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ZorkNemesis

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Everything posted by ZorkNemesis

  1. Aid Self has an interrupt period, it's just very short and generally negligible unless you're trying to use it while moving. CoD lists a 1.0 second Interrupt period: https://cod.uberguy.net/html/power.html?power=pool.medicine.aid_self
  2. Spines, but also making sure to take Whirlwind from the Speed pool so you're basically a literal blender. Dual Blades and Claws are also pretty blender-y.
  3. I'm not usually a fan of Brutes but my current project is a Dark/Fire Brute and i'm thoroughly enjoying it at level 40 so far. Not the most survivable Brute yet, Fiery Aura isn't known for it's defenses, but if I can survive the alpha strike most everything melts, figuratively and sometimes literally. Generally, one Soul Drain followed up with a Burn is enough to level entire mobs and then I can pick off stragglers with Dark's good ST damage. Siphon Life and Healing Flames help me stay alive with Consume shortening downtime, the combo leans pretty hard into the notion of "the best defense is a good offense." The only other Brute I got to 50 is a Rad/Dark which I consider a strong mix of offense and defense. Endurance was an issue to the point where I had to do some odd slotting things to not run out of blue bar every fight but once I got everything in place and got my Cardiac Alpha slotted most issues went away. The combo is super tanky to nearly all damage (Toxic is a little troublesome though) and Rad Melee's inherit splash damage with the Contaminated effect makes quick work of most groups.
  4. If you run Calvin Scott's story arc before running Crow's, well Crow is cannonically dead and no longer an option at that point. The only way to get him back is to go through Ouroboros, which you won't be able to do until you exit Praetoria proper. The real bug here is that you shouldn't be able to run Calvin Scott's story arc immediately upon reaching Neutropolis, he's supposed to be third after Crow and Dr. Helix. Running Scott's arc early causes script breaking issues.
  5. Can't speak for Control, I don't have it built on a Dom, but for Assault I took everything but Elbow Strike on my Illusion/Arsenal. Five slots in all attacks, six in Buttstroke, Buckshot, and Trip Mine; Buckshot and Trip Mine are only six to fit a Sudden Acceleration KB>KD (Trip Mine needs it since it's a 100% chance to scatter the crowd, especially bad with Arsenal Control's focus on patches), they otherwise run Positron's Blast and Obliteration for the Recharge set bonuses. Buttstroke's sixth slot is the Ascendancy ATO proc but the rest of the slots are Crushing Impact or Hecatomb (level and finances dependent). Power Up is the standard two recharges, Targeting Drone I had to low slot just because I didn't have enough to spread but it has a Gaussian's Build Up in it along with a Cytoskeleton HO.
  6. Taunts are fairly rare but there's a couple groups that do use them regularly. Off the top of my head, Black Knights in Night Ward tend to spam them. PPD Awakened that turn into White Dwarves will taunt. Crey Juggernauts taunt, through their untouchable force fields no less. Black Scorpion can taunt you but you don't fight him all that often normally. ETA: Ghoul Painted Ones and Failed Experiment Type 52s have an ability that lets them give their target a taunt aura. If they are confused or on your side anyway you'll be taunted to their target should they land it. Generally there's nothing to be done about it. Assault from the Leadership pool makes taunts last for shorter times but that's pretty much it and generally not worth it since a taunt will end if the taunter is downed anyway (of course more team damage doesn't hurt, just don't take it specifically for the Taunt/Placatte resistance). Confusion however is a problem as a lot of status toggles don't protect from it or Fear, many armors predate these effects (players weren't succeptible to these until Issue 4 with PvP and issue 5 was when we got the first mob that could use Fear on players, Jack in Irons). Some of the newer sets protect from these but older sets often have to rely on Tactics or Break Frees to protect them.
  7. It wasn't long ago (or was it?) that we had some new enhancement sets added, specifically Ice Mistral's Torment, Synapse's Shock, and Power Transfer, where we were given sets that mixed in damage with their intended effect, namely Slow movement for Ice Mistral and Endurance Modification for the other two. This got me really wanting similar damage-focused sets to fit other powers as well as from what I can tell almost nobody slots for a damaging power's secondary effect unless the damage is already negligible (nobody slots Consume for damage I hope). While i'm sure these sorts of things have been pitched before, I would absolutely love to see new sets for Accurate Healing, Accurate Defense Debuff, and Accurate ToHit Debuff where the sets mix in some damage with their additional values. For example, using Ice Mistral's Torment as a baseline, here's an idea for a set called Lifesteal or Vampyric Embrace. The idea would be that you could slot this into a power like Life Drain, Dehydrate, Radiation Siphon, etc to benefit from the healing without sacraficing too much damage from having to spend a slot on a Healing enhancement alone. Heal/Absorb/Endurance Damage/Recharge Damage/Heal/Absorb Accuracy/Damage/Endurance Accuracy/Damage/Endurance/Recharge Chance for +HP (3/min) The proc idea I had here was that the power could occasionally give extra health when used. Entropic Chaos already offers this with Ranged Attacks but melee attacks as well as any other accurate healing would have access to this, though I think it should be limited to once per activation like Power Transfer so putting it into something like Dark Regenration wouldn't make it fire 4+ times (not that Daek Regeneration even needs it). Now, i'm no expert on balance so I also have no idea what to have for set bonuses without breaking things. I'd imagine an Accurate Healing set could have a Healing Bonus for one of it's boosts which might be pretty helpful for increasing heal potential of a secondary set depending on the power combo. Maybe someone else with better expertise could brainstorm potential set bonuses or enhancement setups, but my main point is that I would love more options for boosting power secondary effects without having to dedicate additional slots to those effects.
  8. Another BOSS_DISPLAYINFO, this time it's the Slag Golem guarding Captain Stuardi in the Rouge Tip Mission to...save Captain Stuardi from the Slag Golem's Brain tip.
  9. The Arachnos Agent Day Job badge description has the incorrect text for both the progress meter and after earning the badge as a Villain/Rogue. The progress meter's description is currently using the description the badge should have after earning it as a Villain/Rogue while the description after earning it is using the Hero/Vigilante description instead. The progress meter as a Hero/Vigilante and the description for the badge after earning it are both correct. Villain Progress Meter Villain Earned
  10. The 5th Column Nightwolf guarding the scientist at the end of the mission "Track Down Your Clone" From Dean MacArthur has the BOSS_DISPLAYINFO placeholder for a description.
  11. I think I recall hearing this has to do with enhancement availability at certain levels. I think Attuned enhancements convert at their lowest available levels to prevent the possibility of "upgrading" to a set that's not available until later. There's at least one Ranged AoE set that has this issue as well from what I remember.
  12. If this is "Take the ledger to Carla Brunelli", Carla tells you to go hunting in Perez. If you talk to Lorenzo while the mission is active he'll also tell you to hunt in Perez. There are many missions that the compass won't tell you what zone to fight in and the devs expected you to read the mission details a little bit. https://homecoming.wiki/wiki/Lorenzo_DiCosta#Take_the_ledger_to_Carla_Brunelli
  13. One thing I discovered while playing around with multiple Dual Pistol users that I found interesting: while they're not taking extra damage from it, Malta Operatives are technically weak to Toxic damage, I kept checking Power Analyzer on most of their goons, they all have standard SL resistance and Gunslingers and Titans are resistant to most everything but every enemy had a flat 0 for Toxic resistance, even the Titans (though the Gun Drones dropped by Op Engies resist everything). Pretty helpful discovery really, especially since my main Blaster has /Plant for a secondary and gets bonus Toxic damage in place of Build Up.
  14. This is a known issue and I believe it was stated to be due to Blasters having access to more holstered weapons than any other AT at once (five? I don't actually know how to get five at once). The number of weapon causes problems with some combinations with Dual Pistols and Assault Rifle being the most common victims, especially with left-handed weapons like Archery or Ninja Training.
  15. I was only using Dark Watcher as an example, and they likely use similar scripting to function between missions and TFs. Also Ouroboros flashbacks are considered TFs as far as the game is concerned.
  16. I can't think of any QoL changes I would revert since nearly everything is beneficial and I can choose not to use them. The only one that really bothers me is the ease of access to team teleport, as stupid as that sounds. I'm accustomed to older MMOs where long travel was part of the experience (Final Fantasy XI comes to mind). I prefer to hoof it to the next mission most of the time, you'll see me hitting Long Range Teleport before someone calls for a charter flight if I know where to go next. As for best QoL change, for me it's probably the improvements to Day Jobs and that they are much faster to earn the associated badges. Four days in change is way better than the twenty-one days required back on live, it really helps my badge addictions.
  17. Rookie and Silent Sentinel were swapped so that new Heroes were much more likely to find a badge out of the gate (which now has a popup explaining what they are and nudging you toward Long Range Teleport), as otherwise the nearest badge was Top Dog which isn't immediately obvious and can't just be walked over to. Compared to Villains and Praetorians who are practically guarenteed to find The Next Big Thing going to the Arbiter or Civic Minded when heading to Marauder.
  18. I often considered ideas for a Water Armor and a couple powers that came through my head included an offensive power called Vortex which was intended to be a knockdown and draw foes in like Axe Cyclone or the Singularity when used (I see you put that in the Melee set instead). The other idea was calling the T9 Fluid State which, in addition to whatever bonuses it provided, could also temporarily disable collision like Speed Phase to give the impression that your body has become water or whatever liquid you're made of. I also had other thoughts, such as the status toggle being something like Soothing Currents where it would provide some Regen in additon to status protection and a Bubble Shield of some kind. I was hoping also to make it a bit more offensive oriented for variety (hence Vortex) but was a little stumped on ideas there.
  19. I'm sure this is a popular suggestion but something tells me that disabling cutscenes in missions that have them would probably break mission scripting and cause all sorts of issues without making additional changes under the hood. For instance, while it's not a TF the last mission for Dark Watcher has you fighting Hro'dhoz (was that the name?) and halfway through the fight is interrupted by Nemesis making his grand appearance through cutscene. I suspect the Nemesis ambush and spawn would probably break things without the cutscene somehow, the code is held up with scotch tape after all.
  20. Zone: Grandville Location: [3470.2 -449.7 2289.6] This angled support structure doesn't seem to be fully aligned with the wall next to it. You can see through a crack behind it that seems to get wider the lower to the ground the support structure is. I can also use location powers through it, so I assume you can teleport through it if you had it.
  21. Passing through Grandville doing some Flashback missions for badges, I noticed that Arachnos Flier Gamma was stuck on a rooftop constantly spinning back and forth trying to get unstuck. The location was roughly at [1035.4 -336.8 1042.1]. It was shielded and untouchable, unable to be killed. I watched it for about 5 minutes and it didn't free itself but at some point it suddently despawned, either it was forced despawned (I mentioned it in Help on Indom in case anyone else had ever encountered it) or it has a failsafe to do so automatically if it's caught on something. Either way if it's getting stuck there it might be a potential issue even though next to nobody bothers to fight the Fliers in Grandville. Here's what was going on: https://imgur.com/a/Yqpx7QK
  22. Not to mention they're also susceptable to Psionic control, Metronome does this in many Praetoria missions and if you look at their combat stats they lack any form of Psi resistance which nearly any sort of machine has 50% or so, even Rikti Drones which take more damage from everything are resistant to Psionics.
  23. This is why "Promt Team Teleport" needs to be the default. So many people don't have it on and complain about being teleported against their will.
  24. I checked on my /Dark Corrupter and /Dark Controller. In both cases double stacking Tar Patch did double up the -RES component on the target within. (the -RES is so high due to my target being level 5)
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