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ironjoe

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Posts posted by ironjoe

  1. Not all power sets are for everyone. I would love if they removed the Rage crash but that's not happening.

     

    Currently I play Shield Defense/Super Strength as my main Iron Joe and love it but I do use Rage with it doubled up. Nothing like the feeling of hitting Fold Space to bring in a large crowd and tossing down some Foot Stomps, Shield Charge, and/or a Mighty Radial at a juicy 245%+ damage bonus.

  2. Privyet Comrade,

     

    Shield/Electric and Shield/Dark are two common combinations I see the most. Shield/Electric having that fun two hit combo of Shield Charge and Lightening Rod. Shield/Dark having a way to get a heal in with Siphon Life.

     

    For myself my main Iron Joe is Shield/Super Strength which is what I consider a high risk/reward combo to play. Having double Rage and saturated Against All Odds does some incredible damage but you have to learn to manage the Rage crash.

     

    Also with noticing the greeting if you like playing a Russian, Soviet or Communist themed character, then Special Section 8 might be a good fit for you. Please ask about joining in our SG communications: https://discord.gg/spExs3c.

     

    https://fbsa.homecoming.wiki/wiki/KGB_Special_Section_8

     

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  3. Pulse Rifle Blast, Pulse Rifle Burst, and Photon Grenade - Improvements across the board. I like even if I normally go for my secondary's attacks. These are now much better options and the bot damage increase makes moving regen here not really impact things.

     

    Repair (now Maintenance Drone) - I would skip repair before but like the maintenance drone.

     

    Equip Robot - I'm fine with the change. Still debating slotting.

     

    Upgrade Robot - I'm fine with the change. Still debating slotting.

     

    Henchmen - Changes make them more lethal. Not having as much KB2KD tax is very nice. Still playing with new slotting.

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  4. Deflection Shield - Still good as always

    Personal Force Field - Some people like it as an oh crap button. I would still skip it.

    Force Bolt - I like the addition of -Res. Combined with the increased damage of my bots synergized well.

     

    Insulation Shield - Still good as always

    Detention Field - Still a niche power. I personally skip it.

    Dispersion Bubble - Still great as always.

     

    Repulsion Field - I always skipped Force Bubble as it was normally too large to be useful for positioning and team members with it would use it poorly 99% of the time. This iteration size is more useful for positioning. To me the old Repulsion Field is gone as I would normally stand in the middle of groups with the KB2KD slotted and watch things flop around. I'd rather keep the small repel so I just slotted for end reduction with it and used it that way.

     

    Force Bomb - I would skip it before due to animation time. With reduced animation time and the added -Res I find it much more useful.

     

    Dampening Bubble - I've tested it on some builds with good recharge and get the bubble down to around 30s recharge. It still feels long with a static bubble to me as I want that DDR more reliable. I still love a way to get DDR outside of Dark Affinity and Shield Defense. I still think being able to apply this DDR more reliably and at a higher value is the way to go to beat out the value of Fade. That being said I would still choose it in the current implementation and build for recharge.

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  5. Of the 29 level 50 Iron Joe's I have my primary Iron Joe is still my SD/SS Iron Joe. Shield Defense and Super Strength complement each other offensively while making the crash not a  huge deal. I consider it a more advanced tank pairing as you do have to plan for things but it is quite manageable for a veteran player and it is a ton of fun to play. Rage + AAO pair for some juicy damage. Foot stomp + Shield charge are a very satisfying pairing in large groups. When you get to Incarnates Mighty Radial just adds to the fun of that.

  6. 2 hours ago, Sovera said:

     

    Understandable. But lets not forget these changes are not roleplay based but rather gameplay. Smash and Lethal are already rolled into one and with the exception of Parry powers that buff Smash exclusively, or Slash, any bonus or toggle will buff both be it defense or resistance.

     

    So a grenade doing Smash and Slash makes less sense than doing fire and... smash, or slash. Slash if wanting to adhere a bit more to realism.

     

     

    I never 'got' why electricity is energy and smash, or sonic being energy and smash, or reversing it why ice does cold and slash. After all if we get hit by an ice club we get our brains spilling out, we don't freeze, and throwing an ice spear is the same with our body perforated at which point the cold of holding an icicle is inconsequential.

     

    Well in that case for gameplay make most all of AR do Lethal/Fire also since that would be following the same logic. Both grenades and bullets are projectiles propelled by explosives and if I diversifying one thing for game play, why not the others?

  7. Defense changes I'm largely fine with this. It isn't as big a change in my testing with making some enemies only slightly more dangerous.

     

    Grenade changes I saw in closed testing and I was just going to go with it as it seemed the devs were leaning into how video games get damage wrong. If we want to get fragmentary grenade damage right though damage should be mainly lethal with little to no amount of smashing. Really it's the shrapnel that gets you. There is not the huge ball of flame and concussive blast like movies. Concussive blasts would be more like a stun/flash grenade. Fiery grenades would be thermite grenades which don't create a huge fireball, they create a super intense fire that will cut through steel and burn under water. Normally thermite grenades are for anti-material use. You would have to be right on the fragmentary grenade to feel the concussion or fire of the blast and at that point you are eating ALL of the shrapnel and the shrapnel is still going to do greater than 90% of the damage.

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  8. On 5/20/2022 at 4:05 PM, Glacier Peak said:

    I'm not a fan of this. You can already pick up a P2W power that does exactly that. And there are temporary powers too that can also do that. And Incarnate powers as well. 

     

    All of which are disabled in "Master of" runs. 

     

    A team level incan would be much more useful in several instances than the current team teleport.

  9. So I'm thinking something like:

    Fast Healing increase from +25.95% to 69.2% Resistance (Regeneration)

    Quick Recovery add +69.2% Resistance (Endurance, Recovery)

     

    1 Fast Healing Auto: Self +Regeneration
    1 Reconstruction Self Heal, Res(Toxic)
    2 Quick Recovery Auto: Self +Recovery
    6 Instant Regeneration Toggle: Self +Absorption
    8 Dull Pain Self +Max HP
    12 Integration

    Toggle: Self +Res(Knockback, Disorient,

    Hold, Sleep, Immobilize), +Regeneration, Taunt

    18 Resilience Auto: Self +Res(Disorient, All DMG)
    26 Second Wind Self +Max HP, Rez(Special)
    32 Moment of Glory

    Self +Res(All DMG but Psionics, Knock Back,

    Repel, Stun, Hold, Sleep, Immobilize), +DEF(All

    DMG but Psionics), +Recovery

    • Like 1
  10. So thinking on it I would just modify the Sentinel version of Regen with a few tweaks. Below is the Sentinel version but I added in taunt to Integration. Beyond the Homecoming tweaks I would say increasing the regen debuff resistance and adding endurance debuff resistance seem sensible.

     

    1 Fast Healing Auto: Self +Regeneration
    1 Reconstruction Self Heal, Res(Toxic)
    2 Quick Recovery Auto: Self +Recovery
    6 Instant Regeneration Toggle: Self +Absorption
    8 Dismiss Pain Auto: Self +Max HP
    12 Integration

    Toggle: Self +Res(Knockback, Disorient,

    Hold, Sleep, Immobilize), +Regeneration, Taunt

    18 Resilience Auto: Self +Res(Disorient, All DMG)
    26 Second Wind Self +Max HP, Rez(Special)
    32 Moment of Glory

    Self +Res(All DMG but Psionics, Knock Back,

    Repel, Stun, Hold, Sleep, Immobilize), +DEF(All

    DMG but Psionics), +Recovery

     

    • Like 1
  11. I'd say Corruptor for the added damage with Scourge and buffs/debuffs. My top 3 choices for a duo would be:

     

    Cold Domination - Strong -RES debuff, max hp, and added defense for resist based tanks.

    Poison - Strong debuffs, okay support.

    Kinetics - Weakest on my list for debuffs but no one can argue that the damage/recharge buffs aren't strong.

     

    For primary I'm partial to the pure damage of fire but there are other good choices.

  12. On 1/30/2022 at 6:15 PM, Akisan said:

    This could be fun - but as-is, it's far too farmable.  

     

    It would, however, be a great update to the extremely dated Patrol missions, where it could paint 5-6 possible doors as the mission entrance.  Wrong guesses (or even all but the last) spawn an ambush that hops out of the door.

     

    This seems the most interesting idea, even if it's taking OP's thought and running in a completely different direction.

  13. Challenge Mode is going out to more content.

     

    Until then:
    Run an ASF on Relentless.

    Run a Magisterium Really Hard Way which got much harder after Banished Pantheon were 'fixed'.

    Run some of the "Master of X" badge runs which are much more difficult with the latest changes.

     

    I play with some very different groups at times. One group loves the pain of ASF Relentless, while another was crying at me on it over Malicious. Challenge Mode proliferation will expand the challenge you want while still making most of the game playable by some of the more casual players.

    • Like 3
  14. 8 hours ago, BeornOTNS said:

    I have pines, but if someone has already got something they vouch for, I would love to see it.

     

    As an FYI there was a change in what developers that have worked on the project over time (without going deep on details) and it's now Mids Reborn: Hero Designer. You can find the latest version at: https://midsreborn.com/

     

    It has had several database updates since Pines and you will need the latest version to load the builds people are likely to send you.

    • Like 1
  15. 22 minutes ago, Black_Assassin said:

    Would it be possible for Dull Pain on a tank regen port to remove the HP cap for tanks whilst it is active? That would help beef them up a bit and boost the regen numbers too

     

    Another alternative would be adding a big stack of Absorb to Dull Pain on a port to Tanks (and add to the Brute version) to have a big stack of points past the cap. That would help them take alphas and survive in other scenarios.

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  16. 9 hours ago, PeregrineFalcon said:

    I thought that one thing was Energy Aura.

     

    Gah forgot about it so yes, two things.

     

    Other thought, if it was ported to Tanks I would make one and park the Tank in the Hive for the rest of it's career after getting incarnates.

    • Like 1
  17. On 12/20/2021 at 10:34 AM, underfyre said:

    The "customization" is what I'm referring to as flimsy. Only a handful of Sentinel sets have/need a degree of customization to them, ie. Assault Rifle has a Build Up, Incinerator instead of Ignite, its Snipe replaced

     

    On the beta testing side we had gone in so long with different iterations of tests that Seismic came at the end in a whirlwind. Replacing the Snipe and getting in the rounds of beta testing would have pushed back the release to public beta, which would have pushed back the release of the whole patch to past the holidays with how timelines were matching up. So it not being included was due to that and wanting to get it released before the holidays. On the other end I keep seeing signs of life of having other thoughts about Sentinels so I would keep optimistic about other changes in the future, I just have no clue what they might be though.

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