Jump to content

JayboH

Members
  • Posts

    1303
  • Joined

  • Last visited

Everything posted by JayboH

  1. 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
  2. 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
  3. No wonder the Trolls are so angry
  4. Is that what happened with Toxic Web Grenade?
  5. ↓ 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.
  6. 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
  7. 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.
  8. 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? --
  9. Just realized we could both probably try to fit the scaling resist proc somewhere
  10. 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
  11. 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
  12. 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 ------------
  13. I think keeping it exclusive makes it a plus for the Archetype
  14. 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
  15. Thankfully, many of us don't.
  16. 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?
  17. ...and not everyone finds them as a challenge and rather sees them as an annoyance not worthy of even misplaced nostalgic preservation efforts
  18. Just clone the Omega Maneuver. I've always thought at least on paper that the Omega Maneuver sounds brilliant.
  19. 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.
  20. 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
  21. 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...
  22. 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.
  23. 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
  24. 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!
×
×
  • Create New...