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ZorkNemesis

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Everything posted by ZorkNemesis

  1. The best option. It's basicall an extra half-tornado to add to the three you already have, and the four clouds you've already setup.
  2. There's definetly a void skiff in the first picture and it's not color changed. The effect could also be the cloud/thunderhead path aura. Or both Power Slide and thunderhead, probably both.
  3. Level 30 update for the AR/Dark. Better than I expected it to be but it's flaws are still pronounced. Trying to stay back I skipped a fair number of /Dark's powers; Death Shroud, Shadow Maul and Dark Consumption, though I still took Smite as it's an excellent Brawl substitute with it's really high DPA and it tends to hit harder than my gunshots. I still have to get in close for Soul Drain though, but Stealth and Combat Jumping help greatly with getting in, and presumably Dark Pit at 35 will also be a big help setting up. Soul Drain is also slotted with the Overwhelming Force proc and the Fury of the Gladiator proc, so it knocks down most of the group while knocking resistances down. Additionally as a first for any character I've played I also took Misdirection, giving me an AoE Placate to get out of danger once I use Soul Drain while also further debuffing resistance. All these add up, and with an extra Annihilation proc on Flamethrower for good measure, many things are literally melting after I use Soul Drain on a group. I'll probably keep going with this one for a little while, plenty of AoE damage to go around but I wish the animations were better.
  4. How much of a geometry error this may be is up for debate, but still worth pointing out. Zone/Mission: GR_MORALITYMISSION_ROGUE_01 (Steal the Dimensional Raygun!; Frostfire's Failed Gambit tip) Position: [76.2 10.1 136.4] There's a winch above the boat you come in on that's subject to physics, but the thing has a bad habit of going completely bonkers when anything happens to it. Even approaching it too fast without even touching it makes it start spazzing like crazy. If I had to guess it's rooted inside the geometry already and is probably rapidly colliding with the point where it's attached to the rig. https://imgur.com/a/X9Sttch
  5. The accuracy is in the power description if you right click it. All Broadsword attacks have a base accuracy modifier of 1.05, which is standard for many melee "weapon" sets. The accuracy boost isn't enough to make a major difference, so don't skip slotting for accuracy. Similar for the Defense debuff, you can also check those by right clicking, but all BS attacks except Parry will reduce defense by 7.5% for a few seconds. These also aren't enough to skip slotting accuracy either.
  6. Seeing as how the Mapserver went ahead and trivialized the original challenge, i've backburnered Solar for a bit and went ahead with my second option which was an AR/Dark Blaster. Here we have Shadowpoint, a mercenary assassin with a bit of a skull and bones motif. He'll kill anyone for the right price. So far at level 18, progress is as smooth as villainy allows these days. A little sluggish feeling, though that's mostly due to AR, but Soul Drain adds a lot of damage in big groups, and picking up Stealth and Combat Jumping helps greatly with setting it up. Plenty of skippable powers in both AR and Dark though, probably going to dip into a lot of pool abilities.
  7. There's a badge for running all 16 of the Patron story arcs in Grandville, a monumentous task that involves handing Recluse his ass four times, Dr. Aeon at least four times, and each Patron and their lieutenants once, along with Numina, Seraphina, a Black Scorpion wannabe, and some no-name hero. At that point I feel as though you should be granted access to a special summon on a 12 hour cooldown to demonstrate that you've asserted total dominance over Arachnos and their flunkies, one that calls Recluse and his Patrons all at once to fight your battles for you.
  8. Sure they were designed with a Tank toggle, but Peacebringers and Warshades are both quite tanky even without it. Both ATs have a higher resist cap than everyone but Tanks and Brutes (Khelds cap at 85%) and have means to get there easily; Peacebringers can keep Light Form active while Warshades can spike their resistances with Eclipse. They also have good tools for self-sustaining; Peacebringers get a self-heal (two if you count Dwarf's heal), Max HP boost, and Conserve Power while Warshades can drain health/end from a pile of corpses, as well as more end from Eclipse. The only trouble these two have are mez protection, though you can toggle into Dwarf when you're already mezzed allowing you to still act.
  9. Sure enough, CoD shows that it's missing the Fire damage from Fiery Embrace. Only on Tanker too, as the Brute and Scrapper versions have it. Very likely an oversight, though it could've possibly been intentional at first as it might have originally interfered with the sleep component (can't say for certain).
  10. Just the one today. Sister Sinful - Demons/Pain Mastermind Your pretty standard demon worshipping/binding cultist type. Kinda started as an evil nun, still kind of one but with more fire and sadism.
  11. You'll get directed to Imperial City around 8, but I think the cutoff for Nova is 10? Not completely sure. Imperial cuts off at 15 or 16 and forces you into Neutropolis until 20. 20 is when you're encouraged to go to Primal Earth though you're allowed to stay for First Ward and Night Ward. First Ward will cut off at 30, including side contacts, if you're not done, Night Ward stops at 40 but generally wraps around 32-33 if you do everything without EXP Boosts. Night Ward can start around 26, but the second main contact, Ward, will not speak to you until 30. The side contacts, Trilogy and Fireball, do not have cutoffs, but Sir Lionel and Atherton Cromwell will stop around 40. If you run out of missions from Trilogy and Fireball, that's it. No more Praetorian missions. If you don't want to go through the Rift, any further leveling will have to be done by joining others or going to Pocket D and running AE content as there aren't any enemies in Praetorian zones past 40 either.
  12. Female > Head > Standard > Detail 1 > Headband + Scales Female > Head > Full Masks > Detail 2 > Headband + Scales Female > Head > Hoods > Detail 1 > Headband + Scales If the Cranium slider Depth is set to max, a small spot above the right eye clips into the Headband detail. Adjusting the Cranium height can reduce the size of the clipping, but not remove it entirely. Cranium width has no effect on this.
  13. Should be no surprise that thanks to the Mapserver deciding it's had enough of our collective guff, the road to 30 was a quick one. I rode the bonuses out and quickly zoomed past 30 which isn't really my normal plan of action. Still I took some time to collect myself at 38 and build out a modest set, then ran a few extra missions to see what some of the higher end was like. So my opinions on Electric/Fire Defender: As a team player this feels like it would be great. Plenty of healing, the excellent resist bubble, a modest damage/accuracy boost all around and no real slouch in the damage department either. Very active playstyle though, can't just fire and forget powers. My specific issue here though is that i'm not usually a team player, being both someone who keeps to themselves and someone who plays on Indomitable in the dead of night. As a solo player, this build isn't so hot, so to speak. While i'm certainly enjoying fire's fast and high damage, the two sets paired together have very minimal damage mitigation capacity. I can chain myself a decent heal and absorb but I have no real way to prevent too much incoming damage. No secondary effect on fire along with Electric having extremely limited debuffs means it's kill or be killed and that's not always the easiest on a Defender through raw damage. I'm still doing fine in +0x3 where I am but it's a DPS race for most fights and having to chain heals/absorbs off my sentinel is a lot of wasted time where that's concerned (I need to look up some macros for this). Still I think i'm having more fun than the Fire/Kin Corrupter last time. Better theme and Electric is a little easier to handle versus Kinetics. I'm willing to bet if I teamed a bit more often i'd be loving the combo more, but i'm afraid this one's comes up a little short. I'll probably keep going with it for now though, we're already another 130m inf in debt to it. Also some tweaks to the outfit. Wings and rocket boots!
  14. The last major update they made Arachnos a gender-equality supporting work force. Other than Fortuna Mistresses, all human Arachnos have a small chance to spawn as the opposite gender to reflect the fact that playable Arachnos can also be either gender.
  15. It's possible they might be aggroing to the Teleport Supression effect most jails have. Were they still stuck in place if you put them on passive?
  16. I'm actually digging the Shock Rifle/Grounding Ray combo. Could we have that tuned into an official customization option?
  17. The next time someone asks if you're a god, you say YES!
  18. Don't be hating on this combo. I have it as a Tanker and she's damn near invincible, even if Titan is a little clunky to play. Might be a different experience on Scrapper but this combo's better than it looks.
  19. Are the two of them not under Rogues Gallery for their enemy group? That's what they were first introduced as.
  20. Oh here we go again. Thankfully I just wrapped up my latest project character so I guess i'll try again. Will lightning strike for me twice? (I had the Fire/Kin Cor last time) First set: 40 - 14 - 53: Defender - Electric/Fire. Interesting, I've always heard /Fire is strong on a Defender due to the animations, though it's worth a shot. Lets see what else I can get. Second set 60 - 58 - 74: Mastermind - Ninja/Storm Already have one in the mid 30s, mulligan. The combo is fun by the way, though a little tough on endurance and all the KDs help with keeping the ninjas alive since they're pretty much made of paper. Third set: 27 - 82 - 59: Controller - Mind/Radiation While I've never dabbed in Radiation Emission, I have tried Mind several times and don't like it. I'll probably pass on this one. Fourth set - Rolled due to mulligan 8 - 10 - 18: Blaster - Assault Rifle/Dark I've played both sets separately, I don't think they synergize too well since AR likes to stay back but Dark calls for a ton of CQC, especially for its Build Up variant. Also the lack of magic themed rifles hampers concept ideas when dark powers favor magic (I know that's not a hard rule, I have a tech based dark user already). I really wish AR also could use Resistance Runesoldier rifles as a costume option. Still, this might be something to try as a challenge build. But I think that first roll, Elec/Fire Defender might be the choice for me. Maybe a solar energy theme for concept too, might be worth trying. EDIT Electric/Fire it is. Here's Solar Savant in an armor suit made from solar absorbing material. Simply being in sunlight gives him the power to harness the energy and heat generated in a variety of ways.
  21. It looks like you're standing in Caltrops. If I had to venture a guess, Caltrops have a "fear" effect that causes entities to flee the damage patch. I believe MM pets are also subject to this effect and the bots are attempting to escape the damage between attacks which would explain why they're scattering now. That doesn't explain invisibility or perception behavior but would still make sense for Caltrops or similar attacks.
  22. No enhancements leads to some frustrsting gameplay. Low accuracy is a pain, end runs dry fast, and all sorts of other problems. To cover the main problems of accuracy and endurance, I suggest a Blaster. Particurally either /Devices, /Tac or /Earth. Blaster secondaries can help cover the endurance troubles in general, but these three also offer toggle ToHit buffs (Targeting Drone, Eagle Eye, and Beryl Crystals) to help cover the lower accuracy. But then you need a hard hitting primary that won't suffer as much with half damage or slower recharge. Maybe Fire, Ice, or Water. Thinking about it, a Water/TA Blaster might be one of the better choices for a no enhancement play. It will still suck but ot can be managable with TA's support.
  23. The game already has at least one Simpsons bit. Television's second mission for The Television Report arc is straight up a Simpsons episode. Also the Innanimate Carbon Rod. As for the topic, i'm feeling the Dire Wolf personally. Unique model, cool snowy wolf aestetic, pretty strong and Cold damage is a top-tier.
  24. Last time I had to take a significant break was when I was in the middle of moving a few months back. Took a few days to get everything set back up given that I also did not bring any furniture with me and had to get a cheap Walmart desk to use my computer at all (wasn't about to use it on the floor). Other than that i'm generally lucky that there's nothing that really pulls me away in a hurry. The only thing that does is that my roomate has kids who hang out on the weekends and they always ask me to play other games with them (they're too young for CoX and would rather play Switch games). Can't really deny them in good concience.
  25. The icons work either way to be honest. EF also cuts resistance which is appropriate for the shield-down, and infection reduces ToHit, which isn't exactly matching the attack-down but is still an offensive decrease.
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