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Posted
1 hour ago, Hyperstrike said:


 

So your gripe is that you disagree with the nomenclature.

...

Okay!  Moving on!

that is one yes, the other is that becoming Superman-exposed-to-massive-amounts-of-Kryptonite-weak is dumb for a set called super strength.

Posted
1 hour ago, Hyperstrike said:


Because of how we operate.

Things like adrenaline, etc, temporarily boost performance.

And afterwards, you pay for it a bit.

Or are you telling me  my A&P and biochem classes were taught wrong?

And why can someone with a modicum of super strength NOT have a performance boost from an analogous adrenal reaction?

C'mon.  It's not that hard.

 

I am saying that Super Strength is describing the ability/level of the character.  It is supposed to be a characteristic of the character.  Without "Rage" in the powers of the SS set are not so super. Perhaps the set should called "Average Strength with an adrenaline rush".  Anyone can get a boost from Adrenaline spikes.  Again, Rage has nothing to do with a characters inherent characteristic of possessing Super Strength.  Pretty sad when an average strength street brawler (StJ) is stronger than a poser with "Super Strength".  If it's just raging for adrenaline then they should put "Rage" in the pool set like Experimental with "Adrenal Booster".

Posted
2 hours ago, FUBARczar said:

I am saying that Super Strength is describing the ability/level of the character.  It is supposed to be a characteristic of the character.  Without "Rage" in the powers of the SS set are not so super. Perhaps the set should called "Average Strength with an adrenaline rush".  Anyone can get a boost from Adrenaline spikes.  Again, Rage has nothing to do with a characters inherent characteristic of possessing Super Strength.  Pretty sad when an average strength street brawler (StJ) is stronger than a poser with "Super Strength".  If it's just raging for adrenaline then they should put "Rage" in the pool set like Experimental with "Adrenal Booster".


Yep.  Because there's NO history of characters who get stronger when they get pissed off.

None!

l-intro-1613169905.jpg

Nada!
 

she-hulk_primary.jpg?resize=768,432

 

NEVER HAPPENED!

HulkFacepam.jpg.756cf92f57b3c1bdd2b1b14dbe67346f.jpg

 

 

 

And it's not like someone couldn't be FAR stronger than they let on.
Then something REALLY offends them, and the gloves come off.
 

 

 

  • Like 2

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted
9 hours ago, Hyperstrike said:


Yep.  Because there's NO history of characters who get stronger when they get pissed off.

None!

l-intro-1613169905.jpg

Nada!
 

she-hulk_primary.jpg?resize=768,432

 

NEVER HAPPENED!

HulkFacepam.jpg.756cf92f57b3c1bdd2b1b14dbe67346f.jpg

 

 

 

And it's not like someone couldn't be FAR stronger than they let on.
Then something REALLY offends them, and the gloves come off.
 

 

 

lol Hulk keeps getting stronger, he doesn't have a Rage Drop

 

Neither does Superman, plus Superman's deal was that he was holding back.  

 

So you are wrong and wrong  hahahaha

Posted (edited)

Yes Superman always held back. That is why Batman warned him about fighting Wonder Woman in the Injustice series. If he held back, she would kill him.

 

She Hulk is not fueled by rage. She can change whenever she wants to and stay that way for as long as she wants to.

Edited by Marshal_General
Posted
4 hours ago, FUBARczar said:

lol Hulk keeps getting stronger, he doesn't have a Rage Drop

 

What do you think his reversion to Banner is?

Also

 

 

4 hours ago, FUBARczar said:

 

Neither does Superman, plus Superman's deal was that he was holding back.  

 

So you are wrong and wrong  hahahaha



Okay, you've got your broken little concept.  And you're clinging to it.

Fine.

Oh.  And you're a troll to boot.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted
4 hours ago, Hyperstrike said:

 

What do you think his reversion to Banner is?

Also

 

 



Okay, you've got your broken little concept.  And you're clinging to it.

Fine.

Oh.  And you're a troll to boot.

You may want to look in the mirror.

 

Also, he reverts to Banner when he calms down, and on rare occasion gets knocked out.  And again Superman was just letting loose, not holding back.     

 

And btw you are the troll, go back and look at your response to me with size 100 font that initiated this.  

Posted
11 hours ago, Marshal_General said:

She Hulk is not fueled by rage. She can change whenever she wants to and stay that way for as long as she wants to.

 

It's an explicit point, since she has to work out like anyone else in her normal form so her She Hulk form can be stronger.

 

Doc Samson has also openly noted that the gamma radiation thing doesn't necessarily make rage Hulks, as it's very different for him and She Hulk.

The idiot formerly known as Lord Khorak

Posted
1 hour ago, SaintD said:

 

It's an explicit point, since she has to work out like anyone else in her normal form so her She Hulk form can be stronger.

 

Doc Samson has also openly noted that the gamma radiation thing doesn't necessarily make rage Hulks, as it's very different for him and She Hulk.


Check out early She-Hulk.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

  • 2 weeks later
Posted
On 5/18/2021 at 7:21 PM, SaintD said:

 

It's an explicit point, since she has to work out like anyone else in her normal form so her She Hulk form can be stronger.

 

Doc Samson has also openly noted that the gamma radiation thing doesn't necessarily make rage Hulks, as it's very different for him and She Hulk.

 

Doc may be in full control but isn't even as strong as a newly transformed Hulk, Jennifer like The Abomination are also in control and are stronger than a newly transformed Hulk but both are caught up to rather quickly as the Hulk enrages and neither are even remotely close to Hulk's uncapped strength levels.

Thor is one of the few mainstream hero's that is actually stronger than all but an very angry Hulk and if he has his Belt of Strength on, he is stronger than all but a super extreme angry Hulk.

Unfortunately for the Hulk, Thor would simply kill the Hulk before a battle ever got to those extremes as happened in Marvel's What If #45 after The Hulk already killed The Human Torch, The Thing and Iron Man (Tony Stark).

  • Like 1

"You have the wrong end Horn Sounder."

-Birgitte, Hero of the Horn and part time Mat enabler

Posted
On 6/17/2019 at 12:36 PM, LorannaPyrel said:

Sees someone say - again - that Super Strength is a "crap" choice because of the Rage crash not being avoidable anymore

 

Experiences profound NERDRAGE; gets two minute buff to ability to blow hot air

 

Ahem; as a longtime Super Strength fan, having paired the set to good effect on both Electric Armor and Radiation Armor, I can say, with confidence, that the set is not crap. Even with a base defense of only 20% to all positions, I run +4/x8 fire farms with my current Rad/SS, and the Rage crash has yet to kill me - and this is without popping inspirations, nor leaning on my Destiny slot.

 

The set does have a disadvantage that hurts you if you rely heavily on Defense alone. But even then, Super Strength offers a way to mitigate its own Rage crash - the Hand Clap power. Really, that power isn't useless either; it's ideal for buying yourself time to let the Rage crash wear off, if you're taking too much damage during it. It can also be used to good effect by off-tanks to knock stray mobs back into the giant blob of frak-you that the party is cooking up.

 

Yes, people usually skip Hand Clap - it's not a power conducive to every playstyle, especially playstyles that focus on speed, steamrollering the mobs. But the power, and the set it's in, are not crap.

 

 

I farm 4/8 fire or other farms on my Rad/SS.   So fun to play.  Not my build, got it from the boards.

 

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Radiation Armor
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Gamma Boost -- Mrc-Rcvry+(A), PrfShf-End%(3)
Level 1: Jab -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(3), SprMghoft-Acc/Dmg/Rchg(5), SprMghoft-Dmg/EndRdx/Rchg(5), SprMghoft-Acc/Dmg/EndRdx/Rchg(7), SprMghoft-Rchg/Res%(7)
Level 2: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-Max HP%(11), ImpArm-ResPsi(11)
Level 4: Boxing -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(15), Hct-Acc/Rchg(15), Hct-Dmg/EndRdx(17), Hct-Dam%(17), Hct-Dmg/Rchg(19)
Level 6: Kick -- Empty(A)
Level 8: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-ResDam/EndRdx/Rchg(21), UnbGrd-Rchg/ResDam(21), ImpArm-ResPsi(23), StdPrt-ResDam/Def+(23)
Level 10: Radiation Therapy -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(25), Obl-%Dam(25), ScrDrv-Dam%(27)
Level 12: Fallout Shelter -- HO:Ribo(A), ImpArm-ResPsi(27)
Level 14: Tough -- ImpArm-ResPsi(A), GldArm-End/Res(29), Ags-Psi/Status(29), GldArm-3defTpProc(31)
Level 16: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx(31), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Rchg/KDProc(33), FuroftheG-ResDeb%(33)
Level 18: Particle Shielding -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(34)
Level 20: Knockout Blow -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(34), UnbCns-Dam%(34), GldNet-Dam%(36), GhsWdwEmb-Dam%(36), FrcFdb-Rechg%(36)
Level 22: Beta Decay -- AchHee-ResDeb%(A)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-Def/EndRdx(37), Rct-ResDam%(37)
Level 26: Ground Zero -- SprGntFis-Dmg/Rchg(A), SprGntFis-Acc/Dmg/Rchg(39), SprGntFis-Rchg/+Absorb(39)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(39), GssSynFr--Build%(40)
Level 30: Maneuvers -- ShlWal-Def(A), ShlWal-Def/EndRdx(40), ShlWal-Def/EndRdx/Rchg(40), ShlWal-ResDam/Re TP(42)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 35: Super Speed -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(42)
Level 38: Foot Stomp -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/EndRdx/Rchg(43), SprGntFis-Acc/Dmg/EndRdx/Rchg(43), Arm-Dam%(43), Obl-%Dam(45), FrcFdb-Rechg%(45)
Level 41: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(46), Apc-Dmg/EndRdx(46), Apc-Dam%(46), Dcm-Build%(48)
Level 44: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/EndRdx(48), Bmbdmt-+FireDmg(50), PstBls-Dam%(50), CldSns-%Dam(50)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 49: Darkest Night -- HO:Enzym(A)
Level 1: Gauntlet
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(13)
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 4: Ninja Run
Level 50: Melee Radial Embodiment
Level 50: Cardiac Core Paragon
------------

 

 

 

Posted
On 6/14/2019 at 1:49 PM, Shadewe said:

 

You can't use Psi and everything else at the same time. Not as 'pure' of a hole as invul but still a hole.

 

 

Invuln can cover that whole while having all the rest Invuln has to offer, While Stone is either or, and Non-granite Stone is inferior to every other Tank IMO

 

I made a Invuln/DM which softcaps def S/L/E/N/F/C and maxes out Resist to S/L/E/N and has reaches 72% resist to psi with the +Res Proc and with capped HP.  I will take that Invuln over any Stone tank every day of the week, and twice on Sundays. No -rech, no -dmg, no -movement, no changing forms, etc, etc.

 

And the same goes for Shield IMO, well and every other set 😜

Posted
On 6/2/2021 at 7:25 AM, America's Angel said:

How does this look:

 

S Tier:

Dark, Bio, Rad

 

A Tier:

Invuln, Shield, Granite

 

B Tier:

Willpower, SR

 

C Tier:
Elec, Ice, Fire

 

I'd swap Dark and SR on this list. I'm pretty biased since I'm not a fan of a set with low energy res and no KB res. And with an expensive build it just feels really hard to get killed when using SR.


I think the rest looks pretty spot-on though. I agree with leaving Shield and Invuln in A tier because of their endurance tax. 

  • Like 1
Posted (edited)

Electric Armor, kitted out for max incarnate stuff. You can literally res cap all (except toxic I think?). You get some really good debuff resistance too. Has a self heal, good HP/S. Not sure why I don't see more Electric Armor tankers (or brutes for that matter). Go any of the melee sets that have an attack that +DEF and just set it on auto and AFK.

 

Here's a res capped to all (except toxic) ela/tw tanker I whippped together in a few minutes. Takes Cardiac alpha.

 

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1376;673;1346;HEX;|
|78DA5D94C94F136118C667DA41045A6BADEC1428026DA91D8BD18B1AD1C8220A090|
|7A28931694A1DCBC43A25D3C6D8A389EBCD0D8DCAAA370FFE15B8FE01AE07AF6E88|
|89EBADBECCF308C449677EF3BDDFF3BEF37C5B87CFF67A1E0D9CEB5154CF816C2A9|
|F4F8EA6AC53865D396AA4C7AD5C3697292ACB57B9DC4174257B8D93869537F4BEAC|
|912ED8663AB9DF3E9DB31BD83B6C640D431F350B292B79D4484DE4ACBCE219C9E5B|
|2FA90B44C2BE3751AFD6666BC202DBFD31AB4CE987973CCCC9A85A2EF9FF88461E7|
|C7CD8940DF8499D6FB2CC3CE1493C3A97CC1B08B75622724F7824F1EEAB2C1925BD|
|9292FDD9AB2354176933BC0C95A8597680FBB9D58573F39401E029F485D15753535|
|2A2F614D71E9A8E3EA02C371301A031F4B8E9B39EE1ED4D1F692BBC0F57BC0D06EF|
|0A9E494D17FD96FC4D6FD207F32E70FF84CB4E5D02AE5B5F212D4945B32A60A8CA9|
|AC625273749557C96B60EB75307483BC093E977A55CCAD5AC4373C1FC88F60C327F|
|233D8FA05BC2DDFF532D73B8F7A1BA6C869B06606AC9B25E7C03B92EB63AE2FE672|
|621B3BC930B8294246C17817F84212FD9C037F5C716277A55E00F55C8107D06D9E2|
|167C11AD9BFD59CE76AAE710DD75EE7DA6F1B0455D162AB9494DA638AB3F66E89D5|
|3356BF1DBA7B226AE4381A93D0351D27C7C066834C81AD6950937A41FA09D24F33F|
|DB4D3479CBEBCA26DE1BE6DA136FABFF783E094786AA3A7B62B98EF2DE7C90BE445|
|B0FD1279199C96DC0EE676BC43BDCE97E42BF235187E43BE05FDE23182F1A891257|
|AFC0ECE09629CBB58492EE5A16C1D9DABA8FFC2D703522181982B711FAB969827E7|
|C0266DE504CB6FB952545B39FFA5A1B5BDDC1B231ABB25A63A198B952B275B51A95|
|A5A8DA96A88B37F04A7FAEB5A7D04FA6F6B63F4FF7EF5DFA5B44FB663375DFD056A|
|50D040|
|-------------------------------------------------------------------|
Edited by SomeGuy
added build
Posted

@SomeGuy Electric is strong, but the lack of KB resistance and the toxic weakness puts it behind other sets IMO. It's fantastic against specific enemy groups, especially IDF and Clockwork. I think it would be more competitive if Lightning Reflexes got a defense bonus. 

Posted
3 hours ago, Cirque said:

@SomeGuy Electric is strong, but the lack of KB resistance and the toxic weakness puts it behind other sets IMO. It's fantastic against specific enemy groups, especially IDF and Clockwork. I think it would be more competitive if Lightning Reflexes got a defense bonus. 

It's got a whopping 15 mag level KB protection though - the rest have mag 10 by comparison, and there are others that have zero.  All others have holes, so am I allowed to assume it is better to have perhaps a psionic hole over a toxic one? 

 

The real weakness of electric is that everything hits you including all debuffs, which I am guessing is why Regeneration has never been given to tankers.  It does have some debuff resist, especially end drain, etc.

image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

Posted (edited)
49 minutes ago, JayboH said:

It's got a whopping 15 mag level KB protection though - the rest have mag 10 by comparison, and there are others that have zero.  All others have holes, so am I allowed to assume it is better to have perhaps a psionic hole over a toxic one? 

 

The real weakness of electric is that everything hits you including all debuffs, which I am guessing is why Regeneration has never been given to tankers.  It does have some debuff resist, especially end drain, etc.

The protection is high, but I believe they were referring to the lack of resistance to KB. KB resistance maxes out at 99%, so most armor sets offering 10,000% resistance (or whatever it is) is extremely superfluous. But no matter. When you combine 10 magnitude protection with 99% resistance, you are really at 1000 magnitude protection (10 mag / 1% = 1k mag) which greatly out-protects the 15 mag electricity armor gets.

 

Edit (extra thoughts): this is one reason why some tanks may become interested in using Evasive Maneuvers on Dark and Fire. It grants you (when flying) 75.688% KB resistance. That effectively quadruples the KB protection slotted in your build (from BotZ or set bonuses). Sadly, this doesn't help Elec Armor much since it's protection requires you to be on the ground which doesn't synergize much with flying.

Edited by Bopper
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Posted

Yeah.  IMO, Grounded is Electric's Achilles' heel.  15 mag knockback protection when you have to slot additional KB protection so you don't get knocked back while jumping or flying means nothing, and 6 mag immobilization protection on a Brute or Tanker just isn't enough as you get immobilized by more than that if you so much as sneeze.  When Electric was the only armor set in the game that provided good energy resistance, that was one thing.  Now that there's competition with Rad Armor, the fault in Electric (which is Grounded), really stands out.

Posted
29 minutes ago, Bopper said:

The protection is high, but I believe they were referring to the lack of resistance to KB. KB resistance maxes out at 99%, so most armor sets offering 10,000% resistance (or whatever it is) is extremely superfluous. But no matter. When you combine 10 magnitude protection with 99% resistance, you are really at 1000 magnitude protection (10 mag / 1% = 1k mag) which greatly out-protects the 15 mag electricity armor gets.

 

Edit (extra thoughts): this is one reason why some tanks may become interested in using Evasive Maneuvers on Dark and Fire. It grants you (when flying) 75.688% KB resistance. That effectively quadruples the KB protection slotted in your build (from BotZ or set bonuses). Sadly, this doesn't help Elec Armor much since it's protection requires you to be on the ground which doesn't synergize much with flying.

I didn't realize it acted as a multiplier on top of being mag level protection.  WEIRD!  I wonder why it was set up that way

image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

Posted
37 minutes ago, Apparition said:

Yeah.  IMO, Grounded is Electric's Achilles' heel.  15 mag knockback protection when you have to slot additional KB protection so you don't get knocked back while jumping or flying means nothing

What he mentioned wasn't additional KB protection though

image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

Posted
29 minutes ago, JayboH said:

What he mentioned wasn't additional KB protection though

 

 

It feeds into it, because you don't need as much knockback protection with knockback resistance.  Unfortunately with Grounded, you often have neither.

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