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ZorkNemesis last won the day on December 25 2021
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1623 ExcellentAbout ZorkNemesis
- Birthday 01/01/1004
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I remember back in the old days we tried to make Kronos and Babbage fight each other on Protector. Got as many Illusion and Mind controllers gathered as possible and did our best to pit the two against each other. Ended up being a stalemate though I don't recall if it was because we didn't have enough confuse to stack or if they just didn't do enough damage to each other. Both probably.
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Sounds like you're talking about the IR Goggles temp power which was a Siren's Call power. If you still want it you can also get it as a bonus from Mayhem/Safeguard missions as a random reward from the weapons deal side missions. Lots of things to pull from there though so it may take several tries to get it.
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I have a Thermal/Ice Defender that happens to be a bit of a monster. It's my go-to character when I join a team that needs some kind of support. Fire shields and Forge are excellent team support while Heat Exhaustion can completely neuter a dangerous target and Melt Armor is (imo) a top-tier -DEF/RES combo. Throw in some proc'd out Ice Blasts and i'm capable of dishing considerable damage to boot. Thermal isn't perfect; the debuffs come late and the shields tend to make the heals less useful (the resistances tend to make the healing unnecessary unless someone takes a big hit or isn't moving out of the axe rain) but I still like having them. My only real dislike about the set is that Thaw is annoying to have to pass around since it's single target but I guess Clear Mind has the same problem; also you can't immediately buff someone you revive with Power of the Phoenix since the 15 second untouchable applies to everything.
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Reading over the thread again, it seems you've got a Rad/Regen Sentinel in the works. As it so happens one of my Lv50 Sents is a Rad/Regen so I might be more help than expected. I set mine up for PBAoE damage. While I didn't reach any softcaps in terms of resists or defenses, any layer of resist you can squeeze out still helps since your main form of defense is healing and high regeneration. Of course you don't want to chase bonuses that would be a drop in the bucket and offensive or recharge bonuses can be more helpful. I'll leave my build here if you want to take a look though I don't consider myself a build expert. It's not fully completed yet and mirrors what I have currently in-game, if I spent some more time playing it i'd probably put Apocalypse in Cosmic Burst and Hecatomb into Smite. You definetly want Irradiate though, it can take a lot of procs. Notably it accepts two different -RES procs (Achille's Heel and Fury of the Gladiator) which can add a ton of damage to any follow up AoEs, especially Atomic Blast. Prisma Witch - Sentinel (Radiation Blast - Regeneration).mbd
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Decimation or Thunderstrike are my usual go-tos. Decimation has 6.25 recharge while Thunderstrike has that nice double ranged defense and is generally a lot more affordable.
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The only two Sentinels I managed to get to 50 without giving up were a Rad/Regen and an Elec/Rad. Both are pretty fun and they both excell in PBAoE range with different flavors of survivability.
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I did DP/Electric with a focus on blapping. Took Spring Attack to jump into fights and turned Lightning Clap into a minor proc bomb, along with Thunder Strike and Hail of Bullets. A bit dangerous but it was still fun diving into crowds with bullets and sparks in all directions. EDIT: Didn't notice you said no elemental secondaries so this probably isn't your cup of tea. Though I do think if you wanted a tech-styled character electrical powers are easier to justify compared to other elemental effects.
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These are a seperate enemy group, the Infected, which primairly appear on Mercy Island as delusional people drinking toxic waste in the hopes of getting super powers from it. The Contaminated are the group from the Outbreak tutorial that also appears in Recluse's Victory, and there's a mission arc in Ouroboros that lets you get them easily if you missed it or chose the other tutorials. That arc came out before Atlas Park was overhauled.
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It doesn't bother me. I'm not usually opening my enhancement tray in combat.
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Pretty much default UI for me, I don't generally modify default layouts in games unless they're really bad, though I opened a few extra power trays, and keep a seperate window for Help/General chat. I do change my UI colors based on where my character started however: default blue for Heroes, red for Villains and grey for Praetorians.
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I remember long ago on the live boards I tried to come up with etiquite for non-PvP in PvP zones and i'm pretty sure I got laughed out of there. These days I'll accept whatever happens to me in a PvP zone but I won't actively seek out other players without valid reasons. And if they find me, fine, but i'm generally only in PvP zones scooping up badges for the Villain accolades. I typically do a /whoall when I enter a PvP zone to see if I may run into someone (I know /hide blocks you from this command) and usually keep as much stealth active as possible as I go about my business.
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Psi damage. Which mobs are immune, which vulnerable
ZorkNemesis replied to Snarky's topic in General Discussion
There's a lore reason for that. Primal Clockwork aren't traditional robots and are actually psychic constructs. They're weak to Psi presumably because it interferes with their link to the Clockwork King. -
Prompt Teleport is for any allied teleport; Recall Target, Shadow Recall, Assemble the Team, Summon Teammates, and Incandescence will all ask the player if Prompt Teleport is active. I don't know if it applies to Team Teleport, but I've never seen anyone take that power in all my years playing. Mission Transporter will ask regardless of prompt setting, probably due to it making you change zones most of the time. Might be jarring to suddenly end up in another zone without input.