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Everything posted by JayboH
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How would you tweak this one? I miss Ignite, but not sure what I should give up. PGA is a nice chunk of damage debuff for example. This Hero build was built using Mids Reborn 3.0.5.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! SpecOps Pixie: Level 50 Natural Defender Primary Power Set: Trick Arrow Secondary Power Set: Assault Rifle Power Pool: Speed Power Pool: Concealment 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/Rchg(9), SprVglAss-Dmg/EndRdx/Rchg(9), Thn-Acc/Dmg(7), Thn-Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11) Level 2: Slug -- SprVglAss-Acc/Dmg/EndRdx(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(13), SprVglAss-Rchg/+Absorb(13), Thn-Acc/Dmg(15), Thn-Dmg/EndRdx(15), Thn-Acc/Dmg/EndRdx(17) Level 4: Glue Arrow -- RechRdx-I(A) Level 6: Entangling Arrow -- Acc-I(A) Level 8: Poison Gas Arrow -- Acc-I(A) Level 10: M30 Grenade -- Bmbdmt-Acc/Dam/Rech/End(A), Bmbdmt-Acc/Dam/Rech(23), Bmbdmt-Dam/Rech(25), Bmbdmt-Acc/Rech/End(25), Bmbdmt-+FireDmg(27), Bmbdmt-Dam(27) Level 12: Ice Arrow -- SprEnt-Acc/Hold/End(A), SprEnt-End/Rchg(29), SprEnt-Acc/Hold/End/Rchg(29), SprEnt-Hold/Rchg(31), SprEnt-Rchg/AbsorbProc(31), SprEnt-Acc/Hold(31) Level 14: Acid Arrow -- AchHee-ResDeb%(A), ShlBrk-Acc/EndRdx/Rchg(33), ShlBrk-Acc/Rchg(33), ShlBrk-Acc/DefDeb(33) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 18: Disruption Arrow -- RechRdx-I(A) Level 20: Sniper Rifle -- StnoftheM-Dmg/EndRdx/Rchg(A), StnoftheM-Dam%(34), StnoftheM-Dmg/ActRdx/Rchg(34), StnoftheM-Acc/ActRdx/Rng(36), StnoftheM-Dmg/EndRdx(36), StnoftheM-Acc/Dmg(36) Level 22: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(37) Level 26: Oil Slick Arrow -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(39), SprDfnBst-Dmg/EndRdx/Rchg(39), SprDfnBst-Acc/Dmg/EndRdx(39), SprDfnBst-Acc/Dmg/EndRdx/Rchg(40), SprDfnBst-Rchg/Heal%(40) Level 28: Flamethrower -- Ann-Acc/Dmg/EndRdx(A), Ann-Acc/Dmg/EndRdx/Rchg(40), Ann-Acc/Dmg/Rchg(42), Ann-Dmg/Rchg(42), Ann-ResDeb%(42), Ann-Acc/Dmg(43) Level 30: Tactics -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(43) Level 32: EMP Arrow -- Lck-%Hold(A), Lck-Acc/Hold(43), Lck-Acc/Rchg(45), Lck-Rchg/Hold(45) Level 35: Boxing -- Acc-I(A) Level 38: Full Auto -- PstBls-Dam%(A), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(46), PstBls-Dmg/Rchg(46), PstBls-Dmg/EndRdx(46), PstBls-Acc/Dmg(48) Level 41: Scorpion Shield -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(48), Rct-Def(48), Rct-Def/EndRdx(50) Level 44: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(50), StdPrt-ResKB(50) Level 47: Weave -- LucoftheG-Def/EndRdx(A) Level 49: Infiltration -- LucoftheG-Def/Rchg+(A) Level 1: Vigilance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(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%(17), NmnCnv-Regen/Rcvry+(19), Mrc-Rcvry+(19) Level 2: Stamina -- SynSck-EndMod/+RunSpeed(A), SynSck-EndMod(21), PrfShf-End%(21), PrfShf-EndMod(23) Level 49: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 50: Cardiac Core Paragon Level 50: Ion Core Final Judgement Level 50: Spectral Radial Flawless Interface Level 50: Clarion Core Epiphany Level 50: Assault Radial Embodiment Level 50: Robotic Drones Core Superior Ally ------------
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Yeah that is weird. I assume it is intentional but strange to think tankers won't softcap anyway
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Who knows if it will ever be seen again - I am just hoping.
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EA tankers being overpowered does not compute. We already have nearly unkillable tanks and I don't see how EA is way beyond that level in someone's mind.
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...because SCORE had a redesign doc for it some years back with the intention of doing so.
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Still hoping to see Poison get changed.
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What happened to the huge lawyer fees?
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Agreed, this should be in suggestions.
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I'm excited to see what's next - the way it was written it sure sounds like Masterminds may get more tuning after they measure the initial pass for the latest changes!
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I forget who, but someone had mentioned that basically Cardiac is a Mastermind's best friend - like it's almost expected that a MM takes Cardiac (or Vigor I suppose) due to the extra endurance expense. I dislike being pigeon-holed intentionally by design to have choice limits. I'm not saying you can't pick other options or that the designed burden can't be overcome mind you.
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It's not the attacks that are the problem really. Pool attacks are ridiculously priced end-wise for example. It's that the secondaries are needlessly expensive. If you have, say, a corruptor or controller pushing their secondaries to keep a team alive while barely using their primary or not using their primary at all (yeah yeah, I know, bear with me) then why should masterminds be expected to do the same thing plus keep all their pets alive with their secondaries on top of it only that they have to spend way more endurance to do so? Now one could say the pets are dealing damage and using debuffs and controls and heals, etc... but as I said, even if it was even endurance the mastermind will be spending even more end to keep all their additional targets alive. Typically in my experience corruptors and controllers don't bother trying to keep track of mastermind pet health.... and that's on top of the pets being lower level than you are and die easier than any other player even if they were at the same level. That's not even taking into consideration how low damage say a mercenary mastermind brings to the table compared to most classes...
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You know honestly I would probably pick teleport all the time if the pool had a defense power like hover/combat jumping or if we could have 5 pools so I could take either or along with teleport. It's that good.
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Just a quick reminder that one of Trick Arrow's icons got changed this year
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That one looks really nice, even has a heal in it on top of heal procs even though it hits many caps.
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It doesn't seem like any of this matters. Someone mentioned why the developers said it will never happen. They tried it for tankers and because of that they determined it will not happen. I don't understand what your goal is currently. Do you want them to change their mind? Why do you think they won't do it because they think you are a bad person or cheesy player? They said it was too much work, or at least that's what it sounded like. I never said anything about the option making you a bad person or a cheesy player so I don't know why you are replying to me about those phrases.
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Acid Arrow's icon has been replaced, when you have the time.
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Redside DFBs and low level Redside support. (Not much)
JayboH replied to Snarky's topic in General Discussion
My main reason is that it gets really depressing looking around at that dinginess and scummyness for that many hours. The environment gets to me after that much time passes. -
I just grabbed some from old archives. I didn't make these or look at them. Kat SR - Blade Bronze Quebec 7d7a - [i25].mxd Kat SR - Blade Bronze Quebec ef46 - [i25].mxd Kat SR - Citadel Desert Lambda 328e - [i19].mxd Kat SR - Hound Cornflower Golf 6dec - [i25].mxd Kat SR - Hound Cornflower Golf 9602 - [i25].mxd Kat SR - Hound Cornflower Golf a0c6 - [i25].mxd Kat SR - Tornado Cadet Tango 6be7 - [i20].mxd
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Don't forget perma Barrier