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Everything posted by ZorkNemesis
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Probably worded that wrong, but the new text formatting for power descriptions in the level up/respec UI goes well beyond the textbox in many instances, making it difficult to read at times. Pool powers are particularly bad about this given the extra "you must be level 14 and have trained X power to take this power" line on a lot of them. Cross Punch also deserves mention for going so far beyond the box that the entire description isn't even visible, cutting off the Damage/Recharge text bits at the bottom. This was taken in a 1920x1200 resolution, other resolutions may produce different results.
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If you wanted to message me, my global's in my signature, but in case you're on mobile or a format that hides signatures, I can be reached at "@Zork Nemesis" in game.
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Ice Armor on Scrapper is interesting. I have an Axe/Ice Scrapper in the 30s and he's strange. He hits like a truck and tends to be extremely hard to hit, but living up to the armor he's a literal glaicer with the slowness of Axe's recharge (mitigated by Force Feedbacks and Luck of the Gamblers thankfully). Endurance is troublesome some times but keeping Energy Absorbtion at the ready is a good way to stay in the fight, though slow attack chains make everything run away and make it tricky to keep everything in range. One of the biggest issues with the set as a Scrapper compared to Tanker or Brute is the lack of taunt auras so make sure to kill them fast enough before they scatter. I don't think I would recommend pairing Axe or Mace with Ice, too slow, but maybe Dark or Katana would be great pairings. Dark pairs well with the -ToHit effects complementing Ice's defense based protection plus another Endurance AoE. Katana can also help this with Divine Avalance though Dark is a little more blanket compared to DA only boosting your Melee/Lethal. Ice would also work well, stacking more slows with good AoEs and giving you Ice Patch to keep things from running away as often.
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Got addicted to traps defender but have some issues.
ZorkNemesis replied to Otviss's topic in Defender
I'm no expert, but I believe the general consensus is that Time Bomb is one of the worst powers in the game, or at least the worst Support set T9 (though Blaster's isn't any better), simply because of the detonation timer (which used to be 15 seconds by the way). In the time it takes to drop and arm the bomb, your team has already killed the group and moved on to the next, or else you could've killed most of them yourself with your other setups. You'd likely be better off skipping it. Also Web Grenade also kind of sucks. It can be handy in some rare situations but it's ultimately not so great, especially if you take a Patron immobilize which would be close to a direct upgrade (and Web Envelope from Mace Mastery actually is). These are just my opinions. I haven't played Traps since live servers so I don't know how it rolls these days. -
Rolling a /Device Blaster! Help me choose a primary?
ZorkNemesis replied to Crowcus Pocus's topic in Blaster
It's worth noting that PvP IOs can come from pretty much any source of recipie drops if you're worried about that, and that all shards share the market (I think) so market availability and price doesn't really change. Otherwise I can't reall speak for the combos. I would assume Dark would probably have the best survival rate though with all the -ToHit you can do and Energy would be fun keeping things on their asses. Radiation will likely never have trouble landing hits with the -def on everything plus your Targeting Drone, but the set is lacking in the mitigation that Dark or Energy would offer, at least until Atomic Blast with the Hold on anything that would survive. -
Blasters' TA Gymnastics trigger Oil Slick Arrow reticle
ZorkNemesis replied to Zed's topic in Bug Reports
Ok, I had to read this a couple times. When I first read through it, I thought Gymnastics was lighting the oil slick on fire, which would've been an amazing bug. -
I think I recall that this is a known issue where Reconstruction ignores healing buffs for some reason. Healing buffs used to be few and far between, and i'm not even sure Scrappers/Stalkers used to even have access to such powers, but now that they're a bit more commonplace it's much more apparent.
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Once again I could just be misunderstanding the mechanics of the power, but Vines for Plant Control seems to be rather varied in its hold timings against bosses. I dropped a Lockdown proc in it to help control Bosses, but i'm noticing that a number of bosses are only held for about a second before breaking free with this in effect, and sometimes they remain held for a few seconds longer, more consistent with the power's reported numbers. I kept a Nemesis Warhulk with the same level as me alive to try this out on, it had no additional support, no Vengeance or Fake Nemesis bubble and no additional source of Hold other than Lockdown (though some immobilize to make sure I didn't get clocked). I used Vines on it four times, Lockdown Proc'd on each use. Three of the four uses saw the Warhulk break out of his hold after two seconds, while one instance kept it held for about ten seconds, I assume either the full duration of the Lockdown proc or the 1.0 mag Hold reported by Vines (which with my level and enhancements is about nine seconds). I've noticed similar timings on other boss mobs, such as Rikti Chiefs and Hydra Man o' Wars. Seeing as the power doesn't say something like "X% chance for 2.00 magnitude hold" I would assume the full duration of the combined hold magnitudes should be landing but it seems like either they aren't or the numbers aren't adding up, and even then the inconsistent timings are also strange. Maybe someone can take a look under the hood on this one and see if something's up with it? Should mention, I'm pretty sure it's not the proc itself. When the boss breaks free after a couple seconds, if I immediately apply a Strangler, the Lockdown visual effect returns. Strangler does not have a Lockdown in it.
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What powers/enhancement IOs to use to toughen up a blaster?
ZorkNemesis replied to Psilencer's topic in Blaster
My latest Blaster project has set up a lot of defense and modest resistances (Archery/Plant/Soul). At level 42, my current build has around 32% R/E/N defense, about 16% to all others, about 45% S/L/T resistance, 20% N and 10% everything else. Here's the kind of stuff i'm running. - Plant offers a small Absorb barrier with some Toxic resistance and modest crowd control with Vines. If mobs survive the Rain of Arrows, usually the group is immediately locked down with a follow up Vines to give me some room to pick off stragglers and soften the bosses. As Wild Fortress is enhancable with Resists, it's a good place for Steadfast Protection and Gladiator's Armor. These are also muleable in Tough or an epic armor, but having them in Wild Fortress is convienent due to not needing Toxic resist that often as well as not having to slot the power for EndRedux. - Strangler and Soul Storm (upcoming) let me further lock down single targets, and Basilik's Gaze offers more Ranged defense. Soul Tentacles (also upcoming) will offer some extra immobilize to ensure nothing reaches me when Vines fails to do its job. - Combat Jumping, Stealth, and Weave add some decent levels of defense. Combat Jumping is a good mule for Reactive Defenses and Shield Wall for extra resistance to everything. I don't have them, but Scorpion Shield from Mace Mastery offers a good bit of S/L/E defense if you want that. Cold Mastery also gives Frozen Armor for S/L defense as well, plus some Cold resist. - Tough and Dark Embrace give me good resistance to Smashing/Lethal as well as a little extra Negative and Toxic. My Unbreakable Guard 7.5% HP is here so I can get the endurance discount bonus in tandem with a Res/End. All epic shields that don't increase defense will give you S/L resists. Body Armor from Munitions gives the least due to being an auto power, however that means it's an excellent mule for Steadfast/Gladiator's/UBG. - Blaster ATO offers a lot of Ranged defense when 6-slotted. 5% combined between the two sets, and 7.5% when made purples at 50. - Furthering Ranged defense, as that's one of the most common available for most Blaster powers, Thunderstike is great for a spot of R/E/N defense in ST powers. 3 slots gets you 1.25% and full 6 slots gets another 2.5% added for a 3.75% total. Additionally if you're not slotting for Recharge in your AoEs, Artillery offers defense on those, with 0.9% at 3 and a hefty 3.1% at 6. For Holds, Basilik's Gaze gives 1.25% Range with just 2 slots (and a 7.5% Recharge at 4, so good). For a Sniper power (Blazing Bolt or Ranged Shot), Sting of the Manticore offers 2.5% Range defense at 3 slots (and another 7.5% recharge at 5). -
Death Mages don't count toward Weed Whacker, they instead count for Soul Binder, which involves knocking down 200 CoT mages. So they're included alongside the lower level Lieutenant mages (Energy, Soul, Force, and Life), as well as their earlier boss counterparts (Madness, Ruin, and Agony). Incidentally, according to the old ane current wiki, the Lt. Possessed Scientists are also acceptable for Soul Binder. Weed Whacker should be counting the Succubi alongside the Hellfrosts. If they're not, that's likely a bug.
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I know this is just an issue with the random nature of paper/scanner missions, but I don't remember ever taking down a villain named "BOSS_NAME" like a random pedestrian so claims I did. Come to think of it, I don't even remember doing any paper or scanners on this character...
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Having not usually putting pet damage in my combat log, that's why I would've missed it. So I made a separate tab for pet damage to see what Rain of Arrows was doing with Toxins. If this isn't a bug, Toxins is absolutely worthless when paired with RoA, save for some extra ToHit. I almost feel cheated how bad it is if this actually is working as intended. Level 28 vs Equinox Parasites in Moonfire. 93.13 from RoA ticks, 0.31 from Toxins. And not even on every tick either. As for the Toxic proc not working with damage buffs, I can accept that, but it's a little disappointing.
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Perhaps have her try Street Justice. While the set has some funky AoE to get used to, the damage is quite good and the hits make these satisfying crunchy sounds. Similar to Staff it uses a combo system of sorts where you spend the banked combo to boost a few of the heavy hitting attacks. The boosted attacks all have bonus damage and often add extra effects (Sweeping Cross guarentees a knockdown, Spinning Strike causes a fear, Crushing Uppercut just hits like a truck).
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Not sure if this is a bug or if this is working as intended but Toxins from Plant Manipulation seems to be rather ineffective when used with Rain of Arrows from Archery. Toxins adds a fair bit of toxic damage to every other Archery attack as expected but when RoA gets used the extra damage appears minimal, even possibly nonexistent. There's no combat log to show since RoA doesn't seem to report in the log, but the damage numbers above the targets are showing a very paltry -1 in addition to the -155 from the arrows landing. Unless i'm not understanding the power correctly that almost seems useless to use with what is effectively my set's nuke power. As an aside, and this may also seem to be working as intended, but it looks like Toxins' bonus damage isn't affected by damage buffs. When used with or without popping Aim prior, the bonus toxic damage was the same for the same power.
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Gold siders are forbidden from entering Ouroboros until after they cross over to Primal Earth Be careful using XP boosters or even upping your difficulty in Praetoria. If you care about the story, you'll outlevel it completely with XP boosts or even running x2 or x3.
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The Family got their hands on a fair bit of Resistance tech. Extremely uncommon to face them, but Family at 40+ use Beam Rifles and Resistance equipment, Capos often armed with the Heavy Barrel rifles and targeting drones while a lot of the Button Men use the old rifles (or lasers). Also the UPA, the leftovers of the Resistance and IDF defectors, pose a threat, but they have no presence beyond Provost Marchand and The Major's missions. While never expanded on due to the shutdown, Malta also made a deal with Battle Maiden for her nanotech. We likely would've seen an incarnate overhaul of Malta to incorperate their newfound technology and connections, especially given the complete destruction of the Knives.
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Slight revision on Weald Warden. Gave her some new clothes that look less like rags. Also better lighting and bonus glowing from Combat Jumping. Here's hoping they fix the visual bug with Wild Fortress so I can recolor the vines and not have them vanish.
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So I don't know if this applies to this thread, but I noticed in the patch notes that the Rocket Board, Flying Carpet, and Void Skiff no longer suppress powers and now apply an Only Affect Self state. I see this wasn't the case with the Coyote or Jaguar transformation travels, but I can understand why. One thing I'd like to request in this regard however; would it be possible to adjust the XP Boosters from P2W to apply while Coyote/Jaguar are active? With the other three (and Walk) getting Only Affect Self status, that means you won't lose out on boosted XP from turning in a story arc, finding a badge, or anything else granting XP, but that's not the case with the animal travels. Would be a nice convenience for people who are going the druid route with their character ideas, especially since Coyote/Jaguar are naturally faster than Ninja/Beast/Athletic Run.
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What software do you use to record COH?
ZorkNemesis replied to KaizenSoze's topic in General Discussion
It's fairly easy to use OBS to record gameplay (not just CoH either, it works for most everything). No need to stream, the program is free and the quality is good. -
So, Giant Monsters. Every so often people call them out, you come, get your merits, and everyone leaves. That's fine. It's not uncommon to see a majority of the monsters just unattended though. While a bunch of merits is decent encouragement, why not add a little something extra? People love collecting things in this game, but badges are one-and-done. So here's an idea: Giant Monsters, when defeated, can have a chance to drop an appropriate and permanent (for that character) vanity pet power for anyone normally eligible for the badge at the time of defeat. Have the chance be low (1% by default), but scale it up based on the number of players eligible (up to 5 or 10%). This might encourage more frequent monster hunting for a bit and increasing the odds based on participants should also promote team building for them. Each monster should drop something different, based on what they are though normally spawning DE monsters are exempt. My pet ideas: Babbage: Mini-Babbage Paladin: Mini Clockwork Prince (of course the event still needs to be fixed first) Goliath War Walker: Mini Council War Walker Kraken: Mini Hydra Spawn Adamastor: BP Mask Lusca: not sure actually, Lusca is a bit unique in that it's not associated with any other group. Same with Sally. Eochai (Croatoa): Mini Fir Bolg Jack (Croatoa): Red Cap Eochai/Jack (Halloween): Unseelie Jurrasik: Mini Boulder DE enemy Kronos Titan: Mini Hercules Titan Winter Lord: Mini Snowbeast (does this one already exist?) Deathsurge: Mini Gremlin Scrapyard: Mini Scrap Golem Caleb: Mini Nerva Daemon Arachnos Flier: Arachnos Drone Rikti Drop Ship: Rikti Drone Seed of Hamidon: Mini Seedling Hamidon: Hamidon Bud Nemesis (Invasion): Jaeger This all seems novelty, but I love taking on monsters and think an extra level of bragging might make them fought a bit more often, and you're still getting merits. Plus who doesn't love novelty pets?
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"Wooden legs. Wooden arms. Wooden eyes!"
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For Plant Manipulation, Wild Fortress displays a vine with leaves draped across the character while active. This vine remains in place with the default untinted coloration. If the power is set to "Color Tintable" or "Show Floaters," the vine will not persist after the initial activation animation finishes, making it look like nothing is active. The power still works, but I was hoping that vine could add some extra flair to my overall costume and the default color isn't quite matching up with my own pallette.
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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. 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. Shivering Timbers - Ice/Nature Controller. A cold nature spirit ghost pirate. Honestly this was done more for the namesake than anything.
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Stop all Wildflower agents - Kronos Titan ambush failed to spawn
ZorkNemesis replied to Soyuz's topic in Bug Reports
It could also be entirely possible, depending on where you were when it spawned, that you could've been unlucky and it spawned next to a Police Drone, which will insta-vaporize it as expected.