Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

ZorkNemesis

Members
  • Posts

    1414
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by ZorkNemesis

  1. By default you don't (assuming you haven't set up a new default already) but you can enable all faction zone event messages in chat tabs. Hero Zone Events, Villain Zone Events, and Praetorian Zone Events are all able to be enabled on any tab. And just in case you were wondering, Praetorian Zone Messages will pretty much only advertise the Seed of Hamidon's respawn in First Ward, and Zombies/Banners during Halloween.
  2. I can't imagine they would've worked anyway, given that Astoria's been under a perpetual fog since the 50's. Whoever put those in was likely an idiot.
  3. This isn't quite a bug but more likely an oversight and a large inconvenience but it might be worth reporting anyway. When running Flashback story arcs or TFs with the "Enhancements have no effect" setting active, I noticed my Blaster's Toxins power was not adding bonus damage to attacks and only provided the slight ToHit buff. I checked City of Data as I had a suspicion as to why and it seems the Toxic damage is considered a Global Enhancement and is thus disabled if Enhancements are locked out. I'm assuming that any power with a Global Enhancement effect has that effect disabled which would likely include Interface Procs, as well as Bio Armor's Offensive Adaptation damage and Blaster Shinobi's Critical Hits. As if disabling enhancements didn't make the game enough of a problem at times...
  4. I managed to come up with and claim "Dr. Goh Riela" not too long ago. He's very much a super science ape.
  5. The nature of the zombie invasion prevents the badges from being tracked when Halloween events overall are not active. Your progress is still there though and you will be closer to the badges the next time you encounter a zombie attack. When it's Halloween time, the progress meters should show up under Events.
  6. Put me in with the concept group, though I still take Polar Lights most often. Polar Lights are easy to mesh with a number of concepts. Among my characters that use them, an empathetic fairy (she's a Thermal Defender, so the light balls turn into fireballs when given shields), a magician specializing in colorful magic, a flaming valkyrie, and a forest guardian spirit. I take other Lores though. My succubus themed character uses Demons, my time wielding mutant uses Cimerorans, my weather wielding mad scientist uses Storm Elementals. It's all about the concept, performance is just a bonus to me.
  7. I'm not an expert but I do have a Psi/Dark at 50. Off the top of my head, it's probably better to slot Fearsome Stare for the -ToHit instead of Fear. Fear prevents them from attacking unless they get attacked, but the -ToHit makes it even harder for them to fight back when they do get hit. You get more mileage out of the more potent debuff versus the longer control effect.
  8. One of my Scrappers is limited to just Ninja Run for most travel. She has Combat Teleport but you're not exactly covering distance with it. It really isn't bad just using Ninja/Beast/Athletic to get everywhere. It also helps that she is /Elec and also goes faster with Lightning Reflexes.
  9. Fun fact, if you time it just right you can also rez yourself with Twilight Grasp. Except you aren't prompted to be rezzed and just start standing up like you used an Awaken. You also don't get debt protection or any sort of rez invunerability and will likely die again before you can act or react. In rare cases this can also happen to mobs using Twilight Grasp (Death Mages usually), as well as the Dark Servant.
  10. It tends to vary based on AT, build, and theming. My picks: Alpha: My top picks are Intuition and Cardiac. I love Intuition for the damage and range bonuses, great for ranged ATs. Cardiac is just helpful for end management and getting more out of resist powers is good. Melees that don't have end issues usually run Musculature and i've dabbled in Vigor and Agility in a couple specific setups. I've never used Spiritual, Nerve or Resiliant. Judgement: wholey based on theme, though I believe Vorpal is my number one, I love the idea of just roundhouse kicking everyone in an entire city block instantly. Least picked is Mighty as I tend to play flying characters, and theme once again often calls for a different power when i'm grounded. Interface: also thematic, but I tend to lean toward Reactive or Degenerative, usually Radial. I'm a little upset that there's no Cold damage interface though. Never used Cognitive and at least one other, forget which one it is. Destiny: Fairly even picks, the majority of my characters run Clarion or Rebirth, a few use Ageless and a couple with Barrier. I've never used Incandescent, kind of afraid to. Lore: Theme again, though Polar Lights Core is my most common choice. Despite the meta, none of my twenty-one 50s use Banished Pantheon or Longbow. Hybrid: Almost always Assault for me, love me that doublehit, but I have dabbled in Control and Support. Never used Melee.
  11. I knew it was something along those lines. Last time I got Field Crafter was on Live. I remember you couldn't just craft the same enhancement but couldn't remember if it was level, type, or both.
  12. It's not mentioned in the badge progress, but make sure you're crafting some of each invention requested for the badge at each level for the badge. For Damage/KB for instance, if you only craft damage IOs it stops progressing the meter partway through. As an example Arms Dealer, the 35-40 Dmg/KB badge, requires crafting 11 each of Damage and Knockback. If you only craft 20 Damage and no KBs, it stops incrementing the progress meter at 11.
  13. This isn't really a bug. Praetorian Police Department cap at level 25 I think, you otherwise won't encounter them after leaving Praetoria and this mission is the last mission you see them in, but the Clockwork in the basement should go to 50 (and Marauder at his minimum is 40). The story arc from Vanessa is available at level 20 minimum if you stopped EXP (or skipped through all the missions) and did it without flashing back. If you aren't boosting EXP and doing the First Ward story around level 20, you would be 25 or 26 for Vanessa'a arc. It's really just a case of the assigned group not meeting the possible highest level of the mission, which can happen in some other instances. It's like Positron Part 1 where one of the named CoT mages is a Madness Mage, but Madness Mages stop at level 15 so he'a a level lower than your level 16 team, and surrounded by level 16 followers, likely including a Ruin Mage. Interestingly enough, I recall Dominatrix in this mission also caps out a few levels lower than your highest possible, despite being a major Praetorian arch-villain. That was likely done on purpose so it wouldn't be impossible to beat her up though.
  14. So, if you missed the patch a little while ago, I think it was the most recent major update, the Paladin event was reverted back to the original event on live, which involves the Paladin being built at one of three locations in the zone (NE corner, SE from train, and SW behind police station). The old event does not include the conduits, the Paladin trashing the city, or the Shining Stars. The Paladin was slated to be changed in issue 24 but then the shutdown happened and the event wasn't fully finished, resulting in buggy behavior that prevents the event from restarting without shutting the whole zone down (the old workaround involved having Kings Row set to a low player cap to trigger multiple instances and even that didn't always work). So that players could get the Knight Errant badge without waiting for server resets, they changed it to the old system where a construction site pops up and you have to constantly damage the build before it can get to full health, while being attacked by hordes of level-less Clockwork. If the build completes, the monster spawns which does *not* award the badge, but still gives the usual 6 merits. Preventing the build does not award merits. Unattended Paladins tend to make their way toward High Park where they hang out, though there are reports that sometimes they path right by the Architect and get droned. As of now, fixing the new version of thr event seems to be a low priority so it will likely remain this way for a while.
  15. The Indestructible PvP Accolade power tooltip mentions +DEF and +RES to "All but Psionics", however the power has a small amount of Psi DEF and RES, which appears to be what Elusive Mind provides (I trust Indestructible simply combines the two effects of Elusive Mind and Archmage/Demonic). I assume this is just the result of a quick oversight from copying the tooltip from Archmage/Demonic, which don't have Psi protections.
  16. Another one from the Brickstown Safeguard. Nemesis troops are looking for Shock Treatment, but the PPD who they're interrogating refers to Shock Treatment with the wrong pronouns. Shock Treatment is a woman. The rest of his dialogue correctly uses "her" after being rescued.
  17. Not a typo, but more out of place dialogue. In the Independence Port Safeguard mission, I overheard some Family thugs asking why Tub Ci was making them stand watch. Why would the Family be answering to Tub Ci of the Tsoo? All the rest of the Family chatter made more sense, so this appears to be an isolated mistake. That said, the Underboss with the Weapons Deal key has some interesting commentary about his position? What does "under" mean?
  18. I'm not a build expert, but my understanding is that there are certain powers that benefit heavily from them, so much that they're often used in place of sets. Powers that can benefit from all three components are a big deal. Maybe someone else has a better answer, but I honestly think it's just how strong it is being able to slot all three in one slot is what makes them so valuable.
  19. raises hand I have an AR defender with Elec primar, was shooting (ha!) for a steampunk vibe. It's...not good. No debuffs to take advantage of defender numbers and low damage combined with lethal damage just makes it feel so awful. Do not recommend.
  20. Cytoskeletons routinely go for well over 20mil, probably more.
  21. In the first mission of Provost Marchand's second story arc, this Crey Tank recently sprung from the Zig makes a good point about their current situation. Crey Cryo Tank: We were tossed in the Zig for being too obvious, and now we're standing around here. Get a move on!
  22. Does that provide DDR to everyone affected or just the user? I know it's worth having for the user alone.
  23. Most old contacts offer story arcs though most won't offer them immediately and some of the older arcs won't be labeled as such in the mission window when you get it (unless that was changed). Arcs from older contacts are generally longer than newer arcs and may not have the best writing, they may also have some annoying missions like street hunts or Defeat Alls. They're still worth running though, many older arcs award a considerable number of merits and of course souvenirs all count for a badge if you keep collecting them. Also lots of good old lore peppered in, like how we originally learned about the Rikti rather than the anti-climactic optional lore dump in RWZ.
  24. I made one that used Mystic Flight as their primary means of travel. Aim has a range bonus on Sentinels so Translocation after Aim became a great way to cover a lot of distance in record time.
  25. There's not much reason to as very few things can modify crit rates (Shinobi-Iri and the ATOs are all I can think of). Also some powers have different crit rates; many of the T8/T9 powers have higher crit odds than other powers, not to mention crit odds being higher against Lts and higher. It would be confusing to show a 5% crit rate when you actually have 10% on your curreny foe.
×
×
  • Create New...