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Everything posted by JayboH
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Yeah that should do it.
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Yeah Serum is a must-have but it doesn't last very long.
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Yeah earlier in the thread I mentioned the Commando seems to need a ton of end cost.
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Is that the posted build or your own?
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It's WumpusRat's build slightly modified. Endurance could prob use a little work, no? How does it feel? I haven't built it yet, I was hoping to get feedback.
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Slightly modified, prob could be a bunch better. This is with the absolute latest mids This Villain build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Technology Mastermind Primary Power Set: Mercenaries Secondary Power Set: Force Field Power Pool: Leaping Power Pool: Leadership Power Pool: Medicine Power Pool: Fighting Ancillary Pool: Mace Mastery Villain Profile: Level 1: Soldiers (A) Sovereign Right - Accuracy/Damage/Endurance (3) Sovereign Right - Damage/Endurance (3) Blood Mandate - Accuracy/Damage/Endurance (5) Blood Mandate - Accuracy/Damage (5) Edict of the Master - Defense Bonus (7) Sovereign Right - Resistance Bonus Level 1: Repulsion Bolt (A) Decimation - Accuracy/Endurance/Recharge (9) Ruin - Accuracy/Endurance/Recharge (11) Sudden Acceleration - Knockback to Knockdown (11) Endurance Reduction IO Level 2: Deflection Shield (A) Gift of the Ancients - Defense/Endurance (17) Gift of the Ancients - Defense/Recharge (21) Gift of the Ancients - Defense (21) Gift of the Ancients - Defense/Increased Run Speed Level 4: Insulation Shield (A) Gift of the Ancients - Defense/Endurance (29) Gift of the Ancients - Defense/Recharge (31) Gift of the Ancients - Defense (31) Gift of the Ancients - Defense/Increased Run Speed Level 6: Equip Mercenary (A) Steadfast Protection - Resistance/+Def 3% (7) Gladiator's Armor - TP Protection +3% Def (All) (9) Resist Damage IO Level 8: Super Jump (A) Empty Level 10: Combat Jumping (A) Karma - Knockback Protection Level 12: Spec Ops (A) Sovereign Right - Accuracy/Damage/Endurance (13) Sovereign Right - Damage/Endurance (13) Blood Mandate - Accuracy/Damage/Endurance (15) Blood Mandate - Accuracy/Damage (15) Expedient Reinforcement - Resist Bonus Aura for Pets (17) Call to Arms - Defense Bonus Aura for Pets Level 14: Maneuvers (A) Reactive Defenses - Defense (42) Reactive Defenses - Defense/Endurance (42) Reactive Defenses - Endurance/RechargeTime (43) Reactive Defenses - Defense/RechargeTime (43) Reactive Defenses - Defense/Endurance/RechargeTime (43) Reactive Defenses - Scaling Resist Damage Level 16: Assault (A) Endurance Reduction IO Level 18: Serum (A) Recharge Reduction IO (19) Recharge Reduction IO (19) Recharge Reduction IO Level 20: Dispersion Bubble (A) Red Fortune - Defense/Endurance (31) Red Fortune - Defense/Recharge (33) Red Fortune - Endurance/Recharge (33) Red Fortune - Defense/Endurance/Recharge (33) Red Fortune - Defense (34) Red Fortune - Endurance Level 22: Commando (A) Sovereign Right - Accuracy/Damage/Endurance (23) Sovereign Right - Damage/Endurance (23) Blood Mandate - Accuracy/Damage/Endurance (25) Blood Mandate - Accuracy/Damage (25) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen (27) Expedient Reinforcement - Endurance/Damage/Recharge Level 24: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge Level 26: Tactical Upgrade (A) Kismet - Defense/Endurance (27) Kismet - Defense/Recharge (29) Kismet - Defense/Endurance/Recharge Level 28: Repulsion Field (A) Endurance Reduction IO (34) Endurance Reduction IO (34) Endurance Reduction IO Level 30: Damping Bubble (A) Recharge Reduction IO (36) Recharge Reduction IO (36) Recharge Reduction IO (36) Gift of the Ancients - Defense/Increased Run Speed Level 32: Aid Other (A) Preventive Medicine - Heal (39) Preventive Medicine - Heal/Endurance (39) Preventive Medicine - Heal/RechargeTime (40) Preventive Medicine - Heal/RechargeTime/Endurance Level 35: Aid Self (A) Preventive Medicine - Heal (40) Preventive Medicine - Heal/Endurance (40) Preventive Medicine - Heal/RechargeTime (42) Preventive Medicine - Heal/RechargeTime/Endurance Level 38: Field Medic (A) Recharge Reduction IO Level 41: Scorpion Shield (A) Red Fortune - Defense/Endurance (46) Red Fortune - Defense/Recharge (46) Red Fortune - Endurance/Recharge (46) Red Fortune - Defense/Endurance/Recharge (48) Red Fortune - Defense (48) Red Fortune - Endurance Level 44: Boxing (A) Empty Level 47: Tough (A) Unbreakable Guard - Resistance (48) Unbreakable Guard - Resistance/Endurance (50) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 49: Weave (A) Red Fortune - Defense (50) Red Fortune - Defense/Endurance (50) Red Fortune - Defense/Endurance/Recharge Level 1: Supremacy Level 1: Brawl
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Fighting pool?
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Mids' Reborn Updated for Issue 27, Page Five
JayboH replied to Astralock's topic in Mids' Reborn Hero Designer's Forum
Ok that worked, thanks. Before I posted, I got the latest stuff right from the website and it was still borked. -
Mids' Reborn Updated for Issue 27, Page Five
JayboH replied to Astralock's topic in Mids' Reborn Hero Designer's Forum
This. Has anyone figured the Mastermind updates yet? Perhaps I borked my install/update. -
Finally got to 50. I notice my Mids isn't updated either, I can't put resist in Equip. Hmm...
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Yeah it's pretty great.
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I went the other way and grabbed Web Envelope to help the Pyro keep them in burn patches. I have Traps loaded up with procs. I also grabbed Spectral Interface for that tiny bit of immobilization for the same reason even though it's practically pointless. I think it was the Enforcer's comment I made earlier that really hit me. Seeing that again after completely forgetting about it just made me all happy inside.
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Due to the overhauls I've been messing with Mercs mostly with a little Necro and Bots for months (since alpha patch...) ...then I went back to my old Thugs and remembered why I always have liked them best. It's a Traps MM with softcaps. Just seeing the enforcers in their Matrix-style leather trenchcoats and sunglasses tossing ammo clips/magazines at enemies AND SHOOTING THEM IN THE AIR AS THEY ARRIVE TO MAKE THEM EXPLODE gave me a big dumb grin on my face. Having a literal brute using super strength while this is all going on plus the maniac pyro going berserk just reminded me how incredibly awesome the set is theme-wise, plus the damage is wonderful of course. Calling out a whole mob from time to time on top of all this makes me wonder why I even bother with the others sometimes. Just a sick theme/concept. 😈
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Why is there a proc difference
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Note: brutes have less damage buff if you noticed their alphas compared to tankers/scrappers
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I'm not. All I wanted after its revamp was to have patch sped up, and they agreed and sped it up.
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If negotiations are over, can you make it official?
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Sounds delicious - I prefer cold tea to warm/hot. ...but I was curious: are we spending money on lawyers to discuss things with NCSoft still?
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I think I am at 39. I've been soloing radios for the most part on double xp instead of farming him up the fast way. Council can be a bit of a pain and Circle is worse - they both have plenty of -def and in Circle's case they cast Quicksand which covers a pretty decent area that I have to micromanage around. You can't really facetank when that happens. I only have generic IOs in most stuff and only the pets have sets currently. I'll respec when I get him to 50.
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The purple proc will give them build up, so try that instead. Yes end reduction in pets makes them use less endurance. Summoning endurance isn't an issue anymore thankfully.
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Once I get him up there I will likely follow this. Commando is the only one I notice REALLY needs a ton of end cost. He has a bunch of 15 endurance cost abilities and some of the sets just aren't enough. Would be cool to see you upload some footage of this build. I'm at lev 34 at the moment.
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Can you post the build?
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Bio would grant a damage aura but there is a number of clicks in case we bring up redraw
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Yeah I wouldn't use that either, just keep mobs away. There are benefits to Damping even if you don't debuff with it.
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This combo sounds fun now with the new rebalanced Mercs and Force Field set. Keep them at a distance with Repulsion, debuff resist with Repulsion and Force Bomb, make them tougher with resistance and defense in the two training abilities, etc.