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Everything posted by JayboH
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That's exactly what everyone does to other players when they rip Sentinels to shreds - they completely dismiss those that enjoy the AT, which is exactly why I posted that in the very next sentence you cut out of the quote. Shoehorning it into the armor toggles would make them perma, would cut the positioning focus of the AT in half, and would actually increase the player's survivability even more since tohit checks couldn't be implemented (think about it - even if you made it possible, how would the game know you want to heal off the minion instead of the AV?) Putting them into armor toggles would be like granting Soothing Aura on a bigger scale or like an Emp Defender with Healing Aura on autoclick to the always-on armor toggles. Downtime might actually be encouraged for group hugs.
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The first two attacks aren't going to both be AOE heals however for this AT. I suggest making the AOE heal part of the second attack choice for most. The first ability might be something minor, like a single-target slow tied to an attack. As far as pairing a great melee attack with a sub-par effect, first of all there is no requirement for sub-par effects to exist, but let's pretend that happens: I don't see an issue at all. Making it very hard to choose abilities vs skipping them should be a goal in any set's design. Make it kind of suck to skip an ability always for everything in every set! That is a very good thing in my opinion. If you want your attacks to be attacks and other powers focused on their respective effects... well the good news is that there is other ATs that do just that. I think Sentinels need an overhaul as do a lot of people, but in the meantime there are players who enjoy playing them as a mixed AT: range blasts + armor. This is similar in that regard. Shadow Maul got changed recently by the way.
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It would be no different from a defender skipping their aoe heal in order to pick something else. It's also no different from a blaster not taking their first two powers that they are supposed to be able to use while mezzed according to their inherent design. People can and do skip armor abilities as well. If we did it the way you mention, that would basically make every secondary a required selection, would it not? That wouldn't really solve the issue you presented if so. The concept here is that everything would require a tohit check with the exception perhaps of the tier 9 if you want to do something special there on the primary. Positioning is key, kind of like how Grant Cover works only on a bigger scale. You could however take certain abilities out of the secondaries that debuff enemies or deal direct damage like damage auras and replace with a single target heal perhaps and make that part of it (and the AOE heal on primary hit concept stays too.) Now that doesn't do anything if you are soloing, unless you want it to grant a passive regen buff perhaps that you get just by picking the power.
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I know - the topic has appeared multiple times over the years, here's a few ideas: Attack primary / armor secondary Scrapper-level armor/health/caps Primary damage does somewhere in the neighborhood of dominator assault and non-vigilance defender numbers. Primary grants AOE buffs/heals/debuffs upon enemy hit only around the caster (or enemy) with a few exceptions: build up attack which is in every primary and only grants it to the caster, like Claw's Follow Up. The buffs/heals also affect the caster. The heals would likely come from the second attack and would likely be a bit weaker than a corruptor's, but since the cooldowns are the same from other melee AT's they will be typically casting these weaker heals more often. Debuffs would have a smaller radius than the heals/buffs. A support bar gets filled (like dominator/sentinel) and the player can click a special ability that spends the bar that grants a buff/debuff in a large aoe around the player that lasts a decent duration. This buff/debuff can only be one or the other dependent on a selector switch (like Dual Pistols/Staff.) Whatever selection the player chooses will appear on the buff bar as an inherent gray icon with a green or red border. This buff/debuff ability can vary between sets - like electric melee can grant recovery or debuff recovery, dark melee could grant to-hit or debuff to-hit, staff could grant an endurance discount or a recharge debuff, etc. The buff/debuff special ability can be perma if the player continues to successfully attack enemies and recasting it before the previous buff/debuff wears off. The heals/buffs/debuffs from your primary are always present - this Special ability is a separate ability on top of what was mentioned. Positioning is intentionally a big deal with this AT by design. Players would likely want to be within the various AOE radius of the Melee Support to take advantage of the primary support and the special ability if the Melee Support has it switched to buffs (since the inherent icon can be seen on the buff bar for the player by anyone in a standard team.) Super teams of all Melee Support would likely do fairly well. Think Paladin class or for a more-recent development, look at Brigitte from Overwatch. Buffs/debuffs cannot stack - they just refresh or restart the duration if used repeatedly within the duration window. Just tossing some ideas around. Survivability would be high for the player however damage cannot compete with other melee ATs solo without the build up attack and the inherent special active. They can mini-tank like scrappers in a pinch but have no primary or inherent taunt ability - only damage and possible taunt auras from their secondaries.
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In that case it might be a decent idea as you could make variations necessary to port it to those types.
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A mix of ranged/melee lends itself to blaster manipulation and dominator assault sets.
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Whiffing a bit more than I'd like, especially on Ice Sword
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All enemies have global chance to proc +to-hit
JayboH replied to aethereal's topic in Suggestions & Feedback
I very much dislike this idea because you can die to RNG without the ability to react or outplay it in any way. -
Falling through the floor at the PI police station
JayboH replied to Shred Monkey's topic in Bug Reports
Should note that '/stuck' does not fix this issue either, even upon multiple uses. Closing the client and waiting for the full logout seems to be the only way at the moment - using teleporters does not fix it either. -
They are all private servers (Homecoming is also a private server.) Earlier in the thread it's been said that internal testing for Page 6 is being done on other servers, yes. Jimmy mentioned the Resurgence (closed beta) server is where some of it is taking place. They will want feedback when it hits the Homecoming beta server also, whenever that may be.
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Falling through the floor at the PI police station
JayboH replied to Shred Monkey's topic in Bug Reports
Yep this just happened to me. (EDIT: same exact thing too, going inside the Peregrine Island police station.) I went to character select, and the next character I chose had the exact same problem. You cannot see your character at all, right? Hitting the B key does not fix it, nor does Home or End, etc. It's like you are mostly below the floor but not quite all the way. -
With some of the replies I just want to reiterate that yes, if you go full end reduction on things you can make it manageable... ...however your secondaries already do less than other ATs and they can actually slot enhancements that buff their already-superior abilities without having to slot as much endurance reduction, so it's double-dipping in that regard, making your secondaries even weaker than they already are
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I just got the slot unlocked so I have nothing currently. You can see the build and swap Alphas above, tell me what you think
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Ok due to a very generous person I was able to build it and I made only a few changes, like Super Jump instead of Super Speed, I believe I might have changed one of the PBAOEs to have a bit more end cost reduction, and now I am trying to work towards an alpha but not sure what to grab. Would I lose a huge amount of damage by going with something other than Musculature? It's an end hog, and you aren't softcapped when you go in to take an alpha - you have to hit EA pretty regularly especially if you ever use Water Spout with the Achilles in it - that sucker takes a quarter bar by itself. Agility would softcap some stuff and get me more recovery (plus more drain on EA) plus it makes EA come up faster. End cost reduction would be wonderful but that's only in Cardiac and Vigor. Vigor would make a little more sense as Ice Sword whiffs against +2s a bit more than I'd like since Touch of Death's acc is kinda low. I dunno. I know Ageless is an option but I keep thinking Rebirth makes more sense for a defense character who only has Hoarfrost for heals. Thoughts?
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Wouldn't skipping chilling embrace make more sense than arctic - already have so much -rech and slow
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Huh? I run in +4 radio missions in Peregrine often as well, where the player is only +1 - not saying solo
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Cripes I missed this post. That is insane. Then again I think the whole AT could get a revision and that would be a ton of work. We already mentioned in other threads the whole end penalty is misguided and how wonky it gets doing high content with pets 6 levels below +4s and so on, and of course Mercs
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They did.
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My favorite builder Bionic_Flea offered this one up, feel free to tweak. I've got one at 48 and nowhere near the inf to create it yet. Time to spend many days farming. 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! ice-ice scrapper: 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 -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(5), TchofDth-Dmg/Rchg(5), TchofDth-Acc/Dmg/EndRdx(7), TchofDth-Dmg/EndRdx/Rchg(7), TchofDth-Dam%(9) Level 1: Frozen Armor -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(3), LucoftheG-Def/Rchg+(3) Level 2: Frost -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(11), SprScrStr-Acc/Dmg/Rchg(13), SprScrStr-Dmg/EndRdx/Rchg(13), SprScrStr-Acc/Dmg/EndRdx/Rchg(15), SprScrStr-Rchg/+Crit(15) Level 4: Hoarfrost -- Prv-Heal(A), Prv-Heal/EndRdx(25), Prv-EndRdx/Rchg(25), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(34) Level 6: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(43), GssSynFr--ToHit/Rchg/EndRdx(46), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(48), GssSynFr--Build%(50) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 10: Wet Ice -- EndRdx-I(A) Level 12: Chilling Embrace -- ImpSwf-Dam%(A), ImpSwf-EndRdx/Rchg/Slow(50) Level 14: Kick -- FrcFdb-Rechg%(A) Level 16: Glacial Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(17), LucoftheG-Def(17) Level 18: Greater Ice Sword -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(19), SprCrtStr-Acc/Dmg/Rchg(19), SprCrtStr-Dmg/EndRdx/Rchg(21), SprCrtStr-Acc/Dmg/EndRdx/Rchg(21), SprCrtStr-Rchg/+50% Crit(23) Level 20: Energy Absorption -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(42), EndMod-I(50) Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(23), UnbGrd-ResDam(36), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-Max HP%(37) Level 24: Super Speed -- Clr-Stlth(A) Level 26: Freezing Touch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(27), SprBlsCol-Acc/Dmg/EndRdx(27), SprBlsCol-Acc/Dmg/Rchg(29), SprBlsCol-Dmg/EndRdx/Acc/Rchg(29), SprBlsCol-Rchg/HoldProc(31) Level 28: Permafrost -- Ags-Psi/Status(A), ImpArm-ResPsi(43) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(39), LucoftheG-Def(40) Level 32: Frozen Aura -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(33), Erd-%Dam(33), SprAvl-Acc/Dmg(33), SprAvl-Dmg/EndRdx(34), SprAvl-Rchg/KDProc(34) Level 35: Icicles -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(37), Erd-%Dam(37), Obl-Acc/Dmg/Rchg(39), Obl-Acc/Dmg/EndRdx/Rchg(39), Obl-%Dam(42) Level 38: Icy Bastion -- Ags-ResDam/Rchg(A), Ags-ResDam/EndRdx/Rchg(42), Ags-EndRdx/Rchg(43) Level 41: Water Spout -- AchHee-ResDeb%(A) Level 44: Spirit Shark Jaws -- HO:Nucle(A), HO:Nucle(45), Apc-Dam%(45), UnbCns-Dam%(45), GldNet-Dam%(46), GldJvl-Dam%(46) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 49: Ice Patch -- EndRdx-I(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 -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(40), Mrc-Rcvry+(40) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PwrTrns-+Heal(A), PwrTrns-EndMod(9), PrfShf-End%(11) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Core Paragon ------------
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Ice Melee got improved awhile back, and I am finding it extremely difficult to find great builds for this combo
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Adjust merit costs for certain items
JayboH replied to Yomo Kimyata's topic in Suggestions & Feedback
On the other hand, I don't think the cost difference translates well enough to the bonuses they provide (in the opposite direction.) I wish they were a bit more common. Their availability is crazy rare for the player base size we have. -
Kind of depends - I've had pies that could rival certain cheesecakes. I dislike overly-dry cheesecakes like chocolate ones and so on. My favorite is plain cheesecake with cherry pie filling on top.
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1. There are/were thousands, so stating it is narrow isn't true. 2. This is assuming he is/was using it for income instead of hosting costs, which would also affect taxes, and is completely ignoring the possibility that people don't want to say goodbye to their hard-earned characters in the years and years the server existed, with character ports from before the shutdown as well. This is also assuming this would speed up your own access to it which is a big conclusion jump in of itself.
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Curious; why would that be a concern - how would that affect development in a concerning way
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Cool