JayboH

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  1. Quote:
    Originally Posted by Golden Girl View Post
    Don't be so sure
    True, they could have had a huge typo on the front page, the articles, and the threads all at once.

    EDIT: caught ya - nice try

    BAH I misread it - they are both 24 - thanks to Mad Grim for pointing it out
  2. Quote:
    Originally Posted by Adeon Hawkwood View Post
    How do you figure? They released the Nature Infinity Intrepid Informer this week which probably means NA is coming out in a week or two.
    Look at the name of the thread.
  3. That graph makes Ice Melee look balanced, but it feels pretty weak to me; perhaps due to its lack of burst?
  4. Kinda bummed that Nature Affinity isn't coming out before this, but very excited about the issue.
  5. Yeah, I wanted it to come out before Bio, but didn't realize we had to wait until issue 24, which isn't on beta yet. :P
  6. I would like to know how to properly slot Wild Growth and Lifegiving Spores for maximum effect?
  7. The Amiga was amazing - nothing else out there was even close to that machine's capabilities, at least to consumers.
  8. Quote:
    Originally Posted by Quinch View Post
    football dammit!!
    Soccer.
  9. Toy Mastermind -

    gotta really be careful with copyright on this one
  10. Quote:
    Originally Posted by Bronze Knight View Post
    So playerbase in your opinion is there any other AT that needs help as much as MM's post I24?
    No, but they mentioned reviewing tankers sometime soon.

    Quote:
    Originally Posted by Bronze Knight View Post
    Can you say that after I24 there will be any power that is truly worse than serum?
    Yes - Time Bomb.

    Quote:
    Originally Posted by Bronze Knight View Post
    Do you think that the cottage rule should be thrown aside when you compare some of the older MM primary set powers with the new MM sets? Daemons/Beast Mastery as compared to Mercs/Robots?
    No, you can do a lot without breaking the cottage rule.

    Quote:
    Originally Posted by Bronze Knight View Post
    On a team what do you expect the mastermind to do? / What role do you expect him to fill on a team?
    They can tank, do good damage, and buff/debuff, so they are a nice mix.

    Quote:
    Originally Posted by Bronze Knight View Post
    Do you think the MM's role on a team changes depending on the content? (I.E. Does the MM do the same job on a paper mish team as he does in the iTrials?)
    No, I think it changes depending on team makeup.

    Quote:
    Originally Posted by Bronze Knight View Post
    Do you consider MM's to be tanks?
    Yes they can do pretty well at it too, but I don't consider them to only be tanks.

    Quote:
    Originally Posted by Bronze Knight View Post
    Do you think it's fair that some MM's can slot the unique recharge intensive pet IO's and more easily soft cap their pets giving those sets an inherent advantage over sets that don't offer that?
    NO - this should be changed, I agree wholeheartedly.

    Quote:
    Originally Posted by Bronze Knight View Post
    For that matter do you think it's fair that MM's are "required"(need) to slot 5/7 unique IO's in their primary powers just to bring them up to the point where they last long enough to do anything in the high level content?
    I'm not sure they are but again I agree that both should be available to all primaries.
  11. ARRRGH I made a video regarding these events today but it was before the changes hit. I've added annotations for the correction though.
  12. Quote:
    Originally Posted by Arbiter Warrant View Post
    Forum Control.
    We are all AVs with the purple patch.
  13. Quote:
    Originally Posted by VTG_Peace View Post
    I had that too. I ended up deleting the power from the main power list.
    Ah, thanks, it worked.
  14. How do you do this? I have been stuck with a police drone power that forces me to keep the temp tray open at all times.
  15. Pirates seem like a logical Mastermind set to have, with a mix of sword melee and pistols. We have ninjas but not pirates.

    ...also, we have the tech for a Growth set but I'm not sure how appealing it would be.
  16. I have a demon/pain and it works well - my pets never die but that's about it. It will never beat how much I enjoy thugs/traps.
  17. Quote:
    Originally Posted by ClawsandEffect View Post
    I'm terrible at playing Support ATs.

    I contribute the most with the best debuff there is: Death.

    Dead things can't hurt you, and it's a permanent debuff.
    That's the thing though - if you run with a team that goes without it, and then pick up a defender or something, if they know what they are doing you should see a huge difference in how things are going.
  18. Elongated Man / Plastic Man / Mr. Fantastic etc
    Growth
  19. Quote:
    Originally Posted by Dechs Kaison View Post
    I don't doubt it was, but that's half of my point. Memory plays tricks on you, especially with the "memorable" events. Often, you remember things a lot better than they really were. The more time between the event and the now, the more distortion occurs. Mostly because your brain just ignores the bad parts, but exaggeration of the good is also pretty common.
    That makes me question the validity of how amazing it was to level your warshade, then.
  20. It should be noted that Field Medic in the Medicine pool will help corruptors and not masterminds when it comes to the toggle aura also.

    ...but yeah, on top of everything else, Pain brings damage buffs for the caster, and it seems the majority of masterminds don't use damage powers much.
  21. To answer the question, it works well for both, but it is better for a corruptor, because you get damage buffs out of it, and the toggle heal is only on corruptors that can wake sleeping teammates - the toggle on MM does regen instead.
  22. Quote:
    Originally Posted by Dechs Kaison View Post
    Well, to be fair, you are talking about something you did before Issue 9. That's years ago, and memory tends to be less than pristine after years, so I certainly can't blame you. I know I took Calculus 3 a few years ago, but damned if I remember enough to do the problems right now.
    Well, to be fair, it was a pretty memorable experience.
  23. Quote:
    Originally Posted by Primantiss View Post
    I'm sure it was brutal as all hell, but some sorta of cor with a nice aoE res debuffing ability probably would have made a more noticeable difference than a 3rd Kin.

    Fire/Rad springs to mind, has the debuffs and still comes with an additional speedy buff in the shape of AM.
    Oh definitely, but having a 3rd kin was rare, at least on the teams I was involved with.
  24. Quote:
    Originally Posted by Deacon_NA View Post
    Hey Jay, Brutal Speed wasn't just limited to fire and elec armors. I remember some stonies, most significantly Tribal. I was a kin and remember vividly the change in sound when sb wore off.

    I do agree it would be fun to redo, especially now with the sb buff being aoe. I've said it before, but that team exhausted me from Kinetics for about a year. Good lord the whining that would happen when a brute had to go SBless for 5 seconds.

    As for redundancy, that would only present itself with the 3rd kin. With the Brute damage cap at 750% (650 + base), when brutes slotted damage to ED they still had 550 to go. One best case FS would net a buff of 240. That's best case without taking 5% misses or whatever else can cause less than 10 siphons to hit. This team played without the benefit of IOs (they just came online when we started) so we weren't FSing every 20 seconds like a current Kin can. But hey, what do I know? I was only on the team.
    Hmm.... well the instructions were for fiery and electric armor brutes, and we were broken into multiple teams so I agree, I probably missed the stone brute, but yeah, it was nuts and fun as hell.

    I took the opportunity to level an AR corruptor that way, and you are going to think I am arrogant for saying this but I swear to you that within one month of me bragging about web envelope + fulcrum + ignite on the forums continuously they rebalanced all of AR around ignite - it was the AR rebalance that nerfed ignite from a 3 second recharge to 20, and they sped up the rest of the set to compensate. I was doing over 500 damage without fulcrum every 4 seconds (because it took 4 seconds to activate I think, with a 3 sec rech.) So WITH fulcrum it was even more insane.

    I didn't really mind the constant SB but I kinda wish kinetics had a couple of other sound effects - everything sounds the same.

    ...oh and yeah I remember the old sound code for fulcrum making the game bug out at times too - it was super loud if I recall.

    EDIT: Even though I never intended it, I got nicknamed Dick Tracy when I wore this outfit, but I'm not sure if you were on my team or not:

  25. Quote:
    Originally Posted by Dechs Kaison View Post
    Well, that's one of the problems. It only takes one kinetics character to be able to Fulcrum Shift the whole team to the damage cap, provided he knows what he's doing. That's the only thing I don't like about Kinetics: it stacks about as well as an additional tanker on the team. It's great when you start splitting directions, of course (much like with tanks).
    ...not really, they weren't syncronized, if that's what you are thinking - if they stacked, it just extended the length of the buff, or helped reach the cap if the first didn't, etc.