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Everything posted by JayboH
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The game does this to all sounds - when they 'stack' the volume gets crazy - and when you enter a door the game resummons and retrains your pets all at the same time. Necros are incredibly loud yes, and it is quite annoying.
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Yeah I do not understand how there is people here that really want things to not improve.
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I disagree.
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Why
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Well, kind of unrelated, but I do very much enjoy I think it was the 2nd try at Elec/Elec defender that you came up with. Very tough for a defender.
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Support Core boost doesn't double for pets
JayboH replied to Bierfuizl's topic in [Open Beta] Bug Report Archive
Yes that is out of whack -
There are some caves I don't mind, namely the really wide huge ones that aren't so claustrophobic
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Perhaps I've missed this elsewhere, surely I am not alone in my dislike of these things. Unlike some, I don't mind other cave maps. It's those terribly cramped blue/purple caves especially with the cake room. Please, at least remove them from possible radio missions.
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I remade Chet's build in Mids for others to see the real numbers: Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Poison Secondary Power Set: Dual Pistols Power Pool: Leaping Power Pool: Experimentation Power Pool: Speed Ancillary Pool: Psychic Mastery Hero Profile: Level 1: Envenom -- AnlWkn-%ToHit(A), AnlWkn-Acc/DefDeb(5), ShlBrk-Acc/Rchg(7), ShlBrk-Acc/DefDeb(7), TchofLadG-%Dam(9) Level 1: Pistols -- GldJvl-Dam%(A), GldJvl-Acc/Dmg(9), Dvs-Acc/Dmg/EndRdx/Rchg(11), Dvs-Acc/Dmg(11) Level 2: Weaken -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(13), SphIns-Acc/EndRdx/Rchg(13), SphIns-Acc/Rchg(15), CldSns-%Dam(15) Level 4: Empty Clips -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(17), PstBls-Dmg/Rchg(17), PstBls-Dmg/Rng(19), PstBls-Acc/Dmg/EndRdx(19) Level 6: Combat Jumping -- UnbLea-Stlth(A) Level 8: Neurotoxic Breath -- ImpSwf-Dam%(A), PcnoftheT--Rchg%(21), TmpRdn-Acc/Slow(21), TmpRdn-EndRdx/Rchg/Slow(23) Level 10: Swap Ammo Level 12: Speed of Sound -- Run-I(A) Level 14: Alkaloid -- HO:Golgi(A), Prv-Absorb%(23) Level 16: Bullet Rain -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(25), PstBls-Dmg/Rchg(25), PstBls-Dmg/Rng(27), PstBls-Acc/Dmg/EndRdx(27) Level 18: Toxic Dart -- Empty(A) Level 20: Elixir of Life -- StdPrt-ResKB(A) Level 22: Paralytic Poison -- Lck-%Hold(A), GhsWdwEmb-Dam%(29), Lck-Acc/Rchg(29), Lck-Acc/EndRdx/Rchg/Hold(31) Level 24: Suppressive Fire -- Acc-I(A), GhsWdwEmb-Dam%(31), NrnSht-Dam%(31) Level 26: Poison Trap -- Erd-Acc/Rchg(A), Erd-%Dam(33), GhsWdwEmb-Acc/Hold/Rchg(33), GhsWdwEmb-Acc/Rchg(33), GhsWdwEmb-Dam%(34), Ent-Rchg/AbsorbProc(34) Level 28: Corrosive Vial -- UndDfn-DefDeb(A), UndDfn-Rchg(34), TchofLadG-%Dam(36), Bmbdmt-+FireDmg(36), Ann-ResDeb%(36) Level 30: Executioner's Shot -- Dcm-Acc/Dmg(A), Dcm-Acc/EndRdx/Rchg(37), Dcm-Acc/Dmg/Rchg(37), Dcm-Dmg/Rchg(37), Dcm-Build%(39) Level 32: Venomous Gas -- TchofLadG-DefDeb/EndRdx(A), TchofLadG-%Dam(39), AchHee-ResDeb%(39), DmpSpr-ToHitDeb/EndRdx(40), DflEgo-ToHitDeb(40), DflEgo-RecDeb%(40) Level 35: Adrenal Booster -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), ToHit-I(42) Level 38: Hail of Bullets -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg(43), SprVglAss-Acc/Dmg/EndRdx(43), SprVglAss-Acc/Dmg/EndRdx/Rchg(43), SprVglAss-Dmg/EndRdx/Rchg(45) Level 41: Dominate -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(45), Thn-Acc/Dmg/EndRdx(45), Thn-Dmg/EndRdx/Rchg(46), Thn-Dmg/EndRdx(46) Level 44: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(46), UnbGrd-ResDam(48), UnbGrd-ResDam/EndRdx(48) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(50) Level 49: Dual Wield -- Dvs-Hold%(A), Dvs-Acc/Dmg(50), Dvs-Acc/Dmg/EndRdx/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: 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 1: Sprint -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(5) Level 10: Chemical Ammunition Level 10: Cryo Ammunition Level 10: Incendiary Ammunition ------------
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Wouldn't Poison make a decent secondary/primary for DP?
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God I hope you are wrong. If this ever becomes the case, they could invent anything and everything in some varying levels of implementation to paint all other servers into a corner. Fearing accusations from those guys is not the way to go, it could ruin everything.
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Ehh... don't know about concept, Beam Rifle, Energy Blast, etc. I could see a possible argument for a light/holy type set since we have dark abilities but even that is a stretch. If it was holy (which definitely has some comic origins) then I would make it a combo of energy/fire damage instead of always making everything a combo of lethal or smashing with something else. Side effects besides dots could be fear and/or disorient.
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Support Core boost doesn't double for pets
JayboH replied to Bierfuizl's topic in [Open Beta] Bug Report Archive
If this is true, I'm curious why Core is weaker. It offers less buffs, is smaller radius and it's weaker to boot? It's stating other than not offering the pet doubling, it's going to give more defense, more damage, more accuracy, plus add in healing and mez buffs plus it is an additional 30 ft bigger? That's only a 4% difference for pets for all that if the chart is right. wut -
Will that still make Mercs the bottom of the barrel when all the other primaries use those same investments, incarnates, and clever abuses of game mechanics? I couldn't believe how bad they were when I would make instant 50s with all the bells and whistles on the closed beta test server. I had been toying with a Mercs/FF and would only go back to him every few months if that because it was so painful to level. Now sure, part of it is the secondary choice, but I had no idea just how bad Mercs were until I started playing with them on test.
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Threads like this make me sad. How to get around a terrible imbalance basically. 😩
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Excellent! Thank you
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If EM is getting fixes, it would be a really good time to incorporate changes required to port it to Scrappers, even if that includes nerfs for that particular AT version.
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That's an easy port fix of course...
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So what have you settled on as far as a completed build - or are you waiting to feel things out at 50 first? I tend to save your completed builds.
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So what are we guessing the Tactical Arrow nerfs will be? I know they mentioned it is getting nerfs officially - I think it was during Page 5 beta that the main powers dev confirmed it
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It's not like they don't have some resists, they just don't have inherent resists, then again I don't know if you even bothered to look at it. I would still like to see how you would create a build with that combo anyways even knowing full well your stance on it.
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I've mentioned this elsewhere: I had (and have) an SR/Ice tank that can handle the incarnate trials as well as any other - now sure, Ice has a lot of mitigation, and I use Rebirth Destiny, and just in case I have Melee Hybrid but I really never use it. You can use regular IOs to reach incarnate softcap and since there is zero fear of cascade failure with SR I just thought I would mention it as a reply to your comment about "It's a lot of power without having to work hard to get it" ...oh, also, it's not like SR has no resists
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Reminder that tanks have SR
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If it's ever brought back to its former glory or buffed in general, it will still likely be inferior to many others simply because it gets hit with every debuff with very little resist - at least electric armor (which also gets hit with everything) resists some debuffs by comparison EDIT: actually I don't think regen has any resists to debuffs at all
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Let's see your build version with the same combo. I want to improve it; I said right in the beginning I was messing around with it.