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JayboH

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Everything posted by JayboH

  1. Part of the problem with Poison is the really bonkers way it calcs its AOE. It only goes half-strength to foes outside of the target and the range is really small. They designed it initially to have you debuff other mobs to layer the debuffs to get the full benefit which just makes the set weaker in my eyes as other sets can get on with the damage by then. I am a big, big fan of Trick Arrow though, to chime in with the rest, after its revamp.
  2. I have fought several times to get that power to be worth a damn. Absolutely everything sucks about it and no amount of slotting makes it worth it in my opinion. 😒
  3. I like this one. I am thinking about swapping M30 Grenade for Ignite. I might build Hybrid Assault Core later - I am undecided. I thought maybe Radial would be better for brutes and defenders since their base damage is so low. I wouldn't go Archery, I think Archery on Defenders feels like you are hitting enemies with a wet noodle. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Technology Defender Primary Power Set: Trick Arrow Secondary Power Set: Assault Rifle Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Flash Arrow -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(3), SphIns-Acc/Rchg(3), SphIns-ToHitDeb/EndRdx/Rchg(5), SphIns-Acc/EndRdx/Rchg(5), SphIns-%ToHit(7) Level 1: Burst -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/EndRdx/Rchg(7), SprVglAss-Dmg/Rchg(9), Thn-Dmg/EndRdx/Rchg(9), Thn-Acc/Dmg(11), Thn-Dmg/EndRdx(11) Level 2: Slug -- SprVglAss-Acc/Dmg/EndRdx(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(13), SprVglAss-Rchg/+Absorb(13), Thn-Acc/Dmg/EndRdx(15), Thn-Acc/Dmg(15), Thn-Dmg/EndRdx(17) Level 4: Entangling Arrow -- Acc-I(A) Level 6: Glue Arrow -- RechRdx-I(A) Level 8: Ice Arrow -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(17), BslGaz-Rchg/Hold(19), BslGaz-EndRdx/Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(21), BslGaz-Slow%(21) Level 10: M30 Grenade -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(23), Bmbdmt-Dam/Rech(23), Bmbdmt-Acc/Dam/Rech(25), Bmbdmt-+FireDmg(25) Level 12: Poison Gas Arrow -- FrtHyp-Sleep/Rchg(A), FrtHyp-Acc/Rchg(27) Level 14: Acid Arrow -- AchHee-ResDeb%(A), ShlBrk-Acc/Rchg(27), ShlBrk-Acc/EndRdx/Rchg(29), ShlBrk-Acc/DefDeb(29) Level 16: Super Jump -- Jump-I(A) Level 18: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(34) Level 20: Disruption Arrow -- RechRdx-I(A) Level 22: Sniper Rifle -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(34), StnoftheM-Acc/ActRdx/Rng(34), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Dam%(48) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(36) Level 26: Oil Slick Arrow -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(37), SprDfnBst-Dmg/EndRdx/Rchg(37), SprDfnBst-Acc/Dmg/EndRdx(37), SprDfnBst-Acc/Dmg/EndRdx/Rchg(39), SprDfnBst-Rchg/Heal%(39) Level 28: Flamethrower -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(39), Ann-Acc/Dmg/Rchg(40), Ann-Acc/Dmg/EndRdx(40), Ann-Acc/Dmg/EndRdx/Rchg(40), Ann-ResDeb%(42) Level 30: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(42), LucoftheG-Def(42) Level 32: EMP Arrow -- Lck-Acc/Hold(A), Lck-Acc/Rchg(43), Lck-Rchg/Hold(43), Lck-%Hold(43) Level 35: Tactics -- GssSynFr--ToHit/EndRdx(A), GssSynFr--Build%(45) Level 38: Full Auto -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rchg(45), PstBls-Dmg/Rng(46), PstBls-Acc/Dmg/EndRdx(46), PstBls-Dam%(46) Level 41: Boxing -- Empty(A) Level 44: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(48), StdPrt-ResKB(48) Level 47: Weave -- LucoftheG-Def/Rchg+(A) Level 49: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(50), Rct-Def(50), Rct-ResDam%(50) Level 1: Vigilance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(31), Mrc-Rcvry+(31), NmnCnv-Regen/Rcvry+(31) Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(33), PrfShf-EndMod(33), PrfShf-End%(33) Level 49: Quick Form Level 50: Cardiac Core Paragon Level 50: Ion Core Final Judgement Level 50: Spectral Radial Flawless Interface Level 50: Robotic Drones Core Superior Ally Level 50: Clarion Total Core Invocation Level 50: Assault Radial Embodiment Level 16: Double Jump ------------
  4. Here you go. Your pics will do, but thought I'd give the link as it is a very useful tool for the future.
  5. They have said it in response to these changes. I have zero reason to lie to you. It isn't happening. They are fine with people getting PLed to 50.
  6. Can I see one of your builds? Either set or both
  7. I can tell you flat-out that isn't happening. The devs have stated PLing to 50 in AE is not a concern - and this patch confirms that too... it's the part after that that they want to control.
  8. I wanted to ask since you only mentioned Traps.
  9. I already covered that in my third sentence. How often do you stack Spirit Tree?
  10. That is kind of a neat idea. Same deal with Spirit Tree then?
  11. I have little doubt that this was in mind, and I love it the way it is:
  12. When you think about it, the recharge time and regen strength (+ AOE size) just feels completely out of whack. All it does is regen and nothing else. It's not a heal, with a gentle reminder there is no burst heal plus heal can wake people from sleep. Regen can't. Yes it is a larger area than most PBAOE heals, 25 vs 40 ft, but those are 8 second cooldowns compared to a whopping 200 seconds. Once every 200 seconds you can place an immovable 150+ regen buff? I know this is breaking the cottage rule but I almost wish Time Bomb could become a device that acted like a Banished Pantheon/Circle of Thorns endurance crystal, that pulsed +end or something, then swap its place with Trip Mine in the list, making Trip Mine the tier 9.
  13. I could see lowering Acid Mortar's and Poison Trap's cooldown if they didn't stack with themselves. Trip Mine is fine. Time Bomb could become the Omega Maneuver but put (them both) on a 300 sec timer instead of a 360 second timer, that way it is up nearly every other standard blast nuke. Key is to remove that insane interrupt and activation time since Trip Mine already exists. I guess it also kind of depends on how they are going to try to fight proc bombs which they have hinted at a few times.
  14. Yup, for another buff.
  15. They can be - by different casters - in my concept.
  16. Would love to see these two abilities become better. The recharge is crazy on these. I know, the sets they are in already have their strengths. Triage Beacon and Spirit Tree are basically the same power outside of graphics. I would love to see the regen boost strength stay the same but have the recharge cut in half if not more. Other suggestions in the past was to add recovery to it as well, but that is likely over the top as far as Plant goes, and maybe not as crazy on Traps. I think my main desire is to just have it available every fight or every other fight, non-stackable from the same caster. 300% regen is nothing to sneeze at for a 40 ft radius (enhanced, defender values on Triage.) I would rather have a droppable click than a toggle as it is now, location-based rather than an aura, etc. Triage Beacon's visuals really don't match well with the rest of the set. It looks like it was ripped out of some mystical Egyptian technology. I'd rather it be more militaristic / scientific like the rest. EDIT: Spirit Tree is gorgeous as-is.
  17. AR isn't THAT bad. Tweaks? sure. This set has already gone through one overhaul. They buffed a bunch of the powers to reign in and nerf Ignite back then. I partially blame myself for this because I was telling people on the forums how much damage I was dealing with a fulcrum-shifted Ignite every 4 seconds which stacked. Yeah. Ignite used to have a 4 second recharge or something like that, and it would take 4 seconds to activate. Now fulcrum shift those stacks. It was insane, then add Scourge. I had Web Envelope and they would sit in it. If I was to change stuff, I'd keep Beanbag, toss out Buckshot, and front-load Flamethrower. I wish we could lower the recharge on Full Auto just a smidge without touching its damage. Not much, just a little. M30 Grenade is thematic but is a bit underwhelming, but it doesn't tickle enemies like Buckshot does.
  18. Will echo what I said on the other server: can Chords' projectile be sped up a bit please? The pet could use some faster and tighter following behavior IMO too.
  19. I would skip the sleep, I know many people do that anyway outside of Electric Control, but as a reminder, since this one deals damage, any Interface damage procs will likely wake up enemies near instantly from the sleep due to their DoT that kicks in.
  20. Yes, that's what I was trying to tell people. People thought fulcrum shift was bad, try doing this and you will see what we are talking about.
  21. Yes the Rad Infection buff is sooo overdue, it is very welcome. I never had an issue with Scream, it was Shout that makes you feel like you were standing there quite awhile rearing up an attack. Thankfully that got buffed slightly also.
  22. What do you think about your DP version
  23. I have it set to 1%! I've said it elsewhere: if you want an example of pure ridiculousness, just take a fully upgraded Necro mastermind with all the pets and enter a door. Since it re-summons pets and re-trains them every time all at once, I've described the sound as the noise of a thousand suns exploding. It's crazy loud.
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