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JayboH

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Everything posted by JayboH

  1. It's also not common to have end-granting abilities in most secondaries
  2. Well, you can make what is it, 5000 characters on Homecoming alone if you don't count the beta server? Could have kept them I'm sure
  3. It doesn't say anything, it has a graphic effect. There are no words that appear to answer your question.
  4. Devs have stated Trick Arrow is getting buffs in the next major patch
  5. Is it just me or has there been patches to live recently? Just today it took awhile and I have it on an SSD
  6. If you aren't into your SR/DM tank, may I suggest SR/Ice. Lots of mitigation there until you can get softcapped with SR (which doesn't take much for tankers.) I have a SR/Ice prior to the shutdown and he was incarnate softcapped - he could handle anything the other tanks could during trials. Just go for the healing destiny and in my case I went with the confuse interface for even more and also the melee hybrid just because. Ice melee was buffed awhile back so frost and freezing touch hit like trucks. Frozen Aura does footstomp damage in a smaller radius.
  7. Ah true, still I didn't notice at first glance
  8. Yeah I can't imagine they would want it to stack.
  9. Wow that's pretty bad.
  10. It shouldn't stack right? It should refresh instead, no?
  11. We've addressed this in the thread, and secondaries and so on cost more than any other AT in the game with access to the same secondaries, and we've addressed why the IO argument isn't valid
  12. Do you have a finalized build you could share?
  13. Never really heard too much bad about bots, but I understand they would be vastly worse if they didn't have their regen debuff or something like that
  14. ...I mean, they have to be the absolute worst primary right?
  15. I have my hands into a little bit of everything the last couple of days so I will check it out in a day or two; I can only imagine the mountain of discussion that is Mercenaries...
  16. Oh wow, I have some reading to do. Cool.
  17. Whip attacks debuff resistance by less than 9.4% each by the way. Corruption costs 6.5 end, 1.23 seconds Lash is 10.66 end, 1.8 seconds Crack Whip is 17.94 end, 2.33 seconds That's 35.1 endurance out of 100 to debuff a target's resistance by 28.125% which takes 5.36 seconds to cast if done back to back allowing 4.64 seconds for other incoming damage to take advantage before the resist debuff gets weaker. Naturally 35.1 endurance isn't going to recover naturally during that 4.64 seconds and of course we are doing it in a vacuum by dismissing tohit checks and end cost enhancements (and recharge) and also dismissing the damage the attacks do to the target. I guess primaries can keep their end cost penalties, but why does everything else have to have it too? The leadership discussion is an interesting one. It would be kind of neat to allow MMs to have defender-strength leadership IMO - their secondary sets would stay weaker than defender's, they don't get the cool inherent properties defender's do with increased damage and end cost reduction that vary depending on team size and health. Leadership you would think should be amazing lore-wise on MMs.
  18. Yeah and again stressing SO balance to boot. I don't think the whole 'pets do everything' argument holds any weight at all in today's game for the multiple reasons given here. I'm not sure how common Ageless is for MMs, but I'm sure they figured most would go for Support Core Hybrid. Max level that's only a 10% end reduction
  19. Yeah summoning speed is certainly an issue, and they can get hit during that animation time (if I recall,) yet you cannot train them during that animation time or buff them individually or heal them without an AOE. Those mentioning the idea that things are this way because MMs don't spend endurance to do the majority of their damage couldn't have read the thread or even the OP. 😐
  20. You should be: it's designed to be worse, on purpose, and if it isn't, you've just discovered a bug. That's what I am questioning - I explained spamming secondaries contrasting to other ATs that may be played the same way like controllers and corruptors, and also SO usage intentionally. We all know things can be overcome with proper IO slotting or at least by giving up power strength for more end cost, which is why I am asking about this under those specific (and correct) views. We should be examining how it compares to those other classes, as you are using the same secondaries to not only take care of your team but your individual pets as well, and consider it makes no sense that the devs want us to purposely ignore attacks during the creation of this class, and also remember the game is and should always be balanced around SO slotting.
  21. That's the first time I've ever seen anyone mention 'bug' with the endurance penalty. I don't think anyone has ever thought it was a bug...?
  22. Probably - I used to make lots of Youtube videos on a personal channel for this game. The last 4 years though I have made videos for what is now known as Fandom Games.
  23. I've got a TA/AR build here that worked for me well on closed beta, in case you can convert it Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Lastheneia: Level 50 Technology Defender Primary Power Set: Trick Arrow Secondary Power Set: Assault Rifle Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mace Mastery Hero Profile: Level 1: Entangling Arrow -- GrvAnc-Immob/Rchg(A), GrvAnc-Immob/EndRdx(3), GrvAnc-Acc/Immob/Rchg(5), GrvAnc-Acc/Rchg(9), GrvAnc-Hold%(9) Level 1: Burst -- Thn-Acc/Dmg/Rchg(A), Thn-Dmg/EndRdx/Rchg(7), Thn-Acc/Dmg/EndRdx(7) Level 2: Glue Arrow -- RechRdx-I(A) Level 4: Slug -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(11), SprVglAss-Acc/Dmg/EndRdx(11) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(25), Ksm-ToHit+(27), LucoftheG-Def(27) Level 8: Poison Gas Arrow -- FrtHyp-Sleep/EndRdx(A), FrtHyp-Plct%(13), FrtHyp-Acc/Rchg(13), FrtHyp-Sleep/Rchg(19), FrtHyp-Acc/Sleep/Rchg(37) Level 10: Kick -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(21), SprBlsCol-Acc/Dmg/Rchg(21), SprBlsCol-Acc/Dmg/EndRdx(23), SprBlsCol-Dmg/EndRdx(23) Level 12: Acid Arrow -- ShlBrk-Acc/Rchg(A), ShlBrk-Acc/EndRdx/Rchg(48) Level 14: Buckshot -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg(15), FrcFdb-Rechg%(15), SprVglAss-Acc/Dmg/EndRdx/Rchg(17), PstBls-Dam%(17) Level 16: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19), RedFrt-Def/EndRdx(25) Level 18: Super Speed -- WntGif-ResSlow(A) Level 20: Disruption Arrow -- RechRdx-I(A) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 24: Sniper Rifle -- SprDfnBst-Rchg/Heal%(A), SprDfnBst-Dmg/Rchg(40), SprDfnBst-Acc/Dmg(42), SprDfnBst-Dmg/EndRdx/Rchg(43), SprDfnBst-Acc/Dmg/EndRdx(43), SprDfnBst-Acc/Dmg/EndRdx/Rchg(43) Level 26: Oil Slick Arrow -- Ann-Dmg/Rchg(A), AchHee-ResDeb%(29), AirBrs-Dmg/Rchg(29), Ann-Acc/Dmg/Rchg(31), Ann-Acc/Dmg/EndRdx/Rchg(31), Ann-ResDeb%(34) Level 28: Flamethrower -- PstBls-Dmg/EndRdx(A), PstBls-Dmg/Rchg(34), PstBls-Dmg/Rng(34), PstBls-Acc/Dmg(37), PstBls-Dam%(37) Level 30: Tactics -- RctRtc-ToHit(A), RctRtc-Pcptn(31), GssSynFr--Build%(36), GssSynFr--ToHit/EndRdx(36) Level 32: Tough -- GldArm-End/Res(A), GldArm-3defTpProc(33), GldArm-Res/Rech/End(33), StdPrt-ResDam/Def+(33) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(40) Level 38: Full Auto -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(39), SprFrzBls-Acc/Dmg/Rchg(39), SprFrzBls-Acc/Dmg/EndRdx(39), SprFrzBls-Dmg/EndRdx(40) Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def/EndRdx/Rchg(42) Level 44: M30 Grenade -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rchg(45), FrcFdb-Rechg%(45), PstBls-Acc/Dmg/EndRdx(46), PstBls-Dam%(46) Level 47: Ignite -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(48), OvrFrc-Dmg/End/Rech(48), OvrFrc-Acc/Dmg(50), OvrFrc-Acc/Dmg/End(50) Level 49: Assault -- EndRdx-I(A) Level 1: Brawl -- Empty(A) 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 -- UnbLea-Stlth(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(5), Pnc-Heal/+End(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(3) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Cardiac Radial Paragon Level 1: Quick Form ------------
  24. I said even if we ignore that (as in, your IO slotting to resolve this penalty.) Also, if you are asking about SOs, are you stating their power's strength needs to not be as high due to having to slot more end reduction SOs than other classes? Is that the idea?
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