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ZorkNemesis

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Everything posted by ZorkNemesis

  1. I fought Siege in the Warworks mission tonight on my Sentinel and noticed something odd. The Orbital Lance power Siege can do wasn't actually doing anything, no targeting circle, no damage, no explosions, nothing. It was giving me the text warning and Siege went through the firing animation but the attack never seemed to work. I decided to head over to Boomtown and see if the Council War Walkers were also misfiring their Orbital Lances and sure enough every one I aggroed also misfired the Orbital Lance despite the warning and animations. I changed to another character to make sure as I thought it might have been related to the Vunerability visual effect of a Sentinel (same crosshair graphic I think) but having them use it against a Controller also produced misfires. Seems strange that these would stop working, I recall them working fine last time I fought Siege and Council War Walkers and it's one of their more interesting and unique moves. To see it not fire is a little sad. Here's a quick clip of what I ran into in Boomtown, though Siege was having a similar issue. If you notice the combat log, the Lock-On did activate. https://imgur.com/a/HStVzkX
  2. Probably an MMO akin to CoX but the main purpose is to fight the Resistance and Devouring Earth rather than going against the will of the Empire. Propaganda most likely, but at least it gives the (hidden) children something to distract them from the actual hellhole that is Praetoria.
  3. I have a Savage/Willpower that doesn't do Tough/Weave. Traded those primarily for Flight (so I could picture Savage Leap as more of a dive bomb rather than a pounce). While I probably would be able to take more hits if I had them, I do pretty alright in x8 content, though I think I also might be clicking the rez power a lot more often than I should.
  4. Yep, ranged henchmen had their AI adjusted so that they will stay at range if their main methods of attack are ranged. This primarily affects Mercs, Bots and Thugs (the Bruiser will still melee of course). Ranged pets will still throw out melee attacks if targets are close enough to be hit though, so they'll still occasionally Brawl when attackers close the gap.
  5. Perhaps a little out of left field, but maybe try a /Regen Scrapper or Stalker. Regen doesn't offer too much in the way of defense or resistance (Moment of Glory aside), instead giving you faster passive healing and click heals. You often need to keep an eye on your health and be ready to pop Reconstruction, Dull Pain or Instant Healing at a moment's notice and even then you aren't invincible if the foes are hitting hard enough (or debuffing your regen, damn Praetorian Clockwork...). Slipping up on your heals can easily get you killed as you lack strong defenses to be able to take the attacks. Building one out may also require some planning to help fill in the lack of defense and resistance to be able to stand up to the big alpha strikes. In terms of Scrapper vs Stalker, Stalker might be a bit more challenging. /Regen on Stalker trades Quick Recovery for Hide and Stalkers also tend to have lower amounts of AoE for dealing with large groups as well as lower base health. Big criticals and the smidgen of defense from Hide might be worth the tradeoff though.
  6. The TF was 45+ on live and also required completing all of the RWZ story arcs (or at least Dark Watcher?) to be able to start the TF (much like clearing Hollows or Croatoa to start those TFs). It was advertised as extremely difficult early on, comparable to the Statesman and Recluse TFs at the time. It was also probably made a smidge harder as it was the first major TF introduced after Inventions as well as the first Co-op TF before ATs were allowed to be any alignment.
  7. Mission: Meet up with Positron (Maria Jenkins) Map: V_OUTDOOR_SHADOW_CHANTRY Loc: [-116.7 1577.9 -968.1] There is a visible gap where two pieces of the outside of the Chantry connect. This gap might be visible in other Chantry maps, and possibly the actual Chantry as well.
  8. Ebon Eye and Glinting Eye both work in their respective Nova forms, while Shadow Bolt and Gleaming Bolt both work in their respective Dwarf forms. No other powers besides the inherent Fitness work while transformed; even your auto +Res power is disabled (though the resistance is baked into Nova's passive stats anyway). They are changed slightly, I believe the Eyes have more damage and range in Nova while the Bolts have lower range but an extra taunt effect and stronger debuffs in Dwarf. As far as I'm aware these changes came extremely late in the game's lifespan, possibly even during the Score days. They're not mentioned on the old wiki either.
  9. That badge is in Independence Port. Did you activate an IP tip while in Nerva?
  10. Can't speak for /ice but one thing worth pointing out: the way Toxins works (it adds a damage proc rather than a damage buff) makes it near useless for pseudopet powers like rains. I rolled an Archery/Plant a short while ago and was extremely disapointed to see Toxins only added 3 damage to Rain of Arrows (roughly 0.88 damage per tic). I would expect similar low damage for Ice Storm and Blizzard, but it might still add a little bit more given more tics of damage. It also still provides a +ToHit too and accepts a Gaussian proc (the Gaussian boost won't boost Toxins' extra damage though, and neither will Aim). Statistically speaking, I would guess /Ice would be stronger for straight damage. Cold damage is less likely to be resisted versus the mostly Lethal you get from /Plant. Freezing Touch is also stupid strong and stupid proccable if I recall. Build Up may also give more damage overall versus Toxins since Toxins' damage buff is a proc that can't be boosted further and I think I recall Toxic can be resisted hard by some foes (interestingly enough though, Toxic is a big help against Malta as they have no resistance against it, even the Titans don't resist Toxic). That said, /Plant will give you stronger crowd control (Vines is amazing for this) and two solid melee AoEs. Wild Fortress is also a good mule for resist procs and Spore Cloud is great for cutting regen and damage on bigger foes (though nowhere near as potent as the Nature Affinity version it was ripped from).
  11. He straight up quotes his namesake in the Faultline mission though, so at least there's that. He also turns up in one of the VEAT missions channeling his inner Indiana Jones.
  12. I don't know what the intended behavior is but checking other pets it seems there's some inconsistency as to whether you can move through them or not. From my own testing with what I have available, I found you cannot move or pass through the Umbra Beast, Fly Trap, or Animated Stone. You can, however, move through and push Imps and Gremlins. My guess is single pets are "solid" while multi-pets can be pushed. Unfortunately, the only multi-pets are Fire and Electric. While there are workarounds, namely resummoning the pet that's in the way, I would think you should be able to at least pass through persistent pets much like Mastermind henchman can be passed through. I would ask the same of pets that don't stick around (Haunts, Dark Servant, Patron pets, etc) but given that those guys expire eventually they won't be in the way forever.
  13. Alright chums, lets do this!
  14. Selections are a bit limited, but you can pair (Sleeveless) Jackets or (Sleeveless) Robes with the Bioluminescense skin to give a shirt or coat over. Some of the chest details can also cover it up like Olympian Guard, Resistance, Black Knight, etc. Female builds also get the straight Shirts option.
  15. It's not significant, but it is probably one of the only upsides of Mercs is that they can induce a cascade defense failure on your enemies. If you count your own version of Burst, you have twelve attacks with -Def going off almost all the time. It's a shame they're junk at everything else or that debuff might actually be handy.
  16. Night Ward, [-1050.2 48.7 -2692.7]. May also be present in First Ward at the same coordinates. This hatch in the DUST Compound has a large #2 on it. That 2 doesn't seem to be attached to the hatch as it gets left behind when the hatch is opened for a mission or other reason. Also the hatch itself clips into the building when opened. Closed Open
  17. Don't know what you're doing different but this guy always gets himself killed whenever i'm not running his missions on a Support AT. He's not as sturdy as your typical Longbow Ballista when he's a "pet", so he tends to rush in to large groups and die quickly.
  18. Assuming you're referring to the Experienced power granting Patrol XP, you only get a full level's worth of it at max, and at lower levels it tends to be a lot less. It only takes 800 xp to get from level 5 to level 6, as opposed to the 4.4 million from 49 to 50. You really do just go through it that fast at lower levels, especially if you're PLing, running DFB, and/or using the P2W XP boosters. It's really just not worth using those until later levels where the numbers start to really add up, or if you somehow find yourself drowning in debt.
  19. Talk to the contact that gave you the mission (or read the paper/scanner, or check the tip). In most cases there's an option to "Complete the mission from this contact," which is available once every three or four days. You can't skip timed missions, or any mission if you're in a Task Force/Ouroboros Flashback. I think there's also a few specific missions you can't skip either, but I can't recall which those may be.
  20. Hmm, I've been having similar issues for the past few days. When I get them, I can't do anything for about 30 seconds (if i'm moving I get snapped back to where I was when things started). Enemies are still acting around me, often attacking me or my pets. Everything seems fine when it catches up though. In one instance I got hung up while exiting a mission and was kicked back to the login screen when it resolved, however I got the "This account is currently logged in" error when logging back in. The hiccups don't seem to matter if it's busy or not, while I have them more often in combat, sometimes I get them just hanging out. I had it happen to me in the middle of Atlas Plaza with only two other players nearby. I've been pulling up the netgraph every time it happens (/netgraph 2, it will block the bottom right corner of the screen so be aware if you're in combat). When it happens I see frequent tiny gaps in the connection graph. Sometimes they're single yellow bars spaced evenly, sometimes they're single bar-wide gaps but still evenly spaced. When the hiccup resolves, the graph looks normal but I notice there's typically a spike of about 100 retransmitted/duplicated packets but nothing lost. There doesn't seem to be any connection issues outside of the game when it occurs so i'm inclined to believe there may be something up with the client or server connections. Should also point out this seems to happen more often late at night. I notice the hiccups occuring a lot more after 1am Eastern. Before that point the hiccups are a lot less common, even nonexistent at times. EDIT Decided to record my Netgraph for a bit to demonstrate what i'm seeing. I had a freezeup a short while ago in a mission. This was solo, but set to x6 so a fair number of spawns. Here's what my Netgraph was looking like before: High send/recieve, like I said, lots of spawns. Rikti too so you got all those portal effects of theirs. It's pretty normal. When the freeze happened, I started seeing this pattern: On the right you can see the gaps. I also started seeing a few duped/retransmitted packets. This lasted about 24 seconds. My ping did not change significantly during the freezeup, hovering in the usual 110-130 range i'm used to seeing. Additionally nothing outside of the game was affected network wise and at the hour I play nobody else is using my internet to my knowledge. Once everything cleared up and I was back in control of my character: Suddenly seeing over a hundred extra duped packets and the pattern of yellow spots/gaps is pretty consistent throughout the event. I've been seeing this pattern every so often but it usually is the same every freezeup. Evenly spaced gaps and massive packet duplication. This also isn't character specific, as I've seen it on more than one at this point.
  21. Hmm, while not PvP related, I wonder if this is why Blaster's version of Smoke Flash isn't placating anything. Smoke Flash Placates (but doesn't actually) and drops a -Res on everything affected, maybe that -Res is breaking the veil.
  22. Loaded into Rikti War Zone, the fog table didn't render. It's kind of cool seeing the whole zone at once, but I can understand that the fog is there to hide the rendering distances.
  23. Ruined office maps that use that room tile all have that quirk. If you can teleport, you can skip the rest of the room. Or you can be like me and drop Rain of Arrows through the gap and kill the group before rounding the corner.
  24. They won't have the buff unless they're already engaged. The Surgeons don't hand it out, it's used by the Lts and Bosses at half health.
  25. It could be something to do with how they remain active even if you die, but the Shades created from the Haunt power don't get dismissed if you enter /release_pets into the chat window. They can be manually dismissed by right clicking on them, but they stick around if you try to send them away with the slash command. The Umbra Beast goes away with /release_pets though, so it's not that the game's not accepting my command.
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