Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
1220 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by JayboH
-
One of my main focuses in the original post was to point out how wonky the two main debuffs are however - that only the main target gets a full strength debuff and even then it is not the highest debuff you can get on the main target because if you hit a nearby target with the same debuff only then will the first target get the full+splash debuffs. If a target is hit with two splashes, do they stack if the targeted enemy is different for each splash? It's weird as heck, and then as I mentioned you have a power that encourages melee range while also having a ranged cone combined without the ability to survive being in melee depending on the scenario.
-
If we are going to discuss the strength of a set we should probably acknowledge its state when using strictly SOs since the claim is always that they cater balance to them. This goes beyond the first step of the direct opposite of that, by not even using sets designed to enhance an ability to its highest strength but to use every power available to hold procs that do stuff the powers were never designed to do. Very fun though, that's for sure.
-
If I include stuff like LOTG, you have a whopping 45 procs on this character.
-
I almost never go with flight/hover on any characters. Rock shards is an early pick so it's fine until much later on, since that's when you get Stalagmite - but changing a set to cater to noob behavior isn't a great idea in the first place. Relying on Shockwaves to cause knock does sound more like noob behavior than empowering Shards. I agree with you on the nuke.
-
It tickles enemies. Ever try it on a Defender, even fully loaded with SOs (if we are talking about intended balance?)
-
Not only that, I've had issues running Tinpex where most teams tp you to Neuron/Bobcat. The pets seem to never arrive. If I dismiss them, I can't resummon them. I will stand there doing the summoning animations and no pets appear. I've also had a number of instances where the pets are all right there in front of me and none of them appear in the Pets window. MM wonkyness
-
Yeah I mentioned earlier I've seen it strip mobs from melee AT's aggro. Isn't it weird what you have to do to get the other two debuffs at full strength on targets (referencing the splash mechanic specific to this set.)
-
Yeah, that's my goal too, but I've seen aggro stripped due to proximity with Venomous. Would be kind of cool to see mobs slowly run as if Venomous was a moving caltrops patch maybe. I don't suppose you have a build you enjoy that you could share?
-
Interesting. Keep a set weak on purpose as a reason to use Vengeance in the Leadership pool. What do you proc up and with what? My guess is that the idea is to really super load Poison Trap and toss Weaken before jumping in with Venomous, since the goal is to get in the middle of mobs with it. Strong reminder here that a powerset balance relies on using Single Origin Enhancements... You'll need that high damage debuff because of the anemic heal apparently.
-
Help me understand. This set could use an overhaul at first glance. The heal is anemic and more importantly slow moving unlike other single-target heals from other sets. Could benefit from having a splash AOE mechanic or have the toss sped up a bit. The way the two main debuffs work is that in order to get a target to have the full debuff, you need to spam the main target and another nearby target with another casting. The AOE splash debuff outside of the main target only get hit with half the debuff you just tossed, and the area of effect for both is only 8 feet. Envenom and Weaken - the end cost is fine and the AOE is fine it's just the weird half-measure part that bugs me, as they seem to have been designed to encourage spamming more than once every mob. Even if you cast it twice, those that aren't directly selected only get two half-debuff effects layered (if they even stack.) Neuro breath is fine, I kind of wish the breath animation for all breath powers were a little quicker but I have no complaints against this power. I like Elixir of Life. It adds fun flavor to a rez. No issues. Antidote is fine. Would be nice as an AOE like Kinetic's but this works fine as is. Paralytic Poison hold is kind of odd here. It seems to be a clone of Petrifying Gaze in Dark, and both could use some flavor. Perhaps just give it a decent toxic dot? Poison Trap is ok, I know it's not as great as the Traps version but I can't say anything bad. The endurance drain component is an interesting choice. Venomous Gas - ok, here is the big one. Nice strong power, good size, end cost makes sense, but outside of the other two debuffs you don't have much to help you survive being in the middle of mobs. Granted, that's not the case with controllers using it but defenders and corruptors don't have that luxury. You have a PBAOE that grabs aggro and at the same time have a cone power with a slightly long animation in the same set with no buffs or heals for yourself. The tohit debuff is weaker than direct target Weaken's, and there is a small damage debuff in here, but I still think overall this set kind of works against itself in some ways, and the way the splash debuffs work just means you spend less time doing other non-poison set stuff, or you just attack more often against lightly debuffed targets instead. It would have been cool to have some DoTs added to a set with this theme.
-
How can I see pet stats in Mid's?
JayboH replied to JayboH's topic in Mids' Reborn Hero Designer's Forum
Got an answer: sadly no -
Noticed all the armor is turned off
-
That sounds super not worth it
-
Is there a way to see pet stats?
-
What I said might be why. I would love more MM primaries, don't get me wrong. Another idea would be some kind of non-Rikti aliens or something along the lines of psionic damage-focused pets. Toxic damage could be part of this insect idea too, perhaps introduced with the upgrades amongst regular lethal damage.
-
Probably because it's the most difficult thing in the game to make period.
-
Throwing Weapons set perhaps
-
Sonic Assault - Deafening Wave sound fx issue
JayboH replied to JayboH's topic in Suggestions & Feedback
Yes, it's just the very end of it - appreciate that I'm not the only one -
Could changing the tail end of this sound effect be considered? It makes me check my end bar and toggles often, because it sounds like what happens when you run out of endurance and all of your toggles get turned off. Maybe it is just me but I appreciate feedback.
-
Oh true, yeah