View Full Version : Official MIGHT thread - Dec.15 2009 cont'd...
Archived Post
12-14-2009, 07:04 AM
MIGHT!
Following the long standing informative posts re: Might powersets by Brick_Houses's and Gargantius might threads, please post your questions, and answers on this thread. Long live smashin'! Thank you!
*Link to old thread: Sept.01/2009-->Dec.14/2009 (60pages)
(http://forums.champions-online.com/showthread.php?t=48825)
**Brick House's Mighty Might Thread Click Here!
(http://forums.champions-online.com/showthread.php?t=36693)
***Older Tanking Thread Click Here!
(http://forums.champions-online.com/showthread.php?t=37839)
edit: Added older MIGHT related threads for reference.
Archived Post
12-14-2009, 08:27 AM
Question:
Ok, this thread is seriously too long, but has anyone noticed that Defiance states it stacks up to 8 times, but it never stacks more than 6 times in actuality? A bug?
Answer:
Current thinking is it's a tooltip error because it's always been 6 stacks.
Archived Post
12-14-2009, 11:18 AM
Thanks for the reply. :)
Archived Post
12-14-2009, 11:20 AM
I love havoc stomp taps and I have more fun with defiance than invuln.
Just thought I'd throw that out there, and good go with the new thread guys. : )
Archived Post
12-14-2009, 11:33 AM
I love havoc stomp taps and I have more fun with defiance than invuln.
Just thought I'd throw that out there, and good go with the new thread guys. : )
Mmm i love the stomp taps. Especially if I have the 0 pt adv in enrage. BIG SAWSE. I just wish something was different in defiance. Invuln is a lot lot better in every way imo!
Archived Post
12-14-2009, 11:37 AM
Mmm i love the stomp taps. Especially if I have the 0 pt adv in enrage. BIG SAWSE. I just wish something was different in defiance. Invuln is a lot lot better in every way imo!
I like that defiance gives energy every few seconds for taking damage. Plus, defiance only needs CON so I can freely stat whatever else I want because I find STR to seriously need some love before I ever look at it as a reasonable superstat for anything but Invuln. PvE in the game is gentle enough that I can be silly and have fun, but I wouldn't take a tank-ish melee oriented guy into PvP for a ton of reasons.
Archived Post
12-14-2009, 11:56 AM
I like that defiance gives energy every few seconds for taking damage. Plus, defiance only needs CON so I can freely stat whatever else I want because I find STR to seriously need some love before I ever look at it as a reasonable superstat for anything but Invuln. PvE in the game is gentle enough that I can be silly and have fun, but I wouldn't take a tank-ish melee oriented guy into PvP for a ton of reasons.
Preeeeeetty much. The problems I had with defiance were two things:
Henchmen were eating me up.
There's no big long waiting with block at the beginning of every fight.
The waiting for stacks to build is boooooooring in such a fast paced game. The ignore damage part of invuln is awesome versus henchmen.
Archived Post
12-14-2009, 12:45 PM
Ah just a note that if you're in Protector mode, you naturally gain energy while blocking. ;)
Archived Post
12-14-2009, 12:51 PM
I know invuln is better, but I dislike the sparkling on some of my toons and I'm trying to defend a sad passive I love for no real reason.
Archived Post
12-14-2009, 12:57 PM
I know invuln is better, but I dislike the sparkling on some of my toons and I'm trying to defend a sad passive I love for no real reason.
Yeah agreed. The sparklies are odd.
Archived Post
12-14-2009, 01:00 PM
I know invuln is better, but I dislike the sparkling on some of my toons and I'm trying to defend a sad passive I love for no real reason.
When I got my Prius, I changed the way I drive because it tells me the mileage I'm getting.
When I got my Defiance, it changed the way I block because it was telling me when I was adding stacks.
Everybody should get Defiance at least once, and play it for a while. It really improves your play on all toons.
Archived Post
12-14-2009, 01:01 PM
We defiance lovers don't have to fear the Nerfbat :)
-S
Archived Post
12-14-2009, 01:38 PM
*Shameless bump/first BUILD post on the new thread!* :D
With the advent of Celestial, i got a stable build together for a "Avenging Angel" theme/concept.
Instead of posting it after it's done/played, i thought i'd post it AS it's played and comment on it throughout the thread, and make edits to the main post.
NOTE:
This concept is NOT a healer, but a warrior angel type, hence the lack of Celestial's FULL healing abilities.
"Gear" is: STR[Ma]/REC[Ma+Mi]/EGO[Ma].
I'll Let you know how it pans out!
(Latest "Update" to build HERE (http://forums.champions-online.com/showpost.php?p=1411686&postcount=52))
Build by championBuilder 0.4.1 (http://champions.zarzu.ch)
Talents (Level 1/6/9/12/15/18/21):
Divinity+ /Relelntless/Quick Recovery/Lasting Impression/Physical Conditioning/Impressive Physique/Paramilitary Traning
Superstats (Level 5/13): Super CON/PRE
Travel Powers (Level 5/35): Teleport/Fire Flight
Energy Builder (Level 1): Radiance
Powers:
Level 1: Rebuke
Level 5: Imbue
Level 8: Scything Blade -- Swallowtail Cut
Level 11: Invulnerability -- Rank 3, Rank 2
Level 14: Force Shield -- Force Sheath, Rank 2, Rank 3
Level 17: Haymaker -- Rank 3, Rank 2
Level 20: Force Eruption -- Challenging Strikes, Gravitational Polarity
Level 23: Resurgence -- Rank 2, Rank 3
Level 26: Ascension
Level 29: Gigabolt -- Rank 2, Rank 3
Level 32: Invocation Of Storm Calling -- Electrical Storm
Level 35: Binding Of Aratron
Level 38: Circle Of Primal Dominion
Archived Post
12-14-2009, 01:41 PM
...Everybody should get Defiance at least once, and play it for a while. It really improves your play on all toons.
I agree, i certainly change my play style after i took Defiance for a spin from 1-25.
Everyone should try it at least once!
Archived Post
12-14-2009, 02:22 PM
Yeah agreed. The sparklies are odd.
The primary reason I have never used invuln when it would probably be best for my STR/CON build
Archived Post
12-14-2009, 02:32 PM
BTW, here's the link to my original open beta Might thread:
http://forums.champions-online.com/showthread.php?t=36693
Archived Post
12-14-2009, 02:44 PM
BTW, here's the link to my original open beta Might thread:
http://forums.champions-online.com/showthread.php?t=36693
Could you also add/edit a link to the OTHER post Brick_House?
If someone wants to re-read history it could save time :)
Archived Post
12-14-2009, 02:48 PM
That's the only Might thread I started
Archived Post
12-14-2009, 03:00 PM
I actually found to both Defiance and Rage so utterly useless that I stopped playing my might character for months.
About two weeks ago I used my free Respec and completely rebuilt my Might toon. Much better now with Invulnerability. I'm into the 30's now and having a blast.
Archived Post
12-14-2009, 03:19 PM
I actually found to both Defiance and Rage so utterly useless that I stopped playing my might character for months.
About two weeks ago I used my free Respec and completely rebuilt my Might toon. Much better now with Invulnerability. I'm into the 30's now and having a blast.
How can you not love smashing a MV with a full charge Haymaker with 6xDef -> Enrage conversion and a retaliation block?
Archived Post
12-14-2009, 04:24 PM
I actually found to both Defiance and Rage so utterly useless that I stopped playing my might character for months.
About two weeks ago I used my free Respec and completely rebuilt my Might toon. Much better now with Invulnerability. I'm into the 30's now and having a blast.
Ditto for me. Defiance just feels way too unwieldy for me, like I constantly have to be concerned with how many stacks I have at any given time. I find it distracting.
Archived Post
12-14-2009, 04:25 PM
How can you not love smashing a MV with a full charge Haymaker with 6xDef -> Enrage conversion and a retaliation block?
I gotta say, Invuln is way better. You don't loose your defense when you want to buff yourself with a click, you can generate Enraged just as easily with a few taps of Havoc Stomp and a Roomsweeper or two, and you can maintain your rage with the click mid fight with no danger.
Couple that with the fact that the majority of the damage coming my way from the crowds of henchmen tags as 0, energy gain every few seconds and a total loss of defense when you self buff with a click holds no candle to the majority of the game. Defiance might work a little better with the heavy hitting mobs, but everyone can block, so that really dosn't seem like much of an advantage to me. Not to mention I can start the fight full tilt and not worry about my health taking a sharp plummet from having to build stacks of Defiance, or wait and block until my defenses can take the beating.
Ah, if only my pipedream would come true and the amount you were shielded from Invuln was returned to you as health! Probably way overpowered, I know, but I'd like a way to regain health while blocking sometimes. I've been spoiled by Regen in that area. :P
Archived Post
12-14-2009, 04:27 PM
Yeah agreed. The sparklies are odd.
Aw sparklies aren't so bad :) though I'm wearing a practically metallic costume it does fit well. But I do agree there should be an option to turn it off for theme's like Brick House's or super types :)
One major difference between Defiance and Invulnerability. You micro manage one a lot less, but with Defiance you can generate Enrage much faster.
Archived Post
12-14-2009, 04:35 PM
Added to OP Links to related older threads for MIGHT related history and reference :)
Archived Post
12-14-2009, 06:08 PM
My Might toon is an Invul lover too.
try defiance a bit after deleting my first Might toon, the only bad point i found was the necessity to constantly fight to not loose the stacks.
the sparks on Invul are way more discret than the Invulnerable in CoX version that i just only noticed them a few wekks ago ( i 'm playing around with might since CB lol :p )
For Defiant stacks, i prefer build them from Roomswepper than counting on Enrage .
Even if i take back ( or build another toon ) Defiance, i Think i would not take Enrage.
I just don't see the point to loose my defense to gain offense when there is other ways to obtain those defiant stacks
And damn, how i love send Henchmen flying from rooftops while i'm in MC :D i think that's the best point in the Might powerset
Archived Post
12-15-2009, 12:21 AM
Added to OP Links to related older threads for MIGHT related history and reference :)
Thank you :)
Now that it's at the beginning of the thread my "anal-retentive-attention-to-detail" can relax :)
Archived Post
12-15-2009, 12:42 AM
To be honest, I find it easy to have full enrage with invuln. Build up full energy bar, spam havoc stomp it down. 8 stacks ftw. Hit havoc stomp every now and then, no problems.
Archived Post
12-16-2009, 12:17 PM
To be honest, I find it easy to have full enrage with invuln. Build up full energy bar, spam havoc stomp it down. 8 stacks ftw. Hit havoc stomp every now and then, no problems.
Thats what I do personally, havoc stomp works great on mobs to gain enrage stacks fast. Then refresh with enrage click or roomsweeper. I like seeing things fly though, but for those who hate to chase -- Defiance, coupled with enrage, then use def.combo to refresh, and uppercutting to finish off might be better ... haymaker does a knockback too, so a ranged dmg power will help. Really its all a matter of taste and how you like to play :)
Archived Post
12-16-2009, 12:22 PM
Thats what I do personally, havoc stomp works great on mobs to gain enrage stacks fast. Then refresh with enrage click or roomsweeper. I like seeing things fly though, but for those who hate to chase -- Defiance, coupled with enrage, then use def.combo to refresh, and uppercutting to finish off might be better ... haymaker does a knockback too, so a ranged dmg power will help. Really its all a matter of taste and how you like to play :)
Plus havoc stomp is one of the few things in might where the kb scales with str properly.
Archived Post
12-16-2009, 12:41 PM
/agreed... one of the things I would definately would like to see is our stat strength working with Hurl. Works fine with objects, but they are not always around to throw... unlike a chunk of pavement. hehee :D
Archived Post
12-16-2009, 06:15 PM
Plus havoc stomp is one of the few things in might where the kb scales with str properly.
And thats the one thing I hate most about Havoc Stomp. But just for the tapped portion of the power, not the full charge. Makes it a pain in the butt when you stomp one quick time and EVERYTHING happens to go flying to the other end of the room. On a full charge, yea, I'd love it. I do love my knockback. But I'd be even happier if a tapped Havoc Stomp was just a popup instead of a knockback. Like the popup on the end of Shockwave. That would make repeatedly stomping those annoying little badguys stupid enough to crowd me way more fun in my book.
Archived Post
12-17-2009, 03:00 AM
anyone knows how calculate your total real mitigation from gear and invu
after some search, i have this :
if x is gear def and y invu def, does the maths will be? :
total def = x * (1 - y ) / ( 1 + x ) + y
Archived Post
12-17-2009, 03:24 AM
Defiance stacks with invul, I got a might character with both, for prolonged battles vs things like legendary or cosmics, it really makes all the difference in the world. You can keep defiance up with invul active by using defensive combo. Although for a straight up tanker, might isn't that great. Ill probably retcon and just go with a laser knight. After using Ego blade for 38 levels, all the other melee sets including might just seem kinda gimped to me damage wise.
Archived Post
12-17-2009, 09:52 AM
Yeah its the only way I can think of for a 'Tank' build type... anyone else? maybe using CoPD even after the nerf may help, but again you also need tons of hate and defensive combo does give that face to face feel :)
Archived Post
12-17-2009, 01:35 PM
I was going to retcon my level 15 might that I never really enjoyed, decided to build up some cash first.
But once I reduced his size at the tailor (about 7' down to about 6') I enjoyed playing with him quite a bit more. I guess because I was able to see his moves better. The set really does have a terrific group of offensive attacks.
Archived Post
12-18-2009, 01:51 PM
Build by championBuilder 0.4.1 (http://champions.zarzu.ch)
Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g603003600102500126zz000 603204708501080d5020160i52250d21700143050i5660c210 6001536064226zz03050m0875y10k5y2005y2095y2025y20o5 y20d5y20p25y0005y0021h0001010000011001)
: Level 40 Champion
Superstats:
Level 5: Super Strength
Level 13: Super Constitution
Powers:
Level 1: Force Bolts -- Energy Refraction
Level 1: Beatdown -- Blindside Blow
Level 5: Roomsweeper
Level 5: Flight -- Rank 2
Level 8: Force Blast -- Crippling Challenge
Level 11: Invulnerability -- Rank 3, Rank 2
Level 14: Telekinetic Shield -- Telekinetic Reinforcement, Rank 2, Rank 3
Level 17: Resurgence -- Evanescent Emergence
Level 20: Telekinetic Eruption
Level 23: Uppercut -- Head Trauma, Rank 2
Level 26: Rebirth
Level 29: Masterful Dodge -- Rank 2
Level 32: Demolish -- Below The Belt
Level 35: Nanobot Swarm -- Rejuvenating Injectors
Level 35: Acrobatics -- Rank 2
Level 38: Imbue
Talents:
Level 1: Superhuman
Level 6: Mighty
Level 9: Physical Conditioning
Level 12: Enduring
Level 15: Quick Recovery
Level 18: Relentless
Level 21: Boundless Reserves
Archived Post
12-18-2009, 02:51 PM
MIGHT!
Following the long standing informative posts re: Might powersets by Brick_Houses's and Gargantius might threads, please post your questions, and answers on this thread. Long live smashin'! Thank you!
*Link to old thread: Sept.01/2009-->Dec.14/2009 (60pages)
(http://forums.champions-online.com/showthread.php?t=48825)
**Brick House's Mighty Might Thread Click Here!
(http://forums.champions-online.com/showthread.php?t=36693)
***Older Tanking Thread Click Here!
(http://forums.champions-online.com/showthread.php?t=37839)
edit: Added older MIGHT related threads for reference.
Personally, although I been blugging away at Might, I think the powerset sucks. Against weak foes or foes the same level as your build, might is really good. However, If you have to go against mobs higher then you, or tough type villains, might is seriously lacking any stopping power. Roowmsweeper takes to long to charge. Even if you hold the Retaliation down, that ends up knocking the foes away. This puts the mobs beyound the reach of Roomsweeper.
The 6 stacks of defiance are not enough to stop any damage. The mobs just simply overwhelm you with firepower. The only decent power in the set is Shockwave, but it tends to get hung up significantly when you really need it too work. Three quarters of the time Shockwave gets hung up or misfires, and you end up waiting a long cycle for it to cooldown. Why anyone but cooldowns on the might powers is a mystery. There isn't any need to have them other then insuring range people will always have the initiative on you.
Enrage reads neat in its description, in practice it sucks. With what little stoping power you have with 6 stacks of defiant, once you engage Enrage it takes all the defense away from you. Most times the mobs are sitting off at a range between 50 and 100 feet. Your only option is shockwave, but if it misfires, your dead.
All the tanks builds in Champions are weak. They are nothing like they were in the regular Champions RPG. The Jedi after NGE in Star Wars Galaxies will walk all over a tank in Champions Online. And I jedi as a tank in SWG can't stop anyone. Especially the might framework. The only reason why they say it is a upper range build is because at 40 the mobs no longer out level you significantly. Retaliation sucks, half the time it doesn't work or the mobs can overcome it. The build hasn't any deceent hold protection, other then what you get with the advantage for defiance, but then you have to sacrifice a siginificant amount of weak defense.
I know you love might because Cryptic pays your mortgage and car payment, but the tank builds and defensive passives in this game suck. I am better off not even wasting two power slots on them. Just get a heal like arcane vitality. My healer with arcane sorcery and sentinel has more stoping power and firepower then my tank. SHe just uses Edirtich Blast and Circle of Arcane power and Arcane Vitality. My healer can tank more mobs then my tank in Might.
I am hoping at some point in the future that these tank powersets will actually feel like superpowers. Right now they don't. In City of Heroes, a tank is far more powerful and has far more customization then here. Right now, the only decent power for defensive tanking is Invulnerability, and it sucks. Just to provide some numbers, my invulnerable/superstrength/energy build has 24 powers and 48 slots for customization (within each slot is 5 ranks of level), and in this game a tank only has 14 powers, and 36 advatanges for customization.
My tank in COH cannot be effected by holds, sleeps, stuns, psionics, fire, cold, electricity, crushing damage, pirecing damage, and especially knockbacks. SHe can taunt up to 25 targets and hold them. She can also keep a party of 8 safe from being overrun. My tank in this game can't stop two mobs, will be overun, and can't pull the mobs off the other 4 team members even with taunts. My Tank is COH would crush my tanks in this game combined.
I don't feel at all the developers in this game are oriented to a defensive build. All the patches so far have severally weaken a already severally weak tank framework. However, I have not seen anything to limit range builds. Tanks in pvp are laughable. Your only choice is to stand there and get shot at.
I am significantly disappointed in all the tank frameworks and especially might.
Archived Post
12-18-2009, 04:07 PM
Can someone help me with my build?
Build by championBuilder 0.4.1 (http://champions.zarzu.ch)
Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g603003600102500126zz000 603204708501080d5020160i52250d21700143050i5660c210 6001536064226zz03050m0875y10k5y2005y2095y2025y20o5 y20d5y20p25y0005y0021h0001010000011001)
: Level 40 Champion
Superstats:
Level 5: Super Strength
Level 13: Super Constitution
Powers:
Level 1: Force Bolts -- Energy Refraction
Level 1: Beatdown -- Blindside Blow
Level 5: Roomsweeper
Level 5: Flight -- Rank 2
Level 8: Force Blast -- Crippling Challenge
Level 11: Invulnerability -- Rank 3, Rank 2
Level 14: Telekinetic Shield -- Telekinetic Reinforcement, Rank 2, Rank 3
Level 17: Resurgence -- Evanescent Emergence
Level 20: Telekinetic Eruption
Level 23: Uppercut -- Head Trauma, Rank 2
Level 26: Rebirth
Level 29: Masterful Dodge -- Rank 2
Level 32: Demolish -- Below The Belt
Level 35: Nanobot Swarm -- Rejuvenating Injectors
Level 35: Acrobatics -- Rank 2
Level 38: Imbue
Talents:
Level 1: Superhuman
Level 6: Mighty
Level 9: Physical Conditioning
Level 12: Enduring
Level 15: Quick Recovery
Level 18: Relentless
Level 21: Boundless Reserves
God help me, but i think i'm actually gonna TRY to give some advice on CO/Might :)
(stop me any time... Atalanta... Brick House... anyone?)
Super Stat>STR (The general concensous is that you can "Gear" STR to 100 and get the same effect, i tend to agree. So unless you're going to use "Enrage" or want to lift "Semi's", i'd SS something else)
Force Bolts>Energy Refraction (Unless you have a power that needs an Energy Form to "Feed" [Gigabolt, etc], i'd save the Advantage points for something else. Also, remember this "Ranged" does KB. As a might user, do you want that? If not, i'd pick another ranged attack.)
Force Blast (see "Force Bolts" for advice...)
Invulnerability (Make sure you "Rank" it A.S.A.P, you'd be surprised how much it helps...)
Telekenetic Shield (If you got this for the Mondo Phys. res, then good. Just remember it sacrifices ALL other dmg. "type" res for that boost. If that's not the case, i'd suggest Force+Force Sheath or Energy+Laser Knight [depending on your taste])
Telekenetic Eruption (Force Eruption is much better IMO across the board. End cost/dmg done/KB/special effects/etc. Plus it has the nifty +20% dmg boost advantage!)
Uppercut (Good attack, but if yo're only going to take ONE "Heavy Hitter" from might, i'd take haymaker. It's "tapped" dmg makes it a keeper...)
Masterful Dodge (you have NO DEX to speak of, so unless you're going to use that SS STR slot for DEX, i'd swap this for something else)
Rebirth (For "theme/flavor" this is ok, otherwise why? Dying in this game is a joke :) )
Demolish (on paper it looks great, in combat/reality it's soso [see Uppercut for advice on replacement])
Imbue (I'd take this either right before/after a heavy hitting power, that's what it's used for.)
All in all, a good start. With some "tweaks" it will do you fine :D
Ok, my turn...
Atalanta, Brick House... How'd i do?
Archived Post
12-18-2009, 04:36 PM
I'd ditch the force powers and get a "gap closing" power such as mighty leap, thunderbolt lunge, or the throwing star(with the chained kunai advantage) and imo its just not mighty if you can't pummel things with trucks.
just my two cents, heh.
Archived Post
12-18-2009, 06:02 PM
God help me, but i think i'm actually gonna TRY to give some advice on CO/Might :)
(stop me any time... Atalanta... Brick House... anyone?)
Super Stat>STR (The general concensous is that you can "Gear" STR to 100 and get the same effect, i tend to agree. So unless you're going to use "Enrage" or want to lift "Semi's", i'd SS something else)
Force Bolts>Energy Refraction (Unless you have a power that needs an Energy Form to "Feed" [Gigabolt, etc], i'd save the Advantage points for something else. Also, remember this "Ranged" does KB. As a might user, do you want that? If not, i'd pick another ranged attack.)
Force Blast (see "Force Bolts" for advice...)
Invulnerability (Make sure you "Rank" it A.S.A.P, you'd be surprised how much it helps...)
Telekenetic Shield (If you got this for the Mondo Phys. res, then good. Just remember it sacrifices ALL other dmg. "type" res for that boost. If that's not the case, i'd suggest Force+Force Sheath or Energy+Laser Knight [depending on your taste])
Telekenetic Eruption (Force Eruption is much better IMO across the board. End cost/dmg done/KB/special effects/etc. Plus it has the nifty +20% dmg boost advantage!)
Uppercut (Good attack, but if yo're only going to take ONE "Heavy Hitter" from might, i'd take haymaker. It's "tapped" dmg makes it a keeper...)
Masterful Dodge (you have NO DEX to speak of, so unless you're going to use that SS STR slot for DEX, i'd swap this for something else)
Rebirth (For "theme/flavor" this is ok, otherwise why? Dying in this game is a joke :) )
Demolish (on paper it looks great, in combat/reality it's soso [see Uppercut for advice on replacement])
Imbue (I'd take this either right before/after a heavy hitting power, that's what it's used for.)
All in all, a good start. With some "tweaks" it will do you fine :D
Ok, my turn...
Atalanta, Brick House... How'd i do?
This is a nice build, but it is not a Might build. This is a range happy build.
Archived Post
12-18-2009, 07:11 PM
The point of this thread is to build a Might toon. It's not knifey boy, or stab man, it is a Might toon. Several qualities are a must for a build to call itself mighty. It must have SUPER Constituition, and it must have SUPER Strength. A might based toon must be able to stand in the middle of batttle and get hit. Likewise, a might toon must be able to slug it out. The only weopons a might toon can have is his/her fist and feet.
Power 1: Clobber - it has a built in taunt. If you call a power "clobber" it better do no less then 100 points of damage unmodified.
Power 2: Beatdown - get the advantage crippling challenge. NO Might build can be complete without a power called "Beatdown" and again it better do no less then 100 points of damaged unmodified.
Power 3: Defiance - This is the heart of what a might build is. This power is badly designed and underpowered. If it cannot absorb 10,000 points of damage unmodified, it should not be in this build. This power should scale considerably with constitution and strength. I think in truth this power should stop 100,000 points of damage at least. This power should make you immune to knockbacks and stuns and holds. A tank should never be held.
Power 4: Enrage - get the advantage adrenaline junkie and rank 2. This power should be a must for any might toon. However it should be toggable. This power should scale with defiance stacks, but it should not convert them. Also, this power has to scale with strength. When you hit sombody with this power behind it, you should almost end their existance. This should be as close to Incedible Hulk like as possible. Giant growth should be automatic, and you should be ripping out of your costume. This power should put the fear of death into an opponent.
Power 5: Retaliation - get the advantage punitive pummeling. This power should work identical to force block, but have the reflected damage aspect. No damage should get through this power at all.
Power 6: Defensive Combo - get the advantage surge of strength. This should be a bread and butter power. The threat generation should be in the 1000 range.
Power 7: Shockwave - get the advantage challenging strikes and ranks 2 and ranks 3. They should get rid of the cooldown. There is no reason to have a cooldown. With SUPER Con and SUPER Str the whole concept of getting tired is laughable. SUPER Con and SUPER Str should never get tired. The range of this should be 100 ft.
Power 8: Havoc Stomp - I love this power, it is a bread and butter power. This power should generate no less then a 1000 points of threat. ALso it should taunt everything in a 50 ft radius. Also, this power should put some fear into people.
Power 9: Roomsweeper- I love this power, this takes to long to charge in its current state.
Power 10: Haymaker- I love this power, take the advantage Nullifying Punch it prevents healing.
Power 10: Hurl - This power should be modified. I think it is the worst power in the set. This power should be doing more damage at 100 feet. I put this power here incase people want it.
Power 11: Uppercut- This power is fine and take head trauma.
Power 12: Mighty Leap- I like this power. Take the crippling challenge and rank 2. This power should stun everything in a 25 ft radius.
Power 13: Thunderclap- I am disappointed with this power. This should be the nuke of a might class. This power should practically demolish anything in a 100ft sphere. If it doesn't, do not bother naming it "Thunder".
Power 14: Demolish- You call a power Demolish, it better be able to. This power should be doing no less then 20,000 points of damage and it should scale with Enrage. This should give you the option to be a foot or fist or hand option.
All frameworks should have 18 slots for powers, and what ever slots you don't use should be able to be put into more advatages or ranks. If you're a pure breed framework, you should be the strongest. People who spread their points across several classes should dimenish in power.
The 2 travel powers should not be part of the 18 slots of power, and travel powers should have their own advantage points.
You should slot out your talents to maximize your constitution and strength. Presence should be automatic with tanks. Protection mode should give you at least +100 threat.
If you have to rely on range weapons or deflector shields, you are not a might toon. Also, if you have a power called invulnerable, it should be invulnerable. Meaning it should be immune from damage. Don't bother putting a power in a superhero game called "invulnerable" if any gun, laser, knife type can damage you. When someone clicks on to your toon and sees defiance or invulnerable, they should know that defeat is automatic for them, and their chances of defeating you is impossible.
Yes, as hard as it is for the power balance nazis to conceive, in a superhero game, some heros ought to be impossible to beat. The ideal that a game should have balance and every power be equal is impossible. Life is not fair and the game should reflect that. In my opinion, this game is to restrictive for a superhero game. They should not have powers ditacted (no clue what this word means, but it is funny and flows) to be pvp. The way a power works in pve it should work exactly like that in pvp. SO what if some people are "I WIN" buttons. Do not get in a fight with people who are impossible to beat.
Also, in a mmorpg, the pvp should take a back seat to the pve. This game seems to highly favor pvp, which in my opinion is the down fall of many games (i.e. Star Wars Galaxies, Eve Online, Lineage 2).
There's my 2 locals.
Archived Post
12-18-2009, 08:31 PM
And thats the one thing I hate most about Havoc Stomp. But just for the tapped portion of the power, not the full charge. Makes it a pain in the butt when you stomp one quick time and EVERYTHING happens to go flying to the other end of the room. On a full charge, yea, I'd love it. I do love my knockback. But I'd be even happier if a tapped Havoc Stomp was just a popup instead of a knockback. Like the popup on the end of Shockwave. That would make repeatedly stomping those annoying little badguys stupid enough to crowd me way more fun in my book.
I love this aspect of havoc stomp. A tank is suppose to be able to prevent the foes from massing firepower on a team. This is why in most mmorpgs, tanks all have AOE attacks. Usually in most games if your taunt fails, you can foot stomp or create a AOE attack to hold all the aggor on the tank. I mainly tap HAvoc STomp. The fact that it sends mobs flying all around is a good thing. However, you should keep the maintain aspect so people with different playstyles can adjust.
Archived Post
12-21-2009, 09:46 PM
I'm looking for a ranged power that works for a might build and I'm wondering why hurl blows?I'm thinking maybe force blast or some thing any one have any suggestions?id like to not take mighty leap .also what would be good as an active defense? i'm leaning toward unbreakable. does anyone know the pros and cons? i heard something about having to be stationary with it.
Build by championBuilder 0.4.1 (http://champions.zarzu.ch)
Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g60000250031500126zz0007 08500180d500128001430270i5202600130800610137002101 506416004036064225zz0360c30275y10k5y2075y2005y2025 y2095y20e5y20p25y0005y0061h0001000000000000)
: Level 40 Champion
Superstats:
Level 5: Super Strength
Level 13: Super Recovery
Powers:
Level 1: Clobber -- Sucker Punch
Level 1: Mighty Leap
Level 5: Roomsweeper
Level 5: Flight -- Rank 2
Level 8: Invulnerability -- Rank 2, Rank 3
Level 11: Telekinetic Shield -- Rank 2, Rank 3, Telekinetic Reinforcement
Level 14: Uppercut -- Head Trauma, Rank 2, Accelerated Metabolism
Level 17: Resurgence -- Rank 2, Evanescent Emergence
Level 20: Haymaker -- Rank 2
Level 23: Enrage -- Rank 2, Rank 3, Giant Growth
Level 26: Havoc Stomp -- Rank 2, Rank 3
Level 29: Bionic Shielding
Level 32: Shockwave -- Challenging Strikes
Level 35: Nanobot Swarm -- Rejuvenating Injectors
Level 35: Acrobatics
Level 38: Bountiful Chi Resurgence -- Resurgent Reiki
Talents:
Level 1: Superhuman
Level 6: Energetic
Level 9: Mighty
Level 12: Enduring
Level 15: Physical Conditioning
Level 18: Bodybuilder
Level 21: Boundless Reserves
Archived Post
12-21-2009, 11:24 PM
I'm looking for a ranged power that works for a might build and I'm wondering why hurl blows?I'm thinking maybe force blast or some thing any one have any suggestions?id like to not take mighty leap .also what would be good as an active defense? i'm leaning toward unbreakable. does anyone know the pros and cons? i heard something about having to be stationary with it.
[snipped for brevity]
Force Blast works just fine, as well or better than most. Really, any of the first-tier, 100-foot ranged attacks ought to do. There are differences among them -- cost, damage, activation and charge times -- but there are very few that are significantly sub-par. Against a (KB-immune) hard target, Force Blast should do the best DPS of the suitable options.
That said, pick whatever suits you best. It's just a supplement, after all.
As for the rest of your build, please take what I'm about to say with a grain of salt. The game is easy enough (barring lair and the occasional Legendary/Cosmic fight) that you can get by pretty well with almost whatever you want.
Ideally, though, there are several things about your build I'd change.
First, if it were up to me, the devs would just cut to the chase, and call the Clobber advantage "Sucky Punch." It really is that useless. A two point investment in return for a 20% chance to interrupt sub-Master-VIllain-class foes is hilariously bad in a game where any halfway decent Might build can drop your average villain in about 6 seconds. Failing a fast kill, a Might character can interrupt any sub-MV foe with a knockback, at will. Needless to say, I think you could spend those points elsewhere.
Second, while Uppercut has its uses (primarily in PvP), Haymaker is your bread and butter. If you're not interested in PvP, you needn't even bother taking Uppercut -- but at the very least I would consider ranking Haymaker up to rank 3. Nullifying Punch is also very useful in a couple of very very rare situations, so depending on how much group content you want to do late-game, you might consider spending points there instead.
Third, is there any particular reason you went for super-stat Recovery? Certainly REC has its uses, but if all you're concerned about is energy consumption, then I'd suggest equipping one or two Primal items later on. It's not like you're looking to spam Force Cascade with this build.
If you're taking Invulnerability, then CON is a big deal. Moreso than STR, though oddly enough the more CON you have the more STR helps you; the typical diminished returns one sees on damage resistance in this game are less applicable to Invulnerability, because there's a threshold below which Invuln characters take no damage at all. The closer you can get your incoming damage to that threshold, the better.
Fourth, Enrage really doesn't need all those advantage points spent on it. If you have Havoc Stomp and Roomsweeper, then it's not that hard to stack Enrage. It's pretty darn easy, in fact. The benefit to Enrage (the power) is that it allows you to maintain stacks you've already built during a slow moment. Rank 1 works perfectly well for that purpose.
And even at Rank 3 (3 stacks per activation), Enrage is not a good or even necessarily a noticeable damage increase. We're talking somewhere in the neighborhood of 7% bonus damage per stack, with high STR. The difference between 7% and 21%, when you already have some ~64% from superstats, is not worth the points. With 6-8 stacks, Enrage starts to shine, but that means you're going to have to use Roomsweeper/Havoc to build stacks, anyway.
Unbreakable is a decent emergency button, but if you're only going to take one of those then I prefer Masterful Dodge. Unbreakable only helps you for the full duration if you don't attack, so it's nice if you just want to escape or if you have good over-time healing to patch yourself up in the interim -- but MD is functionally equivalent in terms of the survivability boost, and it doesn't prevent you from attacking.
Finally, you might consider sinking some points in Bionic Shielding. It was always a good spot heal for an aggro-soaking build; now that its recharge has been cut in half, it's even better. Consider swapping out rank 2 in Resurgence for rank 2 in Bionic, at the very least; you'll get more mileage over time out of those points.
Archived Post
12-22-2009, 11:22 AM
I couldn't find any posts about this, so I'm posting in this thread instead.
When I created my might character, I had intended on her being a pve tank, and I've done pretty well so far. However, now that I'm lvl 40 and doing endgame instances, I can barely grab or hold threat at all. I've heard elsewhere that presence is a must for tanks in order to grab and maintain aggro, so I've been working on getting gear with presence and switching around some of my talents to include it.
My question is, how much presence is adequate enough to hold threat on most supervillains? Is it necessary to go with super presence as a super characteristic, or can I get by with just +presence gear and talents? Thanks!
Archived Post
12-22-2009, 08:18 PM
I couldn't find any posts about this, so I'm posting in this thread instead.
When I created my might character, I had intended on her being a pve tank, and I've done pretty well so far. However, now that I'm lvl 40 and doing endgame instances, I can barely grab or hold threat at all. I've heard elsewhere that presence is a must for tanks in order to grab and maintain aggro, so I've been working on getting gear with presence and switching around some of my talents to include it.
My question is, how much presence is adequate enough to hold threat on most supervillains? Is it necessary to go with super presence as a super characteristic, or can I get by with just +presence gear and talents? Thanks!
Never enough. Never. Aggro, as far as I know, is TOTALLY BOGUS! My humble advice to you, good sir/ma'am Zimzamzam, is to get Mighty leap with crippling challenge, and defensive combo. After the mighty leap, just keep defense comboing-your target. It's prolly the best way you can grab and keep aggro.
I will say, also, that you shouldn't feel bad about aggro in the end game instances, because so much is all ready messed up in them, it's not even funny! Cheers to you for wanting to though, your zeal inspires us all!
What do you use, Invuln? Just wondering =P
Archived Post
12-22-2009, 10:11 PM
Masterful Dodge (you have NO DEX to speak of, so unless you're going to use that SS STR slot for DEX, i'd swap this for something else)
Dex is not necessary for masterful dodge, I used it all the time on my str/con character. The only reason I dropped it is because I needed a healing power.
Archived Post
12-23-2009, 06:59 AM
Dex is not necessary for masterful dodge, I used it all the time on my str/con character. The only reason I dropped it is because I needed a healing power.
Not NECESSARY? (Nice to know)
Or helpful?
Just curious...
Archived Post
12-23-2009, 01:50 PM
Has anyone seen defiance go to 8?
Archived Post
12-23-2009, 01:55 PM
Not NECESSARY? (Nice to know)
Or helpful?
Just curious...
It just doesn't matter.
At rank 1, with only 10 DEX, Masterful Dodge gives my Might build (off the top of my head) something like +175% resistance, +200% Dodge chance, and +170% avoidance for 15 seconds. That's a crapton of mitigation, all tied up in a neat package.
My base avoidance is something like 17%, so that goes up to ~45% (17 * 2.7) under MD. So just between the Dodge and Avoidance aspects of the buff, I'm only taking 55% of the original damage.
Then you tack on the resistance from MD, equipment, Invulnerability/Defiance, and any other buffs you might have. For the sake of argument, let's pretend you have no equipment, no defensive passive, and no other defensive bonuses. The resistance buff from Masterful Dodge, by itself, will reduce that 55% of the original damage down to ~20% (55 / 2.75). That's 80% mitigation, without any other factors (including block), and without spending a single advantage point.
Will MD reduce every attack to zero? No, it won't -- but in my experience, it mitigates more damage than Unbreakable against heavy hitting opponents, and on top of that, it doesn't prevent you from attacking.
If you're only going to get one active defense, then Masterful Dodge is the one to take.
Archived Post
12-23-2009, 02:18 PM
Has anyone seen defiance go to 8?
Nope. Only 6. I bugged it in beta a LONG time ago, got a response that it was working as intended.
I've always wondered if you get a max of 6 Defiant! buffs from Defiance, but could then in theory stack up to another 2 by other means. I never bothered to test this out.
Archived Post
12-23-2009, 02:29 PM
RE: "Avengng Angel" (http://forums.champions-online.com/showpost.php?p=1402459&postcount=13) build.
Swapped "Conviction" for "Imbue".
Swapped SS "REC" for "PRE".
Added "Resurgence".
Advanced to 21.
Added some advantages.
(Current advatages: +Rank/2-3>Invulnerable, +STC>Scything Blade, +F.Sheath>F.Shield, +Ch. Strikes>F.Eruption, +Grav. Pol>F.Eruption)
The stuff that hasn't been added yet is of course changeable, but the build is surprisingly stable&survivable.
At 23rd i'll have the CORE theme/toon down, but i'm wondering what to do with the rest of the advantages not added/considered yet? (6 points)
Any ideas?
*Disclaimer: Build is posted earlier in forum, link is above (or HERE (http://forums.champions-online.com/showpost.php?p=1402459&postcount=13))*
Archived Post
12-23-2009, 02:46 PM
The point of this thread is to build a Might toon. It's not knifey boy, or stab man, it is a Might toon. Several qualities are a must for a build to call itself mighty. It must have SUPER Constituition, and it must have SUPER Strength. A might based toon must be able to stand in the middle of batttle and get hit. Likewise, a might toon must be able to slug it out. The only weopons a might toon can have is his/her fist and feet.
/disagree
(see next for reasons...)
If you have to rely on range weapons or deflector shields, you are not a might toon.
Um, i think THOR or IRON MAN might ( :D ) disagree with that...
Might = "Theme" (not a "Powerset" IMHO)
If you're a pure breed framework, you should be the strongest. People who spread their points across several classes should dimenish in power.
/agree
I think you should get a "Bonus" (like the "Undefeated" STARS) for each power you take from your CORE framework. That would do it!
Yes, as hard as it is for the power balance nazis to conceive, in a superhero game, some heros ought to be impossible to beat. The ideal that a game should have balance and every power be equal is impossible. Life is not fair and the game should reflect that. In my opinion, this game is to restrictive for a superhero game.
/agree
/cheer
They should not have powers ditacted (no clue what this word means, but it is funny and flows) to be pvp. The way a power works in pve it should work exactly like that in pvp. SO what if some people are "I WIN" buttons. Do not get in a fight with people who are impossible to beat.
/disagree
I think there should be different functions for PvE/PvP for every power.
(That way each doesn't get nerfed when the other gets changed)
Also, in a mmorpg, the pvp should take a back seat to the pve. This game seems to highly favor pvp, which in my opinion is the down fall of many games (i.e. Star Wars Galaxies, Eve Online, Lineage 2).
/agree
/cheer
Archived Post
12-23-2009, 03:03 PM
Last I checked Lineage was all about massive fort battles vs. guilds and Eve was all about player interaction in space.
Archived Post
12-23-2009, 09:22 PM
Nope. Only 6. I bugged it in beta a LONG time ago, got a response that it was working as intended.
I've always wondered if you get a max of 6 Defiant! buffs from Defiance, but could then in theory stack up to another 2 by other means. I never bothered to test this out.
The tooltip is bugged. 6 is the maximum stacks.
Also tested it repeatedly in the powerhouse. Even with the suggestion of getting pounded to 6 stacks and then racking up more with defensive combo (with surge of strength).
I was dismayed that even at rank 6 and facing level-1 minions it didn't take them long to faceplant my hero.
Definitely need to add defenses/heals from other powersets...which defeats a pure might build...hmmm.
Archived Post
12-24-2009, 12:24 AM
/disagree
I think there should be different functions for PvE/PvP for every power.
(That way each doesn't get nerfed when the other gets changed)
omg I wish they would do this.
Archived Post
12-24-2009, 11:26 AM
What do you use, Invuln? Just wondering =P
Most of the time I use invuln + def combo, but I've been trying out a new strategy for tanking that uses defiance, invulnerability, and enrage all together. This is partly theory, since I have yet to retcon and replace some powers so I can have roomsweeper, but it looks like it will work pretty well.
See, what I do is start out with defiance and let it get up to 6 stacks, then use enrage and get defiance back up to 6 stacks while maintaining enrage with roomsweeper. Alternately, you could just spam roomsweeper until it gets enrage up to 8 stacks, but you won't get the giant growth from enrage, which is half the fun after all, right? Anyway, after getting defiance and enrage up to their maximum, I switch over to invulnerability and then use def combo + roomsweeper to maintain defiance and enrage, while blocking at appropriate moments and throwing in a haymaker every now and then.
Has anybody else tried this or heard about other people doing it? I'd love to hear feedback, since I'm no expert on this, at least not yet ;) Thanks!
Archived Post
12-24-2009, 01:02 PM
Most of the time I use invuln + def combo, but I've been trying out a new strategy for tanking that uses defiance, invulnerability, and enrage all together. This is partly theory, since I have yet to retcon and replace some powers so I can have roomsweeper, but it looks like it will work pretty well.
See, what I do is start out with defiance and let it get up to 6 stacks, then use enrage and get defiance back up to 6 stacks while maintaining enrage with roomsweeper. Alternately, you could just spam roomsweeper until it gets enrage up to 8 stacks, but you won't get the giant growth from enrage, which is half the fun after all, right? Anyway, after getting defiance and enrage up to their maximum, I switch over to invulnerability and then use def combo + roomsweeper to maintain defiance and enrage, while blocking at appropriate moments and throwing in a haymaker every now and then.
Has anybody else tried this or heard about other people doing it? I'd love to hear feedback, since I'm no expert on this, at least not yet ;) Thanks!
This sounds exactly like the troll character I made yesterday. My plan is similar, except that I am using Con/Rec with Str and End as other stats. Right now I only have regen, but eventually I am going to take defiance and stack it up, switch builds to regen, and keep defiance up with defensive combo.
Archived Post
01-01-2010, 01:18 PM
/disagree
(see next for reasons...)
Um, i think THOR or IRON MAN might ( :D ) disagree with that...
Might = "Theme" (not a "Powerset" IMHO)
/agree
I think you should get a "Bonus" (like the "Undefeated" STARS) for each power you take from your CORE framework. That would do it!
/agree
/cheer
/disagree
I think there should be different functions for PvE/PvP for every power.
(That way each doesn't get nerfed when the other gets changed)
/agree
/cheer
I thought my post here was a good one, I spent many hours idolizing it...he he....8)
...Remember...Madness has no purpose....but it does have a goal...quote Mr. Spock.
Archived Post
01-01-2010, 03:38 PM
Hi all,
Sorry to irrupt in this thread, but I don't see another place to post.
I just reached level 40 with my might build a few days ago. I was around 285 str at level 39 and I stalled at 307 str with the best lvl 40 items I could find on the market.
I would like to reach 320 str (titanic force) and I wondered if some of you did? I retconded at level 35, taking all the str bonuses I could find. My items str bonuses are:
77/19/19
19/19/19
0/0/0
I've seen a 79 str available in primary attack, but it would let me 11 str points to get elsewhere...
Thanks for any help and hint,
Archived Post
01-04-2010, 11:24 AM
Hi all,
Sorry to irrupt in this thread, but I don't see another place to post.
I just reached level 40 with my might build a few days ago. I was around 285 str at level 39 and I stalled at 307 str with the best lvl 40 items I could find on the market.
I would like to reach 320 str (titanic force) and I wondered if some of you did? I retconded at level 35, taking all the str bonuses I could find. My items str bonuses are:
77/19/19
19/19/19
0/0/0
I've seen a 79 str available in primary attack, but it would let me 11 str points to get elsewhere...
Thanks for any help and hint,
Bumpage and hopefully an answer for the above :)
Archived Post
01-05-2010, 07:49 PM
I've been so out of the loop in the Might community, mostly cause I haven't been playing much as I patiently wait for melee and Might to get this vaunted "balancing pass" I keep hearing so much about.
Anywho, last build I threw together a few months ago was with Invulnerability and Laser Knight. It does seem to work out pretty well, tho I still need to rely on healing patches and the like for tough battles. I'm level 21 by the way.
I was reading a little bit about those that are using multiple defense passives by build switching. Got me thinking if stuff like this is by design or more of an exploit. Any dev response on this? While the concept intrigues me I would hate to set myself up like that only to get spanked down the line when it gets "fixed".
So what's the current FOTM for Might? Is Invul + Laser Knight passe at this point? Is there something new and better y'all are doing? Yes I realize that Laser Knight is not a Might power, but I was so frustrated by my character's sub-sub-sub-par performance I just had to do something to make it playable again.
Archived Post
01-11-2010, 12:17 PM
Hi all,
I finally achieved titanic strenght. There are auras boosting all characteristics from +15 to +23, so since I was stuck at 310, it worked. Anyway, the game at the current state does not make use of titanic strength, so this was mostly one power wasted.
I also briefly saw for sale a +90 str item, which would fit my needs and would please me in a general manner. But it was too expensive (500+ g) and is already out. And I have so many crafting difficulties that I don't expect to make it one day...
Archived Post
01-11-2010, 12:39 PM
Hi again,
This time, I'd like to have your opinion on my might build, considering an upcoming retcon.
I have strenght and dexterity as majors, strenght to 310 and dexterity to 95. This gives me extra damages of 36% and 19%, so +55% in all.
Constitution is only to 82, giving me 6000HP.
My defenses are Invulnerability (lvl 2) and retaliation (level 2).
Invulnerability works incredibly well with this strenght level: I tried it recently, and I feel almost invulnerable to most threats encountered in PVE.
In conjunction with punch and enrage, I can kill almost anything very quickly with damages above 4000 HP. I kill bosses quite fast, but I can be annoyed by crowds, though I feel almost invulnerable now I have invulnerability.
I cannot use defiance since my constitution is too low, and the result is so lame with my character.
I have 2 questions from that point:
1) what may happen if I change from dexterity to constitution?
I expect less damages, but maybe an increased resistance and health. At this point, I need some heals, fumigen bombs or masterful dodge to (let me) increase my health bar under heavy conditions. These are wasted powers, I think.
Maybe defiance and retaliation will both work at their top levels altogether?
2) what if I keep dexterity as a second characteristic and improve it at the expense of strength?
A short try with different equipements gave me the following numbers:
str 210 (+31)
dex 183 (+29)
so, +60% on attacks, but based on a lowered strength.
This seems lame because invulnerability works less, but maybe I'm missing some interesting combos.
Thanks for any hint!:D
Archived Post
01-11-2010, 05:01 PM
hi all
This is my first post in here, i love might but have some complaints.
might toon is at level 39 and am about to hit level 40, but i dont feel like my guy is properly mighty.
i dont like the fact that cryptic has limited the potential of our characters, we can get to level 40, but we can never get even near to the damage dealing and taking level of quite a lot of boss villains and roaming monsters.
It just gave me pause for thought when fighting one roaming beastie i was hit with 25000 points of damage. im almost at the pinnacle and yet still get completely destroyed, my poultry 8494 health full defiant stack and unbreakable was no match for such insanity.
I would love by level 40 be able to wade into such opponents without the fear of being killed instantly, but it seems im asking too much.
my
and the less said about the survivability of a might focused toon in high level pvp the better.
i guess all im trying to say is that might needs a lot more compensation for the fact that by and large we will be soaking up the most punishment in most situations, and because we have to go toe to toe with everything, we should be able to give it back.
sorry for the moan, but ive been waiting since closed beta for might to be made properly mighty. alas the wait goes on....
Archived Post
01-11-2010, 05:29 PM
sorry for the moan, but ive been waiting since closed beta for might to be made properly mighty. alas the wait goes on....
You and me both brotha. The difference being I stopped playing while I wait, so my Might toon is only lvl 21.
Archived Post
01-11-2010, 05:33 PM
i cant help myself, i just love punching things.
Archived Post
01-12-2010, 05:03 AM
Might is fun, but throwing is buggy / not so easy / not possible everywhere, and we need to touch the opponent to inflict damage, the latter point being completely uneven in PvP.
I love it though, but for fun, not for efficiency. It makes PvE quite dynamic and reactive, though I find other builds boring and without challenge in these cases.
I'd hope to see a Champions Online 2 including a modern physics engine handling breakable walls and items: that would really rock the world, even if we keep on being unbalanced against power armors spamming particles rays airborne :rolleyes:
Archived Post
01-12-2010, 07:09 AM
God help me, but i think i'm actually gonna TRY to give some advice on CO/Might :)
(stop me any time... Atalanta... Brick House... anyone?)
Super Stat>STR (The general concensous is that you can "Gear" STR to 100 and get the same effect, i tend to agree. So unless you're going to use "Enrage" or want to lift "Semi's", i'd SS something else)
Force Bolts>Energy Refraction (Unless you have a power that needs an Energy Form to "Feed" [Gigabolt, etc], i'd save the Advantage points for something else. Also, remember this "Ranged" does KB. As a might user, do you want that? If not, i'd pick another ranged attack.)
Force Blast (see "Force Bolts" for advice...)
Invulnerability (Make sure you "Rank" it A.S.A.P, you'd be surprised how much it helps...)
Telekenetic Shield (If you got this for the Mondo Phys. res, then good. Just remember it sacrifices ALL other dmg. "type" res for that boost. If that's not the case, i'd suggest Force+Force Sheath or Energy+Laser Knight [depending on your taste])
Telekenetic Eruption (Force Eruption is much better IMO across the board. End cost/dmg done/KB/special effects/etc. Plus it has the nifty +20% dmg boost advantage!)
Uppercut (Good attack, but if yo're only going to take ONE "Heavy Hitter" from might, i'd take haymaker. It's "tapped" dmg makes it a keeper...)
Masterful Dodge (you have NO DEX to speak of, so unless you're going to use that SS STR slot for DEX, i'd swap this for something else)
Rebirth (For "theme/flavor" this is ok, otherwise why? Dying in this game is a joke :) )
Demolish (on paper it looks great, in combat/reality it's soso [see Uppercut for advice on replacement])
Imbue (I'd take this either right before/after a heavy hitting power, that's what it's used for.)
All in all, a good start. With some "tweaks" it will do you fine :D
Ok, my turn...
Atalanta, Brick House... How'd i do?
I learned a couple of things in there too ;) *thumbs up*
Archived Post
01-12-2010, 12:03 PM
I learned a couple of things in there too ;) *thumbs up*
Yeah, me too.
I learned that Masterful Dodge is like Regen, great "out of the box" (no added stats, DEX in this case).
Thanks for the imput Atlanta :cool:
On a side note...
Anyone else notice that no matter what frame work you take, you really don't NEED a "Passive Defense" until 11-14th?
Awfully convenient since by then you have 4 Advantage ranks to spend (from 7th&10th, for a fully ranked OFF/DEF Passive)
(I never count on spending my Advantage points until 16th anymore, cause i know i want a kick arse Passive at 11th :eek: )
Archived Post
02-05-2010, 07:54 AM
Ok so I'm doing a theme build character that is going to be Might and MA, was going to go with Invulnurability as my passive with maybe masterful dodge and bountiful chi resurgence. Kind of going for the invincible martial arts tank kind of character.
Anyways, I was thinking of super stating con/? with str from talents and some items. Anyone have suggestions for my other super stat? What are some of the stand-out moves from martial arts/unarmed? Are thundering kicks even worth it?
Thanks.
Archived Post
02-23-2010, 08:58 AM
From the patch notes today:
Players will no longer be able to switch builds and retain the benefit from the previous build. An internal debugging command was incorrectly allowed to run when switching builds that caused buffs from one build to carry over to another when switched.
Betcha didn't see that coming. Well I did. Kinda puts a kibosh on those that were exploiting builds to stack Defiance and Invulnerability. I guess it's back to the Powerhouse for you guys...
Archived Post
02-23-2010, 11:12 AM
lol omg I didn't even know this bug existed! I'm glad its being fixed, should make pvp somewhat more balanced :D
Archived Post
02-23-2010, 12:19 PM
Hi again,
This time, I'd like to have your opinion on my might build, considering an upcoming retcon.
I have strenght and dexterity as majors, strenght to 310 and dexterity to 95. This gives me extra damages of 36% and 19%, so +55% in all.
Constitution is only to 82, giving me 6000HP.
My defenses are Invulnerability (lvl 2) and retaliation (level 2).
Invulnerability works incredibly well with this strenght level: I tried it recently, and I feel almost invulnerable to most threats encountered in PVE.
In conjunction with punch and enrage, I can kill almost anything very quickly with damages above 4000 HP. I kill bosses quite fast, but I can be annoyed by crowds, though I feel almost invulnerable now I have invulnerability.
I cannot use defiance since my constitution is too low, and the result is so lame with my character.
I have 2 questions from that point:
1) what may happen if I change from dexterity to constitution?
I expect less damages, but maybe an increased resistance and health. At this point, I need some heals, fumigen bombs or masterful dodge to (let me) increase my health bar under heavy conditions. These are wasted powers, I think.
Maybe defiance and retaliation will both work at their top levels altogether?
2) what if I keep dexterity as a second characteristic and improve it at the expense of strength?
A short try with different equipements gave me the following numbers:
str 210 (+31)
dex 183 (+29)
so, +60% on attacks, but based on a lowered strength.
This seems lame because invulnerability works less, but maybe I'm missing some interesting combos.
Thanks for any hint!:D
Here you go man. This is the passive defense thread of threads... I contributed a bit to it recently, but all props go to Rune.
http://forums.champions-online.com/showthread.php?t=85948
Check out the last few pages, as I personally tested Defiance vs Invuln. the latest poster did as well. It should give some help as to which is better when and why. FYI, Invuln is always better unless you need energy.
Still, knowing that has not stopped me from not knowing which of the two I want to use.
Archived Post
02-23-2010, 01:42 PM
So I'm wanting to make a migh toon, and this is what I have so far.
Build by championBuilder 0.4.1 (http://champions.zarzu.ch)
Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g600002500316005027zz011 0700130170850017006123700400170i522070021307031040 70m08015zzzz5zzzz5zzzz5zzzz75y10k5y2005y2025y2095y 20e5y2075y20p25y0005y0021h0000000000000000)
: Level 40 Champion
Superstats:
Level 5: Super Strength
Level 13: Super Constitution
Powers:
Level 1: Clobber -- Sucker Punch
Level 1: Mighty Leap
Level 5: Retaliation -- Punitive Pummeling
Level 5: Superjump -- Rank 3, Rank 2
Level 8: Haymaker -- Rank 2, Rank 3
Level 11: Invulnerability -- Rank 2, Rank 3
Level 14: Enrage -- Adrenaline Junkie, Giant Growth
Level 17: Shockwave -- Rank 2, Rank 3
Level 20: Resurgence -- Evanescent Emergence, Rank 2
Level 23: Havoc Stomp -- Cannonball, Rank 2
Level 26: Force Eruption -- Gravitational Polarity, Rank 2
Level 29: Imbue -- Rank 2, Rank 3
Talents:
Level 1: Superhuman
Level 6: Mighty
Level 9: Enduring
Level 12: Physical Conditioning
Level 15: Bodybuilder
Level 18: Energetic
Level 21: Boundless Reserves
Can't think of what to do after lvl 29. What do you guys think?
Archived Post
02-23-2010, 01:52 PM
So I'm wanting to make a migh toon, and this is what I have so far.
Build by championBuilder 0.4.1 (http://champions.zarzu.ch)
Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g600002500316005027zz011 0700130170850017006123700400170i522070021307031040 70m08015zzzz5zzzz5zzzz5zzzz75y10k5y2005y2025y2095y 20e5y2075y20p25y0005y0021h0000000000000000)
: Level 40 Champion
Superstats:
Level 5: Super Strength
Level 13: Super Constitution
Powers:
Level 1: Clobber -- Sucker Punch
Level 1: Mighty Leap
Level 5: Retaliation -- Punitive Pummeling
Level 5: Superjump -- Rank 3, Rank 2
Level 8: Haymaker -- Rank 2, Rank 3
Level 11: Invulnerability -- Rank 2, Rank 3
Level 14: Enrage -- Adrenaline Junkie, Giant Growth
Level 17: Shockwave -- Rank 2, Rank 3
Level 20: Resurgence -- Evanescent Emergence, Rank 2
Level 23: Havoc Stomp -- Cannonball, Rank 2
Level 26: Force Eruption -- Gravitational Polarity, Rank 2
Level 29: Imbue -- Rank 2, Rank 3
Talents:
Level 1: Superhuman
Level 6: Mighty
Level 9: Enduring
Level 12: Physical Conditioning
Level 15: Bodybuilder
Level 18: Energetic
Level 21: Boundless Reserves
Can't think of what to do after lvl 29. What do you guys think?
Punitive Pummeling is a horrible advantage. It randomly knocks things away from you. Not something you want when you're a melee character.
And Enrage is kinda a waste unless you take Defiance.
Unbreakable is a good power to take at some point.
Archived Post
02-23-2010, 02:11 PM
And why do you have Force Eruption? It knocks everything away from you, making you have to chase it to punch it again. The Polarity advantage is nice if you're going to stand on that spot and blast stuff...but as a melee character you're probably not going to be standing on that spot long.
So unless you have a plan, I'd dump that power.
Havoc Stomp cannonball sucks. It's a great idea with lousy mechanics and animation.
Archived Post
02-23-2010, 02:16 PM
Thanks guys. Don't know what I was thinking.
How about this?
Build by championBuilder 0.4.1 (http://champions.zarzu.ch)
Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g600002500316005007zz011 070013107085010600204700401070i5220700210170015037 0m0810508525zzzz5zzzz5zzzz75y10k5y2005y2025y2095y2 0e5y2075y20p25y0005y0021h0000000000000000)
: Level 40 Champion
Superstats:
Level 5: Super Strength
Level 13: Super Constitution
Powers:
Level 1: Clobber -- Sucker Punch
Level 1: Mighty Leap
Level 5: Retaliation -- Rank 2
Level 5: Superjump -- Rank 3, Rank 2
Level 8: Haymaker -- Rank 3, Rank 2
Level 11: Invulnerability -- Rank 3, Rank 2
Level 14: Thunderclap -- Punch Drunk
Level 17: Shockwave -- Rank 3, Rank 2
Level 20: Resurgence -- Evanescent Emergence, Rank 2
Level 23: Havoc Stomp -- Rank 2, Rank 3
Level 26: Demolish -- Rank 2, Below The Belt
Level 29: Imbue -- Rank 3, Rank 2
Level 32: Unbreakable
Talents:
Level 1: Superhuman
Level 6: Mighty
Level 9: Enduring
Level 12: Physical Conditioning
Level 15: Bodybuilder
Level 18: Energetic
Level 21: Boundless Reserves
Archived Post
02-23-2010, 02:26 PM
Thanks guys. Don't know what I was thinking.
How about this?
Build by championBuilder 0.4.1 (http://champions.zarzu.ch)
Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g600002500316005007zz011 070013107085010600204700401070i5220700210170015037 0m0810508525zzzz5zzzz5zzzz75y10k5y2005y2025y2095y2 0e5y2075y20p25y0005y0021h0000000000000000)
: Level 40 Champion
Superstats:
Level 5: Super Strength
Level 13: Super Constitution
Powers:
Level 1: Clobber -- Sucker Punch
Level 1: Mighty Leap
Level 5: Retaliation -- Rank 2
Level 5: Superjump -- Rank 3, Rank 2
Level 8: Haymaker -- Rank 3, Rank 2
Level 11: Invulnerability -- Rank 3, Rank 2
Level 14: Thunderclap -- Punch Drunk
Level 17: Shockwave -- Rank 3, Rank 2
Level 20: Resurgence -- Evanescent Emergence, Rank 2
Level 23: Havoc Stomp -- Rank 2, Rank 3
Level 26: Demolish -- Rank 2, Below The Belt
Level 29: Imbue -- Rank 3, Rank 2
Level 32: Unbreakable
Talents:
Level 1: Superhuman
Level 6: Mighty
Level 9: Enduring
Level 12: Physical Conditioning
Level 15: Bodybuilder
Level 18: Energetic
Level 21: Boundless Reserves
I like Uppercut with the stun advantage. I think it's a lot better than Demolish. And if your concept allows for it, Energy Shield with Laser Knight is a good way to go.
And how can you go without Roomsweeper?!?! It's absolutely full of win! And you also didn't take Beatdown. It's going to be really rough relying only on Clobber till level 8 and then just Clobber and Haymaker.
Archived Post
02-23-2010, 03:22 PM
Trying again. Rearranged some things, threw in bots for giggles. But I'm still open to suggestions of course.
Thanks guys. :)
Build by championBuilder 0.4.1 (http://champions.zarzu.ch)
Download this Build here. (http://champions.zarzu.ch/download.php?download=4132g600002600122500317zz011 070013107084020708500160671070i5220700204060014060 021060852050m085zz0250m0b75y10k5y2005y2025y2095y20 e5y2075y20p25y0005y0021h0000000000000000)
: Level 40 Champion
Superstats:
Level 5: Super Strength
Level 13: Super Constitution
Powers:
Level 1: Clobber -- Sucker Punch
Level 1: Roomsweeper -- Concussive Blow
Level 5: Mighty Leap
Level 5: Superjump -- Rank 3, Rank 2
Level 8: Haymaker -- Rank 3, Rank 2
Level 11: Energy Shield -- Laser Knight, Rank 2
Level 14: Invulnerability -- Rank 2, Rank 3
Level 17: Munitions Bots -- Rank 2
Level 20: Resurgence -- Evanescent Emergence, Rank 2
Level 23: Thunderclap -- Punch Drunk, Rank 2
Level 26: Uppercut -- Rank 2
Level 29: Havoc Stomp -- Rank 2
Level 32: Unbreakable -- Rank 2
Level 35: Imbue
Level 35: Superspeed
Level 38: Conviction
Talents:
Level 1: Superhuman
Level 6: Mighty
Level 9: Enduring
Level 12: Physical Conditioning
Level 15: Bodybuilder
Level 18: Energetic
Level 21: Boundless Reserves
Archived Post
02-23-2010, 05:17 PM
Several qualities are a must for a build to call itself mighty. It must have SUPER Constituition, and it must have SUPER Strength... A might based toon must be able to stand in the middle of batttle and get hit. Likewise, a might toon must be able to slug it out... The only weopons a might toon can have is his/her fist and feet.
I agree with your third point, but dasagree with your first. Your second point I agree with, but only up to a point.
Yee, you seem to be assuming that all might toons will be Tanks. This isn't always the case.
I'm building my Might toon, The Whammer, to be more of a damage dealer than a Tank. So I'm stacking STR, yes, and I'm taking CON where I can get it, but mostly I'm stacking END & REC over CON.
I'd really like to see more tips that show how to make Might DPS toons. Kinda like how in CoX I had Whammer as a Tanker, but solo'ed him to level cap as a Scranker. ;)
Archived Post
03-17-2010, 08:28 AM
Looks like melee is getting revamped after the expansion is out :)
Archived Post
03-17-2010, 01:21 PM
Looks like melee is getting revamped after the expansion is out :)
Don't get your hopes up we are talking here about a Cryptic revamp as such don't expect much.
Archived Post
03-17-2010, 01:34 PM
Don't get your hopes up. We are talking here about a Cryptic revamp, so don't expect much.
Why are you here if you have no faith in the developers of the game? I went ahead and added punctuation for you in case anybody else tries to read what you wrote, even if i disagree with you
@Atalanta: Yeah! it's definitely due. I'm not anticipating too much of a change in playstyle. I think a lot of the changes are going to be under-the-hood type things, with a few new or modified powers just to keep the players happy and interested.
Their goal isn't a new melee game, it's to keep melee a viable and interesting choice compared to ranged in both PvE, and to a lesser extent, PvP. This will probably be accomplished primarily with numbers and adjusting damages and certain effects placed on, and/or caused by melee players.
Archived Post
03-17-2010, 01:49 PM
Why are you here if you have no faith in the developers of the game? I went ahead and added punctuation for you in case anybody else tries to read what you wrote, even if i disagree with you
@Atalanta: Yeah! it's definitely due. I'm not anticipating too much of a change in playstyle. I think a lot of the changes are going to be under-the-hood type things, with a few new or modified powers just to keep the players happy and interested.
Their goal isn't a new melee game, it's to keep melee a viable and interesting choice compared to ranged in both PvE, and to a lesser extent, PvP. This will probably be accomplished primarily with numbers and adjusting damages and certain effects placed on, and/or caused by melee players.
Are you actually commenting on my punctuation? You have nothing else better to do?
FYI i have a lifetime sub so...... How much faith I have in the developers in one thing, how much faith I have in them in regards to the melee pass is another.
Archived Post
07-22-2010, 09:25 AM
I'm going to make a "Pure" might build (well as much as i'm capable :p ), and i had some questions.
How much +PRE is needed (if at all) to maintain "Threat" on a "Tank"?
(As much as it's possible in CO, that intends to TANK for teams through 40)
Is any additional Threat "management" needed after the melee "EB" kicks in?
Is so, how much?
Defensive Combo (292)
(Could a "Defiance" Tank do perfectly fine with +PRE and DC ?)
Crippling Challenge (400)
Challenging Strikes (200)
+PRE: (?) (How much Threat does PRE generate in "Protector" ?)
If a theme/toon isn't particuarly an "Enrage" theme/toon,
what "Enrage" powers are the best to take to get the most Enrage without...
...Well "Enrage" :)
(Or does a build need to take "Enrage" to get more than 1 stack, like Defiance?)
Thunderclap (100%, CD/6)
Roomsweeper (20%)
Clobber/+Adv. (10%)
Havok Stomp (50%)
Which is better for "Mitigation" on a "Block Enhancer" ?
(have i missed any that don't have a "Shield" as an "Effect" ?)
Retaliation
Parry
Would "Unbreakable" be good as a second "Active"
(if "Resurgence" was a first ?)
Thanks in aadvance :cool:
EDIT: Shameless bump for... The "Official" MIGHT Thread :eek:
EDIT, EDIT: Why TF isn't this thing "Stickied" anyway?
Archived Post
07-22-2010, 11:15 AM
Post deleted by KenpoJuJitsu3
Archived Post
07-22-2010, 04:01 PM
*a bunch o' more stuff*
Unbreakable+ADV good... Got it!
Resurgence+(Adv&Rank+1, or Rank+2)?
+PRE bad/get a DoT... Got it :)
Retaliation+Adv good... (IDK that the +% was as high as 20%)
Roomsweeper good... (Is the +Adv on Clobber worth anything?)
I plan on making this a TRUE "Tank" build.
I'm starting off with "Unstoppable",
and adding "Invulnerabitlity" at 20 (as my main DP, paired with "Defiance" for Cosmics).
So, if i'm using "Defiance" as my (Third? Wow!) passive is "Enrage" worth it?
Ok, i plan on SS STR/CON (duh?).
I'm gearing STR/CON/EGO>Primary(s), Ego for "Intangible holds, EB %, and "Theme" ("Crit's" is a bonus)
If i'm not "Talent'ing" for PRE, should i max DEX>Talents/Gear-Secondary(s) and fully capitalize on crits then?
If not, what should i "Talent" in?
EDIT: Got some conflicitng info. on "Thunderclap".
What does it do exactly?
Crusing
Sonic
Cr/1-10'+Son/11-15'
Add stack of Enrage
EDIT, EDIT: NM, i found out (Cr/1-10'+Son/11-15', Add/refresh stack[s] of Enrage)
Archived Post
10-12-2010, 07:51 AM
Interesting new changes to the Might powerset since I've come back :)
Good stuff.
Archived Post
10-12-2010, 08:20 AM
OMG! :eek:
Hey Atalanta! :D
There's a new might thread (http://forums.champions-online.com/showthread.php?t=108348) going on.
I tried to keep this one going, but SPrime (the author of the new thread) has his head on straight, and has great advice!
Glad you're back! :cool:
Archived Post
10-12-2010, 08:25 AM
OMG! :eek:
Hey Atalanta! :D
There's a new might thread (http://forums.champions-online.com/showthread.php?t=108348) going on.
I tried to keep this one going, but SPrime (the author of the new thread) has his head on straight, and has great advice!
Glad you're back! :cool:
LOLI said the exact same thing! :D
Thank you and glad to be back. Good to see you too AoC! and thank you for directing me to the new Might thread, I'm sure the one I continued from the mighty Brickhouse is old news.
See you soon!
p.s. the new Might thread can be found here: http://forums.champions-online.com/showthread.php?t=108348