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JayboH

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Everything posted by JayboH

  1. 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.
  2. 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.
  3. 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.
  4. The environment makes me avoid it.
  5. Agreed, it's worth the tradeoff in my opinion as well
  6. 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.
  7. ...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.
  8. They are better at that nowadays due to the summoning/training changes we just got.
  9. Not nuts about the idea for ice patch. I think it's great as-is, especially now. It's a great and cheap mitigation tool. Think of what other sets have to go through to compare, that being Repel from Kinetics and Sonic Repulsion from Sonic Resonance, both requiring heavy endurance slotting on top of changing kb to kd.
  10. I keep avoiding regen, hoping it gets a review/revision. Mentally the first thing I think of when it comes to Regen isn't the clicks, or what it used to be, or any of that - my first thought is always that I will get hit and get affected by every single debuff in the game. Naturally recharge debuffs are the scariest thing but regen debuffs and everything else affects you too. I just don't know if it is worth the character concept. It got some changes for the Sentinel version that was nice.
  11. I was just happy with ice patch getting sped up in the last big patch
  12. I know! Both Electric Affinity and now Trick Arrow in my opinion don't really have skippable powers (on a defender.) That is a great problem to have; do you sacrifice a good tool for another thing you want? etc. I have every power for those two sets on my characters because they are just too good to skip in my opinion. Before the change, I'd easily skip Flash Arrow for example - and some would skip Glue. Not anymore.
  13. Forgive me oh mighty forum, my transgressions are but minor!
  14. I had a brute like that as my first CoV character.
  15. The snipe changes affect all snipes, they all work like the blaster ones, just a heads-up. I haven't tried Tactical Arrow since the nerfs.
  16. No I just meant playing with combat port and fold space in general
  17. Any chance you have footage of you doing that? Would love to see it on Youtube or something
  18. Acid Mortar with 5 procs and an acc - fires 10 times, hits with an 8 ft AOE, 16 targets each shot. How does that work and is it OP?
  19. It is high, I was just comparing those other powers from City of Data
  20. Ah yes, the Energy Melee changes, that was good too. Teleport is very addictive as a travel power for me now. No more loss of gobs of endurance, you aren't in a rush to keep teleporting nonstop, it only needs a single slot, etc. I haven't tried Fold Space and the other changes yet.
  21. Besides the end cost savings mentioned by ZN, it kind of looks like it is about the right end cost when compared to Telekinesis, but more expensive than Repel and Sonic Repulsion.
  22. Electric Affinity for the Support sets perhaps sometime?
  23. Why
  24. Feel free to discuss other powers changes you've enjoyed here as well. I just wanted to take a step back and mention how great those two sets are after a lot of hard work.
  25. I just wanted to take a moment and thank all of the hard work (and patience with our feedback) in regards to Trick Arrow's revamp. There are some of us who waited something like 8 years after the original devs mentioned they wanted to show it some love. The set feels so much better now after all of your efforts. I've actually been seeing more Trick Arrow characters being played after the overhaul, which is a huge step in the right direction. It used to be looked down upon back in the day. Just know there are those of us out there who thank you and appreciate your hard work. I've only experienced it after the revamp on my defender but it's been great. I hope to see more of this kind of response as time goes on for other sets, because after Electric Affinity's creation and now the Trick Arrow revamp you are really on a roll. Seriously, thank you. 🏹 🏹 🏹
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