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ZorkNemesis

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Everything posted by ZorkNemesis

  1. Echo Plaza, [1013.2 12.2 -112.9] This giant Council robot wreckage is missing textures on the inside of its command module. Shot with full view of the exterior Shots where the missing textures are...visible... EDIT: Another missing texture in the deep end of the swimming pool, [83.8 -230.5 781.1]. You can see the rocks behind the walls through it. On a side note, i'm not sure how I got the camera under the water to begin with... EDIT 2: You can teleport through that hole...
  2. If Echo Plaza is in the Shadow Shard, why is there falling damage?
  3. I have trouble with this too sometimes. Doms really feel like late bloomers. The one Dom that did work for me back on live was Fire/Earth. /Earth offers some really strong attacks (Seismic Smash is soooo good) and Tremor is super early with its PBAoE knockdown. Fire gives you Smoke early to give you more breathing room before you engage and soon after Flashfire, followed by Cinders, for large scale crowd control to let you go to town. Throw in Epic AoEs (I had Fire, so Rain of Fire and Fireball) and you'll be a force to be reckoned with. I've been trying other Doms, Elec/Earth is also solid, trading Fire's damage for strong end drains and Static Field's continuous sleep patch. Plus all the knockdowns coming from Jolting Chain, the Gremlins and all your Earth powers (every one of them has Knock in some capacity, except Seismic Smash which just Holds things that survive).
  4. I found an interesting game after watching a streamer play it for a bit. It's called Fights in Tight Spaces. It's a deck building rougelike tactical game where you're a dude getting into fights in close quarters (picture the elevator fight from Captain America Winter Soldier, or other people compare it to the opening of Casino Royale?). A lot of the strategy in the game involves finding ways to land strikes but also positioning foes in such a way that they attack each other instead of you. It's a lot of fun and games are pretty short (about 2-3 hours for a full play if you make it to the end). Currently in Early Access so hopefully more to be added.
  5. Actually I noticed this too, but didn't think much of it. I know pool travel powers were adjusted to be more potent than temp power travels but maybe someone misplaced a decimal with the Zero-G Pack? Either way, what I noticed with the ZGP (from the King's Row Mayhem/Safeguard) is that it's still providing the jump height, but the power's forward jump speed seems to be gone. It's not something you'll notice if you use Ninja Run (or a variant) with it but if you turn off Ninja Run you won't jump very fast at all.
  6. No one's mentioned Spines yet. I've been running Spines/Ice recently and I was surprised by how much AoE the set picks up. Spine Burst and Ripper have pretty large areas, Throw Spines is pretty much Shockwave with toxic damage instead of knockback, and you get an extra damage aura to go with whatever your secondary may offer (Icicles in the case of Ice). No need for a taunt aura on this setup either since Spines and Ice overlap slows, once most things are in range they can't really escape. It's been fun for sure, now sure how it goes in teams though as I tend to play solo most of the time.
  7. I mentioned Kinetics, it's included in Increase Density. Hmm, the tooltips and descriptions don't mention that, but CityOfData shows Repel protrction so I can see why I missed those. Still not a terribly common effect to resist.
  8. Awakened in First Ward aren't as bad, it's the ones you face in Mr. G's arc that really suck. In addition to Psi attacks, they Fear/Confuse you just for being too close to them, Subjugaters call in multiple extra mobs, a couple of them are capable of healing others and a lot of them just seem to hit really hard. Even on characters with decent Psi resists I had trouble fighting them at times.
  9. I find it interesting that you put the Hellions on the list, but not the Skulls? They got a rework in i24 and a bunch of them are actually somewhat threatening at the level they're fought. Bosses inflict -ToHit (and you're forced to fight a few during Shauna Stockwell's arc) and i'm sure everyone's got a story about Veles and his cheap summoning of his Grave Knight after he's beaten. Also Chernebolg is basically a reskinned Keres from the Talons. One thing you should mention about Resistance, the ones you fight in Maria Jenkin's story arcs are also protected from control effects, requiring multiple applications to stop them. So you can't lock them down before they chew up your armor with their assault rifles. Some other groups to consider: - UPA (only encountered in Provost Marchand/The Major's arcs), the remnants of the Resistance, as well as IDF/DUST defectors. Some of their unique mobs are nasty, but you also have to deal with Heavy Troopers/Rangers and DUST Rangers alongside Resistance dudes. Not fun. - First Ward. Most things in First Ward are just awful to fight. DUST are a step up from Praetorian Police, Apparitions can Fear and cut your damage, Awakened are pure evil Psi mobs (they get worse in Mr. G's arc in Marital). Carnival are ok though. Also pre-incarnate Talons of Vengance, which aren't so bad here. - Night Ward. The Dredges, good lord I hate them. They hit you with -ToHit, they through Haunts and Shadow Beasts at you, and they're not fun. Also the Black Knights, with minions that spam taunt preventing you from targeting anything meaningful. Animus Arcana and Spirit Stalkers are ok, Spirit Stalkers have fears though, and Animus Arcana are weird; one of them tends to use Absorb Pain on you. - Vanguard. Full stop. They have ridiculously high perception and aggro range, strong resistances to most damage including psi, they will rip your defense and resistance to shreds and the bosses can impart a massive -50 Max End debuff on you that persists for 10 minutes and even death won't fix it, only otherwise removed by a power that costs 50 Vanguard Merits (for 5 uses). If you do Mr. G's story arc before level 35 you have no way to remove the debuff and you are forced to let it run out. They are hands down one of the worst mobs in the game to fight, with the only saving grace against them being the Claws Rangers can be immobilized beyond their short ranged attacks (they use Focus and Shockwave on you, which are very short ranged). Also, thankfully, you only ever fight them in Gaussian's and Mr. G's arcs, as well as the one Elite Boss that's part of Raminel's arc. - Longbow. They've never been fun. A number of their bosses are mean, some of them can self rez, Nullifiers will eat your resistance in large groups (multiple sonic grenades), they now have a Heal/Bubbler thanks to adding Clockwork Menders, and so many of them have assault rifles you may as well just not have any defense based armor going up against them. - The Family. Not a terrible group, but they've been expanded to be at pretty much every level. They're still mostly conventional weapons, but at higher levels you get the bosses with Gravity powers. In the rare cases you fight them beyond level 40 they're now armed with Beam Rifles and Resistance weapons, and the bosses can use Titan Weapons and Time Manipulation heals (you'll only really see this if you do Mr. G's arc past 40). - Crey. Can be nasty but are mostly just slow kills. Crey Tanks, Juggernauts and Protectors have very high resistances to all but Psi, and are also fast. Paragon Protectors are flat out annoying, especially the ones using Moment of Glory and Elude. At level 48 and up, every single mob is a Crey Tank or Paragon Protector, making them a huge slog to fight. - Rikti. More annoying than anything but can still be dangerous. Most of their attacks stun, armored Rikti have high resistance to most damage, many of them deal Psi damage. Drones have high accuracy and high defense to all but ranged AoEs and tend to spawn in large groups. Guardians pretty much ensure every Rikti you fight has Accelerate Metabolism up. At least they give more experience then most mobs. - Mooks. They're kind of a joke. A low level Family knockoff you'll only really find in Port Oakes. They do most everything the Family already do, though their lieutenants love to run away before shooting at you with their sniper rifles. - Snakes. Fairly lame. They do toxic damage which might be tricky to resist early. The higher ups can also self-heal, use Psi controls, and cut you down with broadswords. Not a terrible threat, but can be a nuisance early game. - Goldbrickers. Another joke that you'll only find in Cap. They all have Sonic Rifles to eat your resistances but otherwise not terribly challenging. They also all have jetpacks and love to fly away so bring a gun.
  10. This is probably working as intended but can be a little jarring. Also it's kind of hard to not do this intentionally. If you have a Tour Guide Tip open but have not accepted it, and then collect the badge it would direct you to, it redirects to a new badge in the zone with no warning. If you collect the last badge in the zone, you just get a blank window. I assume this is a failsafe or something, but in a moment of 'for science' it caught me a little off guard.
  11. I'm not sure if this has been brought up already but maybe giving Singularity a gravity vortex was a bad idea. Not necessarily from the players perspective, but i'm more talking about Family Consiglieres who are also capable of summoning them (and Kadabra Kill I guess). I went into the Family Raid event in St. Marital, which has three Consiglieres inside the building, and all three of them summon Singularities. I ended up being caught in between two of them and was constantly flying around and orbiting them, which made it hell to keep attacking targets with my Scrapper melee reach, to say nothing about the rapid camera movement and getting it caught along nearby walls. Maybe critter Singularities shouldn't have that effect, especially since Repel protection is very rare (Break Frees have it, but otherwise it's only found in Shield, Stone, and Energy, as well as Kinetics) and as far as I know no other PvE foe in the game has access to a proper Repel.
  12. I believe Praetorians are already counted, they just aren't seperated from Heroes and Villains. Resistance are counted as Hero and Loyalists are counted as Villains.
  13. I just like all the new flavor text. Who would've expected the Paragon City laundromats to the one of the biggest rackets in the city?
  14. Random NPC commenting on Brother Hammond's mission. I don't buy Aeon's 'freak electromagnetic storm' explanation. I'm pretty sure a demon ate my dog.
  15. It depends on the source of Absorb. Most absorbs are applied at once (Preventative Medicine, Ablative Carapace, Insulating Circuit) while a couple are over time (Wild Fortress, Reaction Time, Spirit Ward). Players and foes do not naturally generate Absorb points.
  16. Null the Gull in Pocket D already offers an option to prevent Travel Power extra trays from appearing. He also does this for Kheldian transforms. This won't hide bonus trays for other powers though, like the Shivan event or warping between First and Night Ward.
  17. I did some extra testing on this one. From what I can quickly check, here's what I found. It does seem to be when weapons are held in the left hand. This also extends to weapons in both hands. So far, weapons that allow you to move and use self-targeting powers if they're drawn before starting Rest: - Archery, including temporary power variants - Spines - Katana - Claws, including Widow Claws - Dual Blades - Dual Pistols - Shield Defense - Titan Weapon - Staff Weapons that don't let you move or use powers - No weapon drawn - Assault Rifle, including Arachnos Rifle - Two-handed gun temporary powers, such as Tommy Gun, Chain Gun, Shotgun, etc - Beam Rifle - Right-handed temporary powers, such as Energy Ring Toss, Tsoo Kama, Handgun, etc - Arachnos Mace - Nemesis Staff/Blackwand - Crey CBX-9 Pistol/Stolen Immobilizer Ray - Battle Axe - War Mace - Broadsword - Stone Melee hammers - Elemental swords (Fire Sword, Ice Sword, etc), this only applies to the powers and not the costume piece for Broadsword/Katana/Dual Blades - Energy Melee - Soul Noir Darkness effects - Blaster Thorns from Plant Manipulation Mentioned above in the bold text, if you can move during rest by having a left-handed weapon drawn, you are still allowed to use self-targeting powers; armors, healing, auras, you name it. If the weapon is put away while still Resting, you can continue to move and use powers until you stop moving, at which point the Rest animation overrides all. If you're already rooted while resting and try to draw a left handed weapon you cannot start moving at that point. Rest is not actually applying an immobilize effect anymore, so I was right about that. However the new rest is implemented, it seems to have a funky interaction with lefty weapons and dual weapons.
  18. I'll throw an idea out there: Dark/Plant. I just got an Archery/Plant to 50 and enjoyed the hell out of Plant. Strong crowd control with Vines, Strangler, and the epic hold/patron immobilize (I did Soul, but other sets may tickle your fancy), and Spore Cloud served as an interesting attack/accuracy anchor debuff that even tacks on some -regen for stronger targets. Wild Fortress was a nice armor power that also slotted Steadfast/Gladiator uniques quite well, plus I bet Life Drain would help your survival odds in tandem with the Absorb effects. Archery offered no debuff (but a lot of damage, minus Rain of Arrows which does not cooperate with Toxins) but Dark's throwing around all that -ToHit as well as another cone immobilize and another hold. You also get some good melee from Plant; Thorn Burst and Ripper are pretty strong if a little slow, and those plus Skewer also throw in a little speed debuff for your trouble. As for a concept, hmmm. Evil plants? Perhaps your character is actually being controlled by some strange spores that can corrupt and spread? Toxins would help reenforce that idea with the extra Toxic damage on your dark attacks. Or maybe you're a wandering botanist from the underworld with a rather unusual sense of floral decor? Perhaps you're researching the effects of negative energy on the local flora? Eh, I think I like the evil spores idea more. EDIT: Was I supposed to offer up a build? That's not usually my thing, I often just cobble things together and fly by the seat of my pants as I go. Maybe Flea can offer something up since I'm no good at it.
  19. If this is a bug, I can also confirm it happens with Spines as well. I thought this slow walking might have been part of the changes made to Rest in the patch and I could've sworn when I looked at the power details it was showing a slow effect among the things it does. I also admit my attention was divided when I looked, with a video on my other monitor and getting ganked by a Spectral Daemon that cloaked and ran away before I started Rest, so maybe I just didn't read it correctly. I wonder though, maybe this is a lefty-weapon issue? Staff and Bow are held in the left hand, DP in both, and Spines follows dual-wield animations when applicable, but the weapons you listed that didn't work are held in the right hand.
  20. Pulled out my Darkness Control Dominator to finish some unfinished leveling and I noticed that every now and then targets would be immobilized with an ice effect, which I don't have access to. I checked my own immobilize and the Umbra Beast on it's own and they both seemed to be showing correctly (both use the Soul Noir variant). Then I used Heart of Darkness which summons the Fiery Orb from the IO set and suddenly things that were being immobilized by my wolf were being frozen in place rather than held down with nether portals. I've been trying this a couple times, I can't seem to pin down when exactly it's occurring but it seems to be a combination of the Umbra Beast immobilizing stunned enemies, likely those stunned by the Fiery Orb. This probably merits some more testing but it's strange to see things frozen when they're being set on fire. EDIT: Nevermind, i'm a total idiot. I forgot I had Frozen Blast in one of my AoE powers. If someone could come along and sweep this post under a rug, that would be grand.
  21. Villain tips for Vigilantes are fun. Here's a bit of banter from Mangle and Stardusk Mangle: STARDUSK! Get over here NOW, you pathetic excuse for a bloated, diseased heifer! Stardusk: QUIT YOUR WHINING! I found the Amuleteer and she's an easy - Stardusk: $player? Oh, this just got interesting. Stardusk: And by interesting, I mean 'Awwww crap.'
  22. Titan Maximun, a mid 2000s parody of Voltron made by Seth Green in a stop motion style much like Robot Chicken. The series effectively ended after the bad guy succeeded in his evil plot, but Seth decided not to continue the series since Robot Chicken was way more successful.
  23. Any Blaster sufficiently capable of killing things before they kill you is good solo at 50+. Of course, some do it better than others, for example my Archery/Energy usually has much a faster means of killing large groups compared to my Sonic/Ninja, but the Sonic/Ninja tends to last longer in extended fights with access to a number of useful tools that help manage and control mobs.
  24. Due to the nature of the jump geysers that allow you to cross the Shadow Shard without flight, having the new Speed Phase power active with Super Speed prevents you from using them as the geysers themselves are an entity of sorts. This resulted in a rather humorous case of simply running straight into the abyss believing I would be launched across the gap. I guess this isn't really a bug per se, but more a case of the power working too well.
  25. Any chance Infiltration's sound effect could be changed to fade out after a short while like Stealth currently does? I've never been a fan of the ambient Stealth sound.
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