Jump to content
Account validation emails are not going out, delaying registrations. We apologize for the inconvenience.

ZorkNemesis

Members
  • Posts

    1414
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by ZorkNemesis

  1. Galvanic Sentinel doesn't take Pet Sets. Dark Servant does however, so a Dark/Dark or Illusion/Dark could get all three set bonuses without needing the Patron Pool.
  2. Can you imagine Assassin's Mark on a Blaster? That would be a little nuts with the Build Up resets. Also maybe Critical Strikes on a Blaster as well. Assuming when it goes off you can land the double damage criticals like a Scrapper. If you're chasing set bonuses, Mark of Supremecy is the only enhancement set to give a recharge bonus with two slotted. When made Superior you have three powers slotted with a +10% Global Recharge (and any pets you might have get a regen bonus?). However it has to be slotted into pet powers so it may be innefective on most ATs. Might help on a Dom that has a pet-heavy set and a patron (Dark Control comes to mind) or on a Crabbermind. However even just one pet lets you get a 10% recharge super easily, and if you six slot it you can add Expedient Reinforcement's 6.25% as well.
  3. Presumably had the game not been shut down, I bet there would've been a parallel story arc to Shauna Stockwell's arc. I bet it would've been a Family vs Mooks story since I don't think we ever got a proper resolution to that particular war.
  4. First i've heard of such a thing. What exactly does this mean?
  5. If you're soloing on a pure range you generally want something to help mitigate damage, usually through a secondary effect. Dark Blast stands out in this regard as every attack comes with -To Hit to help you evade attacks. Ice Blast is also helpful with stacking slow effects that reduce the number of attacks against you along with keeping them away with the movement slows. Controller sets also help with damage mitigation by nature of preventing foes from attacking but outside of specific sets (Plant and Illusion for instance) your overall damage will be lower than you'd probably want and solo play becomes a chore until late game builds present themselves. If you want to stay at a distance, I might suggest a Dark/Energy Blaster. Dark will help you avoid damage while Energy can amplify the -To Hit of your attacks and Life Drain's heal with Power Boost, plus Boost Range giving you a lot of extra space to shoot from. Energize is a little inconvienent being a click-based sustain, but the combo still works well together from what i'm looking at. If you want a Controller instead, I would rep Plant/Time. Plant gets a mass confusion power very early that makes most fights a non-issue and the Carrion Vines literally eat everything alive when procced to hell. /Time gives a slew of buffs and debuffs that cover most aspects including a 50% Recharge from Chrono Shift and a strong Def/To Hit from Farsight, both can be made perma with good slotting and Hasten.
  6. ZorkNemesis

    Hm, boy.

    I wonder if i'm the only one who actually misses Void Seekers among most groups that don't have Quantums. Sure they could be a little unfair but they were a neat extra challenge to face that mixed things up a bit.
  7. Barbarians are definetly a class and not a race. https://en.m.wikipedia.org/wiki/Barbarian_(Dungeons_%26_Dragons)
  8. It's heavily dependent on the build and what happens in those cases often comes down to what tools that character has. Generally though, big opening damage and constant repositioning to stay out of danger is the way to go. Some examples from my own kits: Archery/Energy/Mace often has me abusing my absurd range bonuses from Boost Range and Ranged Shot so I do everything I can to stay far away from the tough targets (Combat Jumping helps with rapid repositioning). Explosive Arrow and Mace Beam Volley both cause knockdowns for some temporary mitigation and I use the Spiderlings as a back line in the event things do reach me. Power Thrust is also a good tool for getting a boss out of my face with the excessive knockback that only the biggest foes resist. Archery/Plant/Soul lacks the similar range of /Energy but Vines is a fantastic tool for locking everything in place while I deliver my Rain of Arrows. Spore Cloud on a tough foe can weaken it a fair bit while Soul Tentacles can also make things a little harder to hit me. More CJ jousting to stay at range though. Pistols/Electric/Electric I run as a melee build. Spring Attack, Lightning Clap and Thunder Strike all have AoE KD so I can keep most mobs semi incapacitated, plus Hail of Bullets has a nice defense buff. Shocking Grasp and Shocking Bolt are kitted with Lockdown Procs so I can easily Mag 10 Hold a target if needed; very few bosses resist that much. Sonic/Ninja/Fire relies heavily on being a Blasttroller and being able to shut a group down to pick them off in smaller numbers. Siren's Song followed up with Blinding Powder can sleep bosses and knock out most of the crowd. Dreadful Wail stuns most of the survivors while Choking Powder and Cinders can also Mag 10 Hold with procs. Bonfire also helps by creating a knockdown patch. Unfortunately Smoke Flash doesn't seem to function correctly, it doesn't Placatte affected foes last I knew, so I don't have it. Would be a nice tool for escaping a sticky spot though, or setting up a stronger Wail with its -Res. Fire/Dark/Fire is sort of screwed. Other than Bonfire causing a KD patch and Touch of the Beyond letting me fear a single mob, he ultimately has to rely on big damage to survive which is made a fair bit harder by Soul Drain requiring getting close. Dark Pit can help by stunning a group before draining, but with very little extra mitigation it comes down to what survives Inferno and whether I can kite safely at times. To help counter the lack of mitigation, Soul Drain has an Avalance KD proc in it while Fire Ball has the Overwhelming Force KD proc, allowing two big AoEs to also floor the mobs I fight. Soul Drain also has Fury of the Gladiator -Res for bonus damage. On the Controller side Electric/Storm/Leviathan relies heavily on knockdowns, pets and end drains. My general game plan is to constantly throw tornadoes, thunder clouds, and water spouts at everything while also draining all of their endurance with Static Field and Conductive Aura. Generally only stronger EBs and AVs won't be drained but with enough time everything typically can't fight back with all the KDs and lack of endurance. Plant/Time/Psi is capable of considerable self-buffing. With Hasten and Chrono Shift, Farsight is effectively permanent while Time's Juncture works the opposite direction resulting in very high evasion. Carrion Vines are immensely powerful and spawn multiple targets drawing away enemy attacks, Distortion Field also helps keep things close to the vines. Seeds of Confusion also turn everything against the strongest foes while causing utter chaos to begin with. Additionally /Time gives me an extra Hold, allowing for Mag 9 when combined with Strangler and Vines (or 10 if the target is also Delayed). /Psi also gives me a click status protection to let me dodge a few mezzes myself.
  9. If I recall, Shivans didn't explode upon defeat until after the Neo-Shivans were added with the Galaxy City Tutorial revamp. Around that time they also got interesting death sounds.
  10. This doesn't make sense, as Rikti Drones have high defense to everything but AoE attacks, and Ranged AoE attacks almost always land against them. If it was using the higher defense, then Rikti Drones would be next to impossible to hit without overstacking accuracy.
  11. Sure enough, Nemesis Vengance adds nothing to AoE defense. Seeing as how that's been the case for the longest time though it's probably not a bug.
  12. Keep in mind, regardless of what tutorial you pick, you can get the badges at any point afterward. You can get Isolater (as a Hero/Vigilante) and Jail Bird (as a Villain/Rogue) during The Pilgrim's story arc in Ouroboros (Ouroboros Initiation) and I guess Avid Reader can be earned from Prometheus? I didn't even know about Avid Reader until just now to be honest but sure enough the wiki says you can get it from Prometheus in Ouro after clearing an incarnate trial.
  13. It's been reported that one of the completed Paladins will actually path past that building. If the drones don't catch too many of the small fries following it it tends to drone itself on occasion.
  14. NPC Chatter concerning the Villain outcome of "Sounds of Utter Chaos" tip gets cut off by presumably some character limit. Plenty of other post mission chatter gets cut off, so there has to be a limit that the original devs never bothered to fix despite it existing for a very long time. [NPC] Quinton: I thought the Isles were chaotic, but did you hear what happened in Founder's Falls? It was a madhouse there! Banks being robbe EDIT: The "Smooth Metal" tip also has a similar NPC chatter for the Villain outcome [NPC] Gale: I'm so ashamed of myself...I found this piece of metal...and then...I woke up the next day...COVERED in blood...but it wasn't m
  15. Villain tip mission, some Longbow chatting with each other. Longbow Rifle: Sometimes the hum of the generators makes me so sleepy. You know what I mean? Longbow Spec-Ops: I do, your talking makes me tired a lot also. Longbow Rifle: ...that was uncalled for.
  16. The Paladin itself does not grant the badge following the reversion to the original event. In order to get the badge, you have to stop it from being built. There will be a message in the Hero Events tab that states "Unusual Clockwork activity detected in King's Row" when construction starts. Find the construction site at one of three locations along the south and east side and fight off the waves of Clockwork for about 10 minutes without allowing the construction to reach full health. After the 10 minutes, finish off the construction for the badge.
  17. Without pictures, i'm guessing it ragdolled in such a way that it couldn't recover. Rarely ragdolled entities can get completely stuck in the geometry and unable to move/act until they die off (often the game is able to force them out after too long but sometimes not). If this is what happened to your henchman, this is a long standing bug from when ragdolling was added many moons ago and I don't think it's something that can really be fixed without a complete engine overhaul.
  18. An Unearthly Shard villain tip in the 20s. The villain option reads: Put down Mangle and take his pieces of the tablet!" There is an erroneous quotation mark at the end of the line.
  19. In my opinion, some of the best tips are the Villain tips while you're a Vigilante. Lots of questionable moral choices and brutal justice, things you might expect from someone like the Punisher. I dock points however as too many of them do have the mission's head honcho saying "we're not so different" or similar phrasing.
  20. I tend to play red content since I like to keep to myself. I pop into help and general as needed but nearly all of my game time is solo play and with red being the ghost town it is it fits me pretty well. I tend to play in the middle of the night on Indom, most nights it's single digits for redsiders when i'm on despite our reputation for being the PvP server. This is why I love tip missions, especially when red. Tips feel like you're the one making the plan, even if it's by happenstance. One thing I would love to have out of the Homecoming team is just a slew of new random tip missions to capitalise on the idea of free-thinking villainy (or heroism, both sides are great for tips).
  21. Ran some tests out of curiosity, and it seems to be the case. Controller's Indomitable Will isn't able to be used while mezzed, whereas many other similar powers such as Practiced Brawler, Active Defense, Kuji-In Rin and even Rune of Protection and Clarion Destiny can all be used while mezzed. Possibly an oversight but also possibly due to the power being an epic pool and epic pool powers tend to be a little weaker than their non epic counterparts, but if that were the case that feels overkill since the power already has a considerably longer recharge compared to other powers, longer than Rune of Protection's forced 3 minute recharge even.
  22. I'm guessing it was done intentionally as other similar Stealth powers were not tweaked (Energy Cloak in Energy Aura for Scrappers and Brutes comes to mind). Also I think Shadow Cloak doesn't supress defense like the new Stealth does, so there's that, plus perception and some immobilize resisance.
  23. A text error, but not actually a bug; Lightning Clap doesn't do damage (it's a KB/Stun like Hand Clap in Super Strength) so damage sets won't do anything for it. The power should not accept ATOs on any AT. Why it says it can take them is probably just an oversight
  24. The Pilgrim, Ouroboros Initiation. Mender Lazarus's mission during that arc has you recovering data from a 5th Column outpost where the goons are talking about becoming sleeper agents within the Council before the Column is absorbed. This was the first time the Column had actually appeared since their removal, aside from the Oberst gladiator added as a bonus for having multiple anniversary badges. They wouldn't appear again until Cimerora and the Imperious Task Force. That mission also referenced a long-standing bug where occasionally NPC models failed to load correctly and would instead load the very first model in the list, which happened to be a 5th Column Mek Man. "The robots are cloaked in a hard light hologram" indeed.
×
×
  • Create New...