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JayboH

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Everything posted by JayboH

  1. Strange right? It's real inconsistent. There are days where it's liquid smooth the entire time. It's not like I am doing anything in the background either or have a bunch of programs gobbling up cycles.
  2. Weird right? I am talking about the popup tray, like say if you turn on Super Jump and Double Jump is in the tray as an example.
  3. Always liked my SR/Ice tanker. Took the confuse interface and the healing destiny along with the melee hybrid just in case. Overkill really, as ice melee has a lot of mitigation as it is.
  4. What setting do you think it could be tied to?
  5. Is Archery worse? I specifically remember Archery being incredibly low damage on defenders.
  6. You explained you can already remove the feature. How about helping with the performance issue instead?
  7. Talking about performance here, not to remove the feature.
  8. Yeah, usually mobs are not flopping or trying to run for a minute straight, which is how long PGA lasts. Stacks with Ice Arrow, but maybe you are right. I am also not a fan of sleeps other than the elec control patch, but that's not why I grabbed PGA. Do you have end issues?
  9. Is it just me? This thing seems very inconsistent when it comes to animating up and down. I have a decent machine: Ryzen 5900x RTX 3080 32 gigs RAM Win 10 64 bit 21H1 I turn on Super Jump for example and the sliding animation for the tray seems to randomly get real slow, pauses, continues going, etc. Just really odd.
  10. 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 ------------
  11. That's how the game is supposed to be balanced though - SOs. The devs are interested.
  12. Yeah that is weird. I assume it is intentional but strange to think tankers won't softcap anyway
  13. Who knows if it will ever be seen again - I am just hoping.
  14. 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.
  15. ...because SCORE had a redesign doc for it some years back with the intention of doing so.
  16. Still hoping to see Poison get changed.
  17. What happened to the huge lawyer fees?
  18. Agreed, this should be in suggestions.
  19. 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!
  20. 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.
  21. I wrote it in a way where we take a specific view for a reason.
  22. I brought up Mercenaries for this very argument. I gave you a scenario where I thought you could make the first part of your argument too. I addressed this.
  23. 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...
  24. 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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