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Everything posted by ZorkNemesis
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Corrupters kind of suck with end management IMO and Traps is a pretty end-heavy set (just about everything in Traps is 13 end base). Best I can suggest: Focus on EndRedux until you have more slots for building. A lot of sets seem to leave EndRedux as an afterthought so an SO or basic IO can help for now. If you haven't already, Performance Shifter +End in Stamina, Miracle +Recovery in Health. Panacea +HP/End in Health is also good if you've got an extra slot. Incidentally Triage Beacon can accept the Panacea proc and distribute it to anyone in range, but i'm told the proc rate is real bad and probably isn't worth it. Get your Atlas Medallion/Marshal as soon as you can (Marshal is locked behind LRSF unfortunately so you're much better off getting Atlas). Recovery is based on percentages so more Max End means more end per recovery tick. Also get Portal Jockey/Born in Battle ASAP for the same reason, but Atlas is usually very doable around 30 while PJ/BiB are saved for the 40s (the main contact for PJ, Maria Jenkins, is a 45 contact). Set bonuses for +Max End are nice too, and Scourging Blast gives it with 2 slots when you'll likely be frankenslotting that set to double up the recharge bonus from 3. If you have Hasten at this point, it might not hurt to not have it up at all times. The power won't improve your recovery so you'll burn your ens quicker, and will also eat about 15 end when it runs out. Consider picking up some Recovery Serums from P2W. They give you a significant recovery boost for 4 minutes with a 10-minute cooldown that can be inproved with recharge bonuses. You can also get Survival Amplifiers which will increase your recovery a bit, but those are pricy and will get more expensive at higher levels. Base Empowerment Stations also have a Recovery bonus option that lasts 90 minutes at the cost of some basic salvage.
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Scorging Blast's proc is a +HP/+End similar to Panacea, though I think it applies both when it procs. It's not nearly as effective as either Defender proc, but still better than nothing.
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Emotes that (TRULY) can be used while hovering
ZorkNemesis replied to DrBasics's topic in General Discussion
Assuming the list is complete, the wiki has the full list of emotes and also includes an extra note about if they can be used in flight and if there's a unique animation while flying instead of just the default standing animations. https://hcwiki.cityofheroes.dev/wiki/Emotes- 1 reply
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Bad Build Decisions You're Willing to Admit To
ZorkNemesis replied to oedipus_tex's topic in General Discussion
So another one I should mention. I have a Fire Tanker that doesn't have Burn. Yeah, it's a big chunk of lost damage sure but it's not that easy to use when you're also built to stay in flight. For the same reason on another character, I have a Titan Weapon user that skipped Arc of Destruction. Turns out you can't use AoD in flight at all. -
Empathy and Pain are very similar that you probably won't notice too much difference. The later buffs are different, but the general healing components are mostly the same, without Empathy buffing your own damage when healing people/pets of course. Fortitude and Regeneration Aura on pets is nice though, but maybe not worth dropping World of Pain? Not really sure to be honest. As for Kinetics, it's ok. Overbuffing the pets' damage is cool and might be worth it for the higher damaging pets, but they are still pets and don't have the best numbers. Also the big benefit of Speed Boost (the recharge) is lost on your pets since non-players cannot have their recharge boosted whatsoever. Pets also tend to not need endurance as much as players so that and Transference tend to be less useful overall. Kinetics has a lot more impact when you buff players instead of pets. Probably the most helpful thing /Kin does for a MM is give your pets KB protection with Increase Density.
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Vanguard Merits and leveling outside of a farm
ZorkNemesis replied to Ukase's topic in General Discussion
Forget the merits, Rikti also give more exp and inf per kill than other enemies. Not just Communication Officers either, but all Rikti (except drones and monkeys) seem to give more exp/inf, probably something to do with how they're basically humanity's mortal enemies. -
Bad Build Decisions You're Willing to Admit To
ZorkNemesis replied to oedipus_tex's topic in General Discussion
I found that out the hard way. My Katana/SR Stalker was initially rolled to get as many LotG uniques as possible. Noticed it wasn't helping any more when I put the 7th one in. Oh well. At least Disco Ninja remains an awesome character concept. -
Post this one over here, Impervium has a thread going specifically for instances such as these.
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Bad Build Decisions You're Willing to Admit To
ZorkNemesis replied to oedipus_tex's topic in General Discussion
It wasn't until recently that I realized it was a pretty big mistake to not take Dark Pit on a /Dark Blaster. As it turns out being able to stun groups is an excellent setup for Soul Drain > Inferno. -
It's actually a pretty good question as to why a level 9 mission is sending you to Boomtown in the first place. You couldn't even enter the zone before reaching level 10 prior to issue 16.
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What comic book character can you NOT create?
ZorkNemesis replied to Oklahoman's topic in General Discussion
Nobody has mentioned Mr. Fantastic or Plastic Man, who use stretching powers that we don't have. I feel like we don't have the full spirit of Batman either, since we can't really combine Martial Arts or Street Justice with Devices or Traps. We can't make the one-off Doom Patrol villain Codpiece, for a bevy of obvious reasons. -
Anti-Matter's inner spirit animal and other quirks
ZorkNemesis replied to ZorkNemesis's topic in Bug Reports
Coming back to this, just noticed the Coyote transformation also works in Eagle Eye's mission to Infiltrate The Skulls. Complete without disabling the powers given to you while in "disguise." Sadly the coyote does not get to hold the gun and the gun simply does not render. -
Honestly if someone's gonna keep tabs on a reformed Marauder, it may as well be Manticore. Even with Manticore's recent trauma bouts. But there's really no reason, it just happens to be a funny little thing where Marauder has multiple PPD Hardsuits with weapons trained on him given that nobody seems to trust him enough following the events of the arcs. Also as per the story, BABs was supposed to be out of commission by the time of The New Praetorians. Deadlock got to him first. I think I recall hearing that while BABs was stuck in the hospital or whatever that Marauder might have filled in for him in some spots.
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Got a few. Blade Kitten Dual Blades/Ninjitsu Scrapper Ninja catgirl. Not much else to say. Blizzard Bulwark Ice/Shield Scrapper A frosty protector with a cold demeanor. Foxhunt AR/Traps Corrupter I had this odd idea of a kitsune with a military-esque theme, as opposed to the usual spiritual stuff. She's got the silver fox ears and tail and whatnot, but she's also packing some real heat.
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Powers > Inherent > Stance (Tested specifically with Scrapper Ninjitsu, likely affects many powers) While it's been mentioned above that characters set to "Travel Only" for stances display their pose to everyone regardless of travel powers active or not, I've noticed a few other powers don't seem to be animating at all when any alternate Stance is enabled. This could be a Ninjitsu issue as that's the set I was using when I spotted this, but numerous powers in Ninjitsu were not playing their animations correctly when the default stance was on. Attacks animated fine, but self powers were not. The powers I noticed: Weapon draws in general were skipped, unless actively attacking. Typhoon's Edge drew the blades, but all other attacks failed to do so without a valid target in range, including ranged attacks from weapons. Ninjitsu buffs; Kujin-Rin, Kujin-Sha, and Seishinteki Kyoyo all failed to do the "hands together" animation. Danger Sense and Shinobi-Iri failed to perform their animations, however Ninja Reflexes seemed to be an exception and did work. Tough and Weave failed to animate as well. Tough also lacks sounds if you have the "pounding chest" animation set. Weave is especially odd as it shares the same "bob and weave" animation as Ninja Reflexes. Here's a quick example First video is without the stance. Super Speed is visibly active to show that no stance is enabled. Kujin-Sha and Seishinteki Kyoyo animate correctly. https://imgur.com/a/NtfnwYr Second, swapped to a costume with Ninja Stance on Travel, Super Speed is toggled off but the two powers fail to animate anyway. Super Speed is toggled afterward to show that Ninja Stance (Travel) is selected https://imgur.com/a/ipWEnTR
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Added bonus, go check out Marauder who's hanging out by Manticore and Swan.
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Another one for the pile of incorrect groups spawning together. The Tip mission "Darrin Wade's Wish List", Rogue option (Steal the Duplicate Artifacts, level 30-39) has a Carnie boss spawning with a group of Council members instead of Carnies if difficulty is turned up (presumably she'd spawn alone with x1 players). Now there is a twist in this mission that the whole thing is a trap by Longbow, but then why is Longbow working with the Council? It doesn't make sense no matter who's running the show.
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Some of my priority targets include: Sappers Quantum and Void Mobs, I usually call them out too. Mostly a holdover from the old days when they were significantly more dangerous to fellow Kheldians (Void guns used to deal typeless, unresistable damage) Immunes Surgeons Menders (Longbow and Praetorian Clockwork) Longbow Officers Mu Guardians Super Stunners Vanguard Colonels (the ones that use Curse of Weariness) Spectral Daemon Lords, both classic and Nerva varieries Devouring Earth Quartz pets, they grant such a large accuracy boost to DE mobs that leaving them active will lead to certain death
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I have a Water/Fire for pure damage and the somewhat paradoxical nature of the combo. That said I love how conceptually flexable Water is with recoloring so I made it look more like oil than water. Gameplay wise, it turns into a kill or be killed scenario, with very little in the way of mitigation other than some KB from Burst and Geyser (plus a KD proc in Fire Sword Circle). Bonfire with a KB>KD is a big help for sure. But when things go right, not much survives the barrage of AoEs I have at my disposal. Water Burst and Steam Spray, then jump in with Fire Sword Circle and Burn along with Hot Feet and Cauterizing Aura, so much killing power.
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It's not just that, Neutron Bomb animates slower than practically every other targeted AoE blast as well. Compare it to attacks like Fireball, Explosive Blast, M30 Grenade, Water Burst, etc and you'll usually see Neutron Bomb firing later than everything. Plus in my opinion, the damage doesn't match the animation. When explosions make a mushroom I want to see the crater left behind.
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Haven't played in years. I played through the Delta Quadrant content and stopped when they were rolling out the first bits of the Iconian conflicts. Don't really care to go back, despite how much I love Star Trek's style of broadsides space combat, the rest of the game didn't do enough for me and really doesn't feel authentic if you try to compare it to the TV shows. That said the Voyager arc was pretty cool.
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Good soloist that isn't "selfish" while teaming?
ZorkNemesis replied to biostem's topic in Archetypes
Spiders also work out like Widows. You have the nice force multiplier of your built in leadership (Spiders get a whopping 10% defense on their Maneuvers to make up for not having Mind Link) and the Venom Grenade is a nasty AoE -Res, plus bots to take more aggro. For a non-epic AT, a Defender or Corrupter with Dark Miasma is excellent in both team and solo play. -ToHit all over the place, an excellent soft control with Fearsome Stare, Tar Patch -Res, Shadow Fall defense, Fluffy's myriad of debuff support, regen debuffs on healing, you can't go wrong. Pair it with something like Radiation or Seismic for -Def, Dark for extra -ToHit, Pistols for flexible damage/debuff options, or Fire if you think Dark covers enough debuffs and you still want to quite literally melt things. -
Huge > Upper Body > Tight + Scales (Body > Waist) Turns out being fat can cause a lot of clipping with belts and chest details. When the waist slider is set to high a number of belts and chest details clip into the stomach. First noticed with Oval Buckle belt and Barbarian 1 chest detail, but checked others and the list is too large to put down. The Chest Detail clipping can be somewhat countered by increasing the Chest slider, but if you're going for no pecs and all gut, you're gonna have a bad time with your belts. Here's an example with Waist at lowest And after gaining some weight, watch the chains magically disappear among the folds of his fat. Also note the belt.
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Do TUNNEL portals not count for this? I feel like they should.