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Posts
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Joined
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My Mind/Emp has leaderships, mind over body and has super speed always on and the cost of it all is possibly roughly equal to stamina with her slotting.
My Empath/Psi is almost exactly the same though. -
Whats your secondary and how is he slotted?
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I played with it for only 5 mins and so bare changes (it looked a bit pvp). I don't like 3 end recs in stamina or quick recovery as its 2 slots for 1/5th - 1/4 of an end point per sec. Instead 3rd recharge in conserve for greater end redux over time. Greater res slightly, greater def, greater regen and moved out quite a bit in the way of slots that don't do anything for something that does. If I was gonna have heal/end on something health ain't gonna be it no matter what the bonus.
color:#000080]Hero Plan by Mids' Hero Designer 1.30[/color]
http://www.honourableunited.org.uk/mhd.php
Fortified Winter: Level 50 Mutation Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Presence
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Acc/Dmg/EndRdx:30(3), C'ngImp-Acc/Dmg/Rchg:30(3), C'ngImp-Dmg/EndRdx/Rchg:30(5), P'ngS'Fest-Acc/Dmg:30(5), P'ngS'Fest-Dmg/Rchg:30(7)
Level 1: High Pain Tolerance -- ImpArm-ResDam/EndRdx:30(A), ImpArm-ResDam/Rchg:30(13), ImpArm-ResDam/EndRdx/Rchg:30(13), ImpArm-ResDam:30(15), Heal-I:40(33), Heal-I:40(34)
Level 2: Slice -- Sciroc-Acc/Dmg:30(A), Sciroc-Acc/Rchg:30(7), Sciroc-Dmg/Rchg:30(9), Sciroc-Acc/Dmg/EndRdx:30(9), C'ngBlow-Acc/Dmg:30(11), C'ngBlow-Dmg/Rchg:30(11)
Level 4: Mind Over Body -- ImpArm-ResDam/EndRdx:30(A), ImpArm-ResDam/Rchg:30(15), ImpArm-EndRdx/Rchg:30(17), ImpArm-ResDam/EndRdx/Rchg:30(17), ImpArm-ResDam:30(19), ImpArm-ResPsi:39(46)
Level 6: Build Up -- RechRdx-I:20(A), RechRdx-I:20(29), RechRdx-I:40(29)
Level 8: Swift -- Run-I:40(A)
Level 10: Indomitable Will -- LkGmblr-Rchg+:30(A), LkGmblr-Def/EndRdx:30(19), LkGmblr-Def/Rchg:30(21), LkGmblr-Def/EndRdx/Rchg:30(21), LkGmblr-Def:30(23), LkGmblr-EndRdx/Rchg:39(31)
Level 12: Combat Jumping -- GftotA-Run+:30(A)
Level 14: Super Jump -- ULeap-EndRdx:30(A), ULeap-Jump:39(33)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx:30(A), Numna-Heal:39(23), Numna-Regen/Rcvry+:39(25), Mrcl-Heal/EndRdx:39(25), Mrcl-Heal:39(27), Mrcl-Rcvry+:39(27)
Level 18: Whirling Sword -- Sciroc-Acc/Dmg:30(A), C'ngBlow-Dmg/Rchg:39(31), Sciroc-Dmg/EndRdx:30(34), Sciroc-Acc/Dmg/EndRdx:30(36), Sciroc-Acc/Rchg:30(36), C'ngBlow-Acc/Dmg:30(36)
Level 20: Quick Recovery -- EndMod-I:30(A), EndMod-I:30(31)
Level 22: Fast Healing -- Heal-I:40(A), Heal-I:40(33)
Level 24: Health -- Heal-I:40(A), Heal-I:40(34), RgnTis-Regen+:30(48)
Level 26: Disembowel -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Dmg/EndRdx:30(37), C'ngImp-Acc/Dmg/EndRdx:30(37), C'ngImp-Acc/Dmg/Rchg:30(39), P'ngS'Fest-Acc/Dmg:30(39), P'ngS'Fest-Dmg/Rchg:30(39)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx:30(A), LkGmblr-Rchg+:39(37), LkGmblr-Def/Rchg:30(40), LkGmblr-Def/EndRdx/Rchg:30(40), LkGmblr-Def:30(40), LkGmblr-EndRdx/Rchg:30(42)
Level 30: Provoke -- Annoy-Taunt/Rchg/Rng:20(A)
Level 32: Head Splitter -- M'Strk-Acc/Dmg:30(A), M'Strk-Dmg/EndRdx:30(42), M'Strk-Dmg/Rchg:30(43), M'Strk-Acc/Dmg/EndRdx:30(43), C'ngBlow-Acc/Dmg:30(43), C'ngBlow-Acc/Rchg:30(45)
Level 35: Intimidate -- Hror-Fear/Rng:30(A)
Level 38: Strength of Will -- Aegis-ResDam:30(A), Aegis-Psi/Status:39(45), Aegis-ResDam/EndRdx:39(45), S'fstPrt-ResDam/Def+:30(46), S'fstPrt-ResDam/EndRdx:30(46)
Level 41: Stamina -- EndMod-I:40(A), EndMod-I:40(42)
Level 44: Focused Accuracy -- EndRdx-I:30(A), EndRdx-I:40(50)
Level 47: Invoke Panic -- Abys-Acc/Rchg:30(A), Abys-Acc/Fear/Rchg:30(48), Abys-EndRdx/Fear:30(48)
Level 49: Conserve Power -- RechRdx-I:40(A), RechRdx-I:40(50), RechRdx-I:40(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:30(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Prevention is better than cure as often the taunting thru a target gives you entirely different targets I find. You target a controller whose targetting a defender to buff them who in turn targetting a scrapper whose next to you
I'd rather consolidate it.
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I have got 6 slots in antagonise 2,2,2. Eventually the new taunt sets will go in them, probably in the year 2012. They will be worth having to me
. Go with what you like but no less than Maelwys suggestion with IOs ffs.
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From Castle:
Replace -Def with reverse Power boost effect. What I mean by that is all secondary and status effects the character has are weakened, say by 50% for 10 seconds or so. Taunt would, of course, be excluded.
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This sounds much better.
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Are you sure?
If its lowering mezz protection:
Res sets would get hit by secondary effects more often than the def sets. Sounds to me like where it was unfair on def sets it will become slightly unfair on res sets. I can see some people getting more easily held and detoggling into defeat "at times". Passive resists probably won't offer much to fall back on.
Reverse power boost to our offensive holds ie make Knockout blow so it doesn't hold, Char doesn't hold etc wouldn't matter to those who think in terms of damage but no one will want to use a lot of end for paltry damage during the rage crash. Using a hold etc despite the damage being low wouldn't be a problem.
We then trade a passive defense debuff for an active defense debuff. I am not keen on finding stacked effects detoggling me every crash. Make us lose our ability to control in all ways but taunt and all tanks are inline with each other.
So if it lowering our ability to control. Go for it we can still suffer from it during the crash, sappers, dark ring mistresses quickly spring to my mind but you stop preventing foes from hitting you for a period which can be bad. -
I have been off and on leveling a staminaless Elec/Elec whose without Aid Self. Painful in anything but a big team to level. In a big team she comes home or should do. If not the team is spread into little teams.
When you say disregard the slotting, do you mean all of it?
When mine attacks, the more damaging her attacks are the less likely she is to use the attack or another attack again. By not doubling your damage you end up having to hit twice. Mine also saves end by hitting 10 with thunder strike as opposed to 5 hence why on smaller teams she doesn't really work. Your taking stamina will make yours more solo able than mine if you didn't have to attack a foe almost twice as many times without fury. The end red in the toggles could be damage in the other attacks. In having to use an attack again you will use more eps than the toggle costs in 20 secs. Also when you get to power sink with stamina there'll probably be no need for end slots anywhere and you can put rechg in the attack instead.
Many people put 2 end in attacks to build fury. I could use brawl and charged brawl to get and help keep it up but I don't. There is only the suicide run into a big group to get it up in no time. If they aren't efficiently made dead by the team then I must be deadWould you be brawl and boxing? The eps of brawl and boxing will be proportionally higher to the dps than brawl and charged brawl (iirc).
Build up hastened, the 3rd rechg of Build up cuts the recharge by 1 sec and unhastened its 2 secs. I always look for something better than shaving 1 sec or 2 off with anything. Most of the time its recharged when I have to wait for the best attack chain to come around.
The 3rd stamina enhancement in stamina, your getting 1 extra endpoint from it every 16 seconds. Not worth it in my book with far too many other places for that slot especially with powersink to come.
A lot of the slots could be there waiting for sets but in general I find:
A passive = approx 2 slots
Toggles = approx 3 slots
Attacks (although anything with acc needed) = approx 5 slots
If putting a 3rd slot in anything read the change in going from 2 - 3. -
A lot of SS tankers won't run rage under certain conditions but if they were Mace they'd gladly build up every time they can.
I play all of the melee sets and none of them can be as risky as SS. -
I got an Ice/Storm <3 . I thought of it as a great concept and combo and it is. Haven't played it in ages though as I usually save supporting roles on Vigilance for any weekend I get ample uninterrupted time - rare
(Would hate to solo any controller).
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Death_badger if Footstomp recharge time and endurance cost can be affected by IOs whirling mace too. It is proportional. You're talking as if war mace tankers didn't use IOs to enhance their powers...
[/ QUOTE ]Once theres enough +rech and +recov in play, recharge and (especially) end cost no longer matter. Only damage per animation time does.
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They didn't balance with buffs in mind. People solo and end up in teams where the buffs aren't always available. I know how good a buffed fire/fire blaster is compared to a buffed AR/dev. Does my AR/Dev mind? I would do depending on my concept and playstyle but thats not going to be the same as everyone elses. Things have to be different for diversity.
They balanced everything around raw figures and recharge is added to cast time so over a long period of time things can differ. The high burst may not be there but the damage over time could be.
I don't think PvP was considered in the beginning or there'd possibly be a certain amount of damage per endurance per second of action time and then recharge added in order to balance the damage over a lengthier time of an attack using ratings of minor, medium, high and extreme to alter the dam per action time.
Damage is less when a secondary effect is added which means -fight duration within a fight duration but when its not useful as it sometimes isn't its pointless plus fight duration. These again may have a chance of but not everyone is in a team getting buffed and so some may rely on those sec effects for something plus aesthetics matter. Comparing jab versus gash directly like some people do isn't properly comparing the whole set.
At least create an attack chain, compare dam and sec effect over time and take into account area over time omg I could go on forever but realize this game is predominantly pve and getting things right for everyones idea of pvp ain't gonna happen let alone happen overnight but I think changes to Mace for say PVP should come as part of a move for a change for almost all sets.
They tweaked Maces action times and with it I would of thought it possible to get one more attack in the build up duration. At least thats what I worked out and moved on from. A lot of Brutes can't wait for it now for its aesthetism. -
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I loaded up my L50 SS tank (plain IOs only, no sets) and found a L50 Behemoth overlord. I killed it in 4 shots, Haymaker doing 147 damage and KO Blow doing 319.
I loaded up my WM tank (Io setted out) found the same mob and took 7 attacks to kill it, with Shatter doing 196 damage and Jawbreaker 170.
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WM is supposed to be a better AoE set than SS whilst SS is a better ST set. -
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Tankers
* Increased radius of Ice Melee Frost from 7 to 10.
* Increased radius of War Mace Crowd Control from 5 to 8.
* Decreased radius of War Mace Shatter from 10 to 8, but increased its arc of attack from 20 degrees to 45 degrees.
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Mace and Ice got buffed! To some its minor but to me its not. -
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The only negative for me is the taunt aura, its too small and pretty much ineffective vs +3s or higher.
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Taunt slotted? Gauntlet helps as well. -
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The defense Debuff in the statement from castle which you quoted. Obviously it points out the fact that SS tanks which have defence as a form of damage mitigation are currently penalised more by the rage drop than tanks which are resist based. (eg a fire/ss tank would suffer no ill effects from the defence debuff but a ice/ss would, therefore making it unfair on the ice tank)
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Hmmmph. Knew it was too good to be true.
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Icetanks: by the time most get Rage they would have hibernate anyway and hardly get hit by a single secondary effect to add to end problems and then there is energy absorption..icetanks don't count
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Maybe he's not as bad as Statesman after all.
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Well I liked Statesman. Anyone else 'maybe' can either a) learn to play b) try to see past their toons and see the bigger picture c) bite me. d) a b and c -
The -Def is unfair on all def based sets in comparison to res based sets. The res based sets feel secondary effects more than def based anyway and so no end rec is a killer under end drain circumstances for anyone. Maybe it should be left as it is with the -def and counter the fact that res based get sec effected more.
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I'd have Web Envelope, Stimulant, Aid self and Taunt. I think Leaderships is a very nice idea.
We all have our reasons for our choices. You either find them useful or you don't. I ain't all that sharing with my reasons.
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*slaps subservient House Elf* XD.
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For ST high burstness action times help to win within a build up period as the more attacks you can do in that time the better however you could run out of end faster and be in need of recovery sooner. Sets that don't necessarily do a lot in a build up period will make up for it over an extended period of time because they aren't so quickly in need of a recovery and the xp/time effect could theoretically remain the same. If not then in certain areas you will have greater survivability to better avoid debt or greater aid the team. The greater you do in damage the less of a fight duration you have and so those doing less in damage will have secondary effects to remove fight duration (time target is attacking you) within the fight duration (time target spends getting attacked by you) Ofc secondary effects are basically there out of concept and to make sets diverse. Balance comes from not what we do in 10 seconds but from what we do over extended periods of time .
If power sets were very easily and as straight forward to compare as a lot of what I see in peoples methods then this would be a very different and much more basic game.
For ST I had SS with Rage close to Axe using build up for damage (decimal point close) but Axe does better AoE and lacks in (variety mainly) secondary effects.
My excel was on an old computer that went in August. I haven't tried to get it back yet because I don't see much point. The game could be balanced in most peoples eyes by us all having the same amount of damage of the same type of damage which is equally resisted all of the time but what it is, is, sometimes one set has an advantage over another and sometimes it don't. I do actually have faith in Castle but I am not keen on this change. I dare say we can find ways around it wishing we knew/realised before the change what we come to know. 15 secs of no end rec will be a long time to a lot of people in certain areas. We aren't meant to do equally as well in all areas but overall the loss of fun I think will be too great for many.
My excel would tell you what I have said on these forums in the past.
For ST -> EM
For AoE -> Fire
For overall damage out put -> Fire
The rest fall in between but are likely to have a greater variety of secondary effects. I don't run around with fight pool because I am bigger fan of secondary effects. The player base may see the game as everything needs to do damage and take damage but some of us like me who made controllers first don't.
Many a team where someone would say get a healer. But even in the most dire of circumstances a putting together of secondary effects can make the healer be as less useful than a blaster. I got 2 emps and enjoy playing them so would go on to say that indeed the setting up, timing and risk are unfavourable. So just as Tankers aren't a necessity to a team, defemders aren't but defenders help "up" the pace and depending on the player have you saying better to be with one than without. My point is though sec effects have value. If the rage change means I have def and can control...they are buffing me XD..."at times". -
They aren't what I'd get but then I'd do it on excel and it would be a summation of damage done until the endurance ran to 0, in short to the end bar. All sets will generally have peaks (build ups) and troughs. They will differ in damage output over different time periods some will give better AoE and some will give better ST. Fire cleans up on damage overall but then there is nothing in its way of secondary effect but damage.
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Another thing I think that its better to know about is your secondary.
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People under estimate secondary effects. I can do without a lot of "must haves in the team" for when Invulns tank Mother Mayhem on the basis of them. Using -fly I can make it so I could tell anyone who can heal me or heal anyone else to bugger off.
Its not just that. If I can't fly and yet I need an AV down (ie Siege) I like to bring them down. I know alot of Domies etc come packed with -fly villain side but I don't have an ideal team. I have random team. Things become about what have we got and how we can use it.
If concept didn't win and I didn't have to pick Mako then I would of picked Scorpion above all others. -
If Rage is pushing the levels of damage past all the other sets in terms of DPS be it in ST or AoE then none of the other sets use build up but they do.
SS is not king of ST.
SS is not king of AoE.
I think comparing one power against the next or simply looking at the bars on Mids Planner won't give anyone a true picture. -
The answer depends on how many other attacks you have. In fact its best to look at all the attacks your thinking of taking.
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I will properly work out my end loss over a crash period and then make my build that much more end friendly through slotting attacks differently. I think I definitely may have much more acc than I actually require anyway but with the new combat number thingy I will soon find out!
We humans adapt