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ZorkNemesis

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Everything posted by ZorkNemesis

  1. It's been reported before, it seems like it's usually triggered by a global power proc. In this case, it's possibly Shinobi's critical hit effect. Why that would be classified as "Tanker Melee" is a whole 'nother can of spaghetti code I'd think,
  2. To get credit for a GM's badge your team needs to do a decent chunk of the total damage, at least 10% I think though I could be wrong. Generally if you're assisting a GM and you're alone you won't get the badge unless you're an absolute DPS monster. Also if the GM gets droned for some reason nobody gets credit, so avoid drones at all costs. And location doesn't matter. The Boomtown Babbage and Synapse's Babbage (usually spawned in Skyway City but can be spawned elsewhere) award the same badge, Clockstopper.
  3. I see a lot of Illusion here, which is a great set for all of the above, but have you also considered a Defender? A well built Defender is an absolute monster in any setting. I have a Thermal/Ice that's capable of full strength solo jobs, AVs and GMs, and when she's in a team she's a major force multiplier. The +4x8 is the most difficult, she's still squishy and doesn't have much for damage mitigation against herself (Thermal doesn't really have anything to reduce incoming damage on the caster, just their teammates) but most things die very quickly when Melt Armor and Blizzard are dropped together. From my understanding, Time, Dark, and Traps are extremely good sets on Defenders and are capable of covering every aspect you're looking for with ease, though it may still take some work getting the numbers you really want. And in the damage department, you have Fire, Water, Ice and Dual Pistols to cover your desires for damage and support debuffs (minus Fire). Though anything really could work with some effort.
  4. A lot of the Carnival's unique pieces aren't available to players, mainly their gloves, shoes, collars, and whatever they have on their backs. But I took a stab and came up with something pretty good when compared to a Carnival Ring Mistress. It's not a perfect 1 to 1, but could pass as a discount Carnie in a heartbeat. Using the image from the CoS wiki page for the Ring MIstress as a template, I came up with this in about 5 minutes. Ring Mistress.costume Pieces of note: Head: Carnival of Light mask with matching colors. The eyes underneath are from Supernatural Face 11 colored red. Body: Barbarian top was the closest I could find. Magic robe shoulders, Santa Gloves give the best "frilled" gloves from what I could tell. Carnival of Light sash. Legs: Carnival of Light leggings, and Victorian Steampunk boots. Back: Celestial Armor 1 was the best look I could find for the back detail, though Hooded Lamps was a nice alternative if you don't want perfect. Warp gives the crossed sticks look in a sense, but doesn't mesh with the rest of the outfit. Also keep in mind, there are a lot of pieces ripped from the Carnival of Light/War/Vengance in Praetoria. You can mix and match those in as you see fit but they do have much different designs from the Carnival of Shadows on Primal Earth.
  5. Energy Melee and War Mace dish out a lot of stuns. Stack them with Dark Armor's Oppressive Gloom and you should have your own troupe of Thriller zombies walking around you. While not a guarentee, the Pounding Slugfest set lets you add a mag 2 stun proc to any ST melee attack. You can also add a stun proc to any immobiloze with Debilitative Action as well, but that typically stacks with the immobilize for a pseudo-hold that won't cause them to walk around like goofs.
  6. Zone: Atlas Park Position: [3997.3 -34.8 -1490.5] - The sewers during Officer Fields' mission to Take the fight to the Vahzilok When the Water Effects graphical slider is set to High or Ultra, the water incorrectly reflects the War Walls and the exterior city scape in the eastern portion where the walls are submerged under the water, roughly the size of the space between the surface of the water and the ground. The War Walls shouldn't be visible from this location at all as you're underground in a sewer. Additionally, moving the camera below the water shows that there is a solid wall between the surface and ground, so it's entirely the reflection in the wrong.
  7. I always make sure to hit up Field Agent Keith Nance in Talos at 20. One of the more fun arcs in the game where you chase your evil self across the city in a non-stop train of action. The whole thing is one single long mission and you keep getting directed to check with other NPCs to keep tabs on where the other you is going instead of simply giving Keith a phone call. Plus good writing; all the Freakshow calling you crazier than they are since "you" paid them to beat you up, along with the early joke about how difficult it is for Freakshow to arm bombs. Jenni Adair is a decent followup but her missions aren't nearly as good. Outside of the fights with Protean and Burkholder they're pretty bland.
  8. I'm certainly part of the murderhobo crowd here. I'll take Stealth on characters if power picks and themeing allows for it, but i'm usually using it for the extra defense more than anything and not actuallt sneaking around. It's great for setting up initial strikes though.
  9. There's a handful of Vigilante tips in the 30s that pit you against Longbow. However storywise I think most of them are also Nemesis robots. Damn shame...
  10. Random Arachnos commander giving his troops instructions in Grandville. [NPC] Bane Spider Executioner: Remember: when the pin is pulled, Mr. Grenade is not your friend.
  11. Fire's lack of secondary effects means you'll probably want some extra forms of mitigaton on your support set, especially if you plan to solo. Anything that can help you survive attacks will be a big help. I say /Time is great at this since you get the defensive combo of Time's Juncture and Farsight, along with Distortion Fieid providing periodic holds and two powers that will heal you over time. Plus all those buffs you have are great on teams. Can also go with /Storm. Excessive knockdowns from Gale, Freezing Rain, Tornado and Lightning Storm help keep things from attacking you as often. Good defense buff with Steamy Mist, lots of extra damage from Storm's effects, and Hurricane's repel can be really good if you know how to use it (which I personally don't). Freezing Rain is also a very potent resistance debuff for all your fire damage and tornado/clouds. I would also add /Dark. Fearsome Stare is an amazing power with a large cone Terror and -ToHit. Shadow Fall is more defense, Tar Parch is great for killing, Howling Twilight doubles as a crowd stun on minions, the Dark Servant acts as a secondary debuffer that heals and further cuts enemy accuracy.
  12. Aggroed a Bane Spider Commando in Grandville, who said "Let's clean up The Tangle!" I was fighting him in The Fab...
  13. Mission: CFM_OFFICE (Find Lawrence Hawkin, Roy Cooling) Position: [2818.4 0.0 3711.0] Tough to take a moment to get this shot since this is during the whole "Rescue everyone in 5 minutes" part. They seem to have forgotten to install the doorframe for this door on the upper levels. Side note and an extra bug: you can often save Lawrence without taking him through the entire building by taking him to a non-functioning elevator instead despite every rational shred of logic reminding you that you shouldn't be using elevators when a building is on fire.
  14. Mission: IOM_TALOS_CONFERENCE (Find Stanfeld at the Conference, Roy Cooling) Position: [-1472.6 192.0 7493.1] This air duct ends with nothing obstructing it, allowing you to see the untextured interior. Similar ducts nearby end in a larger unit and don't allow looking inside. Another duct attached to this one isn't completely connected to the main unit it's coming out of. Another unit behind has the same issue. The vents located in the same spot in Talos Island proper are correct.
  15. I'm st work now, i'll see what I can do later.
  16. /dark and /ice. Dark has two of the highest DPA melee attacks in the game, Smite and Midnight Grasp and Soul Drain is a great way to boost their power further (SD with Fury of the Gladiator -Res proc is nasty). Soul Drain is capable of providing more damage boost than standard Build Up if you're in a large enough group and it lasts longer. On the other hand, Ice offers Ice Sword with another solid DPA but more importantly Freezing Touch which has a lot of damage up front and can be proc'd to hell by nature of it also being a hold. There are more than six enhancements with damage procs that can go into it, and it can accept three Superior procs (Hecatomb, Unbreakable Constraint, and Blaster's Wrath). /Ice also has traditional Build Up, which is easier to use than Soul Drain and can easily be backed up with the Gaussian's Build Up proc. Keep in mind though, Build Up won't increase proc damage, but -res debuffs will.
  17. I don't have the numbers on it, but any time I had used it on my Dark/Martial it seemed like such a pittance of extra damage that I may have well just not used it at all. The best damage increase I got from it was roughly 30ish on Masterful Throw (at level 50 against mobs with no toxic protections), which was less than half of the Sting of the Manticore proc it uses. Other powers had minimal damage increases, very few of them did more than 15 extra damage. Trick Shot seems to have the worst out of them all, only adding a paltry 4 to the targets hit; even Storm Kick and Dragon's Tail were adding 15 on all hits. Exploding Shuriken's residule splash damage is also not buffed by this. Side note, the bonus damage is lost entirely if you're playing under an "enhancements have no effect" setting since the proc is treated as a global enhancement. The power does have a solid upside though in that it's a pretty long lasting ToHit boost. Even if the damage is minimal it still helps everything land and indirectly buffs Masterful Throw's Fast Snipe damage if you're not already at 92% ToHit. But if you're looking at it to increase your overall damage, you probably won't notice much.
  18. Mission: ABANDONEDOFFICE_TO_RIKTI_03 (Rescue Argot'BurWot from Montague Castanella) Position: [324.6 48.0 230.0] There's something very off about this corner... https://imgur.com/a/mXtbZoE
  19. More than likely, that's the critical proc effect from Shinobi that's showing up in enhancements. I couldn't tell you why it's "Tanker Melee", but certain effects erronously add extra categories to the enhancement UI. Of course couldn't explain why AR is a costume option.
  20. Pretty sure they're talking about the energy "pom poms" that are part of the energy melee attack itself. Unless there's a trick the poms stay the color of first attack used. Soul Noir dark melee effects have the same problem.
  21. Going back to games I played but never finished, i'm playing Xenoblade Chronicles again after having not played it since the 3DS release. 35 hours and now i'm at the point where I stopped playing, so now the rest of the game is very much blind. Oh boy.
  22. Courtesy of @oedipus_tex for the name, here is Psychic Side-Chick, a Psi/Reflexes Scrapper. I'll probably give her a better look later since I wanted the name first and foremost, gotta look up some good 70's psychedelic stylings.
  23. Rage crash doesn't disable procs and procs are also not affected by damage buffs/debuffs. A proc heavy build can certainly circumvent rage crashes.
  24. I believe this is working as intended. The four Veteran attacks (Sands of Mu, Ghost Slaying Axe, Nemesis Staff, and Blackwand) were coded to ignore damage buffs but they have a higher damage scaling so they're still decent at upper levels. It likely works in both directions and the powers also ignore damage penalties as well.
  25. Hard to tell with the Resistance shoulders, might be Robot Arm 2 with Tech or something underneath.
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