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JayboH

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Everything posted by JayboH

  1. 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.
  2. 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...
  3. Crack I mean Speed Boost
  4. 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
  5. I assume now you can save some money by skipping the Celerity in Sprint due to Steamy Mist not stacking?
  6. Yeah I just meant between Tactics and Assault I would go Assault, especially on a Defender, especially with Rad Blast.
  7. What about comparing it to Barrage?
  8. Pulses from where it lands. You can see the rings it creates and it's a huge 25 ft area.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. The environment makes me avoid it.
  14. Agreed, it's worth the tradeoff in my opinion as well
  15. 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.
  16. ...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.
  17. They are better at that nowadays due to the summoning/training changes we just got.
  18. 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.
  19. 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.
  20. I was just happy with ice patch getting sped up in the last big patch
  21. 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.
  22. Forgive me oh mighty forum, my transgressions are but minor!
  23. I had a brute like that as my first CoV character.
  24. 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.
  25. No I just meant playing with combat port and fold space in general
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