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Everything posted by ZorkNemesis
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Surprisingly /Ninja was pretty good. I probably skipped more powers than I should have but the big standout is Shinobi's Crit procs which added a good amount of extra damage across the board (even if it was just lethal damage). It was also fun as hell. With a KB>KD in Meteor my opening attacks would often go Meteor > Upthrust > Spring Attack into group and them mop up survivors with the hard hitting sword strikes.
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The description for the Might of the Tanker +RES proc incorrectly states it raises resistance by 3% per stack when it's increasing resistance by 5% per stack. It shows the correct value under Detailed Info tab. Likewise, Superior Might of the Tanker's description states a 4% increase when it's actually a 6.7% increase.
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Task Force Commander calls for either Sister Psyche or Penelope Yin TF. Penny replaced Psyche after she died but you can still do Psyche's old TF in Ouro (which even still has the old badge).
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All versions of Electric Blast have +EndMod on Aim. It was added to help the set drain more end to trigger the SHOCKED criticals easier.
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Honestly, the only real issue I have with the Kraken mission is that the tentacles are outright worthless. They have no rewards for some reason despite being boss-strength. I get that they don't move and can be cheesed with enough range but even so why don't they give anything?
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Would love to join again but sadly Sundays do not work for me. Good luck though. But to pitch some more suggestions: - Cimeroran Monsters I mentioned last month, though Imainge you can easily get that by doing ITF enough times. - Midnight Dodger What Does At Midnight: Tin Mage TF, and while I know Tinpex runs are common these days I've always had the belief that this badge in particular is extremely uncommon to pick up in a casual run. I also don't know how many Tinpexs actively attempt Army of Neu and Kitty's Got Claws, everything seems to be about speed these days. - Advanced Dr. Aeon of course, since you've already done Advanced Lady Grey and will be doing Advanced ITF. - Tarnished Star: This requires effort and would be a multi-step process. This requires viewing a whole bunch of specific criminals in the Zig during Doc Buzzsaw's new story arc, which requires clearing a bunch of blue side content first. The requirements are: * Admiral Sutter TF (Durray, Durray, Harbinger, Jane Temblor, Fusion) * Striga Island story arcs, including Hess TF (Hero) (Heracles, Burkholder) * Grahm Easton's arc (spare Sun Xiong at the end) * Faultline story arcs (Nocturne, Kurse) * New Regulators arcs (Chernebolg, Veles) * Tashalk the Mystic's arc (Atta) * Positron TF Part 2 (Dr. Vahzilok, Rollister) * Freakalympics story arc (Mistah Static) If everything is met, Manticore will spawn at the end of the mission and awards the badge when you take him out. Full details here: https://homecoming.wiki/wiki/Tarnished_Star_Badge - Loop Hero, this doesn't necessarily need to be a group effort but it does require repeating the same story arc five times which can get boring solo.
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Weapons > Assault Rifle (in general) Weapons > Munitions Rifle (in general) Is it a bug/oversight that for a Blaster these are considered two seperate weapons and are no longer combined? Because of this I have two different rifles with seperate redraws, but they occupy the same spots on my costume when holstered. It just doesn't look right.
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I think it's 4 max, it's an extremely small map intended for duels.
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I won't be joining but just a quick reminder: make sure to play the Monkey Cage map at least once. There's a bonus explorarion badge exclusive to that map (Cage Fighter).
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I need some help designing an outfit for my new Invul/Martial Arts Tanker. I have a premise in mind but not enough know-how to do it right. My idea is heavily influenced by The Simpsons episode "Bart vs. Australia" where in the episode corporal punishment in Australia is doled out through "booting", kicking someone in the ass with a giant boot (it's one of their proudest traditions). Naturally that means asymetrical feet and i've found the Praetoria Police boot on the right to be the best portrayal, but the rest of the costume is eluding me. I was thinking something that also shouts Australia but being an American I don't exactly have a good idea of that, and the episode was so heavily stereotyped i'm not sure I want to copy it exact. Essentially I need something that's basically "Australian with giant boot" and I was aiming for something like traditional superhero tights though a Crocodile Dundee look with the boot probably isn't a terrible idea either. I could also use help with a name. Everything I come up with so far has sounded very stupid.
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Zone: Atlas Park Location: [448.0 0.3 -1070.6] Some minor clipping involving the handrail and the nearby wall. More pronounced on the right side compared to the left.
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piercing rounds (wished it had ability to have sniper slotted)
ZorkNemesis replied to TECHWON's topic in Blaster
Sting of the Manticore is honestly pretty good. 2.5% Ranged defense at 3 and 7.5% recharge at 5. Generally gives me the best of both worlds for what I build for on a Blaster, but I typically put Blaster's Wrath in my Snipes instead to max out their damage potential. -
I don't know if they can be stacked. I don't think they can and believe they are mutually exclusive so you can't run both. I actually skipped Superior Invisibility on my Ill/Dark because of my belief of this. However SI does have the perk of being able to attack without breaking stealth, making you far less likely to catch extra aggro when you attack. Shadow Fall doesn't provide this benefit but offers other perks such as damage resistance and team support. EDIT: It's right in the description of the power that you can't use other Concealment powers alongside Shadow Fall (Group Invisibility still works). "You cannot use any other Concealment type power while using Shadow Fall."
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Is the target already affected by another Hold when you fire? If a target is already held, the game tends to apply the visuals immediatly when a new Hold is used. I see it a lot on my Plant Blaster when I stack Strangler and Soul Storm.
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Help! I Want to Play the Best Mid & High Level Stories
ZorkNemesis replied to Herotu's topic in General Discussion
For Blueside, I recommend Laura Lockheart (play this arc twice, there's a bonus ending in Ouroboros) and Grahm Easton. Both were added after issue 19 so they're on the newer end. They are available from 15 to 25 in Steel Canyon. If you want to sample some new stuff written by the Homecoming team, check out Shauna Brawn (Vigilante 25-29) and Agent Walkins (20-29). They're different and take advantage of some more modern mechanics but they're very well done for what they offer. Walkins' arc can be very challenging however, especially a late mission where you have to fight your way through a contaminated warehouse. For Statesman specifically, Who Will Die touches upon that, a 7-chapter series of stories that has you working alongside the Freedom Phalanx while various threats make themselves known. You csn auto-teleport to the contacts for these arcs via the LFG tab as they're considered TFs (but soloable). However these arcs span all levels, if you stop at level 30 you'll only play the first two arcs out of seven. -
Mission Map: SmoothCaves-Rikti_60_Layout_02 Location: [-126.6 73.0 1375.1] Another instance of invisible geometry in a Rikti base. Did these guys steal Romulan cloaking tech before invading Earth?
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Rikti War Zone [4104.5 32.0 -1037.4] Similar to the one I found in The Hollows a couple years back, I've found another ventilation system that's floating a foot above the roof it's installed on.
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If you take a DoT effect or are simply hit by something that no longer exists before the damage is reported in the log, it defaults to UnknownSource as the source of damage. Typically this happens with enemies that don't leave behind a ragdoll, like an exploding robot, or something that transforms and becomes something else, like your Red Cap example. It can also happen if you change areas while being attacked. This isn't a bug, it's just the game reporting that it can't find the entitiy that hurt you.
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What are some of your most effective weird builds?
ZorkNemesis replied to EniEni's topic in Archetypes
Are you stacking them with Devastation procs in the single target blasts as well? Do have to wonder how effective that much control could be. -
I can't check my own Ill/Dark right now, but off the top of my head... 1. I recall focusing sets on as much Recharge as possible. Phantom Army being available at all hours is a pretty big help and Fade and Soul Absorbtion are great to have at near perma recharge. So this resulted in me getting sets like Basilisk's Gaze for my Holds, Expedient Reinforcement for PA and Phantasm, Luck of the Gambler wherever I could put it, and whatever other Recharge bonuses I could find and afford. 2. I picked Energy Mastery for theme mostly. I think I had the idea that Power Boost could majorly buff Fade and Soul Absorbtion but I can never be sure if thaf's correct anymore. 3. The usual four: Atlas Medalion/Marshal, Freedom Phalanx/High Pain Threshold, Portal Jockey/Born in Battle, and Task Force Commander/Invader. Every AT can benefit from 20% more HP and 10 more Endurance. Don't worry about the others though Vanguard/Megalomanic and Archmage/Demonic are always useful when needed. 4, 5, and 6 I will defer to the actual experts.
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Curiosity. What Sentinel Build would result in the Most Toggles Possible?
ZorkNemesis replied to Exqzr984's topic in Sentinel
This is simply off the top of my head and has several logistics issues. I don't have the time and tools to see if this is actually possible. Electrical Blast/Dark Armor seems to be the best power combo; Dark Armor has six toggles, Electrical Blast is the only primary with a toggle I can think of (Voltaic Sentinel). Dark or Electrical mastery offer one toggle each (Darkest Night or Shocking Field). Pools: Flight has four toggles, not counting Afterburner (Hover, Fly, Group Fly, Evasive Maneuvers). Leadership has three (Assault, Maneuvers, Tactics). Leaping has three, not counting Double Jump (Combat Jumping, Super Jump, Acrobatics). Sorcery has three (Spirt Ward, Mystic Flight, Enflame) but Enflame shuts off after a minute. Concealment has three (Stealth, Infiltration, Phase Shift) if you count Phase Shift which shuts itself off after 30 seconds. I think if you were to max out toggles with these picks you would have no attacks whatsoever. You'd also be running three or four travel powers, two of which are the same exact thing and overwrite the other two. -
Two Mayhem missions require an Arachnos Flier to get in (Talos and Peregrine have you enter the city by flier instead of sub). Those need some sort of Flier as a door, but otherwise the rest should use that sub he's standing next to for sure.
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The "Natural" Origin pool that exists in the code but not implemented due to balance reasons and missing animations. The powerset offers a Bolas and Poison Dagger for ranged attack options, along with a self-heal device. It also has a teleport attack and a Ninja Run-like travel power which I believe is where the Parkour/Blitz travel animations come from. https://homecoming.wiki/wiki/Utility_Belt
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I think the issue is that the best Batman combo isn't a legal one: Street Justice/Devices. Batman is best known for having a gadget for every situation which is essentially what Devices is, but when he has to fight he's often just throwing hands instead of ranged attacks of any kind (save for Batarangs). If it were ever to be added, I think the best Batman would be a Street Justice/Willpower Scrapper with the Utility Belt pool and Weapon Mastery epic, but even that wouldn't give the same level of tools he typically carries.