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JayboH

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Everything posted by JayboH

  1. AHA... I was worried it was on my end.
  2. The title mentions recreation.
  3. 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
  4. Is it? The only thing I've heard has been crazy is power supplies and webcams.
  5. Kinetic Melee reduces how much damage you have to regen from
  6. Isn't it kinda nuts that cold damage isn't inherently capped
  7. 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
  8. 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.
  9. 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.)
  10. 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? --
  11. Well yes and no, I mean they can slot less end reduction and slot more of whatever boosts the main purpose of the power
  12. The 'heh' wasn't clear? 😛
  13. 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
  14. 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
  15. No wonder the Trolls are so angry
  16. Is that what happened with Toxic Web Grenade?
  17. ↓ 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.
  18. 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
  19. 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.
  20. 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? --
  21. Just realized we could both probably try to fit the scaling resist proc somewhere
  22. 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
  23. 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
  24. 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 ------------
  25. I think keeping it exclusive makes it a plus for the Archetype
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