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JayboH

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Everything posted by JayboH

  1. JayboH

    Rad/Rad

    Hmm... couldn't find any in my archives, but I do have tanker and brute versions, in case you wanted to try to adapt them
  2. I'm not sure if you've read the thread, as the main two people that are opposed to the idea of any changes or improvements didn't explain anything when questioned either - also the title mentions the word 'recreate' and I've only referenced removal in the form of radio rotation
  3. I've never created an ice/ice melee damage dealer before. I found this some time ago, and was wondering if there are better builds out there that you could suggest, as I am getting close to 50 and can respec now to prepare. Would it be better to go for Physical Perfection, the Water Spout takes half a minute to do its damage and can only be cast once a minute or so, etc. Would love to see other Ice/Ice builds that work well also if possible. Thanks! Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! iScream: Level 50 Mutation Scrapper Primary Power Set: Ice Melee Secondary Power Set: Ice Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Ice Sword -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(11), CrsImp-Acc/Dmg(21) Level 1: Frozen Armor -- RedFrt-Def(A), RedFrt-Def/EndRdx(5), RedFrt-Def/EndRdx/Rchg(5), LucoftheG-Def/Rchg+(31) Level 2: Hoarfrost -- Mrc-Heal/EndRdx(A), Mrc-Heal/Rchg(7), Mrc-Heal/EndRdx/Rchg(7), Mrc-Heal(19), Mrc-Rcvry+(19) Level 4: Frost -- CrtStr-Acc/Dmg(A), CrtStr-Dmg/Rchg(9), CrtStr-Acc/Dmg/Rchg(9), CrtStr-Dmg/EndRdx/Rchg(11), CrtStr-Acc/Dmg/EndRdx/Rchg(15), CrtStr-Rchg/+50% Crit(37) Level 6: Chilling Embrace -- EndRdx-I(A) Level 8: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit(13), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit/Rchg/EndRdx(33), GssSynFr--Rchg/EndRdx(40), GssSynFr--ToHit/EndRdx(46) Level 10: Wet Ice -- EndRdx-I(A) Level 12: Ice Patch -- RechRdx-I(A) Level 14: Super Jump -- WntGif-ResSlow(A) Level 16: Glacial Armor -- LucoftheG-Def/Rchg+(A), RedFrt-Def(17), RedFrt-Def/EndRdx(17), RedFrt-Def/EndRdx/Rchg(45) Level 18: Greater Ice Sword -- ScrStr-Acc/Dmg(A), ScrStr-Dmg/Rchg(23), ScrStr-Acc/Dmg/Rchg(23), ScrStr-Dmg/EndRdx/Rchg(29), ScrStr-Acc/Dmg/EndRdx/Rchg(29), ScrStr-Rchg/+Crit(40) Level 20: Energy Absorption -- LucoftheG-Def/Rchg+(A), EndMod-I(21) Level 22: Kick -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), Ags-ResDam/EndRdx/Rchg(25), Ags-ResDam(25), Ags-ResDam/Rchg(37), Ags-ResDam/EndRdx(43), Ags-EndRdx/Rchg(45) Level 26: Freezing Touch -- Mk'Bit-Acc/Dmg(A), CrsImp-Acc/Dmg(27), Dmg-I(46), TchofDth-Dam%(34), GhsWdwEmb-Dam%(45), NrnSht-Dam%(27) Level 28: Permafrost -- GldArm-3defTpProc(A) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(50) Level 32: Frozen Aura -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Acc/Dmg/Rchg(33), Erd-Dmg(33), Erd-Acc/Dmg/EndRdx/Rchg(34), Erd-Acc/Dmg/Rchg(34), Obl-%Dam(50) Level 35: Icicles -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Acc/Dmg/Rchg(36), Erd-Dmg(36), Erd-Acc/Dmg/EndRdx/Rchg(36), Erd-Acc/Dmg/Rchg(43) Level 38: Icy Bastion -- Ags-ResDam(A), Ags-ResDam/EndRdx(39), Ags-ResDam/Rchg(39), Ags-EndRdx/Rchg(39), Ags-ResDam/EndRdx/Rchg(13) Level 41: Water Spout -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(42), OvrFrc-Dmg/End/Rech(42), OvrFrc-Acc/Dmg/End(42), OvrFrc-Acc/Dmg(43) Level 44: Hasten -- RechRdx-I(A), RechRdx-I(46) Level 47: Spirit Shark Jaws -- Acc-I(A), NrnSht-Dam%(48), GldJvl-Dam%(48), GhsWdwEmb-Dam%(48), GldNet-Dam%(50), EntChs-Heal%(40) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), EndMod-I(15), PrfShf-EndMod(37) Level 50: Agility Core Paragon ------------
  4. I think keeping it exclusive makes it a plus for the Archetype
  5. Well, number tweaks aren't against the rules; adjust accordingly EDIT: noticed they have the exact same recharge: 6 minutes, which is very long - although Omega has a 2 second cast time and no interrupt
  6. Thankfully, many of us don't.
  7. Mine: 1st: Triage Beacon 2nd: Detonator/Time Bomb I like Seeker Drones for soaking alpha and debuffs. Shorter recharge would be nice, but doesn't need much. Nothing wrong with Web Grenade really. Trip Mines aren't that bad. What if Acid Mortar had its resistance debuffed removed and the tier 9 was the sonic grenades that longbow get? ...or, how about Seeker Drones become the tier 9 with a larger damage component, and instead earlier in the tiers we get a droppable Circle of Thorns +endurance crystal (in a device form) to go with Triage Beacon?
  8. ...and not everyone finds them as a challenge and rather sees them as an annoyance not worthy of even misplaced nostalgic preservation efforts
  9. Just clone the Omega Maneuver. I've always thought at least on paper that the Omega Maneuver sounds brilliant.
  10. Most incoming damage has a mix of smashing/lethal/energy and intentionally looking to getting debuffed/mezzed when you don't have to is frankly a weird argument in my opinion. It has not been my experience that most debuffs have zero smashing/lethal/energy components. Least busy secondary - are we really going to compare Traps to Force Fields and say that with a straight face? It's slightly less busy than Trick Arrow perhaps. It's not like Traps doesn't benefit from bodyguard and the pet resist IOs - I'm just having a hard time believing that getting hit possibly 5% of the time with bodyguard and pet protection IOs plus other set bonuses is 'pointless' as you put it compared to getting hit with everything all the time for lesser damage with the same debuff resists as being defense softcapped, especially with how Triage works currently.
  11. Pretty sure several people for a number of years have wanted a Device Control set for thematic reasons, but that's probably another topic entirely
  12. Ehh several of us including me believe they are a bit too claustrophobic; there are other caves that offer better breathing room and thus mob placement/density is also better. Think of an 8 man Mastermind team in those blue/purple caves...
  13. I'll just spit out my list as I've talked about this a number of times before: 1. Triage Beacon (and Spirit Tree) should be limited to one activation at a time and have a vastly shorter cooldown. Does not need to be a toggle - keep it as a droppable object but make the old one vanish and lower the cooldown by a lot. 2. Keep Trip Mine but get rid of Time Bomb/Detonator - there is no reason to have both of these and I would vastly prefer something like Gun Drone or some kind of toggle for the tier 9. I believe there is a whole thread discussing the mess that is Detonator specifically but if damage is a balance factor via the tier 9 for the whole set, you could always make the tier 1 a Toxic Web Grenade like Devices, which could help others with their problem with it. I think the rest is fine. I do not want Triage or Acid to be mobile. Keep them as-is with the aforementioned changes.
  14. This perhaps is unrelated, but I noticed on Sentinel DP that when you activate the offensive vulnerability using incendiary bullets when your bar is full that it never seems to get damage ticks to go off. I tried over and over and could never get the damage ticks to activate when doing this
  15. A list could help the person who might be able to make this a global thing - a dev tracker / dev digest if the software allows as well. Good thinking and major kudos for working on a list!
  16. Yes, if a mod wants to move the thread that would be fine, and yes, considering that option, I would think it would be possible to do on a global-level instead of leaving it to the individual to find out who are all the devs and GMs and so on and follow every account on their personal account
  17. That's why I stressed that you can expect to get zero new content with the same arguments used against any and all changes to the blue/purple caves
  18. Would be nice if this could be created for us. It can be difficult to keep up with everything in every thread - not sure if this is possible with the current software used though.
  19. For Thugs/Traps you can softcap yourself AND your pets though, so the bodyguard argument isn't as powerful as you think it might be. I get what you are saying, but softcapping yourself instead of just going max resist protects against all the debuffs you would eat, which is also why Regen and Electric Armor have some issues in my opinion.
  20. According to Captain Powerhouse, it's supposed to be.
  21. There is also a disconnect from some thinking designer and designer tools are all that is involved. Creating the actual map content from nothing is what I was leaning towards and not just design. I am not talking about piecing rooms together. I mean actual polygon and texture creation, not what a designer typically does. I am not talking about making maps out of already-constructed art assets.
  22. Oh, perhaps you haven't read the thread then. Game development is still using SOs for balance.
  23. That's fine, recreation in the new tools is great; but a couple people are fighting really hard to not get any improvements made at all to what in my eyes gets an awful lot of complaints over the years: the blue/purple caves
  24. Well, let's clarify that we are talking about MMs in general and not your very narrow use case of one character with a specific combo and specific build
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