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JayboH

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Everything posted by JayboH

  1. Yeah exactly, and it looks great too (minor thing but yeah I think it looks good.) EDIT: Oh, the one downside is that layering various DoTs is usually pretty sweet, which this would be hard for an individual to do if the length is that short, but I guess we just look at Savage and see how that one plays.
  2. I think 2.5 s is long enough - basically the idea is to avoid corpse blasting and wasted endurance right? That goes for kill steals too. 2.5s should be a decent max for many animations a player gets locked to - so the only thing to watch is if you queue up another attack.
  3. No, I was perfectly fine on this machine for years, this is something recent. It is liquid smooth - then randomly just a split-second hiccup, then liquid smooth immediately after.
  4. AHA... I was worried it was on my end.
  5. The title mentions recreation.
  6. To me this is mostly just a side effect. I was mostly talking about the wall construction for the map being very restrictive/claustrophobic and annoying. I gave the example earlier of having 8 masterminds in a blue/purple cave. Here is what it is like for a very LOW LEVEL mastermind team on an office map. Now think of that with level 50 with even more pets and more effects in a more restrictive blue/purple cave map.... ...yeah
  7. Is it? The only thing I've heard has been crazy is power supplies and webcams.
  8. Kinetic Melee reduces how much damage you have to regen from
  9. Isn't it kinda nuts that cold damage isn't inherently capped
  10. Yeah I was mentioning in my first post to only allow one at a time and to make it work like Faraday Cage for that reason, only with a slightly longer recharge
  11. No. I'm saying you are assuming a lot - all the changes discussed so far, plus a fundamental change in how the game is balanced (IOs instead of SOs,) and that most players will make these kind of builds to justify 600% as the de facto norm, as if they all know how, will do it, and can afford it, or are even aware of it to justify an intentional rebalance that the developers would agree with keeping that in mind as a goal.
  12. The only reason it was brought up is because people marveled at the difference the changes in issue 24 made for blasters, AND because you said it was a low benefit power. It doesn't necessarily come at a cost of 600% regen, as that is assuming a whole lot. (Yep, it's doable, and still assuming a whole lot.)
  13. Oh I was looking at integration's stats wrong, but still, I was right about the 300% regen. A lot of final builds offer less than that for a character without Triage plus I was right about the blaster sustains. I still dislike the mobile idea; I would prefer having it work more like Lifegiving Spores without the toggle. Leaning more towards Faraday Cage only maybe a little higher cooldown. EDIT: would this directly affect Spirit Tree since they are the exact same ability with different graphics? --
  14. Well yes and no, I mean they can slot less end reduction and slot more of whatever boosts the main purpose of the power
  15. The 'heh' wasn't clear? 😛
  16. 1. Having 300~ regen in a big 40' area everywhere is not a low benefit power - that's like Fast Healing + Integration combined, it's faster than any of the blaster regen sustains, and it does it on top of all the other benefits an entire team has 2. Agreed 3. Agreed, as is Trick Arrow I would never suggest giving more interrupt to abilities in this game - I get you really want to have mega recharge for the set so you can stack it
  17. That's not the only argument either; you are paying for a weaker ability level in your secondaries as it is compared to the other ATs, meaning you may have to spam them more even if you are slotting twice as much end reduction
  18. No wonder the Trolls are so angry
  19. Is that what happened with Toxic Web Grenade?
  20. ↓ Heh. I have read them all, and improvement/recreation should be completely fine and encouraged. Removal as I've clarified many times is from radio rotation ideally.
  21. Yeah I assume it would need to be similar to Time Bomb's damage, it's just that having trip mine and time bomb together is really weird and just yuck Considering the state of play today I mean
  22. hmm... but that might be ok in this case, considering trip mine and it's in a support set. I guess Oil Slick in support sets is unique but it does take a good while for the damage to be dealt. I don't count Fallout because of the player death requirement.
  23. Yes, with my favorite character before shutdown: Flint Eastwood, a fire/fire scrapper. Yes, that means enemies run from burn. I was a big fan of proc damage back when they were new. Anyways, when doing incarnate trials repeatedly, whatever team they would throw me on would immediately overtake the other one when it came to fighting bosses simultaneously. They would instruct me to shift in League chat from one target to the other (just me, not that I wasn't already doing that on my own.) Eventually they put me on adds because Flint would just tear up stuff crazy fast and everyone knew it from the league chat and doing many trials back to back. Made me feel like a million bucks because I made that build on my own. Trials were still fairly fresh at the time. EDIT: oh, and I don't know if any of you remember this or not, but back then everyone was guessing how drops were calculated and how it tabulated participation for the drops, so it was also highly encouraged to do everything you could during those trials. I couldn't just sit there waiting for the other team to catch up. Anyone remember all the discussion about that back then? --
  24. Just realized we could both probably try to fit the scaling resist proc somewhere
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