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Everything posted by JayboH
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Nice, looks good. Still hope to see a revamp of the set.
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I dunno, not having Flashfire made me do a double take. Cinders takes almost a full minute with that build.
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First one: wouldn't even a single slot Gremlins help clear times? or perhaps the build is too tight for them EDIT: oh also, your audio is kind of odd, sounds very tinny, zero bass. Strange. What did you use for recording, and did you edit it first etc? This is WAY back (2011) and two computers ago, with my first permadom testing things out. I assume this is at +0x8 just to get a feel of things, but I remember having a lot of fun with it. Pure fire rage. Does anyone have a build for fire/fire/fire? This guy had no armor/resists really.
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I was messing with corruptors, I've edited it thanks. Yes, applying actual damage is part of my argument - I said 'the time it takes to dump your payload.' +def and -tohit: the -tohit can be more powerful. +def has many types, and most have holes. -tohit is to all positions and all damage types in a sense. -tohit can be resisted, but +def can be debuffed, and there is a lot of -def in this game. Many ATs in this game have no access to defense debuff resistance either. I assume regen slotting is undervalued because it takes so much of it to be noticeable. Can you post your build?
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To think most endgame content tends to be entire teams being softcapped is a big no-no. I find that extremely hard to believe - maybe if itrials have tons of maneuvers or teams have some cold or ff defenders around perhaps but softcap is unlikely the norm, especially to all damage types or to all positions for every single player. I'd have to hear that from the devs themselves, otherwise there is no way. ...thus -tohit is still valuable if in decent enough quantity. AVs going down in 15 seconds doesn't always seem the norm either, plus regen ticks are faster than 15 seconds anyway, so -regen/heal is quite valuable. I never did hear if anyone confirmed if Reactive always beats Degenerative in farming or not (-maxhp which is different but it affects regen ticks.) Envenom is designed to be layered currently, needing two targets to maximize. You hit one target and they get -40% res, and a small area around that target (8 ft) gets only -20% resistance debuff. Then you are supposed to hit the 2nd target who then gets -40% and the secondary hits the first target for the weaker splash of -20%, 2 power applications within 30 seconds if you want full strength from Envenom. Weaken is the exact same story. Venomous Gas requires you to be in melee range and melee tends to be higher incoming damage. Poison Trap takes an extra half second to activate after the 1 second placement time which also tends to make the player run into melee range, unless you want to pull mobs but I don't see that very often anymore. Which holes are expected to be covered by your typical Poison defender? Surely not all of them, if that's even possible @DreadShinobi. EDIT: altered for defender values
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Here is a defender version of mine, change how you see fit: This Hero build was built using Mids Reborn 3.0.5.6 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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I was just wondering if there is a way to change it from CoV's background to CoH or Going Rogue's background somehow. I realize the title screen won't change because of the Homecoming logo, that is, unless someone makes those for the other two (CoV, GR.)
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Force Field (Cottage Rule Needs Not Apply)
JayboH replied to Apparition's topic in Suggestions & Feedback
I remember that the original devs said they were not going to toss absorption around as the new shiny toy as a response to people requesting it for FF - course that was a long time ago so... I like the idea of the Implosion Field but do it as a replacement for Repulsion Field as if it was in reverse - and make it applicable to a teammate, say a tanker. -
Mastermind Idea (probably not possible)
JayboH replied to Thrythlind's topic in Suggestions & Feedback
I wouldn't have anything against it, but I know in the past the devs have wanted to keep themes in the game, power flavors are by design, so dark blast for necro, assault rifle for mercs, etc. -
Tough to argue in a way; I doubt the founding devs knew how kb would play out in the long run with how teams are nowadays. Surely the kb to kd wasn't expected to be used in every Energy Blast power for example...
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Crack I mean Speed Boost
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2: no, but Poison Trap will help with the drain 3: I don't think so, but the nuke does seem to take a bit, then again I tend to skip short circuit
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I assume now you can save some money by skipping the Celerity in Sprint due to Steamy Mist not stacking?
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Yeah I just meant between Tactics and Assault I would go Assault, especially on a Defender, especially with Rad Blast.
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What about comparing it to Barrage?
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Pulses from where it lands. You can see the rings it creates and it's a huge 25 ft area.
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Traps is great on a mastermind. Triage needs to be reworked. It should be almost like Lifegiving Spores with a pretty short cooldown, maybe 15 seconds, not this 3 and a half minute garbage. It's a regen AOE up to 300%, not a heal, so it can't wake someone from sleep unlike Lifegiving. Keep it dropped at your feet unlike Lifegiving, only one can be out at a time. Time Bomb can be completely reworked and the cottage rule be damned if you ask me. Make it an Omega Maneuver clone or maybe even take the damage component out completely and just have it dish a taunt+debuff or maybe a knockdown patch of some kind, or perhaps a pet. The rest of it is great.
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I'd put Trick Arrow/Radiation Emission/Dark Miasma at the top probably. Poison isn't great at everything, it needs some dev attention - going by raw numbers it's great but in practice it's difficult to maximize due to several things: the time it takes to dump your payload, the way the AOE works is weird because the original design meant for you to spam different targets with them so that the weaker debuffs on the outside of the target would get layered with the primary and secondary values - oh and also you are expected to get within melee range for Venomous even though the set doesn't let you heal yourself or give yourself any buffs whatsoever to survive. The heal takes really long to affect your target depending on the situation, etc. Cold is a mix, it could use just a couple tweaks but it's good. Traps is really great on a mastermind specifically, and it's tier 9 could be reworked more if you ask me. Better set than some realize as a whole though, specifically Acid Mortar, Force Field Generator. Triage should be reworked too.
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Flash always (at least now after the changes.) Glue Arrow. Disruption Arrow. Poison Gas or Acid can be used after that but I tend to start attacking first. it's situational. Flash and Disruption are musts in every fight if you ask me. Glue is very useful in keeping the mobs contained in the Disruption area. Poison is nice for the -damage. Acid is for harder targets like bosses and up.
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I disagree. If you are playing rad blast, you are already making it easier for everyone including yourself to hit enemies as it is, and as teams get up there in slotting, accuracy/tohit is already well taken care of. Assault on the other hand is over 18.75% on a defender, making it the highest version of something everyone always and forever needs more of: damage. You only need so much tohit to fully accomplish what you need it to do... but damage? Damage you can stack forever.
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redside Why is it so hard for me to play Red Side?
JayboH replied to Dusty Longshot's topic in General Discussion
The environment makes me avoid it. -
Agreed, it's worth the tradeoff in my opinion as well
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It's the one thing I made a request for real early and was so happy they did it in the very next patch after I asked.
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...well the 6th slot is for accuracy of course. It actually is also a pretty tough little bugger. You can definitely test it and see that the procs go off as it fires.
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They are better at that nowadays due to the summoning/training changes we just got.