BunnyAnomaly

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  1. That is a good point. I don't like exemping down at all but I would probably rather have build2 for that rather than do things unnecessary for build1.

    I like getting rid of manouvers, however I still want to be soft capped and keep the good recharge/accuracy bonuses. Unfortunately something in there seems like it has to go away...
  2. Thanks for the input. I do quite like the build from HelinCarnate. All the builds are in the end pretty much achieving the same thing so I'm happy with what I'm at right now.

    As for the lack of accuracy re: Finduilas, there's a global +45% accuracy (5*9% accuracy) so the ST attacks with Kinetic Combat have the equivalent to 3 SOs of Accuracy.
  3. Quote:
    Originally Posted by Sailboat View Post
    You have two end-producing powers, not slotted to the ED cap -- is that going to be enough to run all your AoEs with the notoriously crappy endurance reduction of the Obliteration sets you have in them? Not being snarky; I just don't know. And if you're running Maneuvers instead of using it as a set mule...hrm, at least doublecheck your end consumption to make sure you can support that.
    I hadn't realised how little end reduction they have. Thanks for pointing that out.

    I currently recharge 3.79/second and expend 1.48/second, so a net gain of 2.31/second.

    I also have the +endurance proc but I am not sure what the proc rate is on it (it returns 10 stamina).

    If I put an 50 IO into Quick Recovery, I get an extra .2/second but I think with 2.31/second gain that should be sufficient. Maybe. I took the 3% resistance unique because I find it unlikely I'll get the will to grind that much.
  4. Oh, I should add that I didn't worry too much about the order of selection for powers, but if you have any advice on that it would be great
  5. Hi All

    I'm through most of the expensive stuff for this build and now with hero merits it seems that if I grind enough I can afford the 3% PVP defence IO so I might as well just go for broke

    Please critique the build and tell me if anything can be swapped around to give similar benefits but at lesser slotting.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: War Mace
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership

    Hero Profile:
    Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal(3), Numna-Heal/Rchg(3), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7)
    Level 1: Bash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(34)
    Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Regen/Rcvry+(9), Heal-I(9)
    Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11)
    Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(13)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(13), Mocking-Taunt/Rchg/Rng(15), Mocking-Acc/Rchg(15), Mocking-Taunt/Rng(17), Mocking-Rchg(17)
    Level 12: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(19)
    Level 14: Hurdle -- Empty(A)
    Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(23), Heal-I(23)
    Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/Rchg(29), SW-ResDam/Re TP(48)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21)
    Level 22: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), C'ngImp-Dmg/EndRdx/Rchg(50)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam/Rchg(29)
    Level 28: Whirling Mace -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(50)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(31)
    Level 32: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
    Level 35: Super Jump -- Winter-ResSlow(A)
    Level 38: Shatter -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
    Level 41: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/Rchg(45)
    Level 47: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(48)
    Level 49: Strength of Will -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
  6. I do know that my SS/FA Brute has armour made of wet paper.
  7. Quote:
    Originally Posted by Warkupo View Post
    The main reason we have aggro caps at all is because it was too easy for the Tanker to "herd" all of the enemies into a corner and then let the blasters unleash with AOE's, and allowing a Tankers to once again achieve that level of aggro would be like taking a step backwards.

    We just barely got Burn back, let's not set it up for another 6 year nerf so soon, eh?

    This game isn't designed so that the Tanker is holding all possible aggro at all times, else that renders a lot of what the "squishies" can do irrelevant.

    After the addition of Bruising and the re-balance of Brutes, I feel that Tankers are fine.
    I actually feel the same way. Tankers can't just be the be all and end all to all of your aggro problems. If they were (and if the Tank is enough to survive on his/her own), then what is the value of control? I know this game is not terribly 'skill based' in the least but completely diminishing the value of it... no thanks.

    It's a team effort, and having a single archetype solve all the problems in the world is not a good, fair solution.

    Having said that, I would love to see a buff that gives more meaning to having additional Tanks, but not one that eliminates the value in control.
  8. Quote:
    Originally Posted by Dechs Kaison View Post
    This is a fallacy. The proposed buff here would buff the tanker AT any time he teams. I doubt tankers team on average 0.01% of the time.
    The situation I proposed is that having the second tanker provides, under this situation, minimal benefits. When the first tanker can provide all this additional control (up to 31 people), what is the point of a second? Only when you have more than 31, and that is exceptionally rare, hence the 0.01%.
  9. Quote:
    Originally Posted by Dechs Kaison View Post
    Fair enough. If you plan to be snarky in response to a topic, though, I suggest you be ready for the same.



    I don't see how the formula could be viewed as incorrect, unless you're forgetting that multiplication is always done before addition when no parentheses are present.
    You are multiplying by 4 in your formula instead of 2. Feel free to actually solve your own formula and see why your answer doesn't equal your equation. I will accept your apology in chocolates.
  10. I have a follow up question about how aggro tables work:

    I'm not sure the exact way the aggro tables hold. If you can only appear on 10, 20, or 30 people's aggro list, won't the two tanks predominantly just hold #1 and #2? Thus, their own form of control will essentially be diluted because they are often competing for the same aggro?

    Just curious as I presume that's how it would work.
  11. Quote:
    Originally Posted by Dechs Kaison View Post
    Hey, let's look at this intelligently.

    One tank, seven others. Tank's aggro cap is now 17 + 2 * 7 = 31

    Two tanks, six others. Tanks' aggro caps are each 17 + 4 * 6 = 29, but since there's two tanks, that lets them keep hold of 58 baddies.
    Please no need to be rude by saying I am not approaching this intelligently.

    If you have one tank capable of holding 31 people's interest, what need is there for the additional control? In almost every situation: absolutely none. If you want to buff an archetype, why buff them for 0.01% of the time? You want to look at a general purpose buff that actually applies to real situations.

    Also, before you insult someone's intelligence and blow your own horn, you should make sure your formula you write is correct. It is not, however your answer is true.
  12. Wouldn't this just even further diminish the point of having more than 1 tank?
  13. 25 to 30 IOs won't make a noticeable difference, the %s are too marginal. It might be a build or playstyle you are using. I don't see the harm in you asking people you play with and get some tips, because asking on here it is very hard to know what is going wrong.
  14. It's hard to know what to say when you don't post a build. Even with a build it could be an issue with playstyle. However, put simply, at level 26 a Corruptor can beat 3 even level minions without any use of the secondary and really without breaking a sweat. Perhaps you are exaggerating to add emphasis but again it's impossible to tell. It seems like your post is more of a rant than anything?

    For soloing I would not use the secondary effects of your weapons (ie: no swap ammo). The knockback is pretty darn effective and quite reliable. If you plan on soloing you should be aiming for Suppressive Fire. Open with your stun and then proceed to hit with AOEs. You should immediately put one of your enemies out of it from the stun and be able to knockback another. Keep cycling AOEs (you should have two effective ones by now) and then hit the closest with Executioners Shot. Be prepared to dance around a bit if need be. Really, by the time you hit with executioners shot they should be pretty darn hurt from both AOEs if specced right, and you can just scourge them down.

    I can't say I've ever had issues with levelling up corruptors, or any character, especially once I've hit SOs.
  15. Quote:
    Originally Posted by Razia View Post
    If used after Crowd Control it's pretty easy to hit multiple targets. At least that's what I do on my SD/WM tank followed by Whirling Mace.
    I tend to find that I herd up pretty much as many people as I can find and there's no room for manouvering, hence why I don't get much value from Shatter. Against just a few enemies, sure you can do a bit of a dance and line them up. But when surrounded by 20 angry Cimerorans... not really.
  16. Quote:
    Originally Posted by Rowdy View Post
    Just felt like I needed to add this to this thread, so here it goes...

    I ABSOLUTELY LOVE WARMACE!

    The amount of destruction this set puts out is just mindboggling for a tank, especially against anything with little to no S/L resistance. And even then, it's just deadly. The funny thing is, I haven't even gotten Shatter and Crowd Control yet (Im only level 33) but man once I get those two and have them slotted to my needs, I cant imagine anything standing toe to toe with me for too long.

    Clobber+Jawbreaker+Bash+Whirling Mace is a sight to behold. Stun em, toss em in the air, finish him off! Man, thankyou to everyone for persuading me to go forth with the set. And for anyone else contemplating the set, TRY IT! It's just simply awesome!
    You'll go wild when you see how good six-slotted crowd control is
  17. BunnyAnomaly

    ?/Pain Soloing

    Quote:
    Originally Posted by uberschveinen View Post
    Because some people actually play a game to play a character, not to watch meaningless numbers march up the screen.
    Defeated by your own argument. Character =/= numbers, hence why get upset if he picks something that allows him to play the game more easily?
  18. BunnyAnomaly

    ?/Pain Soloing

    Quote:
    Originally Posted by Fomsie View Post
    I know it is an unloved set, but for solo work I love my Energy/Pain Corr. All the KB helps a ton.
    For soloing Energy is actually really, really good. The knockback is huge mitigation.

    Unfortunately for teaming it is often abused.
  19. For my crab spider I was building for recharge so that I could keep the pets up consistently because they provide a lot of damage and survivability. The fast recharge options for slotting are really good and cheap and also give global recharge benefits. I too thought frenzy was a bit odd for a choice in there.
  20. Quote:
    Originally Posted by Rowdy View Post
    Thanks for the all the replies all, it really helps both mentally and directly. One more question before I move on however.

    The set seems to have alot of attacks worth picking up, which could theoretically build to a long attack chain. With builds being as tight as they are lately, what do you think is a good attack chain for the set. Keep in mind, I love AoEs so I'm more than likely going to get WA, CC, along with shatter.
    I'd sat for AOE Shatter isn't terribly good. It has a fairly long cast time and the arc of attack is very very narrow. It does do okay damage but not good damage for the time it takes to activate.

    You can get away with skipping your T2 attack and just getting the T1, T3 and Clobber, and fill the rest with AOEs. With sufficient recharge slotting you can get away with skipping Shatter altogether but that will mean sacrifices elsewhere.
  21. But I'm not making a mace/shield brute...
  22. Quote:
    Originally Posted by Sailboat View Post
    It's regarded as very similar to Axe...slightly less damage in the heavy-hitters, but notably better AoE.
    Clobber does incredible damage. People I think are sometimes stuck on the old Clobber which if I recall correctly was really just a stun. They added a lot of damage to it and it has a fantastic, short recharge.

    Here are the unenhanced numbers @ 50 from Mid's (selecting the biggest single target heavy hitter or closest to):

    Clobber: 129.9 (105 DPS)
    Thunderstrike: 87.2 (26 DPS)
    Energy Transfer: 202 (75 DPS)
    Total Focus: 158.4 (48 DPS)
    Greater Fire Sword: 144.1 (61 DPS)
    Seismic Smash: 158.4 (105 DPS)
    Knockout Blow (No Rage): 158.4 (71 DPS)
    Cleave: 122.8 (52.7 DPS)

    In order of DPS:

    Clobber/Seismic Smash (tied)
    Energy Transfer
    Knockout Blow
    Greater Firesword
    Cleave
    Total Focus
    Thunderstrike

    Ice and Dual Blades don't have a single target attack that can really compete on that scale. Electric Melee can't compare either but I threw that in just so you can get an idea.

    Clobber may have lower damage than a few, but its activation time means it is the tied highest damage/second attack (alongside Seismic Smash). Rage will naturally impact this, as will Fire's general DPS from all the rest of its excellent attacks, but to label War Mace is 'low damage' is definitely untrue. Having played War Mace to 50, I must say I never feel even remotely underpowered in damage.
  23. I have a WP/WM tanker. I must say the damage and mitigation is very very impressive. Crowd Control is huge damage. I also have a SS/Fire Brute and a /kin corrupter, and WM is enough to satisfy my damage wants ;P
  24. This game being so casual friendly and relatively easy to play is what keeps drawing me back to it. I'd rather not see everyone nerfed down (especially for those who have put so much time into IOing out their character).
  25. Quote:
    Originally Posted by FourSpeed View Post
    Yep, that too is true, but they cost more end and they're slower... I typically
    don't use them much at all, except for runners or guys that are whittled down
    enough to kill with one shot.

    Keep in mind, the entire time we're talking about is ~6-8 secs (at which point,
    I can usually cast rage again). So, we're only talking about 2-3 attacks with
    the quick hitters (Punch, Boxing, Haymaker).


    Regards,
    4

    PS> In the previous post, I fibbed just a little bit...
    Now that I'm home, I logged him in and checked - the 46 HP/sec is
    @L35 with 1 mob in range (in St. Martial)...
    It's ~28 /sec just standing around twiddling his thumbs...
    The L50 regen number from the Mid's plan is 764% with ~2630 HP.
    I was about to ask you about that.

    My Willpower tank has 3140hp, a ton of set IOs for +health and regen, Numina and Regenerative Tissue uniques, and she has about 65hp/sec standing alone and ~100 hp/sec with 1 enemy. For a level 30 to be so comparable I knew there was some kind of miscalculation happening.