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ZorkNemesis

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Everything posted by ZorkNemesis

  1. Two: Boggle (Psi Melee) and Blinding Powder (Ninjitsu). Still terribly limited however and neither of those powers are common picks.
  2. Energy/Body Mastery helps. Not a perfect solution but Physical Perfection is great for the extra Performance Shifter and Ocnserve Power is handy.
  3. i don't think i've ever seen anyone not take the Ancillary powers. They generally all help with survival, either by adding some extra defense or resistance or providing some minor control effects usually. Some are better than others for sure but they all generally offer helpful effects. Resist shields on Blasters are fine. Any reduced incoming damage is better than nothing when your squishy to begin with. You can slot the two +Def uniques in a Resist power if you don't have Tough or a Sustain with +Res like the ones offered in Plant or Ninja. As far as best, Fire was considered top when putting a KB>KD in Bonfire was busted. Not sure if that holds up now. For the most part I still stick to theme for epics so it doesn't bother me a whole lot if i'm getting sub-par choices. Sometimes they open up interesting options too, like how Leviathan Mastery has Knockout Blow for whatever reason. I've heard good things about Dark, especially Fearsome Stare, so that might be a contender for top numbers now too. Though I think Possess is still really bad what with it erranously reducing your stats when you use it.
  4. I have a handful of Scrappers at 50 with varying success. Staff/Elec - Meh, wouldn't recommend. Pretty tanky with capped resists in a lot of spots but rather underwhelming damage wise. The lack of a taunt aura makes keeping things in range of Staff AoEs a huge pain too. Mace/Shield - Good fun. Hits like a bus and Clobber criticals are something to behold (Can easily hit for over 1300 if unresisted). Slow as a bus however and a bit end heavy. Spines/Ice - Probably my favorite. Big AoEs, everything slowed to a crawl, immune to slows myself and surprisingly survivable. Animations take long however and my alpha defenses aren't top tier resulting in having to rely on Icy Bastion and Hibernate in a lot of scenarios. Still this is probably my recommendation if you want to try something new and want to torment your foe with extra needles. Savage/Willpower - Fun, easy to use but Savage suffers the Lethal DoT effect that makes it feel weaker than it really is. I find myself having to use Resurgance far too often at times but if i'm able to get in to scraps that don't immediately end me it's pretty good. Savage Leap is fun as hell though. Dual Blades/Ninjutsu - Fun concept but I just can't get Dual Blades to work for me. Combos or not it doesn't feel as good as other weapon sets, though I do appreciate how fast and hard hitting Sweeping Strike is.
  5. Titan Weapons can be an option. I don't know if the show has them but the games feature weapons like the Rebar Club (a chunk of concrete with steel cables) and Bumper Sword (a sword consisting of a sharpened car fender), both of which are large heavy weapons typically wielded by Super Mutants. I tend to use Bumper Swords in Melee builds whenever I play New Vegas.
  6. Post Apocalyptic cape, it's only available with the Full Mantle setting.
  7. Hmm, been a while since i've posted here. A long break will do that. Anyway here's a few i've come up with in the recent months. Multi-Tool - Arsenal Control/Trick Arrow Controller. Armed with a wide variety of weaponry, he's got a bullet, grenade, arrow or mace beam for any occasion. Making liberal use of holstered weapons for sure here. Devil's Handyman - Dark Melee/Fiery Aura Brute. Even the Devil's own toilet gets plugged up sometimes. Takes a serious plumber to deal with that sort of backup. Nuclear Hoodlum - Fire Blast/Radiation Emission Corrupter. No real story here, was shooting for something punky or Freakshow-ish more than anything. Originally came up with the costume for an Electric Sentinel but I had other ideas with that. Experiment 062-P - Psi Melee/Shield Defense Stalker. Created as an offshoot of the Seer program tooled for close-quarters combat to employ in the IDF, this one found herself able to slip away and join the Resistance. Costume was aiming for something akin to the Failed Experiements though they have a number of unique pieces not available to players, mainly the shackles are not something we can use.
  8. This was intended to be the compromise for Arsenal Control specifically not having an immobilize power to set up Containment with, allowing Liquid Nitrogen to immobilize "wet" targets. The issue though is that while it seems like a good idea on paper it was incredibly unwieldy, not explained in-game at all and Arsenal Control had no way to apply it itself forcing you to rely on others to do it since I believe both Freezing Rain and Sleet did not apply the effect either. The best way for a Controller to make something wet was to use the Fire Extinguishers from the Steel Canyon fire event. And as it turns out, Arsenal's Containment issues are a non-issue anyway from what I can tell.
  9. If I can remember to be awake, i'll come along for at least the Lady Grey and Redside RV runs, assuming you can make use of Weald Warden, my Archery/Plant Blaster. I imagine 1☆ LGTF isn't so difficult that you'd want a cookie cutter setup and I need RV pillboxes as well; those are a massive pain even dualboxing. As for future suggestions, aside from Master of TFs, there's of course hard mode Aeon and Imperious, never see shouts for those on indom. Maybe there could also be organized hunts of real rough defeat badges, like Cimeroran Monsters (for those of us who don't just spam ITFs, they're a huge pain to fight on the cliffs) or something else. EDIT: Another idea is Worthy Opponent, the old LRSF with Enhancement set bonuses disabled so it's like running it in the I7-I8 days.
  10. Sonic/Mental. Siren's Song can sleep the group and Drain Psyche won't wake them up (unless you feel the need to drop damage procs in it, which I ask why?). You can then follow up with Dreadful Wail and Psychic Shockwave to delete the group with little threat (Dreadful Wail will Stun survivors, as can Psychic Shockwave). Siren's Song can also take the Annihilation -Res proc to further weaken the group, as well as Fortuna Hypnosis Placate if you want extra safety. Won't sleep bosses so you'll probably want to take some extra steps to protect yourself there. Keep in mind World of Confusion will break the sleep so if you wanted a reason to skip it, this is probably a good one.
  11. One thing worth pointing out, it slots *really* well with Universal Travel sets since it accepts both run and jump speed enhancements (and actually benefits from both, unlike trying to slot Sprint with jump). Now i'm not normally for doing that but it's an easy way to squeeze in some extra ranged defense with Blessing of the Zephyr.
  12. Been reported a few times that some sheathed weapons don't seem to function properly when combined with others, notable Assault Rifles and Dual Pistols. Left-handed weapons seem to be a factor, but I recall hearing part of this issue stems from Blasters being able to carry more weapons than any other AT at once.
  13. Sonic/Pistols running Chemical Rounds would probably give the best synergy. Chemical rounds add a -DMG to all your attacks which would help further reduce damage your allies take through your sonic barriers. It would also lower Psi damage as well which Sonic doesn't protect against. Sonic/Ice and Sonic/Psi may also be good as those two sets provide -Recharge. You won't directly reduce damage but less frequent attacks means less damage overall to be reduced.
  14. Doms generally get a mix of melee and ranged powers in their Assault sets. Having a gun in both hands makes it awkward to punch people and simply pistol whipping people lacks elegance. On top of that trying to work in Martial Arts style kicks is already taken by Martial Assault so it wouldn't be creative, or even unique in comparison since Martial Assault already deals the Lethal damage from the throwing stars and presumably ammo swapping wouldn't make your kicks set people on fire. My understanding is that at one point a Handgun/Sword powerset was considered and was even meant to be the main powerset for Spark Blade, a member of W.I.S.D.O.M. who never came to be since the game didn't take off in the Korean markets as hoped.
  15. I think the consensus is that Cloak of Fear isn't worthwhile (the fear isn't good enough and the -ToHit is negligible especially with a resist focused set, plus end cost) and Oppresive Gloom is really only good if you have a primary that deals Stuns on the regular anyway (Energy, Kinetic, Mace). Both Cloak of Fear and Oppressive Gloom are only Mag 2 Fear/Stun so they only work on Minions without extra layering, Minions should drop like flies to your AoEs anyway. Death Shroud is certainly worthwhile since it's a standard damage aura. It's also the only one of the three that Taunts so you'll want it if you plan on holding aggro.
  16. Every defender is a good one as long s they can pull their weight. Having any support is infinitely better than going in with just guns blazing. Playing a favorite though, I think my top pick might be Time. Time has such a variety of healing, buffing and debuffing that they're good for everything. I always love more recharge if I have the end to cover it and Farsight is an amazing team buff. Plus the heal over time from Temporal Mending and Chrono Shift are really good at passively keeping everyone healthy letting them focus on their debuffs more.
  17. I have mine set to a thumb mouse button currently. I generally use that button for taunts as well. Tilde is a good spot for it, I think I had something else equally important bound to that in another game.
  18. It's not signed but I have a cool lenticular button somewhere from the Pax East pannel they had in 2012. It shifts between the blue Statesman star and the Arachnos icon. That pannel was pretty cool, we got the sneak preview of the Underground trial from that.
  19. Give it a few days, possibly next week since they've still got to do the Reunion event. If it's like previous contests you'll have the prize in your Character Items box when it's given, and the badge should be granted if you don't already have it. I think the title is being handled differently this time since they didn't host on multiple shards for this one.
  20. The Nemesis Monstrosity monster, which I assume shows up in Pandora's Box Part 5 but was summoned during the most recent Monster Mash, has a placeholder description.
  21. I don't believe so, I don't recall what's in Sutter but I don't remember seeing the fleet thrown into the air.
  22. I know the first big chamber with the rock wall is available as a large Arena map; I remember when i4 dropped and everyone was in the Arena for a week. Ended up in that room in one bout before I had ever been on the Eden trial. One of my favorite mission maps has to be from Infernia's chapter of Who Will Die. That part where you're on the ship and you step out on deck to see the rest of the fleet suspended in air, you climb the ships fighting Rularuu the whole way. Pretty crazy moment.
  23. For the record you can talk to her at any point after level 35, she doesn't actually get introduced. She's just endless missions if you don't want to follow storylines. You don't even have to talk to Levantera first, but you really should since her missions give Vanguard Merits. As for the topic itself: I usually scoop up the 8 in whatever zone I start in; Atlas and Mercy I wait until I've done the first three arcs, Nova I get them after Marauder's done. The other two I generally grab are Big Time and Thrill Seeker both of which can be scooped up in Pocket D with no trouble, though my Goldsiders typically get two other badges, often Park Ranger and Seen since they're the easiest to get to in Imperial. I believe I recall one of the reasons for the 10 badge requirement was that in 99% of cases this results in having at least two zones accessible when you get it. Very few zones don't have LRT access; PvP zones, Echo zones, Hive/Abyss, Monster Island, both Sewers, Trident/Crucible, and Praetoria's Underground. Very few cases to go to those zones for LRT progress, except maybe Resistance Crusaders.
  24. Archery/Energy is real nice with Boost Range given how quickly Fistful of Arrows animates. Stack with Ranged Shot and you can scatter arrows over a massive area. Also works with Static Discharge and Mace Beam Volley if you wanted those from the epic pool. Archery gets no benefit from Power Boost at all (unless Stunning Shot is buffed, but who actually takes that?) so the power becomes a skip unless you really want it for pool powers. Dual Pistols/Energy is interesting with Power Boost. Power Boost will buff the defense debuffs of standard ammo and the slows of Cryo ammo but won't buff Fire's damage or Toxic's damage debuff. Can be useful if you need to strip defenses or slow things ti a crawl. Supressive Fire with Cryo Ammo is also a Mag 4 hold so boosting that duration can help keep a boss pinned down, however the Blaster value there is a bit short. Also Boost Range helps DP a lot since the set has no range bonus from snipes. Also as a bonus: Teleport, Translocation, and Jaunt are all affected by Boost Range AND the Snipe's range bonus (I believe the Jaunt Initializer from PvP zones is also boosted). Combat Teleport and Spring Attack are also affected. Combine those two and Teleport is far and away your fastest method of crossing zones. Even without the snipe (Sonic and Dual Pistols don't get snipes), Boost Range on Teleport is a massive distance bonus.
  25. Good suggestions, it looks like Fire/Rad might be the winner. I've yet to seriously run Radiation and haven't run Fire in a few years so it sounds like a winner. Still working on other projects (a Dark/Fire Brute who's in the home stretch, and an Elec/Rad Sentinel approaching 40) but I've got the Fire/Rad Corrupter lined up now. So that leads to another question? What powers in Fire or Rad are skippable? I'm already skipping Flares, Mutation and Fallout but is anything else worth skipping, especially if I focus solo? I know people hate Fire Breath but I kind of like it. How useful is having Enervating Field and Radiation Infection; I know they're potent but I tend to save my anchor powers for EBs and other large foes and they tend to sit unused.
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