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Everything posted by ZorkNemesis
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Had a brief flash of inspiration. Can probably do better, but it works well for what I came up with in a short order. I also wish we had more insect-like options for tails. Some thoraxes or stingers would be great for insect-themed characters. Hunter Mantis, DB/Rad Scrapper. "Those of you who volunteered to be injected with praying mantis DNA, I've got some good news and some bad news. Bad news is we're postponing those tests indefinitely. Good news is we've got a much better test for you: fighting an army of mantis men. Pick up a rifle and follow the yellow line. You'll know when the test starts."
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I figured i'd pop in and check this one since I have a 50 Staff/Electric Scrapper who doesn't have access to Fiery Embrace. Best I can tell is that the description is a typo as I was able to apply slow and immobilize on my targets with the power. Checked against level 51 Rikti mobs, Power Analyzer confirmed it and was able to stack it twice.
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It's been a while since I showed off any costumes. Having some art blocks, as well as a desire to focus on the sheer number of 30+ characters I keep abandoning (to no avail). Still, got a few. Cyber Voltaic, Electric/Ninja Blaster. A sentient computer virus bent on spreading itself as far as possible. Concept somewhat inspired by Sigma of Mega Man X, but the costume not so much. Basalt Force, Energy/Stone Brute. A stone golem turned special forces. Haven't quite come up with a name for this one. Chernobyl something is what I was going for, originally was going to call him Chernobyl Olaf but am not quite sure. Currently is Chernobyl Winter but that may change. Anyway, Ice/Rad controller, a strange combination of ice and radioactive material. Freezing on the outside, toxic on the inside.
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Are ranged snipes supposed to be instant?
ZorkNemesis replied to DougGraves's topic in General Discussion
This is simply an animation quirk with Assault Rifle. The snipe is instant, but the animation for it is so bad it may as well not be. No other Ranged set with a snipe has this problem; even Archery and Beam Rifle which borrow animations from other attacks for their fast snipe instead of just recycling their current animation. -
I took Lev Mastery on my Storm Controller for the Water Spout. Thanks to that I generally have at least three active tornadoes at all times. But yeah, sharks and bile don't mesh terribly well with most concepts.
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I did something like that on my AR/Dev Blaster recently. Had a tip mission where the enemies in the mission were friendly until a clickie was touched. There was a group right next to the clickie, so before I went to use it I dumped about 8 mines in that group. Once they became hostile it was a hell of a fireworks show.
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Powers with "Crunch"... and those without
ZorkNemesis replied to oedipus_tex's topic in General Discussion
Heavy hitting screen shakers like Stone Melee/Earth Assault and Super Strength are up there for the good crunch. KO Blow and Seismic Smash in particular really feel like they bring the hurt. I see people listing Crowd Control from War Mace, what about Pendulum from Mace's sister set Battle Axe? It's basically the same thing, but with a freaking axe. If you want an example of bad crunch, I nominate Self-Destruct, one of the prestige powers from P2W. The ten-second explosion countdown with the sparking and smoking and finally the mushroom cloud resulting in you actually dying....and barely any damage is done. It doesn't have nearly as much impact as it should. Another bad one is the Nuclear Blast from Warburg. You are quite literally nuking your enemy from orbit and while the impact results in a ton of screen shaking and fiery explosions, the damage it does leaves something to be desired. It's really no more powerful than a standard unenhanced Blaster T9. It will drop minions but that's about it. It also halts recovery, but it's been shown that endurance generally means nothing to critters. Also, LRM Rocket from Munitions Mastery. Despite being a rocket launcher, the damage leaves a little bit to be desired. How come Council and Column dudes have better bazookas than the superheroes? -
Characters in Lore, but not in game.
ZorkNemesis replied to CursedSorcerer's topic in General Discussion
Two come to mind The LKT-1700 Jetpack, available from the P2W vendors (and on live was a straight cash shop purchase), mentions a heroine named Rose Star in the power description. This is the only time her name is mentioned. Her existence is limited to a jetpack and a small blurb on the wiki, apparantly she's a member of W.I.S.D.O.M. alongside Foreshadow and Mirror Spirit. Over at Vanguard, a heroine by the name of Incandescense is the head of the Helm division which, according to Gaussian, handles public relations. She is mentioned in the RWZ arcs a few times but is never seen in person, being described as "usually off-site." The wiki lists her as a Fire/Energy Blaster and even gave her a signature attack but we otherwise know nothing else about her. It would be cool to meet her and see her unique attack in action, she can't remain on the sidelines forever. -
I skimmed the thread and didn't see it pointed out, though it's mentioned in the mission text itself. For those who like playing Praetorians, Scratch and Ganymede are available contacts while you're still in Praetoria. The missions treat Resistance members as Heros and Loyalists as Villains, so you can recruit the appropriate Praetorian to break the lockbox/cauldron as well. From what I can tell though, Praetorians can't do the Valentine deliveries or the Red Widow story arc.
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This was the case on live servers, i'd bet Pocket D is considered a "hero" zone for some reason (it was the first non-PvP zone both sides could visit) and the implementation of the event contacts wasn't done so well, as both Ganymede and Father Time also offer contacts (Father Time will also send villains to hero contacts).
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If you don't use the temp power to erase it, I believe Curse of Weariness is 10 minutes. It's a temporary power when you get it so you can right-click it in the Powers window and get a time limit (in-game time, it doesn't go away if you just log out). The fact that it's such a long debuff is why I personally highly advise my fellow redsiders to not run Mr. G's story arc until after 35 and after you have enough merits to get the Curse Breaker. Vanguard bosses use the power there and there's absolutely nothing you can do about it if you're doing the arc as soon as you can.
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I don't think that's a bug. In AE pretty much every melee powerset has a ranged option somewhere (and having no ranged attacks in some form causes a steep exp penaty on custom critters). Sets that don't naturally have one had one added (most got throwing knives). Savage doesn't have a ranged power (teleport attacks don't count) so I believe the choice was made to give AE Savage Melee the Call Hawk power from Beast Mastery for the sake of keeping the animal theme together.
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I took it on my Brute. SA KB>KD, Explosive Strike and Perfrect Zinger Procs, FF +Recharge, and an IO Accuracy. Good crowd damage for a set that gets it later than it should and the slight mitigation from everyone being on their ass for a moment is nice.
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RoA is hardly useless, though it may be AT dependent. On my Blaster, I love it since there's just enough delay on the power dealing damage that I can also deliver a 4.5x Sniper shot to the boss in the group. My only gripe with the power is that it alerts enemies simply by placing the rain, and when they're out of range of you, they tend to run out of the rain patch.
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Tell me about your favorite psychic character!
ZorkNemesis replied to Draeth Darkstar's topic in General Discussion
I have a Psi/Dark Corrupter. I like to think of her as sort of a succubus, tempting and blinding everyone with powerful mental imagery while sapping their life away with the darkness. It also helps that the build I rolled up for her is quite strong. So long as i'm not fighting robots or zombies she can easily shut down spawns, sap health, endurance, and damage, and cause a considerable amount of passion-induced misery in short order. -
Do you DO? (Dual Origin - NOT about enhancements)
ZorkNemesis replied to Replacement's topic in General Discussion
I have multiple characters who would fit a Magic/Natural hybrid. Their backstories have them existing on another plane before arriving in Paragon/Praetoria. While their abilities would be considered natural talents, they are very much arcane in nature. One of them, for example, is a fairy. Fairies are generally magical in esscense, but her abilities are very much part of her species. All three of them use Magic as their origin though as I feel they are more magic than mundane. Reversing the trend, I have a Natural/Magic Dom who's trained in forbidden martial arts. Such arts allow her to use darkness and shadows to augment her ninja-style combat capabilities. Summoning ghosts and a fell beast likely qualifies for Magic somehow, but she definetly learned how to do all that through training and dedication. Similarly, a Mutant/Natural who developed cat-like physical features and traits (yes, she's my requisite catgirl character) but once again she also trained extensively in sword combat and stealth engagement. A fair bit of her agility can certainly be chalked up to cat senses but swordsmanship is generally something to be learned. Another character takes after Dr. Aeon where he built and uses an unstable power suit fueled by the Netherworld, resulting in a conbination of radiation and shadows. The suit qualifies him for Tech, but tapping the Netherworld has to count for some sort of Magic. After all, Aeon did that with a demon. -
Jolting Chain is actually pretty strong when you fill it with procs. Explosive Strike, Glad. Javelin, and Apocalypse turn it into a powerhouse, plus you can slap a Force Feedback on it. Plus, enemies don't fight back when they're on their asses. People call them among the worst powers in the game, but I personally like Triage Beacon and Tree of Life. Sure they're fairly weak with long charges, but they're a good way to give your team some extra support for some of the longer fights. As a bonus, they also make fantastic use of the Panacea +HP/End proc, as that proc will affect anyone within the Beacon/Tree radius, so you also give periodic pulses of health and end with the increased regen. I also think the Spirit Trees look cool and with enough recharge you can plant a forest of them.
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Weekly Discussion 86: Base Building Wish List
ZorkNemesis replied to GM ColdSpark's topic in General Discussion
I'm no expert at making some of the crazy bases i've seen around here, but one thing I'd personally like to have: a practice target. One that shows proper damage numbers scaling with your level so you can use it to practice attack chains and see if your build can hit things and/or deal enough damage without having to worry about dying. Perhaps have options for the practice target to be up to four levels above or below you. Practice targets might also be a good addition for people who might want to make a danger room style...room. Something to actually fight in said danger room would add to the aesthetic. On the subject of danger rooms, how about practice turrets that are invincible and can be activated to attack you with various damage types for testing defenses and resists. Similar logic to the practice targets, just these ones attacking you instead of them. If possible, maybe make their damage fake so you don't actually take damage from them but still show what the numbers would be if the damage was real, preventing the possibility of griefing if you aimed them all at your base entrance. -
Random Legacy Chain on duty in The Hollows: I do not mind it here, really. Atlas Park is just next door and you can buy a simply delightful concoction there called a 'taco', if you wish! Have the Legacy Chain not heard of tacos before?
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Warburg Rockets, which are quite literally nuking from orbit. Because it's the only way to be sure.
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Proc rate is only looking at the recharge time of the power along with any enhancements tied to that power reducing recharge (Alpha included). Global recharge bonuses like Hasten, LotG, or other set bonuses are not considered in the PPM formula. Gaussian's Chance for BU had a 1 proc per minute rate. For maximum chance, essentially try to keep Fortitude's recharge time (in the Detailed info window) around a minute. Also keep in mind, the proc effect only lasts about 5 seconds...
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want to make a solo/still good for a team fender
ZorkNemesis replied to rockroom's topic in Defender
An unorthodox suggestion: my Thermal/Ice is an absurd solo powerhouse, but only at late game when the star powers come in. In terms of solo Thermal blooms very late, with Warmth being the only power that benefits you if you're alone until Heat Exhaustion at 26 (which is excellent for neutering bosses), but the real meat is Melt Armor letting you delete spawns any time it's up (with an Achille's Heel, it's something like -40% res and -~25% def to all hit). Ice, however, is where the real power is. With a proc build, Ice's ST damage is ludicrous. BIB and Freeze Ray put out obscene levels of damage on their own. Blizzard is super strong and has good crowd control as well. Meanwhile on teams Thermal is a fantastic set for team damage mitigation. Combining aspects of Empathy and Sonic, you get healing and +Res shields for everyone (with a large boost to Fire resistance, good against Circle and Infernal). Forge also gives your damage dealers a great power boost with +50% damage and tohit. Ice's secondary effects are also good on teams, keeping mobs slowed means they attack less and don't run as easily from your melees, plus you can still delete spawns with Blizzard and destroy bosses with BIB and Freeze Ray. Heat Exhaustion is also good for halting an enemy's regen. This is a combo you'd probably want multiple builds for. Most of Thermal's kit is useless solo, save for times you have ally NPCs, so skipping them in favor of more combat power won't hurt for a solo setup. -
[ISSUE] Experienced Marksman: Range/Fast Snipe
ZorkNemesis replied to Ivory Ghost's topic in Bug Reports
The issue isn't the enhancement; Assault Rifle's "fast snipe" animation is just really bad. There's not really a faster animation for it so even though you're in "fast snipe" mode, the attack is pretty much no faster than the "long snipe." Assault Rifle is the only set with this problem too. All other snipers come out far faster than Assault Rifle, even Beam Rifle has a better fast shot animation. A proposed change, maybe "fast snipe" Sniper Rifle's animation can use the same animation as Slug instead of reusing the sluggish aiming it presently uses. -
If you want to go by that logic, there's a couple other jetpack sources. Most notably Posi Part 2 gives you one, and if you're red Marshal Brass gives you the Goldbricker Jetpack in his first mission.
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Why wait when the generic Sky Raider jetpack is 5k inf for 30 minutes of flight. Though I don't think that's the point of this thread.