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ZorkNemesis

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Posts posted by ZorkNemesis

  1. It's best to look at Praetorian alignments as analogues to Dungeons and Dragons alignments.  This is how I look at the four major stories: 

     

    RESISTANCE: Chaotic, you don't support the laws of Praetoria so you make your own way

    • Warden: Chaotic Good - You work to bring down the empire with subterfuge and propaganda, typically involving exposing harsh truths
    • Crusader: Chaotic Evil - You aim to bring down the empire with force, typically through acts of terrorism.

    LOYALIST: Lawful, you support the Empire and do what you want within their established systems

    • Responsibility: Lawful Good - You aim to protect the people who reside within the empire for selfless reasons
    • Power: Lawful Evil - You use the codes and systems set forth for your own betterment for fame, glory, and status among the elite.

    There are two additional storylines where you go undercover with the other faction and keep in touch with Marchand/Scott the whole way.  Those blend the lines quite a bit but somewhat stay within their faction's alignment.

     

    Your character concept would probably best fit the Power storyline, and you'll get plenty of opportunities to bring down the hammer on various dissidents along the way for sure.  But it won't be exactly what you're asking for.

     

    You may also consider the Infiltrate Resistance story, but that will involve running missions for the Resistance which might go counter to your stated goals.  You may also have to remake your characrer as in order to get access to this you have to play the tutorial, tell the Clockwork to go topside, and then tell Maurader it was you who did it as Reese tries to take credit.  You then have to find the first Warden contact who won't be labeled until you speak to him.

     

    EDIT: A third option if you instead don't care about the story is that at level 5 you'll get a contact that offers repeatable non-story missions.  You can just keep calling that contact and focus on missions you deem as eliminating dissenters like Resistance, Syndicate and Destroyers.  You won't get any reward merits or storyline badges if you go this route however, if you care about that.

     

    • Thanks 1
  2. 1 hour ago, ZamuelNow said:

    Are Mayhem missions simply les popular than they were before Sunset?  I'm getting surprisingly little attention from attempts to start one, even when other stuff is getting posted in LFG.

     

    There's a new contact that lets you farm them if you have the Hero Slayer badge, which is easy enough to get from a single round of Who Will Die part 4.  Plus they tend to be time consuming and don't yield as much exp as just beating up warehouses full of Council.

    • Like 2
    • Moose 1
  3. /Earth is probably uncommon simply because it's a newer set that was cobbled together when Seismic Blast came out so that Earth/Earth was an option, versus /Ice which was an Issue 0 launch set.  While I can't offer much of an opinion on the combos I would say try them both and see what meshes with you.

  4. I believe this is the result of the pseudopet inheriting caster buffs.  On a Controller I noticed that using Sleep Grenade after popping a red inspiration that the patch had the circling red triangles assoicated with attack buffs.  I'm betting the grenades are simply inheriting Domination when used.

     

    Incidentally I believe I saw this also happen with Arsenal Assault's Trip Mines where I set up a bunch before turning a group hostile while Perma Dom was running and all the mines had the rainbow Domination glow as well.

  5. She's pretty tough, the fact that she routinely uses Build Up and that she has Dull Pain and Unstoppable makes her very difficult to kill without assistance.  She is very weak to Psionics (no resistance compared to capped S/L), but you don't seem to have that so you'll have to find alternatives.  Envenomed Daggers are probably your best option, you could also get some other useful assistance like a Shivan Shard who's energy attacks will be more effective than your smashing.

     

    But don't think that allies "defeats the purpose".  While this one is an outlier (Scirocco actually doesn't tell you to), you're generally told by your contacts when facing a strong boss to bring help.  She's not Scorpion's dragon for nothing.

    • Like 3
  6. 48 minutes ago, MoonSheep said:

     

    irradiate has a long base recharge time (20s) making it a prime candidate for proc, can put two -res procs in it and then others as required

     

    i agree that the base -def is strong enough 

     

    On my Rad characters, I often double up Fury and Achille's and throw the Overwhelming Force in there too.  It's a real nice way to completely strip resistances away (it boosts the damage of Irradiate a fair bit too since it's a DoT) and the knockdown is useful for reducing incoming damage too.

     

    That said, I don't have a Rad defender, just Rad Blasters and Sentinels.  It's great on my Sentinel though since I can destroy entire spawns with Irradiate > Engulfing Darkness > Atomic Blast.

    • Like 1
  7. I have not played an Elec tank but I do have a TW tank (Willpower is my primary).  I can't verify at the moment (damn job) but I believe my attack power picks were Defensive Sweep (the character was made before you could get T2 at level 1), Titan Sweep, Follow Through, Rend Armor and Whirling Smash.  Taunt and Build Momentum as well.  I would have taken Arc of Destruction but I insisted on flight and AoD can't be used in the air.  I'm no expert but I think the consensus is that Crushing Blow is better for getting your momentum going but Defensive Sweep does have a defense bonus (similar to moves like Parry and Divine Avalanche) and can slot a Luck of the Gambler if so desired.  I would say the best powers to skip are Taunt and possibly Defensive Sweep, and skip Arc of Destruction only if you intend on flying all the time like I do.

     

    I think my usual attack chain involved starting with a sweep, into Whirling Smash and Follow Through, filling in Rend Armor and another Sweep before needing to start over.  Use your Epic/Patron AoE between momentum so you're not wasting time for your fast attacks.

    • Thanks 1
  8. This is working as intended, somr valentines are just undeliverable due to alignment restrictions.  This one is just particurally egregious since you have to be Resistance to get to it under normal circumstances.  You can always dismiss tips and try for a different one (or would be able to if the event was still going) if you find yourself unable to reach the recipient.

  9. Due to time and story shenanigans, Penelope Yin exists in two locations as two different ages.  The one you're talking to is in Faultline isn't the TF contact but has her own story arc in Faultline's own story.  The TF contact is next to the hospital in Independence Port where she's older and has realized her powerful psychic abilities.

    • Like 2
    • Thumbs Up 3
  10. 43 minutes ago, Snarky said:

    again, what if the 10% drop is per monster, not per person attacking?  then you gotta split that 10% by everyone attacking...

     

    The notes for Page 7 specifically say that the chance for drop is rolled individually per character who received credit and is tied to the same drop table as the Reward Merits.  If I'm reading that right, everyone eligible should be getting a 10% chance each.

  11. He uses Street Justice attacks and Willpower defenses.  Though the serum isn't something you'd be able to use normally but could get something of that effect from the Experimentation pool if you really wanted to.

    • Like 3
  12. The patch notes for Page 7 state a 10% drop rate, tied to the same table as reward merits.  The Monstrous Aether is meant to counteract streaks of bad luck, but I'm curious if the drop rates are actually correct.  I'm no stranger to stretches of bad luck but a lot of people have reported very long periods of monster stomping with no recipie drops.  I'm wondering at this point if someone misplaced a decimal.

  13. Defenders have low damage.  That's normal as they're meant to fill a supporting role.  The tradeoff is that their buff/debuff values are higher than anyone else.  Sure that Sonic Blast attack isn't going to shatter any eardrums but the -RES component of the attack will be more effective out of a Defender then it would a Blaster or even Corrupter.  You should still be blasting even if you aren't doing much damage because, unless you're throwing Fire, those secondary effects will still apply and weaken whatever you're shooting.  If you're looking for high damage output, Defender generally isn't the choice.

     

    Typically to get the most damage from Defender attacks you have to load up on damage procs where possible.  Since the procs ignore AT modifiers you're able to get a lot of mileage out of them.  You do run the risk of starving yourself of set bonuses and decent enhancement numbers however but it can be worked around.

     

    Also, Poison/Pistol Defender checking in; Pistols is fantastic for proc builds; you can put Slow set procs into every power even if you don't use Cryo Ammo.  Suppressive Fire can also be loaded up for a surprising amount of fast damage.  I can do respectable damage and have a strong debuff game for sure and i'm typically running Chem Rounds to further reduce mob damage output.  It's pretty good.

    • Thumbs Up 3
  14. 13 minutes ago, Techwright said:

    I can't explain the last 4 years in Homecoming, though, except that I really don't pay attention to the billboards.  (Except Capt Kraken in Talos, but that's 'cause I leap over it on one of my appointed rounds.)

     

    It could easily be a case of this particular billboard being in Skyway City, which is a zone that is very infrequently visited for any reason these days.  A good amount of 10-20 content prefers Steel Canyon so there's almost no reason to go to Skyway unless you're looking for a Synapse TF or running old old contacts for some reason.  I hardly ever visit Skyway myself and i'm very much a traditional solo player.

    • Like 2
  15. 5 hours ago, ZemX said:

    But then it also has a weird effect down the page that is in a section tagged "Hidden in in-game info". Actually lots of weird effects but the key one is the one that can execute Plasmatic Taser's effects 11.1% of the time.  So Brawl does a bit of extra damage rarely?  So what does Plasmatic Taser do?

    Well, 0.66 * Ranged_Tempdamage Energy and 0.3 * Ranged_Tempdamage Smashing.  Ranged_Tempdamage for a Level 18 Tanker is 39.8077.   So all this ranged temp damage works out to an extra (0.66 + 0.3) * 39.8077 = 38.215 damage.  It can also proc some Fireworks?  Maybe? Kind of looks like the April Fool's joke maybe.  Not sure.

     

    This is an April Fool's joke, yes.  Brawl gets overbuffed for the day and does some silly things.

    • Thumbs Up 2
  16. That existed long before Homecoming, it was on Live servers.  I have a screenshot on my Steam profile dated March of 2012 where I found it in Skyway City and made a snark about it.

    • Thumbs Up 3
  17. 23 minutes ago, Thraxen said:

    No way that’s accurate. More mms than scraps and corruptors?  

    Mastermind is a fairly unique archetype you don't see in very many MMOs these days.  Very few active games offer dedicated pet classes, the few that do usually have the pet as more support while the player is still doing the lifting.  And even then, how many give you as many pets as CoX does?  It might stand out because on one hand you have your generic melee DPS, but on the other hand you have an army of ninjas!

    • Like 3
  18. I've got a lot of characters but hardly play favorites.  Only one of my characters has more than 20 vet levels so I suppose that's it and she's around VLv62 right now.  I have 29 characters at level 50 but I suppose if i'm playing favorites there's four I pick to get work done:

     

    The aforementioned VLv62 Blaster, Weald Warden, who is Archery/Plant.  She also stands out with my highest badge count and a gold costume contest title.

    After that, I have a Thermal/Ice Defender, a Poison/Pistols Defender, and a Spines/Ice Scrapper that see the most use out of my 50s.  If a team needs support, the Defenders are there for that while the Spines/Ice is one of my strongest solo choices and just a solid crowd demolitionist.

  19. Been a couple weeks since Page 7 dropped.  I found a Dominator that actually worked out for me with Illusion/Arsenal and decided I wanted to post my build both for opinions on my choices and to give others an idea of what they might want to do with this new combo. I chased Recharge hard with this build resulting in an insane (at least by my standards) 146% increase without Hasten, and 216% with it.  As a result I have Perma Hasten and Perma Dom, and Perma Dom can be maintained without Hasten  Endurance is problematic, I may consider investing in Cardiac Alpha when I get there but for now Recovery Serum is also Perma.  Additionally Power Build Up and Gleam both recharge in about 23 seconds so every group can be essentially KO'd off the bat, and Phantom Army has a 1:03 cooldown so they're never not available.  The Tarantula can also pretty much be up every fight as long as it survives with a 4:11 recharge time as well.

     

    Here's what I have:

     

    Hologram Hunter - Villain Dominator
    Build plan made with Mids' Reborn v3.6.6 rev. 3
    ──────────────────────────────

    • Primary powerset: Illusion Control
    • Secondary powerset: Arsenal Assault
    • Pool powerset (#1): Speed
    • Pool powerset (#2): Leaping
    • Pool powerset (#3): Leadership
    • Ancillary powerset: Mace Mastery

    ──────────────────────────────

    Powers taken:

    Level 1: Blind

    • A: Basilisk's Gaze: Accuracy/Hold
    • 3: Basilisk's Gaze: Accuracy/Recharge
    • 3: Basilisk's Gaze: Recharge/Hold
    • 5: Basilisk's Gaze: Endurance/Recharge/Hold

    Level 1: Burst

    • A: Decimation: Accuracy/Damage
    • 5: Decimation: Damage/Endurance
    • 7: Decimation: Damage/Recharge
    • 7: Decimation: Accuracy/Endurance/Recharge
    • 9: Decimation: Accuracy/Damage/Recharge

    Level 2: Deceive

    • A: Coercive Persuasion : Confused
    • 9: Coercive Persuasion : Confused/Recharge/Accuracy
    • 11: Coercive Persuasion : Recharge/Accuracy
    • 11: Coercive Persuasion : Confused/Endurance
    • 13: Coercive Persuasion : Contagious Confusion

    Level 4: Buttstroke  --NOTE: The current version of MIDS does not allow Dominator Sets to be slotted into Buttstroke, but the game accepts them.  The import code has the 6th slot empty.

    • A: Hecatomb: Damage/Recharge
    • 13: Hecatomb: Damage/Recharge/Accuracy
    • 15: Hecatomb: Recharge/Accuracy
    • 15: Hecatomb: Damage/Endurance
    • 17: Hecatomb: Chance of Damage(Negative)
    • 17: Superior Ascendency of the Dominator: Recharge/Chance for +Damage

    Level 6: Buckshot

    • A: Positron's Blast: Accuracy/Damage
    • 19: Positron's Blast: Damage/Endurance
    • 19: Positron's Blast: Damage/Range
    • 21: Positron's Blast: Accuracy/Damage/Endurance
    • 21: Positron's Blast: Chance of Damage(Energy)
    • 23: Sudden Acceleration: Knockback to Knockdown

    Level 8: Superior Invisibility

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 23: Luck of the Gambler: Defense/Endurance

    Level 10: Spectral Terror

    • A: Cloud Senses: ToHit Debuff
    • 25: Cloud Senses: Accuracy/ToHitDebuff
    • 25: Cloud Senses: Accuracy/Recharge
    • 27: Cloud Senses: ToHit Debuff/Endurance/Recharge

    Level 12: Gleam

    • A: Superior Ascendency of the Dominator: Accuracy/Control Duration
    • 27: Superior Ascendency of the Dominator: Endurance/Recharge
    • 29: Superior Ascendency of the Dominator: Control Duration/Recharge
    • 29: Superior Ascendency of the Dominator: Accuracy/Control Duration/Endurance
    • 31: Superior Ascendency of the Dominator: Accuracy/Control Duration/Endurance/Recharge
    • 31: Annihilation: Chance for Res Debuff

    Level 14: Super Speed

    • A: Blessing of the Zephyr: Knockback Reduction (4 points)

    Level 16: Power Up

    • A: Invention: Recharge Reduction
    • 31: Invention: Recharge Reduction

    Level 18: Phantom Army

    • A: Expedient Reinforcement: Accuracy/Recharge
    • 33: Expedient Reinforcement: Accuracy/Damage
    • 33: Expedient Reinforcement: Accuracy/Damage/Recharge
    • 33: Expedient Reinforcement: Endurance/Damage/Recharge
    • 34: Soulbound Allegiance: Chance for Build Up

    Level 20: Trip Mine

    • A: Armageddon: Damage
    • 34: Armageddon: Damage/Recharge
    • 34: Armageddon: Damage/Recharge/Accuracy
    • 36: Armageddon: Recharge/Accuracy
    • 36: Armageddon: Damage/Endurance
    • 36: Sudden Acceleration: Knockback to Knockdown

    Level 22: Combat Jumping

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

    Level 24: Targeting Drone

    • A: Gaussian's Synchronized Fire-Control: Chance for Build Up
    • 37: Cytoskeleton Exposure

    Level 26: Flash

    • A: Basilisk's Gaze: Accuracy/Hold
    • 37: Basilisk's Gaze: Accuracy/Recharge
    • 37: Basilisk's Gaze: Recharge/Hold
    • 39: Basilisk's Gaze: Endurance/Recharge/Hold

    Level 28: Sniper Rifle

    • A: Sting of the Manticore: Accuracy/Damage
    • 39: Sting of the Manticore: Damage/Endurance
    • 39: Sting of the Manticore: Damage/Interrupt/Recharge
    • 40: Sting of the Manticore: Damage/Endurance/Recharge
    • 40: Sting of the Manticore: Chance of Damage(Toxic)

    Level 30: Ignite

    • A: Ragnarok: Damage
    • 40: Ragnarok: Damage/Recharge
    • 42: Ragnarok: Damage/Recharge/Accuracy
    • 42: Ragnarok: Damage/Endurance
    • 42: Ragnarok: Chance for Knockdown

    Level 32: Phantasm

    • A: Expedient Reinforcement: Accuracy/Damage
    • 43: Expedient Reinforcement: Damage/Endurance
    • 43: Expedient Reinforcement: Accuracy/Damage/Recharge
    • 43: Expedient Reinforcement: Endurance/Damage/Recharge

    Level 35: Hasten

    • A: Invention: Recharge Reduction
    • 45: Invention: Recharge Reduction

    Level 38: Scorpion Shield

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 45: Luck of the Gambler: Defense/Endurance

    Level 41: Disruptor Blast

    • A: Bombardment: Damage
    • 45: Bombardment: Accuracy/Recharge/Endurance
    • 46: Bombardment: Damage/Recharge
    • 46: Bombardment: Accuracy/Damage/Recharge/Endurance
    • 46: Bombardment: Chance for Fire Damage

    Level 44: Summon Tarantula

    • A: Expedient Reinforcement: Accuracy/Damage
    • 48: Expedient Reinforcement: Damage/Endurance
    • 48: Expedient Reinforcement: Accuracy/Damage/Recharge
    • 48: Expedient Reinforcement: Endurance/Damage/Recharge

    Level 47: Personal Force Field

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

    Level 49: Maneuvers

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 50: Luck of the Gambler: Defense/Endurance


    ──────────────────────────────

    Inherents:

    Level 1: Brawl

    • A: Invention: Accuracy

    Level 1: Domination


    Level 1: Sprint

    • A: Invention: Run Speed

    Level 2: Rest

    • A: Invention: Interrupt Reduction

    Level 1: Swift

    • A: Invention: Run Speed

    Level 1: Health

    • A: Panacea: +Hit Points/Endurance
    • 50: Miracle: +Recovery

    Level 1: Hurdle

    • A: Invention: Jumping

    Level 1: Stamina

    • A: Performance Shifter: Chance for +End
    • 50: Performance Shifter: EndMod

     

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