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ZorkNemesis

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Everything posted by ZorkNemesis

  1. While not exactly what you're looking for, I find that rolling a Blaster with Martial Combat as a secondary fits a speedster archetype pretty well, with Burst of Speed giving you a fast teleporting attack (zipping from foe to foe delivering hits) and Reaction Time which is said to demonstrate heightened senses (everything moves slower around you as if you are moving faster than them). That said, the rest of the set is mostly just hand-to-hand combat (foot-to-face? The three main melee attacks are kicks) which doesn't necessarily lead to speedy effects, especially with Eagle's Claw's long windup. Still worth checking out if you wanted a more aggressive speedy type rather than the kind that uses their speed to disorient and disrupt.
  2. Energy Blast/Force Field Defender/Corrupter. Energy is all KD/KB and the FF powers that aren't meant for boosting defense are all heavy knockbacks; Force Bolt is Mag 10 out of the gate as one of the strongest KB powers in the game. Force Bolt, Repulsion Bomb, and Repulsion Field all serve to knock enemies on their asses, Force Bubble can KD as well but the power is more a Repel meant to push foes away rather than knock them over. As for Energy, Energy Torrent and Explosive Blast have high knockback chances on groups, Power Push is another long range high mag KB, Nova scatters the crowd if they survive, and every other attack can easily knock over or back foes you hit.
  3. Most powers that want you on the ground can often be activated as long as you're touching the ground even if you're technically flying. I don't know if that's the case with Seismic powers; I think the shockwaves KD aura needs to be grounded to function but attacks I think work as long as you're close enough. If you intended to actually fly around it could be problematic. Since I can't get a straight answer, I suggest installing the beta client and using the beta cheats to auto-level to 50 and check if Seismic powers play nice with Hover/Fly.
  4. Old thread for sure, but the topic remains relevant. What I monitor is generally dependent on the character I'm playing with melee types usually having the most effects to track. If i'm watching things, i'll usually monitor damage bonuses (Brutes primarily), one or two defenses (particurally on sets with dynamic defense powers like Energy Aura or Ice Armor), one or two resistances (similar to defense, but mainly on Bio Armor or Tankers with the ATO) and Regeneration (Regen focused sets like Willpower or...Regeneration). Sometimes I watch others, like Recovery with Conductive Aura or Drain Psyche, or Endurance Discounts with the Brute ATO proc.
  5. I found a hole that got me under and outside of Port Oakes a while back. I started to fly to Mount Diable from there but turned back since I was worried being so far out of bounds would get me flagged for illegal play or something (World of Warcraft did exactly this if you were able to sneak into Mt. Hyjal prior to Cataclysm). I posted the how-to in the Geometry Errors thread in the bug forums if you want to go and reach the demon horns yourself.
  6. Storm Palace is strange. I don't think it awards credit for Firebase Zulu Security Detail either, which is stated by the badge progress description to spend an hour in The Shadow Shard as a whole. I once spent some time there doing some respecing and power tweaks while hoping to get that badge in a darker atmosphere and got nothing to show for it.
  7. Field Agent Keith Nance. While it's not one single mission, his entire story arc never has you go back to Nance to start the next mission (there is one instance where you check in with him, but it's still part of a mission and not getting a mission) so if you do it all in one sitting you can treat it as one continuous mission. The whole thing has you chasing an evil you through the city (one of the very few instances where a mission exits you to an entirely different zone) and it all feels frantic and somewhat seemless.
  8. To be fair, running out of endurance is a bit of a different animal than simply being mezzed. I assume you're still going to be completely detoggled when you get completely sapped.
  9. Cortex in Agent Watkins' Vahzilok arc does this with mental projection. When you get him down to about 25%, he despawns and sends about three waves of several copies of himself after you and you need to take them out before refighting Cortex again proper. Praetorian Vanessa DeVore does something similar when you fight her during Mother Mayhem's story arc, though I believe she sends her copies/projections first. Also, Hamidon mitos used to divide and duplicate if you didn't have them held before defeating them. That was removed in Issue 8 when Hami got reworked, but that also probably doesn't quite fit here. There's also Flamebeaux who uses Nemesis duplicates of herself to show off in one of the tip missions. Also not the same thing but you do get the opportunity to smack down two of her at once.
  10. Been a while since i've shared any outfits. I admit I hit a bit of a creative block and also the recent major Minecraft update pulled me away from CoX but with the new page on the horizon I think i'm back for a bit more spandex and villainy. Here's a few outfits I had before my more recent break. I don't have any background concepts at the moment, just ideas. Mistress Ebonflame - Dark/Fire Dominator. Side note: is there any way to change the color of the inside of the Black Knight belt's cloth? I couldn't find any way to manipulate it like you can with the inside of the Cybertech jacket. Ye Olde King Coal - Fire/Stone Brute. Hail to the king of fossil fuels I guess. Siberian Sentinel - Ice/Savage Dominator. Going for an arctic wolf theme. Side note, this is a fun Dom combo and I've certainly been struggling to find Doms I enjoy playing. Spear Mint - Spines/Ice Scrapper. Certainly went for the idea of combining Spines with Icicles for the excess of needles and sharp pointy objects. Probably best not to give her a hug.
  11. Hey, i'm back. I popped open my Spines/Ice and here's my breakdown of what I did, though I don't think it's all that optimal. I did take every power, though it's a mostly even split between full slots or low slots. Frozen Armor: Standard defensive power. I generally build for recharge Recharge in everything, so I did five slots of Red Fortune, with the sixth slot being the Luck of the Gambler Global Recharge. Chilling Embrace: Slows are easy enough to stack, but this power also reduces the damage of surrounding enemies so it is useful for mitigating damge. Two slots with IO End Redux and call it a day. Wet Ice; One slot End Redux IO. Can't really do anything else with it. Hoarfrost: My usual tradition for slotting heal powers is to fully six-slot Preventative Medicine for the late Recharge and End Discount bonuses, so I did that. Glacial Armor: Same as Frozen Armor; five slots Red Fortune, Luck of the Gambler Energy Absorption: Looks like I did some frankenslotting here. I emphasized on the power's own recharge to have it up as often as possible, but also get a fair amount of defense and endurance out of it too. Three slots of Reactive Defenses, two slots Performance Shifter, and Luck of the Gambler Recharge. No uniques from Reactive or Shifter. Permafrost: Useful to have for the extra slow protection. Combined with Wet Ice and the Winter's Gift Slow Resistance unique, you'll have 100% Slow Resistance, essentially making you immune to any slow effects. Two slots, Steadfast Protection Res/Def and Gladiator's Armor +Def. Icicles: this power might be skippable, but I took it to stack it with Quills for more damage auras and more spikes. Unlike Quills, Icicles doesn't crit. It looks like I gave it three slots of Multi-Strike and i'm guessing that's more a choice of saving slots than anything. If I didn't already put it into Quills, I would highly suggest Fury of the Gladiator -Res proc here, or Critical Strikes proc if you don't want to worry about putting that into your attack chain. Icy Bastion: Whenever I can, I try to four-slot Unbreakable Guard for the Melee Defense bonus, which is what I did here. I put the +7.5% HP proc in it as well. A fifth slot is added for a Doctored Wounds Heal/Recharge to improve it's recharge and regen bonuses. If you're wondering, Shield Wall +Res and Reactive Defenses Scaling Res were put into Combat Jumping.
  12. I have a Spines/Ice at 50, when I get home later tonight I can pop in and see how I built her. Off the top of my head I think I took every ice power, i'll make sure on that later.
  13. If you use Hover you'll lose your KB protection and will have to make up for it with slotting. The rest of Grounded's effects remain though, you'll still have the passive E/N and Immobilize resistances even when airborne. For slotting, consider a BotZ KB protection in your travel power, for finding someplace for Steadfast Protection's KB protect (or the Karma KB protect if you dip into any +Def pools). Also consider three-slotting Fury of the Gladiator into something (Lightning Field is a nice choice for that, with the -Res proc alongside it) as the three-slot set bonus is KB protection.
  14. I saw this in the notes and am a little confused about what it is: Accolades/Vanguard MDC: IgnoreCombatMods added to the training dummy summoned to make them exact parallels to the Rikti Pylons What's the Vanguard MDC accolade? From the wording here, is there actually a power that lets us drop a practice dummy?
  15. I noticed that when you use the two laser swords (PX-17N Supernova and VK-99 Event Horizon) as Titan Weapon skins, the blades don't turn off when glued to the back like they do when used as other types of swords. I assume that's just an oversight at the moment?
  16. I'm still at work and haven't gotten a chance to check this out yet, but has anyone seen how back-mounted weapons look with wings? As it turns out my high end weapon users are also part bird and part fairy and I have concerns that the holstered weapons are just going to clip right through them. Same thought with capes though I don't have any caped weaponlords, yet.
  17. There'a an easter egg event that can be triggered in Nova Praetoria with extremely specific timing. I forget the exact numbers but it's something like kill 20 Seers and 100 PPD in 4 minutes, a Hamidon tentacle pops out of the forest on the horizon for a few seconds. Supposedly there was supposed to be an actual Devouring Earth invasion of Nova Praetoria event that never got implemented and this is just a relic of that.
  18. My Ice defender uses Polar Lights. Mainly so I can set them on fire with my Thermal shields so they look like green fireballs.
  19. I tried Sonic/Mental on live. It's not powerful at all, but Siren's Song sets up for pretty much a risk-free Drain Psyche (both the Sleep and the Regen/Recovery buff are autohits). Psychic Scream is nice to pair with Sonic's subpar AoE blasts. Also the -Res from Sonic helps overcome mobs with heavy Psi resist if you're using Mental's attacks.
  20. I'm no expert on Doms and I often have difficulty with them because they typically don't perform to my desires (being a damage dealer with lackluster AoE being one of my biggest issues), but one I found recently that's really fun is Ice/Savage. Ice Control is a strange set full of soft control but your two core powers, Arctic Fog and Ice Slick, really help to mitigate a ton of damage. Savage Assault favors melee so it synergizes well with Arctic Fog, especially after 38 where you get a teleport attack to put you right into the crowd. It also has a self-heal which is unique, though a little weak. The crows proc really well, accepting two of the three -Res procs if you want to shred the armor off your foes. I do wish Flash Freeze had a faster animation though. Other builds might be easier, Ice/Savage is squishy for sure and Arctic Fog is an end whore (over 1 end/sec when unslotted), having Domination up as much as possible is almost a requirement to prevent Fog from being detoggled too. Pretty active playstyle though and can be fun and devastating when done well.
  21. Inv/SS Tank with flight is the classic "Flying Brick" setup, SS/Inv Brute as well. Fire/Kin Controller. Everyone has one but me it seems. Fire/Fire and Energy/Energy Blasters are very common. Energy/Energy was a staple "flavor of the month" combo back on live and was also my first ever level 50 character back in I4. AR/Dev is also a classic Blaster combo, but less common these days since AR isn't so good. Emp/Psi Defender is a pretty standard defender, Empathy typically extends itself to psionics in theming. Arch/Trick is also somewhat commonplace since for the longest time this was viewed as the only way to make Trick Arrow viable in any capacity (people really hate weapon redraw). Claws/Regen Scrapper. NCSoft and Cryptic got sued by Marvel over this one due to the sheer number of Wolverine clones. Energy/Energy Stalker was a popular setup on live days. Energy on a Stalker lacks AoE but still put out some serious hurt. Robots/Forcefield Mastermind. The classic super tanky MM. I'm drawing blanks on cliche Dominators and Corrupters. I don't recall them ever having a truly cliche build of sorts, but I also always played on lower population servers and don't know what the rest of the game was doing.
  22. The four given by the menders were classed as Task Forces when they were first introduced but had the unique (at the time) freedom of being able to run them without a team. At some point between sunset and score they were changed and added to the Pillar's arc selection. I'm not sure if they're still classed as TFs, they may have a similar logic to the signature story arcs where flashbacks are concerned now.
  23. Actually, I think it was more meant to keep them level restricted since hazard zones originally required a minimum level to enter and many accolades needed exploration and history badges found in those zones. I FPRM's case, it called for history badges in Dark Astoria and Terra Volta, both whixh required level 21+ to enter.
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