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Posts
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I tried SM/DA... I had 4end/s or thereabout... and I still had to selectively use my powers, holding myself back and glancing at my endurance bar... I don't much care for that style of play - I want to go full-bore 100% of the time.
...that and I was always annoyed how a brute set has a non-supressing stealth. Makes no sense, but that's a topic for another thread. -
Been going back and forth on whether to take this on my new corruptor... really nice damage, and it makes me drool over the damage possible after applying -75%ish res ...but eegad, such a long activation time.
Ya'll use this attack in your chain? -
I encounter something like this every time on the last room of the LGTF, the generator room where you fight the honoree. I'll hurdle down the side catwalks and, as I jump up, all the enemies will disappear (and I think the walkways disappear as well).
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100 Fahrenheit is anything but high for a pc... where do you live - Alaska?? 100F is aproximately 38C... I *wish* my pc ran that cool...
A system temperature of 40-45C is average, 50 is tolerable, 55+ you're starting to get up there... Bear in mind these are system temperatures. You're lucky to get a video card to run at 60C these days. My 8800gtx tops out at 80C if it's being pushed hard. -
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Always assumed Lethal was less resisted. Probably because BS is Lethal and seems pretty strong.
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In my experience, lethal and smashing are comparable in resists right up until you encounter a rikti drone, council mekman, or other robot... then smashing gets a damage bonus and lethal gets a penalty. -
Stone Melee's AoE damage is a joke compared to war mace. And war mace gets crowd control which is an immense 180 degree attack; if you absolutely want to hit everything around you, all you need so is bunny hope into the air.
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Stone Melee also has Fault that is an AoE stun with a low recharge, basically it takes out all the minions and LT's out of the equation.
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Fault is mag2, with a small chance for an additional mag 1 stun - this means that stunning leiutenants won't be at all reliable. Nice to combine with other stuns however, such as Oppressive Gloom... but good luck trying to get enough endurance to run DA with SM.
SM: Superb ST damage, Superb AoE mitigation, Decent AoE damage. horrid endurance constumption.
WM: Good ST damage, Decent AoE mitigation, Superb AoE damage, average-above average endurance consumption. -
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My first guess would be a bad power supply. 100 degrees fahrenheit is nothing for a computer. Bad RAM would be another possibility but you'd likely get a BSOD for that.
Swap in a temporary PSU and see if it helps. -
Blazing aura now, shatter at 26.
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There's nothing you can do to increase the recharge rate of the power. It says so in the power description.
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This is my current IO'd build... there's many personal choices to be made.
- Do you want One with the Shield? Can you fit it in?
- Do you want ranged taunt capability? Due to redraw with patron pools, "taunt" is your best option if you do.
- Do you want to work towards capped defdebuff resistance so you don't melt amidst Cimerorans and other defdebuffers? You'll need high recharge and hasten if you do. Grant Cover is not to be missed either.
Anyway, this is my build - You will see I skipped whirling mace, not because it's a bad power, but because there is simply no room for it. Between the choice of shatter, crowd control, and whirling mace, it is the weakest link.
Edit... I nearly forgot: work on your endurance recovery, either through +end or +recovery bonuses. WM *will* drain you dry in long fights, even moreso if you have little end recovery. This is compounded if you use a lot of obliteration sets - they have ridiculously low endurance reduction.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Brute
Primary Power Set: War Mace
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Villain Profile:
Level 1: Pulverize -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(34)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(37)
Level 2: Jawbreaker -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Rchg(15), Hectmb-Dmg/EndRdx(17), Hectmb-Dam%(23), Hectmb-Acc/Dmg/Rchg(34)
Level 4: Battle Agility -- RedFtn-Def(A), RedFtn-EndRdx(7), RedFtn-Def/EndRdx(11), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(50), RedFtn-EndRdx/Rchg(50)
Level 6: True Grit -- Numna-Heal(A), Numna-Heal/Rchg(11), Numna-Heal/EndRdx(15), S'fstPrt-ResDam/Def+(39)
Level 8: Clobber -- T'Death-Dmg/EndRdx/Rchg(A), T'Death-Acc/Dmg(9), T'Death-Dmg/Rchg(23), T'Death-Dmg/EndRdx(25), T'Death-Acc/Dmg/EndRdx(46), T'Death-Dam%(48)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(40), HO:Membr(43)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13), LkGmblr-Rchg+(17)
Level 14: Hurdle -- Jump-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(19), Mrcl-Heal(19), Numna-Heal(21), Numna-Regen/Rcvry+(21)
Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-End%(25), P'Shift-Acc/Rchg(31), P'Shift-EndMod(39), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc/Rchg(50)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 24: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(43)
Level 26: Shatter -- Armgdn-Dmg/EndRdx(A), Armgdn-Dam%(27), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(29), Armgdn-Acc/Rchg(29)
Level 28: Boxing -- Acc-I(A)
Level 30: Tough -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam(31), ImpArm-EndRdx/Rchg(39)
Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-%Dam(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 35: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-%Dam(37), Oblit-Acc/Dmg/Rchg(37)
Level 38: Weave -- LkGmblr-Rchg+(A), HO:Cyto(40), HO:Cyto(40)
Level 41: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-Build%(45), GSFC-ToHit/EndRdx(46)
Level 44: Grant Cover -- LkGmblr-Rchg+(A)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Taunt -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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[u]Set Bonus Totals:[u]<ul type="square">[*]18.5% DamageBuff(Smashing)[*]18.5% DamageBuff(Lethal)[*]18.5% DamageBuff(Fire)[*]18.5% DamageBuff(Cold)[*]18.5% DamageBuff(Energy)[*]18.5% DamageBuff(Negative)[*]18.5% DamageBuff(Toxic)[*]18.5% DamageBuff(Psionic)[*]9.88% Defense(Smashing)[*]9.88% Defense(Lethal)[*]8.94% Defense(Fire)[*]8.94% Defense(Cold)[*]10.5% Defense(Energy)[*]10.5% Defense(Negative)[*]4.88% Defense(Psionic)[*]16.8% Defense(Melee)[*]18% Defense(Ranged)[*]14.9% Defense(AoE)[*]2.25% Max End[*]72.5% Enhancement(RechargeTime)[*]57% Enhancement(Accuracy)[*]10% FlySpeed[*]146.2 HP (9.75%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 6.05%[*]MezResist(Immobilize) 8.25%[*]MezResist(Stun) 4.4%[*]18% (0.3 End/sec) Recovery[*]34% (2.13 HP/sec) Regeneration[*]6.3% Resistance(Fire)[*]6.3% Resistance(Cold)[*]10% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Lastly, with all the knockdown mitigation and defense in this combo, you'll likely get bored unless you're facing 50 mobs at once. -
Jesus...
They play completely different. Do you like debuff toggles? Do you like buffing other players? Can you put up with long attack animations?
...Focus less on the numbers and more on what would be fun to you... -
He's got Richard Simmons as his avatar, how much worse could it get?!
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Regarding skins, however, it does suck there's only two available for mace (and one requires the illusionist badge @!%$).
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Two?!? What game are you playing? There are 17 (and that doesn't count the two unlockables).
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That's what I was referring to. WM gets two custom maces, Axe gets 4; and, of those 4, none are half as difficult to get as the carnival hammer for War mace... -
Mace's smashing damage is slightly less resisted than Axe's lethal. Also, your tier 9 attack, crowd control, hits more targets. I've admittedly never played axe, but mace is lots of AoE goodness.
Speaking of knockdown versus stun, axe may have more overall knockdown, but the main aoe powers of mace are knockdown as well - shatter/crowd control (whirling mace and it's minor chance for stun is laughable damage on a comparably longer recharge). Clobber's 100% mag3 stun beats out axe's swoop, IMO... sometimes you really want to stun versus just knock something around. Tsoo hurricanes, CoT chill of night spectres, etc.
Regarding skins, however, it does suck there's only two available for mace (and one requires the illusionist badge @!%$). -
Debuffs are also less effective on higher level mobs. This, compounded by the difference vs a defender's -75% LR, is what you're confused on.
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Influence was originally a reward for doing good things and gaining notability as a good character. It is still related to that.
Infamy was originally a reward for doing evil things and gaining a reputation as a evil character. It is still related to that.
Why should a currency based on alignment be usable by both sides in this kind of relation?
It shouldn't be.
The situation is black-and-white. There is no gray.
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Why should there be a virtual reality center in the burned out husk of a warzone? The game has already stopped making sense.
If you believe Going Rogue will allow you to switch sides at anytime, and not merely at character creation - then a market merger is inevitable. That is the plain truth, regardless of whether it makes sense. -
slot it into crowd control (or shatter to a much lesser extent), if anywhere. It would be a wasted slot in your single target attacks, IMO.
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wwwwwwwwaaaassssssssssssssssssThere is no bug. Oooo! Purple imps, shiny!
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What started as something to work towards SG healing badges went the way of the Dodo and now I'm ruminating on these two builds on their own merits.
I've had a Dark defender and a Storm controller, so I know how those work. I'm a little put off by the long activation times of sonic, but its cone looks like it would have great synergy with both storm and dark.
I love sculpting the battle field with hurricane but not having access to any sort of -kb for tornado kinda makes me leery of storm. It's superb damage and I'd hate to hold back with it. How do people leverage the use of tornado on teams?
As for dark, it's a great set, but I'm mainly wondering if storm would be a better mesh
Either way, I'd probably go Mako for the cone immobilize, if I went storm, and maybe the same if I went dark, for added damage.
Ideas, thoughts? I've tried to get a corr up to 50 so many times and have yet to succeed, stalling out in the 20's usually -
There's ten of them for sale, redside, atm. Whether or not you want to pay 400 million inf for one is another matter.
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Actually, 500 million on freedom is indeed 500 million other servers. The only thing that divides markets is red vs blue.