D62BF45F1CF79E664BB02D25F9DE25B4EE3DA61F3D62B6C7B2D46329F6588EF7584EF45856B5EEBD6F6FF478373538C9A2B896A150F77EB7BF7ABBDF05A12CF0FEBF7B0F7D2B3238C74B3813DCEDE229DEE7B7C3F905CEFF7138FF0EF76DFA2E788F594C73ECCF7102B4FC07634DDF50
  2. Thanks. Not ideal since it's for soft-capping a Tanker rather than a Brute, but I'll try CMA's set preferences and see how that works out.
  3. Power Surge is probably the best power to put there, but it's a power a lot of people hate. You might be able to run Stealth with Energize and Power Sink, or it could just be used for a LotG special. Hover, Grant Invisibility and Maneuvers also work for that. Hover can mess with Grounded though. There's always Weaken Resolve from the new Force of Will set, but that could really use two slots (Acc and an Achilles' Heel -Res). Lightning Clap also needs two slots (Acc and KB->KD special). So basically I'd say stick with Power Surge for it's occasional use, take something for another 7.5% global +Rech or find another slot (perhaps franken-slot Lightning Field). EDIT: I'm not sure if I'm remembering correctly or not... but aren't Regenerative Tissue and Miracle specials implemented as set bonuses rather than procs? If so they work slotted in Aid Other. EDIT 2: Tested that, you'd have to run AO every two minutes to keep the buff, it's not constant. I just don't think anything qualifies as a one-slot "wonder"
  4. I built an En/Inv Brute as soon as Brutes became available a decade ago. I really enjoyed playing her, right up until they changed villain Invulnerability to a dark smudge power set. By the time they added power customization this toon had been relegated to my 3rd server and wasn't played. After the bright/shiny came back I played her to 50 and then pretty much forgot her. Her original build used Aid Self and Unstoppable to bolster defenses. The final build was this... | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1547;688;1376;HEX;| |78DA9594594F135114C7EF65A6401796524A8B6CA56C2D859146DF4D143068CB12E| |2125FB0D26B3B3A199A766AE4C5C46FA0B83D18BF821FC15D3F835FC2E5DDA59E99| |F30727343ED8407EE79EFD9CDEDBE2DDE5C8CBF3F7CF08193E67951A8D9DB3F5A6A| |3BA8B4DA7E4987BB62684086D574DCB5256A952EDA263D2F3D8292A4B2963C556F5| |CA3E1FC6D8B0AC6E2ABBA18C35FB4ED32273E9866999CE7E74CDAEAABAB21DE350E| |8D9DCDBB38C55B352754CBB12F24EDB35A5CA114F2CA8528DF47D8787B2AA37AA66| |2DBE5233770DF4D0DC29961A8EAAEF27A9B11CFD774A814F2B200A84B42E3A8ACCD| |E75E6E40673AE4CCCEB62BED1E1F1951BE6C5B78458605BB7848AF2C9FFCCF7868E| |1AE70B6817A5A7D30BCCCE2233B90E6E3017379992361D40DD00EA76A26EE45F756| |F334394A20BB15D3FB897EE9FE02FE6E06FE66C8B99159AC7D71415E49EB5E03809| |73946F82796292399566A6A948987D6538C7B523A046B61EE4E9419E7EE49946FC3| |4F2BD23AF3EF8F61DF33D5E33428862B628F63280BD0C602F43D8CBEC3DDE655671| |4F3AF514439D589C8424EDA19F7DC663E020D3DD419CEBC838661A02DD99136C138| |95BBCBF21CA3D8CBB338CDC1FE83422A5D7EB0874A3A8377AACDEC9179427467CCE| |7C4F5163C83786BBD84BE709CC3E81D953983D85D95387B3EF724C1677F1A3ABC67| |795462F53A81DA5DE67609B812D8F3EAFD3B5C8A066E601EB161E8207E023CCF098| |997FC2FC8437E9CE90C30C09AA6540678C50F2A02EDED26909B32E254808D37EF4A| |3774C7FF411F36D9AA5364DBE4D73AA4D73DAAFD1783BABFAD1CB6F15FCF649EE7A| |533FFA1510D2CBF225441AF42C17D9EBDB5F9D262FE33D5F02B7B09B0B7C8FBFFAE| |3331CFFDD1FFF8C3BD39F324307CCE914FB06FB85FB62BD8EB742EE37C7F2159F7C| |D5275FF3C9EB314A01F9B34FFE034282E21F| |-------------------------------------------------------------------| That was I21. It was OK, but no better. I've been trying to come up with a build I like for the rebuilt Shillelagh. I'm current at L38 and working on this... | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1537;693;1386;HEX;| |78DA65935B4F1A4114C767641558F0828A48950ADEB00808EA739BB46A6B919696D| |8D88B316B1D61CD6621B034F5B15FA10FEDB7E847E8BD1FA797A40F4D9FE861CF5F| |A46103F9CD9C39B7F9CF4CF1E556F0DDED5737840CDCB28C66F3E866A3E5285FB1E| |5188E59B3057D7AB96A5A96B28C4AD54BD369D7E3A8A82CA5B2DBB66A54CE7912E3| |852D75AAECA6CAEEDA2F5A162D1BC7A6653AE7A15DBBAA1ACA76B21703BD54AB59D| |9725DA9936177B86356AA8E695782EE6C4F19759A8C5E4C4E54A35935EBD1EDBAF9| |BC5BD7683AAA71CE4D4F537329FA0F4981AF3D284A84794D0C3C001F32B532B84F4| |C6A62E880F9BE13E6C6B73D22428318ADAD7B84C86BC2F797998FB1DD27E14A75E4| |017C1E33F527E05366F01978C8FC48511EAEA3790AD2B58D179993F7C0FBCCA9127| |39ED41FE41839B82A780DD4C9EE452FDE21CDB54D7B411FF38A1FD499B301A69F62| |FD1C2BFDC8370B7E2004A04720C77D5CDD0037C175A6A40686D1C330748F43F7387| |48F43F704744F40F7CF8451AE33308ABC09D45B40BD202184FCA18270CF60E10EB8| |CB5C3CE3BE174FC10AB3B387098E15136703AC1DF51B46CD70986B2C17F87C967F3| |33DE413C1FE23E86719FD24D16712FBD7C8378A338D225F7292796D0C9C60AE8D33| |BF92F78C946EFE99F0FFBE29F8A6902342F963D8434CF01E4668690E9ACC418B14B| |44843A334B448438B0C34FAD6390ADCA779D4CEA0969F845EE235B1F4966B85A8FE| |0AB458418F6B88CBA3D73CE2BF90D72AE257D35CEF13210B5B16B620D5C9C196BBC| |EEF6A56EBBE5FFAD127527D965C9F25DF67D9E8B36C6ADDD74DCF8F77B573696BEF| |F54594B4EE1B17D2B5F8C728942DEDEF3AAD229FCCF08E7E5EDA3499E05B34F2885| |519B92BDDDB9ED9877A65E68FDE3C2B9CE7D7A5CD23710263AFC137CCF138FB1EEB| |9D33E49E8C9EF161CFB8D433FE33456118FF03A08DDFEA| |-------------------------------------------------------------------| But the AoE is very weak and the mitigations are just good, not great. I have a build with much better AoE, but a bit weaker mitigations... | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1483;681;1362;HEX;| |78DA6594CB6F125114C6EFC0505ADEB4055A5B5AA02F6CE914DAEACAC444DB9AC69| |2B445DDD651AE30663225301859BA77A50BB73EB76E7CAE7CFBB7B8F291B830C607| |1EE67CC5264C187E73CFE39EEF9EB9778AD7D7028FCFDC382914FF69536F34F64ED| |59BB6EC2F366DDD36F62DB710C257AA1AA6294DBD52F5D270C489D82B4A534A6DDD| |92F54A8B074976ACC92BD26A486DD3BAD634C9AD5F324CC36E4537ADAAAC4BCBD60| |E1E82DBFBFBA6B66154AAB661557CCEA85493B21C701EB7A45E237BF8605096F546| |D5A8C5D66BC6650D1A9A7B45BD61CB7A6B8484CDD2DDA7D05FE7166D8FB84BEA0BA| |A70DD03EF33D507E04366DF23E62BD1CD7589043D2455915B66DFE24FE6EB4E08C7| |B895BCC2F9ABCCFE15F01853A16E75FA47B1C25D168EED0DC1C3F9AA6787E37CBBC| |C40093CC71C3C0F3FC1CBF378BCBF5C6CFBCD1CFE03FE65C6DBA060BD194A1CE07A| |CAC0026B18015DE4F3439F1FFA6ECE081144AD206A85502B845A11D48AA0D6206AB| |DA3AC307A13466F96D09325F4A850C01A0951D4896E1332A46B877964172C31C74F| |1055B7183FCE4C90EE21E81E1AE3DA9D35C6D8A6C4B0BE09D04DF109E84A40D7047| |44D40576A9919A7D851EC81D118B47FE71A85B3CC0FE41D733641DB3D869874041C| |624E0D33559A2F89DA49C4A6109B426C1AB121C2247A3219501DDB74100C3167C36| |0048C323F765A05DD19D499C3BC8B51E645923F83F9679E706FE69E82CF99475F80| |2FC14FBC669D90456E16B9F3C89D7F062227873972C8F553F905BCAF85ABBC67DED| |34863BD42CB71FC5B421EB67C92CFDFB82A70B5E9479798EFB1E47B2C851ECB4A8F| |65B5C7B2A176CF7F7BABC7BBADC24916C5B10C44BAE7BBFDD9D7FD2E086591D7F3F| |5BFCDA5A4B917D317F04E70B6BF1CCECB72DE37DFA16FCC2DEED7D46DF00EB390E2| |D81F710234FF03E315E3D6| |-------------------------------------------------------------------| I'm just not getting a build I really like. Any ideas would be appreciated.
  5. I think the biggest thing preventing me from saying this change is ready for live is the lack of tool tips/detailed info. Capt P posted while I was writing this, but I'll go ahead and post what I believe to be the case, since I'm allowed to be wrong while he, clearly, is NOT. 😄 The general rules are (the first two as you stated): Arcs of 90 degrees or less are doubled (increasing their area 100%) Radii of 10' or less are increased by 60% (increasing their area 156%) Cones have target caps of 10 Spheres have target caps of 16 Note that the last time I checked the first two of these weren't listed anywhere in game. Presumably it will eventually appear under the Inherent description. The exceptions to these rules that I have noted are given below. Most of these are target cap differences, which can be seen in the detailed info. I've bolded the two that I'm aware of that aren't noted anywhere but in the patch notes. Battle Axe Cleave gets 16 targets instead of 10 Claws Shockwave gets no arc increase Dual Blades One Thousand Cuts gets 16 targets instead of 10 Fiery Melee Breath of Fire gets 16 targets instead of 10 Ice Melee Frost gets 16 targets instead of 10 Katana Golden Dragonfly gets 16 targets instead of 10 Kinetic Melee Repulsing Torrent gets 16 targets instead of 10 (and despite it's 40' range it still seems to get the arc increase, unlike Shockwave and Throw Spines) Spines Spine Burst only gets 10 targets instead of 16 Throw Spines gets 16 targets instead of 10 Throw Spines gets no arc increase Titan Weapons Defensive Sweep only gets 5 targets instead of 10 Titan Sweep only gets 5 targets instead of 10 War Mace Crowd Control gets 16 targets instead of 10 T9 AoEs seem to be split between 10 and 16 targets. So it might have been better to include that T9s get 16 targets as a 5th general rule. If you do that then the rules and exceptions are: General Rules: Arcs of 90 degrees or less are doubled (increasing their area 100%) Radii of 10' or less are increased by 60% (increasing their area 156%) Cones have target caps of 10 Spheres have target caps of 16 T9s get 16 target caps Exceptions: Battle Axe Pendulum gets 10 targets instead of 16 Broad Sword Head Splitter gets 10 targets instead of 16 Claws Shockwave gets 10 targets instead of 16 Shockwave gets no arc increase Fiery Melee Breath of Fire gets 16 targets instead of 10 Ice Melee Frost gets 16 targets instead of 10 Kinetic Melee Repulsing Torrent gets 16 targets instead of 10 (and despite it's 40' range it still seems to get the arc increase, unlike Shockwave and Throw Spines) Spines Spine Burst only gets 10 targets instead of 16 Throw Spines gets no arc increase Titan Weapons Defensive Sweep only gets 5 targets instead of 10 Titan Sweep only gets 5 targets instead of 10 Arc of Destruction gets 10 targets instead of 16 I guess that's a little more succinct. It does bring out some questions though. Most particularly, why does Head Splitter have a 10 target cap while Golden Dragonfly gets 16? Which leads to the question... how are you going to hit 16 with a 40 deg 10' cone? Is dumpster diving coming back?
  6. I dug out my Ice/SS Tanker to do some testing. I'm afraid the Rage "safe" circle is not working. If I failed to wait for the buff to drop completely, I got a Rage crash. Even waiting 3 seconds after the "safe" circle appeared resulted in a crash.
  7. I have an Ice/SS Tanker myself and came to the same conclusion (though I don't use Soul as it doesn't fit my character concept). I was eager to get rid of Jab in favor of Punch and was disappointed with the reversion of the T1/2 swap. Then with the new Force of Will pool I reconsidered my options and concluded the only powers in SS worth taking are Taunt, KO Blow, Rage and Foot Stomp. You have to take Jab as a Tanker, but it is so bad that you are better off treating it as a sunk cost, ignoring it, and getting something else. Punch and Hurl are also pretty bad. Haymaker is merely mediocre but there are mediocre attacks available as precursors to other powers you actually want in the PPs or Epics, so unless you plan on playing at very low levels a lot, taking Punch, Haymaker or Hurl just doesn't make a lot of sense.
  8. Correct, but my post was in error due to using the wrong DS for Brutes, so the 19% matches mine with that correction.
  9. Two errors, but essentially the correct process. You left out the damage base (100%) and the last I checked the Tanker DS on Pineapple is still 0.95.
  10. Simple math; first the break even point for Fury (given soft-capped 95% Damage enhancement - higher levels there will tilt things towards the Tanker)... 0.8 * 1.95+80%+fury*2 = 0.95 * 1.95+80% fury = (0.95-0.8) * (1.95 + 80%) / 2 fury = 20.6% It's very, very easy to reach that, and above it the Brute will do more damage. At 70% Fury the Brute with Rage does 3.32 times base [0.8*(1.95+80%+70%x2)] before DS Multipliers and the Raging Tanker does 2.61 [0.95*(1.95+80%)]. So the Brute in this fairly typical case will be doing 27% more damage than the Tanker before factoring in the latter's AoE size/target advantages. If we are concerned with the 90%/100% idea, then the Brute needs to do 111% (the reciprocal of 90%) the Tanker number and we can re-run the above numbers with the Tanker side multiplied by that to get a new "break even" point of 44%. Add in Incarnate buffs and the like to get us to 115% enhancement and that 111% break even point rises to 47%. EDIT: I wrote this way too quickly before rushing out the door and used the wrong damage multiplier for Brutes at 0.8 instead of 0.75 (I also left out two sets of parenthesis). I didn't mean to get so involved as this is really just a small corner case for the Tanker update. Sorry for misleading anyone with my mistakes. Corrected it should read: 0.75 * (1.95+80%+fury*2) = 0.95 * (1.95+80%) fury = (0.95-0.75) * (1.95 + 80%) / 2 fury = 27.5% It's very, very easy to reach that, and above it the Brute will do more damage. At 70% Fury the Brute with Rage does 3.11 times base [0.75*(1.95+80%+70%x2)] before DS Multipliers and the Raging Tanker does 2.61 [0.95*(1.95+80%)]. So the Brute in this fairly typical case will be doing 19% more damage than the Tanker before factoring in the latter's AoE size/target advantages. If we are concerned with the 90%/100% idea, then the Brute needs to do 111% (the reciprocal of 90%) the Tanker number and we can re-run the above numbers with the Tanker side multiplied by that to get a new "break even" point of 56%. Add in Incarnate buffs and the like to get us to 115% enhancement and that 111% break even point rises to 60%. To be clear this last pair of numbers is the amount of Fury a Brute needs to make Tankers do 90% as much damage with one stack of Rage: 55-60%.
  11. This is close to my experience too, with L50s. At lower levels I run about 10% or perhaps more off those numbers.
  12. The effects of those "clicky status protection" powers stack. For example: A Shield Defense Tanker might deliberately double stack Active Defense to get additional Def DeBuff Res (I think it takes my SD/DM Tanker from around 66% to around 88%, cutting the actual debuff suffered by nearly two-thirds).
  13. This is just a generic reply to the "Tankers now do too much damage" comments from several posters. I won't disagree with that. I think Tankers are now balanced with Brutes. But I think both ATs are now over-performing. I believe my first comment in this beta was that I would have nerfed Brutes before I even started on balancing Tankers. IMO, Brutes survivability should have been lowered to about 85% that of Tankers, their offense reduced to where it is now (for the reasons given by Captain Powerhouse), and then Tankers' damage buffed to the reduced survivability factor (85%) of Brutes. As a result I think Brutes are too tough for their damage output and I think Tankers do too much damage for their toughness. However the bottom line is really "is this better than what's on HC?" And I think it clearly is. Not even close. Capt P's clever AoE change is what makes that the case for me. The other factors are just tweaks to that to make it balance. [Personally, I'd whack Brutes' Res Cap down to 87.5%, drop Tanker Melee DS to 0.9 and probably add 1 more target to Tanker Taunt (8 instead of 7). But this is still an "A" grade improvement, IMO.]
  14. It's a buff, but it's not a major buff when it's only affecting Jab, Punch, Haymaker and KO Blow - the last of which has a 25s base recharge. SS goes from being horrible at 27, to mediocre at 28. IMO, Jab really needs it's secondary effect (Stun) buffed to make up for the atrocious DPA. As is, it's worse than Boxing. No power you are forced to take should be worse than a pool power that does the same thing with no precursor other than being level 4.
  15. It's just unfortunate that the set doesn't see any real buff until level 38. Given that below 28, it's a pretty weak set with only four damaging powers, of which one is utter garbage, that's a bit disappointing. You can't even meet the rule-of-thumb for a complete ST attack chain without either using the now even more execrable Jab-sans-Bruising or dipping into a power pool.
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