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ZorkNemesis

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Posts posted by ZorkNemesis

  1. I don't recall that animation for Thunder Kick, maybe you're confusing that with Claws/Swipe or Spines/Barb Swipe which did something similar before being altered to be faster and more natural looking.  Spines Paragon Protectors still use the old animation for Barb Swipe if you want to see it, and that animation was also used in Claws before the change.

  2. I think I tried to use a damage proc in the Concealment version (Misdirection) and it seemed like the proc was causing the Placate to fail periodically.  I can't say for certain though since it feels like these AoE Placates just don't work as Placates from time to time.  Last time I played my /Ninja Blaster Smoke Flash wasn't Placatting at all (i'm hoping that's been fixed by now).

     

    Still worth taking for the crowd -Res though, especially if you have a good PBAoE nuke.

  3. Gonna add to this.  This is certainly an issue with the Soul Noir effects, the cloudy effect isn't showing up on my character's left shoulder either like the picture above (though I have it in Obsidian Shield instead).  I did notice another oddity, in that sometimes certain /ledgesit animations cause the effect on the left hand to jut out into the air above the left shoulder.

     

    445360587_SoulNoirArm.JPG.1e157d4a1aa975ed9f6f5f5f0415eaf5.JPG

     

  4. Back during the Live days, I had always wanted to play a Dom (I love the concept of control and damage) but the AT never meshed well with me.  Some time after Going Rogue I took a look at Earth Assault and noticed Mud Pots among its powers.  I then suddenly decided I wanted to try combining Mud Pots with Hot Feet for a double damage aura and came up with a volcanic themed characrer with the Lava customizations.  Rolled him as a Praetorian and found that I liked the combo enough to stick it out; the heavy damage from the Earth attacks helped me keep going. Once I got him into Fire Mastery pools I was completely on board with him with the added AoE damage.

     

    Ironically I respec'd out of Mud Pots shortly after getting it, it wasn't nearly as good as I had hoped and Hot Feet was enough.

     

    I still struggle with Doms, I honestly think it's the lack of AoE damage from an AT meant to be a damage dealer.  Controls typically don't cover that damage and Assault sets are very ST focused with usually one melee AoE.  I have found a couple good ones, Dark/Martial is a little clunky but a good close range fighter while Ice/Savage is super fun to play with Savage Leap keeping you in the middle of the fight at all times.

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  5. On 9/3/2022 at 8:25 PM, Blastwave said:

    The 15% Defense from Broad Swords Parry attack still does not stack with itself for Tankers, it does stack for Brutes though.

     

    It's not meant to stack on Tankers by design; this also occurs with Katana/Divine Avalance and Titan Weapon/Defensive Sweep.  I think it's a ballance reasoning since it would be too easy to overinflate the M/L defense on the AT meant to be frontlining anyway.  Frankly Tankers don't need it to stack to be nigh-unhittable anyway.

     

    It's also possible that because the Tanker version is implemented differently for this very reason that the Detailed Info shows inconsistent values between ATs as mentioned in the original two year-old post.  Likely done to normalize values across the board as Parry/Divine Avalanche/Defensive Sweep all add 15% M/L (or M/S for Titan Weapons) defense regardless of AT.

  6. I took a quick look through the old Paragon Wiki (the one that's archived as of the shutdown) and it turns out there was a hero by the name of M1 in the game's backstory.  He served during World War II as part of the First Hero Brigade and is honored in Galaxy City with a statue, the same one where the Tank badge is located (he is also mentioned by name in the badge description itself).  There's nothing that says he was ever renamed and he's definitely not Blue Steel.  Why he gets a pass to have a two-character name and you don't however isn't really known but I think super short names might cause backend problems or something, I wouldn't know.

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  7. Dr. Graves mission to check in with the other contestants, with the recent destruction of the Mercy Island Architect Entertainment building under entirely innocent circumstances the mission now sends you to Vault Reserve, which is correct behavior.  The clue you are given from this mission talks about Day Job sites but still lists AE as a example even though you've yet to visit one if you're sticking to the script.  I suggest that instead of using AE as an example Day Job, Vault Reserve should be there instead with the mention of an Infamy bonus on mission completion.  Additionally the clue has outdated information concerning the Black Market Day Job, which now grants Brain Storm Tokens on mission clear rather than providing a Black Market teleporter like the clue states.

     

    Haven't looked at it, but I assume Twinshot's Day Job clue also has the incorrect information as well for both AE and Wentworth's.

     

    180200639_DayJobLocations.JPG.9ed0cbd7c626a4dd53147f49c47387d5.JPG

     

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  8. Got a few.

     

    Champion Alexis, Broadsword/Energy Scrapper.  Inspired by the kind of female warriors like you'd expect from Xena or the like.  Two styles: lighter clothes and battle armor.

    491880678_ChampionAlexisLightArmor.JPG.5cd50c56d6a7138cd63baec36fdb3d2e.JPG   218335657_ChampionAlexsis.JPG.b8315163e2918095bbc6cc861f98f4fd.JPG

     

    Grave Menace, Broadsword/Dark Brute.  On a sword kick lately and saw this mentioned in a recent Brute thread, though i'd give it a go.  Found a cool effect for the head while I was at it (Spectrum head obscured by a hood and the human skull parts, with bonus eye aura).

    764271779_GraveMenace.JPG.519a478004cf65a8a7375c17580f64c8.JPG   1326323504_GraveMenaceSword.JPG.3edb1ed67fb57b2c9b96f025a111cbeb.JPG   1803677445_GraveMenaceFace.JPG.9991b74044d610e663f4945bf032c7f6.JPG

     

    Atom Slasher, Radiation/Broadsword Tanker.  More swords!  Went for a look that's supposed to make it seem like everything's powering the sword arm.

    92948020_AtomSlasher.JPG.9cdf7f06599a01446965ae6afba1b155.JPG   1176900329_AtomSlasherSword.JPG.079f31fd2b3e06d4c6caeb9f232318a2.JPG

     

    Bolder Boulder, Seismic/Martial Blaster.  It's not a sword?  Wanted something rocky and speedy, and it's pretty fun using Burst of Speed to beat Upthrust to the target.

    1826091756_BolderBoulder.JPG.d30c04c1f73d5435924d30e212dbfe61.JPG

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  9. Ok, i'm back, here's what I've got concerning Regen.

     

    As far as power picks, I skipped Second Wind but took everything else.  Up to you if you want to skip it but I valued other powers and find that I don't die often enough anyway to merit needing a self rez, though like I said it can be used to give you a boost in health when you're in a jam (if you use it while alive, it has a +MaxHP that scales up as you lose health, using it at low health gives you more).

     

    Slotting Regen, it's pretty much all green.  Six slots Preventative Medicine in Reconstruction, Four slots Numina's Convalescence in both Instant Regeneration and Intergration (four slots of Numina's is a bonus to healing effects).  Quick Recovery and Dismiss Pain both have one slot, with a Performance Shifter +End and a generic 50+5 Heal respectively.  Fast Healing has two slots Numina's with the Regen/Recovery unique slotted (two slots Numina's is another slight Regen bonus).  Resilience two slots with the two +Def uniques.  Moment of Glory is slotted with two generic 50+5 Recharges as well as a Luck of the Gambler Recharge.  Actually pretty easy slotting.  If you value Recharge set bonuses, you can shuffle slots into Reconstruction, Instant Regeneration, and Integration and use Doctored Wounds or Panacea sets instead.  Doctored Wounds keeps some healing at four slots and adds some minor resistance to S/L/F/C as well as a 5% recharge boost, while Panacea will increase your Recovery, Regen, and Max HP along with a 7.5% Recharge along with some other buffs if you're into PvP.  Also consider shuffling slots to put the Impervious Skin +Regen into Resilience and the Power Transfer +HP into Quick Recovery (or Stamina).  Moment of Glory can take the Defense uniques, but putting them into a pool defense power instead like Combat Jumping, Hover, or Weave.  Consider aiming for defensive bonuses in your primary sets to cover what little Regen has; Thunderstrike is a great set for building Ranged Defense, your ATOs offer Melee and Range defense, if you can fit Winter sets, they generally offer Melee and AoE defense.  Take your ATOs anyway for the Range and Recharge set bonuses.

     

    Pool choices, Fighting is pretty much mandatory since Regen offers very little damage resistance or defense (Resilience is only about 8% unslotted to all, and Reconstruction adds 14% Toxic for a minute, but that's it outside of MoG).  Travel is up to you, I use Mystic Flight on this character (pro-tip, Sentinel's version of Aim comes with a +Range bonus, which works with Mystic Flight/Translocation, Speed of Sound/Jaunt, and Teleport for longer teleports) but that did leave me taking another pool for Hover.  Hover Blasting as a Sentinel is a perfectly viable tactic, safer too, but still a bit slow as Sentinel damage is lackluster.

     

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  10. I can take a look at my Regen Sentinel when I get home tonight, but if I recall I took every power except the rez (though the rez can give a huge burst of health in a pinch).  A fair number of the powers are good for just one slot: Fast Healing and Dismiss Pain can get by with just an IO Healing if need be, Resiliance can be treated similarly but might be a good place for the Resist uniques.  I recall I went full six slot Preventitive Medicine in Reconstruction and did four slots of Numina's in both Intergration and Instant Regeneration.  I think I slotted MoG for Recharge and Recovery so it can be up as a panic button if needed.

     

    Compared to a Scrapper, Sentinel Regen isn't really that much better.  The big advantage is that it's less clicky as Dull Pain and Instant Healing aren't clicks.  Instant Healing also provided a modest Absorb over time as a toggle instead of a click that caps your regen.  You still need to click for Reconstruction, Second Wind and MoG if you want them, though Reconstruction is pretty lame; even six slotted at 50 the heal is kind of weak (only about a third of my health) and the recharge is real bad, especially if compared to Healing Flames in Fiery Aura which is pretty much the same power at half the recharge.  It's still pretty good for what it is though, My Rad/Regen can usually get in and do the work without keeling over too quickly, only having trouble with mobs that hit really hard as Regen's big drawback is not always being able to soak up the alpha strike.

  11. 1 hour ago, Arc-Mage said:

    I have it on good authority that this is a client side error and corrects itself upon logging out then back in again.

     

    Possibly, but I swapped to another character to try and explore out of bounds (which is possible, there are ways to teleport through the mission barrier) and also saw the monorail driving in the streets on that other character as well.

  12. I keep finding that Intuition is my usual pick for most everything ranged.  Intuition Radial is so good for range ATs, Damage and Range bonuses, Hold duration is ok, Slow and ToHit Debuff are common secondary effects.  Honestly I'm usually taking it for the Damage and Range buffs, especially since I frequently skip slotting power range.  Intuition also paira extremely well with Cryonic Judgement, giving it more power, a longer cone range and a longer hold on the radial tree.

     

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  13. The mission to Stop the Rikti Assault for the new Traditionalist Foil badge has something quite interesting.  While running around searching for the last hostage for about 20 minutes I had to stop and do a double take when I saw a monorail tram just driving down the road.  It seems that the tram is just in there as a random car.

     

    https://imgur.com/a/e9pSwBr

     

    Also, given that this mission has the Rikti death green clouds, I don't think it's very fitting to have random cars and pedestrians just going about their business.  You'd think maybe they'd think to flee...

     

  14. Toxic might be heavily resisted on general, bit do you know who doesn't resist it?  Malta.  Malta has high S/L resistance across the board while the Gunslingers and Titans resist everything else, but their Toxic resistances are a flat 0%.  It'a nice to have some damage against those damn Titans when they have 50% Lethal resist and 25% Fire and Cold as well.

  15. 2 hours ago, Erratic1 said:

    Could be worse. You could be trying Dark Armor/Rad Melee. 😈

     

    You joke, but I love that combo on my Brute.  A bit end hungry but hits like a truck and things just melt with all the damage auras and Contaminated splash damage.

     

    Some extra advice for OP, also look into temporary powers for Recovery boosting.  Recovery Serums from P2W give a large recovery boost for 4 minutes on a 10 minute cooldown (affected by recharge buffs) that mostly negate any endurance issues unless you're fighting Carnies, Freak Stunners, or Malta.  A base empowerment station can hook you up with a 90 minute (in-game) recovery increase in exchange for some basic salvage.  If you have inf to spare, the Survival Amplifier from P2W (or Super Packs if you're lucky) will also add more recovery as long as they remain active (up to 8 hours in-game).  Since you're still level 20, try to get into a Drowning in Blood group as well; completing that trial will let you get another recovery bonus that lasts until level 30 or 7 days in-game, whichever comes first.

     

    Also consider logging off in an Arena for a while.  The Duelist Dayjob is a +Max End that lasts up to 2 hours (though logging out for a day gives about 10 minutes) and since recovery is percentage based any increases to max end will also increase your recovery in a sense that you get more back per tick.  The same applies to end bonuses from sets and accolades.

     

    And as for KB protection: If you have a travel power or a power that accepts Universal Travel, drop a Blessing of the Zephyr KB Protection in there to cover 98% of your knockback issues.  Ideally try to get more than Mag 10 if you plan to be the tank eventually, but Mag 4 is enough for nearly everything, with only late game things like Fake Nemeses and Diabolique presenting actual issues.  Steadfast Protection has a KB protection alongside the Res/Def you'll probably slot, Cloak of Darkness can accept the Karma KB enhancement, and Fury of the Gladiator has Mag 3 protection with 3 slots; you'll probably put the -Res proc in Death Shroud unless you'd prefer to put it in Soul Drain but I personally prefer to drop it into damage auras when I can.

     

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  16. I play on Indom and at such a late hour that nobody is doing anything anyway.  I'm not even sure I've seen a shout for Aeon in any capacity when i'm around.  I wouldn't mind trying harder content but schedule conflicts typically prevent me from doing anything group focused.

     

  17. 9 hours ago, TheZag said:

    Legend has it that a Hamidon once invaded pocket D.  Its defeat rewarded each player in the zone a level appropriate hami-o.  Supposedly there was a lvl 6 hami-o in the game for some time after.

     

     

    This happened on the old beta server when they were holding an anniversairy party (Pre I8, this was the players' first preview of wings as Cricket was present with a winged outfit).  A developer who was there in Pocket D spawned the Hamidon (old Hami, no mitos) which everyone proceeded to try and take out.  We got it down to 50% where it proceeded to use "yellow death" (old Hami spawns a yellow mito on top of everyone in the zone at 50%, 25%, and 10% if not controlled).  To prevent server crashing, all mobs in the zone were quickly killed and everyone who hit Hami got a Hami-O of the appropriate level.  I was on a toon around level 11 or so and I got a level 11 HO from it.

     

    I don't know if this ever happened on live servers though.

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