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Everything posted by JayboH
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Mids' Reborn Unofficial (MRBU)
JayboH replied to Felis Noctu's topic in Mids' Reborn Hero Designer's Forum
It's there but it isn't finished, same goes for Bleeding/Cutting Edge - example ElecAff does not work with the Alpha Incarnate values.- 293 replies
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SR Tanks are very viable and very cheap to even be uber-tough on Incarnate-level stuff. You might not think so but it's true. Just go for the healing destiny and you're golden. I paired it with Ice Melee to have even more mitigation. No cascade failure because SR has defense debuff resistance.
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Oh wow have fun with that. I did the Underground this past weekend and it was like me and maybe one or possibly 2 supports and it was still crazy. I was working my butt off with my new Elec Affinity defender.
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Trickshooter's Buff Trick Arrow 3.0!
JayboH replied to Trickshooter's topic in Suggestions & Feedback
I wouldn't mind some kind of toggle in Traps to replace Time Bomb. Don't need both Trip Mine and Time Bomb in the same set. Also make Triage Beacon have a much shorter downtime. Wrong thread/subject I realize. -
Mids' Reborn Unofficial (MRBU)
JayboH replied to Felis Noctu's topic in Mids' Reborn Hero Designer's Forum
This is not true. The weekly one has Elec Affinity also (3/26.)- 293 replies
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I know some dislike the animations and/or sounds of Kinetic Melee, but I know Kin Melee is ridiculous on stalkers in particular. I mean, build up can be fired back to back to back with both the ATOs and how Concentrated Strike works (and how it hits.) +80% damage x2 regularly is nothing to sneeze at yes? Surely stalkers have the best version of Kinetic Melee in the game. Every time you crit (which you can control with placate) using Conc Strike you refresh build up and then add the two ATOs... sheesh
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Here's a copy/paste of the Poison suggestions from a powers developer: Alkaloid Currently this power heals for less than other similar heals. Proposed change: Increased heal to 1.96 scale (same as other similar heals) Envenom Envenom's numbers seem considerably strong, specially once in the hands of defenders. However, it's small radius makes it hard to leverage adequately, and ends up falling short of expectations. For reference, Tar Patch is -90% movement speed and -30% res debuff. This power inflicts (ST/AoE) -Resist: 40%/20% -Def: 37.5%/18.75% -Regen: 50%/25% -Resist Heal: 20%/10% That does not sound too bad at all, specially with it's recharge. My biggest grudge, I think, would be with the radius. It's very small to actually do a significant impact, but it has a 16 target cap. So what I'm trying with this one: *The Resist Heal chunk will be full power all across. *The power radius will be boosted to 20ft making it much easier to leverage. Edit: Why 20ft and not less? Most support-class AoE debuffs tend to be either 25ft or 30ft (with some exceptions.) Although 20ft a drastic jump from the current 8ft, it is actually a conservative value when compared to such other debuffs. Not going for the full 25ft because I'm trying to counter-balance it's stronger up-front value. Weaken -Dmg: 37.5%/18.75% -ToHit: 18.75%/9.375% -PowerBoost: 74.5%/37.25% -Speed: 74.5%/37.25% Again, these values actually look considerably strong, and the biggest issue is how small the radius is. So same idea, try boosting it to 20ft radius for the weaker components. Neurotoxic Breath This is a VERY strong -recharge (for defenders, its 81.25%) Sure, a similar power somewhere else is better in some ways, but that goes around in this game. Powers need to be tweaked a bit more in the context of the set. Given this version does not stack with itself, I'd say the best thing to do here is to double the duration so it does not require spamming to sustain the debuff. Trying: Duration increased to 50s Elixir of Life A rez that makes the target useless once it crashes after 90 seconds, so counterproductive that some rather take a wakie than accept it. So... Removing the crash. You should still barf, just for show, once the buffs expire. Antidote I hear requests to make this power AoE, but given how it can stack with itself, thats not a good idea, not as a whole anyways. Like Clear Mind and similar powers, there is a use for powers like this, specially facing things like Ghost Widow, but to do a bit of a quality of life boost, I'm considering to boost it's non-stacking elements (resist to cold, toxic, recharge and run speed) AoE. You still will have to work sustaining the mez protection on a whole team, but you can also spread the secondary buffs around. Paralytic Poison Biggest issue with this one: all it does is hold and at a high recharge at that, meaning its a useless power against bosses, EBs and AVs unless you have lots of recharge. Powers of this type usually have secondary effects that make the power not a complete waste if used on enemies with mez protection, so I'm thinking of giving it a heavy -Recharge and movement debuff (so it sill sort of does something even if the target resist the Hold) As the power describes: "can leave an affected target completely held and defenseless" so ... -10% Resist for 30 seconds, non-stackable. Edit: There has been a valid issue of the stacking potential of multiple Envenom applications by using alternate targets to stack both segments of the debuff in two targets continuously. Due to this I'm changing the -res to a low duration -dmg. Noxious Gas This one is Mastermind Only. I'm thinking lowering the recharge to 90s, since the version of the power the other versions got is an 8s recharge toggle. That one has no chance to hold but this one has modifiers that may be lower based on what henchman you use it. (And that chance to hold is actually just a puke animation that has an average rate of 16.48% to trigger during it's 45s duration (it's a 0.2% chance with 90 checks every half a second.) Edit: One concern, currently this power cant ever be perma even at the recharge cap. Although I do want it to be perma with SOs (the one in other sets is a toggle that can be on all the time) I dont want it to be possible to have it active on two henchmen at a time. Venomous Gas This is a very solid power: it's a T9 debuff aura that requires the target to be in foot stomp range. Other than perhaps increasing the radius (you are a squishy that must be in melee range to use it) there is no much this power needs. Trying: Buffing the radius to 20ft. Poison Trap Ah poison trap. There is a lot of things going on comparing it to the Traps version. There is no way I'm making this thing the nasty beast that is Trap's Poison Trap with it's absurd -1000% regeneration. I also rather differentiate than clone it. Just because its called the same does not mean it should behave the same. This set already has a lot of stuff going on. Think it already tossed every debuff on the book... all except one I think... one that has never been used in game... -MaxHP. I will try to give this power a -MaxHP debuff, now, the way -MaxHP works means that it will have a bigger effect on low-hp critters than in high-hp ones, an interesting contrast to -Regen that packs a bigger punch when used against AVs and bigger HP bags. I cant give a number at the moment, but it cant be too strong. NOTE: This was written years ago and was never tested, nor does it indicate any actual development taking place.
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History shows two contributors in the wiki
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Yeah I am wondering how it is designed in programming - I wonder if in the attack/blast sets it isn't calculated like a debuff in order to follow AT mods
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So what would you suggest for Hybrid? I tend to jump in after the tank to drop cage and stay there so I thought about melee, but I am also leaning toward Support Core
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During all these overflowing Nemesis events I noticed Castle does not move from his spot and fight enemies practically touching him unlike other heroes. He just stands there.
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Actually yeah that does sound cool
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I don't remember mentioning the +healing.
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The beta forum is here.
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That's easy, you get free respecs as you level. "Empower an ally with raw energy, causing all of their abilities to unleash chained bolts of electricity at nearby foes. These bolts drain a small amount of endurance and have a chance to knock up the target. Amp Up also moderately increases their attack rate and greatly boosts the secondary effects of their powers. Their power effects like heals, defense debuffs, endurance drains, disorients, holds, immobilizes and more, are all improved. Recharge: Very Long "
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It will boost defense debuff, if that's what you mean.
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I wonder if it is because it isn't considered a debuff - it's an actual attack on endurance instead of a debuff of recovery? Like healing is reverse damage and so on.
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Defense buffs has been confirmed to never get increased with powers like this by design. This was discussed at length during the beta period.
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I mentioned this on the closed forums also - there are 3 different values being given for the passive endurance reduction on this ability - two on the left and one on the right. What is going on here? Support Core Embodiment
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Not sure how you made the links above so I will do it this way. Here is one of Flea's builds I am using as a guide
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He had a whole powerset change plan being shown and discussed in the closed beta forums for Poison so it would be great to see some of that implemented on the beta server here at some point as time allows.