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ZorkNemesis

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Posts posted by ZorkNemesis

  1. Been a while since i've been here, trying to control my altitis for a change.  That said, got a couple of good concepts to show off.

     

    Weald Warden - Archery/Plant Blaster.  A faun who combines the power of nature with keen marksmanship, she strives to protect the unspoiled beauty of the worlds natural wonders.  Sorry for the dark picture, it was sunset in Steel at the time of the shot.  Also as an aside, any chance we could have non-spine variants of the non-spine attacks in Plant Manipulation.  They weren't really considered for the character concept and I think it looks ugly to sprout a bunch of spikes when using Entangle/Strangler.

     

    1920239566_WealdWarden.thumb.PNG.7aac0ece87eacb16a4ebe9a8306b4eb1.PNG

     

    Thundering Longhorn - Shield/Electric Tanker.  A thunder demigod given the form of a powerful minotaur.  Woe unto those that stand in the path of his charged attacks.

     

    200933094_ThunderingLonghorn.thumb.PNG.ee48e422ab135aed9901ac4979d1adcf.PNG

     

    Shivering Timbers - Ice/Nature Controller.  A cold nature spirit ghost pirate.  Honestly this was done more for the namesake than anything.

     

    535352344_ShiveringTimbers.PNG.c4cacf7067f0b75348d9970c3351884b.PNG

     

     

    • Like 6
  2. I guess I ought to post a level 30 update.  I did the one roll more as a curiosity but I figured I was overdue to try the Fire/Kin combo anyway.

     

    So here's Flameshift (excuse my bad names, typically my weak point).  Fire/Kinetics Corrupter.  Also pretty bad at costumes without preset ideas, I usually just want to get into the game more than anything.  Initially his outfit was more casual with a fancy arm-thingy, but a revision saw him putting on a more typical set of tights and shaving.  I also tend not to write down backstories, but I tend to keep ideas.  In his case he was given an unstable concoction of super serums that result in severe debilitations, but using the arm-thingy the serums can be kept in check and channeled outward into fire and other power draining energies.

     

    ...yeah, I need to work on my writing.

     

    1907687193_FlameshiftFirst.PNG.9ff8489c9005ac0e3206d63d68b9dca4.PNG   369909288_FlameshiftSecond.PNG.7a11026dee657b2cd82b3e69e09f53ac.PNG

     

    As for actually playing, I'm familar with Fire Blast and somewhat familar with Kinetics (he's the highest level i've taken Kinetics to date), I've never put the two together but am aware of their power.  Though I know the true power of the build, and Kinetics in general, lies with Fulcrum Shift which is still a ways out.  Still it's been an interesting ride.  I mostly solo so i'm probably not feeling the full power of the combo, but on my own it's a bit of ups and downs.  Accuracy is a big issue, not landing those Siphons and Transfusions has been painful at times and i'm frequently overestimating my abilities and taking on too much at once.  Corrupters aren't too durable early on for sure.  I might keep going, i'd love to see how it performs once Fulcrum Shift is in play but for now i'm a little frustrated at how squishy I seem to be and just want to move on to something bulkier.

    • Like 1
  3. Every now and then I pull out an old character, usually looking for money to hand to my current project, and I find some of my old builds are quality murder machines.  Special mention to my Archery/EM Blaster who easily mows everything down from a mile away with range boosted RoA, FoA and Mace Beam Volley.  Fun fact, if you fire off RoA you can queue up a Ranged Shot before it becomes a quick snipe and get full damage while the arrows rain down.

    • Like 1
  4. I used Return to Battle at one point only to die a short while later.  After my ambulance ride to the local infirmary I noticed that my recharge timer for Return to Battle was over 100 minutes, which would equate to around an hour and 40 minutes.  The power itself lists a 1 hour recharge and the power also states that it is unaffected by Recharge adjustments, so how did I end up nearly doubling the recharge on the power?  Did something get adjusted without notice?

     

    If it helps, I had something put Snow Storm on me just before my second death but I would assume slows wouldn't affect the recharge timer either, and wouldn't persist after a hospital run.  Zoning also did not affect the timer and neither did a quick logout to character selection.

     

    1577358860_ReturnToBattleTimer.PNG.3228f6ca92ff46e3303038169706c53a.PNG

     

     

  5. On the level up power selection screen (and the power info by right clicking), Speed Boost for Kinetics states that you can boost a single targeted ally.  Speed Boost was changed long ago to affect multiple nearby allies at once.  Similarly, Increase Density reads as if it only targets one ally but isn't as straight forward about it.  Increase Density also mentions slowing the ally down, which that component of the power no longer exists,

     

    1111174322_SpeedBoost.thumb.PNG.f3af8c10ed761eadc4752e609928b6d6.PNG

     

    1714031044_IncreaseDensity.thumb.PNG.1d75ff89abf11f9de6aaacb7ba08fe9c.PNG

     

  6. 29 minutes ago, Cidri said:

    This seems to be a separate issue from what I mentioned above. I mainly use Overwhelming Force to add KB to powers that don't have it, meaning i use Sudden Acceleration when I want to nerf knockback - and I still see this happen, if only once a week or so.

    Are you overlapping KD effects from multiple sources?  I have an Elec/Storm Controller who's usually dropping four or five sources of KD at once (Jolting Chain, Gremlins, Freezing Rain, Gale, Tornado, Lightning Storm, Water Spout) and I occasionally see mobs getting tossed when things trigger in unison.  Granted, the Gremlins are using the OF proc, but even when they're dead I still see it from time to time.

  7. 8 minutes ago, Cidri said:

    On occasion, the KB -> KD proc fails to activate, and ordinary knockback happens. Cue hilarity and angry Trick Arrow and Ice Slick users.

    Why are you putting KB>KDs into Oil Slick and Ice Patch anyway?  They already do plain knockdown unless you're fighting things 15 levels lower (and even then).

     

    Or, i'm an idiot and misread, usually KB>KD failing is because people use the Overwhelming Force variant which has its own KD proc in addition to the KB>KD, causing an overlap that results in actual knockback.

  8. 1 minute ago, oedipus_tex said:

    Electric Armor's -KB being tied to touching the ground is one of those hilarious quirks I love about the game. There's a certain LOL factor to "umm did the Tank just try to leap in and get sent flying?" that makes me never want to slot KB protection into Elec Armor. 

    I ran Teleport with Electric armor back before the recent change.  Using it to teleport into enemy groups would sometimes send me flying back out of them thanks to Teleport giving you a few seconds of flight after use.

    • Like 1
    • Haha 2
  9. 1 hour ago, RobotLove said:

    Every thing else can be stacked up to the "rule of 5", though you shouldn't really need more than 7-8 mag.

    If you're running a melee character with an armor that lacks KB protection (Fire, Dark, Electric if airborne) you should consider at least 10-12 KB resist if you can manage.  While not terribly common, some late game enemies do have a few high KB powers that break mag 9 (Fake Nemesis, Longbow Balista, Diabolique to name a couple).  If you plan to PvP it's also highly recommended to at least have 12, very few player attacks break that point.

     

    But for most PvE builds, 4 is enough.  On my squshies I typically only get pushed around by Fake Nemesis and iTrial bosses and I generally only use one BotZ for my knockback needs.

    • Like 1
    • Thanks 1
  10. I misplaced mine, but if anyone happens to have it kicking around the original instruction manual had a complete list of every power available at the game's launch (including such things as when Gravity Control had Fold Space as a Team Recall power).  I'm pretty sure the old manual also has this icon for the power as well as it being listed as a hold, but it might be worth a quick check.  If that's the case, then it's very likely the only explanation was that it was a sleep in the beta leading up to the launch, or they just needed some way to discern two powers with near identical functions like I suggested earlier.

    7 minutes ago, Aberrant said:

    From the Prima Games guide.

     

    Even they aren't sure whether it's a sleep or a hold! 😄

    Probably not completely relevant to the topic at hand, but Prima Games MMO strategy guides weren't always the best.  Over in the Final Fantasy 11 community, the Prima Games guide frequently gets brought up and mocked as an example of bad information and poor advice.  Hell that guide didn't even tell you how you were supposed to complete some of the game's sidequests which are already horribly vague to begin with, nevermind their complete lack of understanding game mechanics when it came to class choices.  I'm not dismissing the guide's input on this particular subject, but they're not exactly the most trustworthy source to go on.

     

  11. Difficult to submit a picture for this one.  I made a quick upload to Imgur to cover this one since it's something that would need to be visually demonstrated.

     

    Echo: Rikti Crash Site, (2947.1 -7.0 -6231.0), near the Shielded badge.

    Positioning the camera in just the right spot against the shield of the crashed mothership causes the texture on the surface of the mothership to freak out.  Flying horizontally along the western side of the ship, the texture freakout can be seen from multiple positions as long as the camera is positioned correctly.

     

    WARNING: Somewhat bright flashing footage: https://imgur.com/a/7qwuevf

  12. 56 minutes ago, Techwright said:

    So, next on my list...about that 5th Column moonbase...

    In a post-shutdown interview, the moonbase was actually brought up.  There were plans to fight the Batalion on the moon that were sadly never realized.  After years of joking and memeing about it, when they finally decided to do it they got the axe.  It sucks.

    • Like 1
  13. 18 minutes ago, Techwright said:

    Is that around a certain mission giver whose status changes by the end of the story arc?   If so, I think there's a similar setup in mid-north Steel Canyon.

    Nope, this kind of full-on zone tech only really shows up in Atlas and Mercy.  Some contacts disapear after their arc, like Laura Lockheart or Aaron Theiry, but most zones remain unchanged.  The only other instance I can really recall is that after completing Provost Marchand's third story arc you'll find a bunch of the First Ward survivors hanging around in Brickstown, and also Marauder next to Manticore with six or seven PPD Shells aiming their guns at him.  The group from Mr. G's arcs in St Marital may or may not continue inhabitting the warehouse depending on what you decided to do with them.

     

  14. That's actually working as intended.  Atlas Park and Mercy Island have interesting mechanics related to how the missions work which result in areas changing with mission progress.  That spot is where you would fight off 5 random Hellions, then the next mission you go back and PPD has the place locked down with all the Hellions under arrest.  When it greys out like that, it means you aren't on the same leg of the missions so you won't experience the same situation, if that makes any sense.

    • Like 5
    • Thanks 1
  15. Before unlocking it, the progress meter for the Firebase Zulu Security Detail badge tells you to "Spend an hour in the Shadow Shard."  However, the time for the badge meter seems to only count in Firebase Zulu itself and not the rest of the Shadow Shard.  Last night while running numbers on my build and doing auction stuff I camped out in Storm Palace in an effort to earn the badge (I prefer the purple skies there) but was disapointed to find that after 25 minutes of sitting on a random rock near the palace itself I made no progress at all.  I propose either the badge hint be updated to make it clear that it only counts in Firebase Zulu or (preferably) that all four zones count for the badge and not just Firebase Zulu.

    • Like 1
  16. 4 hours ago, Carnifax said:

    Can you post the data block / link so others can open it in Mids?

    I've updated the post with the data link, i'll make sure to do that in the future.

     

    2 hours ago, Nemu said:

    Agility doesn't jive well with proc monster builds.

    I know.  I'm aware recharge boosts don't mesh well with proc rates.  I was using it primarily for boosting endurance drains and I also saw it as a means to get more recharge for more tornadoes and clouds.  Probably not helping my endurance issues for sure.

     

  17. Hi there, I was wondering if people could take a look at my Elec/Storm/Levi build and give me some advice.  I built it with procs in mind, but i'm wondering if I went too overboard on procs as I find i'm running out of endurance all the time.  I'm also worried I probably misread about slotting Tornado, Lightning Storm and Water Spout.  I'm more or less fine with my power selections, but I feel like I need to shuffle some of my enhancements around for optimization and am not totally sure where to start or what might be better alternatives.  I can already see a few things to look at but I think i'll ask the professionals here as builds aren't always my strong points.

     

    This Hero build was built using Mids Reborn 3.0.4.7
    https://github.com/Reborn-Team/MidsReborn

    Shock Squall: Level 50 Science Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Storm Summoning
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    ------------
    Level 1:    Tesla Cage    
     (A) Ghost Widow's Embrace - Accuracy/Endurance
     (3) Ghost Widow's Embrace - Chance of Damage(Psionic)
     (3) Unbreakable Constraint - Chance for Smashing Damage
     (5) Neuronic Shutdown - Chance of Damage(Psionic)
     (5) Gladiator's Net - Chance of Damage(Lethal)
     (7) Gladiator's Javelin - Chance of Damage(Toxic)


    Level 1:    Gale    
     (A) Force Feedback - Chance for +Recharge
     (7) Sudden Acceleration - Knockback to Knockdown
     (9) Explosive Strike - Chance for Smashing Damage


    Level 2:    Chain Fences    
     (A) Superior Frozen Blast - Accuracy/Damage
     (9) Superior Frozen Blast - Damage/Endurance
     (11) Superior Frozen Blast - Accuracy/Damage/Endurance
     (11) Ragnarok - Chance for Knockdown
     (13) Trap of the Hunter - Chance of Damage(Lethal)
     (13) Positron's Blast - Chance of Damage(Energy)


    Level 4:    O2 Boost    
     (A) Preventive Medicine - Heal
     (15) Preventive Medicine - Heal/Endurance
     (15) Preventive Medicine - Endurance/RechargeTime
     (17) Preventive Medicine - Heal/RechargeTime
     (17) Preventive Medicine - Heal/RechargeTime/Endurance
     (19) Preventive Medicine - Chance for +Absorb


    Level 6:    Jolting Chain    
     (A) Superior Winter's Bite - Accuracy/Damage
     (19) Superior Winter's Bite - Accuracy/Damage/Endurance
     (21) Sudden Acceleration - Knockback to Knockdown
     (21) Explosive Strike - Chance for Smashing Damage
     (23) Apocalypse - Chance of Damage(Negative)
     (23) Gladiator's Javelin - Chance of Damage(Toxic)


    Level 8:    Conductive Aura    
     (A) Performance Shifter - EndMod/Accuracy


    Level 10:    Steamy Mist    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
     (25) Luck of the Gambler - Defense/Endurance
     (25) Unbreakable Guard - Resistance/Endurance
     (27) Unbreakable Guard - Resistance
     (27) Shield Wall - +Res (Teleportation), +5% Res (All)
     (29) Reactive Defenses - Scaling Resist Damage


    Level 12:    Static Field    
     (A) Accuracy IO


    Level 14:    Hover    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


    Level 16:    Freezing Rain    
     (A) Shield Breaker - Accuracy/Defense Debuff


    Level 18:    Paralyzing Blast    
     (A) Accuracy IO
     (29) Lockdown - Chance for +2 Mag Hold


    Level 20:    Fly    
     (A) Blessing of the Zephyr - Knockback Reduction (4 points)


    Level 22:    Afterburner    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


    Level 24:    Hasten    
     (A) Recharge Reduction IO
     (31) Recharge Reduction IO


    Level 26:    Synaptic Overload    
     (A) Superior Will of the Controller - Accuracy/Control Duration
     (31) Superior Will of the Controller - Endurance/Recharge
     (31) Superior Will of the Controller - Accuracy/Control Duration/Endurance
     (33) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
     (33) Superior Will of the Controller - Recharge/Chance for Psionic Damage


    Level 28:    Maneuvers    
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
     (33) Endurance Reduction IO


    Level 30:    Assault    
     (A) Endurance Reduction IO
     (34) Endurance Reduction IO


    Level 32:    Gremlins    
     (A) Expedient Reinforcement - Accuracy/Recharge
     (34) Expedient Reinforcement - Accuracy/Damage
     (34) Expedient Reinforcement - Accuracy/Damage/Recharge
     (36) Expedient Reinforcement - Endurance/Damage/Recharge
     (36) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
     (36) Soulbound Allegiance - Chance for Build Up


    Level 35:    Tornado    
     (A) Sudden Acceleration - Knockback to Knockdown
     (37) Superior Overpowering Presence - Endurance/RechargeTime
     (37) Touch of Lady Grey - Chance for Negative Damage
     (37) Explosive Strike - Chance for Smashing Damage
     (39) Shield Breaker - Chance for Lethal Damage
     (39) Achilles' Heel - Chance for Res Debuff


    Level 38:    Lightning Storm    
     (A) Sudden Acceleration - Knockback to Knockdown
     (39) Endurance Reduction IO
     (40) Recharge Reduction IO
     (40) Apocalypse - Damage/Recharge
     (40) Explosive Strike - Chance for Smashing Damage
     (42) Gladiator's Javelin - Chance of Damage(Toxic)


    Level 41:    Water Spout    
     (A) Sudden Acceleration - Knockback to Knockdown
     (42) Touch of Lady Grey - Chance for Negative Damage
     (42) Explosive Strike - Chance for Smashing Damage
     (43) Achilles' Heel - Chance for Res Debuff
     (43) Overwhelming Force - Endurance/Recharge
     (43) Recharge Reduction IO


    Level 44:    Shark Skin    
     (A) Steadfast Protection - Resistance/+Def 3%
     (45) Unbreakable Guard - +Max HP
     (45) Gladiator's Armor - End/Resist
     (45) Gladiator's Armor - TP Protection +3% Def (All)


    Level 47:    Summon Coralax    
     (A) Expedient Reinforcement - Accuracy/Recharge
     (48) Expedient Reinforcement - Accuracy/Damage
     (48) Expedient Reinforcement - Accuracy/Damage/Recharge
     (48) Expedient Reinforcement - Endurance/Damage/Recharge
     (50) Call to Arms - Defense Bonus Aura for Pets
     (50) Edict of the Master - Defense Bonus


    Level 49:    Tactics    
     (A) Endurance Reduction IO
     (50) Endurance Reduction IO


    Level 1:    Containment    
    Level 1:    Brawl    
     (A) Accuracy IO


    Level 1:    Sprint    
     (A) Celerity - +Stealth


    Level 2:    Rest    
     (A) Interrupt Reduction IO


    Level 2:    Swift    
     (A) Flight Speed IO


    Level 2:    Hurdle    
     (A) Jumping IO


    Level 2:    Health    
     (A) Panacea - +Hit Points/Endurance
     (46) Numina's Convalesence - +Regeneration/+Recovery
     (46) Miracle - +Recovery


    Level 2:    Stamina    
     (A) Performance Shifter - Chance for +End
     (46) Performance Shifter - EndMod


    Level 50:    Agility Core Paragon    
    Level 50:    Ion Radial Final Judgement    
    Level 50:    Preemptive Radial Flawless Interface    
    Level 50:    Storm Elemental Core Superior Ally    
    Level 50:    Ageless Core Epiphany    
    Level 50:    Support Core Embodiment    
    Level 50:    Portal Jockey    
    Level 50:    Task Force Commander    
    Level 50:    The Atlas Medallion    
    Level 50:    Freedom Phalanx Reserve    
    ------------


    EDIT: Data link

    https://www.midsreborn.com/builds/download.php?uc=1507&c=727&a=1454&f=HEX&dc=78DA4D534D4F1351147DD34E41DA2285520AE5AB1F4029D0C2B8716922A05121A969E2CED47118E8E8B4836D31B234067F800B59B83788892B356E8D6BFF812E143F004588E84236F576EE81E924EDB9EFBE7BCEB9EFCE9BF97B33FE1717EF9F135260DA542B95FCB455AA962DD3D4CBCD39CDD04B9A2EE8F1E70A96763B9ABBB3A29A663325124EDD3125336BEA5AB56C68C789C1869AF32B8B8B995CD52A17F3B99562D12A19A525E1CB5A44BB601A4B85AAD78E73CBBABED0668773BABAA0972B0563B995CBEA55C48ACE2E1B5A66C62A1A2595F4F273FA5D43AD16D4527E5EAD54F5F26A37B597A2DF5680FEA47AF7358FB84581220B571178C965A3ACD2BA9F70D66DAF9B26186F48275C9758E3DAA62DD9C653ABB40ECAE20BE94BD0975E62EF15A3F735F02C73FD4FD8D7FF46D858B77583EBDE66CFD33BC05DC6C00FE04FC68E3DC6AFE4EB01D7B3C13E1D9B8C9DE8B1133D7629ECDF85737D236EFDF51157343FE63D8DB45AA0D712E23EBB03C0BFCC8BFC015E61EC3B64FC4E7A3EE8F9227CB616326845AE157A0B046DC8B5B9DCF6CCB789DBCEBE523BB87D47DC938F3482A80F7EE09CE81222845C08BA71AA0B734E0A8FB3C6007087F47B585FEE79CAFD0E6C009F31463781CF19DB49AF177ABDF088C658AF83F6FAB1D78F5C0CB84B5E8398E1E03EF71B3B00FE664C1C023FB157629AD74BC48B831BC7FB1B8A00DF73CD10DEE74813CF6EE42DAF0BC41B067718DC11F494C41C9269D648422385BBF0806094CFE319053705BF146AC7E033F6913963D05CA3E538FBBAC7C3FC0D4DFCE39A09057886F12141063E19CC6612B399C46C26311BE5B3CBD65276A83C298B20CD7C0A339FC2B9142095E1A9D5FA9C5808DCA539F9E41BA60BCEFA591929CA49BD5CB7E73DF98E8594E0DCAFC6DC28E7F69D9C4B8AF1D9D2D7F88EA42F4B76BF074E8D24ADB367FA11E311DD5F85F76A914E27CE869DF86AC889D7834EFC2EEEC4D7BD4EAC36C4371BE26C43FC1FB0FCE9B8

  18. I think that was done on purpose since there's another hold later in the set (Bitter Freeze Ray).  Since both are single target holds, they had to make them visually distinct in the tray, and with Freeze Ray being weaker, it made sense to use the sleep icon instead.

     

    Also worth pointing out, a number of enemies with access to Freeze Ray (Crey Cryo Tanks in particular) use it as a sleep vs a hold, so maybe that has something to do with it.

  19. On 2/27/2021 at 12:21 AM, RikOz said:

    After I rescued this hacker from the Hellions (screenshotted because I didn't feel like trying to type out his name):

    1492555094_CityofHeroesScreenshot2021_02.26-00_27_16_83.png.be4e3f2bfcfe5df6b9df35bfe43fef94.png

    I'm pretty sure you can highlight in-game text in the chat windows and copy it with ctrl-C.  It might lead to some odd formatting but it's doable.

  20. 30 minutes ago, StriderIV said:

    Ohhhhhh boy. That is some food for thought haha. Any chance that will ever stun an EB or an AV?!!!

    EBs should be fine unless they're the "lesser AV" variety with the triangles.  Presumably stacking enough stuns on a triangles EB or AV should stun them when the triangles are down, otherwise I doubt it's possible to stack enough stuns alone, even with EM being a stun machine,

    • Like 2
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