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Posts posted by ZorkNemesis
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I think it's mentioned at one point that Vanguard is using Portal Corp's tech, specifically during Serpent Drummer's arc after Portal Corp is attacked by the Rikti is when Vanguard and Portal Corp work together to get something up and running. Presumably as the narrative progressed past the Second Rikti War the tech was likely improved and was also fitted with some Praetorian goodies too. It's also possible there's a difference in funding, Portal Corp probably gets research grants from the US but Vanguard is funded by the UN and might have a bit more to work with in the event that the world falls into peril for the fifth time this week.
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On 12/30/2022 at 10:19 AM, Glacier Peak said:
If I remember correctly, defeating the Seed of Hamidon grants a unique temporary power that lasts for 30 minutes and gives the player +15% xp/inf. Is it stackable? Is it possible to stack? Double XP + Street Sweeping + that extra 15% is nice! (Or the next time the HC team run one of those x5 xp/inf or x10 xp/inf type events!)
It does stack with the P2W EXP modifier (it's additive, so you get 115% extra EXP with the 2x mod and this power), and interestingly the Inf bonus also works, allowing you to earn some Inf even while you're not supposed to get any.
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9 hours ago, Ironblade said:
That vague description makes me think of the 'Connected' badge.
The first part of the badge description on the Wiki notes:
"After accepting the very first mission of Vincent Ross' story arc but before entering the mission door, you will need to talk to one of Vince Dubrowski, Lorenz Ansaldo or Diviner Maros. Two will tell you that you have a more important task to attend to, but one of them will add a special side mission to the current mission. "
So, WHILE DOING Vincent Ross's arc, you have to go talk to another contact and do some optional side work for them DURING the main arc.This one is actually a bit complicated and I screwed it up on the first try.
As an addenum. Diviner Maros is not an option for this unless you've already completed his Cult of the Shaper story arc as Maros' and Ross' arcs have some story connections. Additionally while each mission will tell you to check in with your contact before entering, the mission to defend the Blood Coral near the end of the arc will not. Make sure to check in with them anyway and if done correctly they will offer their personal assistance during the mission.
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Top Window
General: NPC Dialouge, nearly all combat text and hit rolls (pet stuff excluded), Broadcast, Request, all zone events
Rewards
NPC Dialouge
Zone Messages: Broadcast, Request, all Zone Events
Bottom Window
Chat: Local, Team, League, Supergroup, Emotes, /Tells
LFG: Looking for Group, /Tells
(/Tells on both tabs so I don't miss anything)
Side Window
Consignment House
Help
General (chat channel)
Probably forgetting something, I can confirm my setup in a little bit when I get home from work.
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26 level 50s on Indom and about 90 more characters of various levels and concepts, many abandoned for the next big idea I have (along with late game burnout, there needs to be more content for 30-34 and 45-49).
I'm actually reminded of the Dexter's Labratory episode where Dexter finds himself in an older section of the lab surrounded by works that at one point he deemed his "greatest creation" before immediately moving on to his next "greatest creation." Alt-itis feels like that sometimes.
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I have a general winter themed outfit that I run as opposed to a Santa suit. I wanted something different then the 20+ santa clones I was surrounded by when we were testing the ski chalet back in the live days and it certainly stood out among the crowd.
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Spines for me isn't a good themed set. Part of the issue is simply the poison aspect of it which works fine for a venoumous creature theme but doesn't work as well if you're aiming for something like iron, stone or ice barbs. I have a Spines/Ice Scrapper and the poison just comes across as an anomally when I was going for ice shards.
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Anti-Matter's Personal Story at the end of Number Six's arc, there's an interesting caveat with the fact that for whatever reason the Coyote/Panther transformations aren't disabled. Even better, they don't lock you out of Anti-Matter's powers while enabled giving you a major speed boost to reach the end quicker. Additionally if you auto-fire a power there's a brief window where detoggling Coyote/Panther lets you activate a normal power, like Hasten or Siphon Speed or something. Sadly Coyote/Panther doesn't work in Tyrant's story, it's not necessary for Deadlock's story, and is no real help elsewhere (though I think it speeds up Heather Nash and Praetor Duncan's stories a bit since they have to do some legwork). I haven't tested to see if this works during Infiltrate the Skulls.
Everyone hates the mission from Roy Cooling where you rescue Lucas Zanella from a burning building within five minutes. I've had a couple instances where sometimes leading Zanella to one of the upper level on-fire elevators will clear the mission without having to go all the way back to the entrance. It's inconsistent but a nice time save when it happens.
If you're soloing Manticore's TF, it's a good trick to lure Countess Crey away from Hopkins. If you're far enough away he won't aggro when he stands back up allowing you to focus on Crey without having to fight a second AV at the same time. Good for squishy builds.
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My understanding: The KB>KD enhancements set the power's KB Magnitude to 0.67 when slotted, below the knockdown threshold and regardless of any other Knockback enhancements the power has slotted. It does seem wasted that the rest of the Sudden Acceleration set is basically annuled by the last enhancement but I've never used any other parts of the set anyway so it doesn't bother me.
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I've skipped it on both my DB Tanker and Scrapper. While it's a strong attack that also happens to be a melee cone it has such a long animation time that I'd rather just focus on using other attacks, mainly Typhoon and Sweeping. I also skipped Power Slice on both builds so the Sweep combo isn't an option anyway if combos mattered enough.
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Cardiac Alpha helps a lot, but it comes so late it's not something that should be relied on.
The best thing I do to help mitigate endurance troubles before then is to take full advantage of Recovery Serums fron P2W and occasionally grab a recovery buff from a base empowerment station. Blues help, and frequent Resting between fights if needed.
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5 hours ago, UltraAlt said:
I don't like players (mostly 50's) joining task forces and deciding that it is their decision to make it a speed run.
Quoting this bit specifically because I personally cannot stand people doing this. I often use PuG TFs as a means of spicing up my leveling of lower characters, but that goes by the wayside when Kurgen McAsskicker decides he's just going to kill the boss before the rest of the party has their foot through the front door.
(No offense meant to Kurgen McAsskicker if he's actually here, that was just a name I came up with on the spot and thought it was funny)
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I hardly ever use Rune of Protection on anything. It's usually not worth the power investment in my opinion and typically only take it on characters where it would thematically fit. Never had any issues without it.
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15 hours ago, DoctorDitko said:
I thought doors right next to each other were considered as the same door by the game. Has this changed?
Depends on the door, but a lot of the "four doors in a row" arrangements on the sides of warehouses count as four separate doors. Some sets of double doors do only count as one however.
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In the costume editor, the entry for Chaos Leather under the Huge body style with Jackets Upper Body category has an extra capitalized letter. This extends to the two-tone color option for the piece as well. Doesn't appear to show up on any other Body or Upper Body combination.
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If I recall there's a caveat to stacking Power Transfer +Heal procs. Something like multiple procs reduces the heal per proc so that it comes out to roughly the same amount of healing, someone will have to correct me on that.
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I usually just Trick-or-Treat in the villain side of Kallisti Wharf. Nobody there to bother me and plenty of doors to bounce around to. No enemies, no snipers, no monsters. Just an occasional zombie horde is all.
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2 hours ago, purplereign said:
Thank you so much for posting your build and your PoV! What are your thoughts on skipping the fighting pool and its impact on your survivability? Do you notice issues with not having it? I feel so hard-wired to take the fighting pool in any toon that may even approach melee (even with Hover).
Not having Fighting doesn't bother me. Opening with Blizzard and Melt Armor usually prevents things from fighting back and problem bosses can basically be nullified with Heat Exhaustion's massive damage debuff. Temp Invuln gives much more S/L resistance than Tough would offer and Hover keeps me away from melee threats lessening the need to go overboard on personal protection; the range benefits of Intuition/Cardiac and Clarion further help stay away unless i'm stuck in an office or cave. Thermal and Ice don't need to get close, the only powers that require getting into danger ranges are Warmth and Ice Breath, and Warmth will only be problematic like that with allies or helper NPCs. I generally don't struggle unless i'm fighting real high end stuff like DA Talons or Pantheon in large numbers.
And if you're running as a support, your team should be taking fire for you.
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3 hours ago, TraumaTrain said:
All of the weapons that can be sheathed maintain their own look. Vanguard power weapons "turn off" when sheathed - so it's just a stick in your backside.
A couple styles can't be sheathed. Fire and Ice - Elemental swords for instance (the one where it's just a sword of fire) and I think the swords taken from Greater Fire Sword/Greater Ice Sword as well. But the number that are excluded are very few.
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8 hours ago, MoonSheep said:
love seeing someone who builds a defender focused on team support rather than trying to be a scrapper
Funny you say that, part of the whole reason I made this Defender in the first place was to encourage myself to team more often and play a buff role plus I liked the paradoxical nature of the combo, combining fire and ice effects. Thermal is a very team-centric set since the debuffs come so late and ice slows are always useful in some regard (plus proc damage). I made sure to get Task Force Commander while leveling up as part of my goal for playing this one.
All that said, I can play it solo like a beast at this level. Strong debuffs, powerful AoE effects, fantastic single target damage, Heat Exhaustion completely neuters dangerous targets, enough power to solo giant monsters too. It's nice to be flexible if I want to team or not.
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Hey there fellow Defenders. I've had a bunch of people ask me about my Thermal/Ice build recently so I figured maybe it would be worthwhile to post the build in a public space. It's a strong build, I have it set up for proc damage without slacking on team support. Powerful single target damage with Freeze Ray and Bitter Ice Blast but no slouch in the AoE department either with the dual rains. Meanwhile Fire Shields keep everyone alive and Forge can be passed to two or three teammates for more power (Blasters love it!). I have endurance issues for sure but that can easily be mitigated by swapping the Alpha from Intuition to Cardiac. Intuition is a nice Alpha for the damage and slow buffs while Cardiac helps keep the blue bar intact and buffs the fire shields. Both improve range though which is also a big draw for staying safe. Critiques and criticisms are welcome but if nothing else I hope i'm helping a few of you out if there are people looking for this combo.
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This Hero build was built using Mids Reborn 3.4.6
https://github.com/LoadedCamel/MidsRebornEmerald Elegance: Level 50 Magic Defender
Primary Power Set: Thermal Radiation
Secondary Power Set: Ice Blast
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Power MasteryHero Profile:
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Level 1: Warmth
(A) Preventive Medicine - Heal
(3) Preventive Medicine - Heal/Endurance
(3) Preventive Medicine - Endurance/RechargeTime
(5) Preventive Medicine - Heal/RechargeTime
(5) Preventive Medicine - Heal/RechargeTime/Endurance
(7) Preventive Medicine - Chance for +Absorb
Level 1: Ice Bolt
(A) Thunderstrike - Accuracy/Damage
(7) Thunderstrike - Damage/Endurance
(9) Thunderstrike - Accuracy/Damage/Endurance
(9) Gladiator's Javelin - Accuracy/Damage
(11) Gladiator's Javelin - Chance of Damage(Toxic)
(11) Impeded Swiftness - Chance of Damage(Smashing)
Level 2: Thermal Shield
(A) Unbreakable Guard - Resistance
(13) Unbreakable Guard - Resistance/Endurance
(13) Unbreakable Guard - RechargeTime/Resistance
Level 4: Frost Breath
(A) Superior Vigilant Assault - Damage/RechargeTime
(15) Superior Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime
(17) Superior Vigilant Assault - RechargeTime/PBAoE +Absorb
(17) Annihilation - Chance for Res Debuff
(19) Impeded Swiftness - Chance of Damage(Smashing)
(19) Positron's Blast - Chance of Damage(Energy)
Level 6: Cauterize
(A) Panacea - Heal/Endurance
(21) Panacea - Endurance/Recharge
(21) Panacea - Heal/Recharge
(23) Panacea - Heal/Endurance/Recharge
(23) Panacea - Heal
Level 8: Plasma Shield
(A) Unbreakable Guard - Resistance
(25) Unbreakable Guard - Resistance/Endurance
(25) Unbreakable Guard - RechargeTime/Resistance
Level 10: Power of the Phoenix
(A) Doctored Wounds - Heal/Recharge
(15) Preemptive Optimization - EndMod/Recharge
Level 12: Thaw
(A) Unbreakable Guard - RechargeTime/Resistance
(31) Unbreakable Guard - +Max HP
(31) Impervious Skin - Status Resistance/Regeneration
Level 14: Hover
(A) Luck of the Gambler - Defense/Increased Global Recharge Speed
(33) Shield Wall - +Res (Teleportation), +5% Res (All)
(33) Reactive Defenses - Scaling Resist Damage
Level 16: Freeze Ray
(A) Hamidon Origin:Nucleolus Exposure(33) Hamidon Origin:Nucleolus Exposure
(34) Neuronic Shutdown - Chance of Damage(Psionic)
(34) Unbreakable Constraint - Chance for Smashing Damage
(34) Gladiator's Net - Chance of Damage(Lethal)
(36) Gladiator's Javelin - Chance of Damage(Toxic)
Level 18: Forge
(A) Recharge Reduction IO
(36) Recharge Reduction IO
Level 20: Ice Storm
(A) Ragnarok - Damage/Endurance
(27) Ragnarok - Damage/Recharge
(36) Ragnarok - Damage/Recharge/Accuracy
(37) Ragnarok - Recharge/Accuracy
(37) Ragnarok - Chance for Knockdown(37) Annihilation - Chance for Res Debuff
Level 22: Fly
(A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 24: Aim
(A) Recharge Reduction IO
(29) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 26: Heat Exhaustion
(A) Accuracy IO
(27) Endurance Reduction IO
(39) Recharge Reduction IO
(39) Recharge Reduction IO
Level 28: Bitter Ice Blast
(A) Superior Vigilant Assault - Accuracy/Damage
(39) Superior Vigilant Assault - Damage/Endurance/RechargeTime
(40) Superior Vigilant Assault - Accuracy/Damage/Endurance
(40) Gladiator's Javelin - Chance of Damage(Toxic)
(40) Cloud Senses - Chance for Negative Energy Damage
(42) Impeded Swiftness - Chance of Damage(Smashing)
Level 30: Maneuvers
(A) Luck of the Gambler - Defense/Increased Global Recharge Speed
(31) Endurance Reduction IO
Level 32: Melt Armor
(A) Accuracy IO
(42) Achilles' Heel - Chance for Res Debuff
(42) Recharge Reduction IO
(43) Endurance Reduction IO
(43) Recharge Reduction IO
Level 35: Tactics
(A) To Hit Buff IO
(45) Endurance Reduction IO
Level 38: Blizzard
(A) Superior Defender's Bastion - Accuracy/Damage
(43) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal
(45) Superior Defender's Bastion - Damage/Recharge
(45) Superior Defender's Bastion - Damage/Endurance/Recharge
(46) Superior Defender's Bastion - Accuracy/Damage/Endurance
(46) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge
Level 41: Power Build Up
(A) Recharge Reduction IO
(48) Recharge Reduction IO
Level 44: Temp Invulnerability
(A) Aegis - Resistance/Endurance
(46) Gladiator's Armor - End/Resist
(48) Aegis - Psionic/Status Resistance
(48) Gladiator's Armor - TP Protection +3% Def (All)
(50) Steadfast Protection - Resistance/+Def 3%
Level 47: Assault
(A) Endurance Reduction IO
Level 49: Hasten
(A) Recharge Reduction IO
(50) Recharge Reduction IO
Level 1: Vigilance
Level 1: Brawl
(A) Accuracy IO
Level 1: Sprint
(A) Celerity - +Stealth
Level 2: Rest
(A) Interrupt Reduction IO
Level 1: Swift
(A) Flight Speed IO
Level 1: Hurdle
(A) Jumping IO
Level 1: Health
(A) Miracle - +Recovery
(29) Numina's Convalesence - +Regeneration/+Recovery
(50) Panacea - +Hit Points/Endurance
Level 1: Stamina
(A) Performance Shifter - Chance for +End
Level 22: Afterburner
Level 50: Intuition Radial Paragon
Level 50: Diamagnetic Partial Radial Conversion
Level 50: Clarion Radial Epiphany
Level 50: Cryonic Radial Final Judgement
Level 50: Assault Radial Embodiment
Level 50: Polar Lights Core Superior Ally
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Taser is a single targer stun, yes, but a while back it got a massive increase in damage and can be used as a slightly ranged melee attack if you find yourself in close quarters and the target gets paralyzed as a bonus too.
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Dark/Cold sounds like good synergy. +Def shields and aura and -ToHit control effects.
What SOLO difficulty level do you use?
in General Discussion
Posted · Edited by ZorkNemesis
I scale up as I level. Usually starting at the default settings then upping the challenge as I get more capable. I'll usually turn on solo bosses before or around level 10 and almost always have x2 team size a few levels later. It's AT dependent but my fast killers usually have higher team size settings sooner. I'm pretty sure i'm usually at x4 or higher by level 40, and at level 50 i'm generally at x6 until Incarnate stuff puts me into x8 territory. I usually won't increase levels until I get level shifts from Incarnates unless I level so quickly that my current arc is falling behing between missions (Laura Lockheart is a prime offender, not uncommon to get two levels between the final three missions and there's no checking in with her during that time).
When leveling in Praetoria, I never go above x1 unless I've finished my current storyline and can't move into the next part of the city yet, but once I can go to the next area I turn it back down.. I will usually enable solo bosses at some point though.