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ZorkNemesis

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Everything posted by ZorkNemesis

  1. I'm biased but I love my Thermal/Ice. Solid team support, strong late-game debuffs, and ice is an offensive powerhouse that can also aid in damage mitigation with the slows it provides. Whenever I end up on a smaller team that's struggling, I often suggest swapping to this defender as a means of getting things back on track. Once i'm back on the scene we stop dying and everything else starts melting, or freezing in my case.
  2. Favorites eh? I think I have a few of those. Lets see... Plant/Time Controller, was my first 50 on Homecoming but remade as she was my main on live and the last character I seriously played before sunset. My overall introduction to proc builds seeing as how Carrion Creepers accepted 4 different procs (and PPM never made it to live servers) so she was an incredible offensive powerhouse that also completely flipped my opinion on Controllers. First character I was ever able to solo a giant monster with. Thermal/Ice Defender, my fallback character when teams lack support. The sheer force multiplication a good Defender brings to a group is something to behold and she can do this in spades; no one dies when Thermal buffs are active and Ice is a monstrously powerful offensive set. Also excellent at solo play despite Thermal's team-oriented effects. Archery/Plant Blaster, a neat concept I came up with that ended up becoming fun as hell to play. Has a costume that was chosen as a runner up in an official Homecoming costume contest (Folklore and Fables) so I also have that fancy gold title to go with her. Very ranged focused, has no real melee powers and instead opts to end fights quickly and hold/immobilize whatever doesn't survive the initial alpha strike. Radiation/Regeneration Sentinel, the only Sentinel I've ever given serious effort as I generally dislike the AT. However this combo ended up being pretty great. Strong in melee range with multiple PBAoE attacks and a flashy rainbow colors theme that looks as cool as it is distracting at times.
  3. Pretty sure it can still Crit from Hidden, but it's no longer a guarentee. I think it's a 50% chance, similar to other Stalker AoEs from Hidden.
  4. Archery/Energy as well. While you only get one cone as opposed to AR's three, Fistful of Arrows is a really good and fast animating cone. All the other fast powers in Archery also lend well to a full-range setup. Can also take Static Discharge from Electric Mastery if you want another one. Or Mace Beam Volley but that one's a lot slower. On the subject of Archery my Archery/Plant Blaster runs a full range setup. Plant has a neat selection of control effects that help; Vines is really good for making sure things don't just run away from Rain of Arrows. Toss in a cone immobilize from Soul Mastery and I can keep things away from me while I shoot from afar.
  5. I would love to see more players on Indom for sure, but as someone who lived on Protector during the entire live server days i'm used to the quiet. I admit i'm probably part of the issue with the low raid turnouts; my schedule doesn't let me play during peak raiding/trial hours and I usually don't get on until after the last trial is wrapping up, plus my raging altitis often sees me on characters not able to participate when I do get earlier times. I wonder if there would be enough night owls among the ranks that we could maybe just all pop in after midnight or something. Instead of the PvP server, we could be the (safe for work) after dark server instead?
  6. Another trick: put a Reward Merit in the attachment slot. It will auto-fill your global and due to the nature of merits you can't send it to anyone else. You can take the merit back if you don't want to move it and send something else instead. Whenever I need to move money I always use a merit to ensure that i'm keeping the money and not just sending a quarter-million to some randon stranger.
  7. Find the Scanner from Maria Jenkins, prior to the aggro cap implementation and ED. A fire tanker could easily herd all the enemies into a corner and kill them all with Burn.
  8. And then you have Captain Mako's mission to Rescue Arachnos Operatives. A timed mission. The timer isn't the complete issue, but the captors are Longbow and if you have a high enough player setting (x3 or more) there is a very high chance the hostages spawn with a Spines Warden. The Quills run by said Warden will generally kill the hostage before you can even see them yourself and the mission becomes softlocked (until time runs out) if that happens. And because it's a timed mission, you cannot use autocomplete without GM assistance. If the hostage dies before rescue, you have to fumble with another mission to abandon and reset that one.
  9. The portal that leads to the Shadow Shard had a ton of defensive fortifications back during live days, mainly to show that it isn't just a mission door, but also leads to the idea that they would be absolutely need to be ready if any Rularuu were able to make it through the Firebase. Why did they get rid of those anyway?
  10. Trap the Renegades from Gaussian is also bad in this regard if your player count is high. The idea is that Lady Grey is setting herself up as bait to be captured by the renegade Vanguard Sword, despite the fact that she's possibly the most powerful NPC in canon. When you defeat her captors, you have two whole groups spawn on top of her and she seems to aggro everything. If you can't immediately mass control everything she's as good as dead, and you probably are too since Vanguard is one of the strongest enemy groups outright.
  11. Praetorian Clockwork, D.U.S.T., and IDF have some nasty regen debuffs. Outside of them, Death Mages (Twilight Grasp), Carnival of Shadows (Mask of...whatever it's called), Arachnos (BCUs, Tarantulas), Longbow (Menders, Spec-Ops EMP grenades, Radiation/Kinetics Wardens). Positron also uses heavy regen debuffs if you ever fight him.
  12. I don't think there's much issue with Street/Fire. The big trouble I see is that Fire's defenses are already lower than other sets; it's probably the most "paper" of the armors besides Regen. You do get an extra AoE with Burn though, and Fiery Embrace adds a lot of damage. You think a critical Crushing Uppercut at level 3 hurts? How about the same critical while your fist is also on fire! Rad armor would help your survival for sure, but I feel like Fire is the way to go if you really want to bring out the damage.
  13. Toxins definetly adds damage so long as you're not in a setup where enhancements are disabled, but it does so by adding an extra damage proc rather than giving a damage bonus like all other forms of Build Up. It's kind of like Fiery Embrace, though the toxic damage isn't part of every power like FE's fire damage is. I can't check right now, but I believe the combat log should say something like "You hit <target> for xx.xx points of Toxic damage with your Toxins" when active.
  14. Zone: Neutropolis Position: [4118.0 -71.8 -1070.8] This is fairly common, but these doors are positioned slightly too low and clip into the ground.
  15. Shield is good, I know there's a bunch that swear by it. Damage buffs with Against All Odds, taunt aura, positional defenses, Shield Charge, and the shield can lend to a classic knight look. The only negative I can think of is that if you opt to keep weapon redraw as a thing, Active Defense and Shield Charge will put away your mace.
  16. I don't know if it would work in Cauterizing Aura, but the Theft of Essence proc used to work in Force of Thunder (Lightning Clap) before the +Regen component was moved to Lightning Field/Dynamo. Alongside the Explosive Strike proc I used FoT as part of my melee attack chain on my Pistol/Elec Blaster. I would assume the proc would work in Cauterizing Aura as well, but would still be subject to the bad proc rates that damage auras tend to have.
  17. Zone: Imperial City Position: [-555.8 -45.3 -1117.5] Not so much a geometry error, but a zone error nonetheless. Studio 55's music is meant to be heard from outside the club however there's no music near the entrance. Instead you can hear the music playing about 100 yards south of the waypoint for Studio 55, next to a completely different building. Signs on this building indicate that it's a law firm, which begs the question: what kind of sweet raves are these lawyers running? https://imgur.com/a/iuOjCNw
  18. Zone/Mission: P_Office_30_Layout_01_05 Position: [-3.4 0.0 32.2] Misplaced exit signs above the mission entrance. EDIT: After a run of Praetoria along with First Ward, this is a problem with literally every Praetorian office map, including the ruined offices you find in First/Night Ward and even the Survivor Compound's medical facility. EDIT AGAIN: This seems to be a problem with almost every single office map. Nearly every office has their exit signs clipping into the doors you come in, regardless of locale, damage or dimension.
  19. Reese's mission to Attend the Final Round in Magisterium in Nova Praetoria. Upon winning the fight you're given congratulations by Praetor White and Praetor Duncan. Duncan does her usual flirty vibe, but refers to the player as a man regardless of their gender.
  20. Here's an idea, a Shield melee (other than Stalker). Shield is a pretty team-oriented defensive set that has a stacking bonus for fighting near allies (Phalanx Fighting) as well as another that provides a +DEF aura to nearby teammates (Grant Cover which you'll want for the DDR anyway; Stalkers do not get this power). Shield is also more aggressive than many other defense sets, Against All Odds boosts your damage near enemies while Shield Charge is a strong extra attack that moves you directly into the battle. Pair the shield with a melee set with strong debuffs. Dark Melee with the -ToHit on all hits synergizes very well with Shield's defenses and improve everyone's survivability by making foes less likely to hit, plus some healing and end powers for you. Ice Melee is another good option, slows can be helpful at mitigating damage while the set adds a degree of control with Freezing Touch (damage and hold), Ice Patch (KD patch at your feet), and Frozen Aura (PBAoE damage and sleep), though the set blooms a little late. You'll also be able to add range and debuff through epic pools. If you want to add more team support, you can always build into pools, though melee support numbers will be lower (Tankers I think have the best support numbers of the melee ATs, but they're still lower). Leadership is always a nice team buff, Sorcery has Spirit Ward that lets you give an ally an Absorb barrier while Experimentation gives a power that boosts an ally's Regen/Recovery. Presence if you pick Scrapper and want a better taunt (Against All Odds will taunt regardless). You certainly have options.
  21. Female > Upper Body > Baggy > Chest Detail > (multiple) Probably on the unfixable side, but a number of options for female chest details clip into the body when baggy clothes are worn. Some are minor like the bandoliers which can usually be fixed by upping the chest scale slider, but then you have the Roman Lorica Segmentata and Roman Centurion which gets completely swallowed by the breasts and stomach regardless of slider settings.
  22. Combat log is telling me that Empowering Circuit is giving my targets Absorption, which it is not. Additionally, a Ruin Mage's Earthquake is having an identity crisis as the combat log is telling me that it's an Ice Slick knocking me down with Earthquakes.
  23. Can't say I've ever seen this before. Grabbed a mission of the Police Band in Talos Island, Get G-Cells from the Council, and imagine my surprise when a pair of Council marksman just decided to open fire on me as I was running to the door. They had to have been an ambush, as they were my level and Council doesn't spawn naturally in Talos Island; no other players in the zone were my level and they were definitely aggroed on me. I have no other missions so it couldn't have been something else. I've never seen a Police Band mission generate an ambush group before, was it a fluke?
  24. Faultline [-565.3 -149.9 1049.7] (Freight Lift D) Freight Lift D has a large rock clipping inside of the bottom access point. I'm guessing they just kind of slapped the elevator in place and didn't bother cleaning it up. Too close to the cliffs.
  25. In this case, Fly isn't compatible with a lot of Earth powers. Seismic Pressure doesn't work while airborne; no shockwaves or boosted powers. Stalagmite also requires being grounded A few Earth Manipulation powers also want you earthbound, Fracture requires it and I wouldn't be surprised if Mud Bath and Tremor also require being close to the ground.
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