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Everything posted by ZorkNemesis
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I think this is consistent with a number of alternate Sniper animations. Electrical Blast also screws up animations periodically after using the alt-snipe animation. Notably it causes powers to use animations they shouldn't have access to, such as the "one handed hand up shot" with Lightning Bolt (a second electrical bolt appears out of the hand down to the side when this occurs). Likely an issue with Snipes in general, as I've also seen this behavior on an Energy Assault Dom after using Sniper Blast where Power Bolt and Power Blast, as well as some of my Earth Control powers, would play incorrect animations. The Soul Noir bits are probably related, but likely their own can of worms too.
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Worst case scenario, Praetorians can access Pocket D and use the architect there (you don't necessarily have to farm) or run event missions if they're active (Valentine's is coming up soon).
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I haven't tried it personally, but i'm pretty sure you'd need a travel of some sort to reach the Ambitious badge in Nova Praetoria since Cole's tower is giant. Not even the Jump Pack is enough to reach the top. Eyes to the Future in Neutropolis is similar at the top of Neuron's tower; there is a roof access for that one but I think it doesn't quite reach the top. EDIT: It just occured to me, can you get Triumphant in Warburg without any travel powers? It's in a similar spot to Top Dog and there isn't much around to climb.
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Consider using a KB>KD enhancement in Bonfire and open with that. When Bonfire is busy knocking everyone over, drop the rains on them. You can also run Hot Feet and stand in the group while it's raining to slow them down and force them to take longer while trying to flee. Also if you're ok with dropping Fire Mastery, i'm pretty sure all of the Patron Pools have an AoE immobilize you can use to lock everyone in place while it rains.
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If I remember correctly, Hydro Blast and Water Burst are just knockdowns rather than knockback. Geyser had a mass knockup that launches targets airborne much like KO Blow or Swoop; they won't fly away but they will move slightly.
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That one doesn't count. That's the Thrill Seeker badge, which can be obtained in any AE building in Paragon or Rogue Isles. It's not exclusive to Pocket D like Big Time or Trucker are.
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Don't even need a jetpack. There's another explore in the upper floor of the monkey fight ring. No travel necessary.
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As long as I can remember (as in when Ouroboros was added), Lazarus has never attacked the meteor. It's silly that he just stands there and watches you smash it by yourself though.
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In the costume editor, the Black Knight Shield variant for Shield Defense users has some funkiness. While attempting to adjust my shield on a character, I found that it can outright crash the game (crash handler pops up and everything). On a character presently logged in (as in you're in the city/isles), if you have a plain Black Knight shield and set the detail to spike or emblem (any emblem) then proceed to hit the reset button to revert it to none the game will crash. If you are creating a character and do that, it doesn't crash, but it won't reset the spike or emblem and doesn't seem to have any way to revert back to a plain shield without changing the shield type completely. As an aside, manually selecting 'none' doesn't remove the detail either but won't cause a crash. Crash logs attached for those behind the scenes to review, though I also submitted them through the handler as well. cityofheroes-7z05vdpce92p3f8yj1w6efmn3g.report cityofheroes-7z05vdq26kzxc9hscnpk42vkv4.report
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They had to replace the Sister Psyche TF at the time since they killed her off.
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It was stated though (during the Ouroboros initiation arc by Twilight's Son) that nearly every attempt to actually alter the time stream through Ouroboros has failed to have any meaningful effects (though based on Dream Doctor's comments during the 5th chapter of Dark Astoria, Twilight's Son may not be truthful as he's actually responsible for the very event he wants you to prevent in that part of the initiation). For reasons unknown, Laura is the only known exception to this little bit of lore. Time travel seems to work in strange ways in the CoX verse.
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Maybe have a rather sad looking one set up in that shanty town in St. Marital. The badge in there explicitly states that the people camping in there lost everything at the Giza and other casinos on the island, so perhaps a poor little tree might be all the hope they have left.
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If I recall, Force of Will is the Mutant pool while Utility Belt is the Natural pool. Though Mutant is difficult to portray at times anyway. As for the original topic, Force of Will is a common pick for me and others. Mighty Leap is just flat out better than Super Jump (the two are identical, but Mighty Leap also includes Stomp for a PBAoE knockdown and a Jump Speed cap increase to put it at the same speed as Super Speed). Unless you can't afford an extra pool over Leaping or want to have Acrobatics/Spring Attack, I see no reason to use Super Jump over Mighty Leap. The other powers can be made to work, though i'm less likely to take them. I like the attacks but the animations were a little long for my liking while Weaken Resolve can be good for softening up a tougher foe if you lack debuffs.
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I got this bug on my Thermal/Ice/Power Defender at one point and took a quick screengrab. The "powerset" showed up at the bottom of the pools under my Power Mastery powers. It's possible it was triggered by Ice Storm or Blizzard, but I've never seen it since and it went away when I changed zones. I also have no idea what I was doing when it happened, it was just something I noticed off hand.
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So this may not exactly be a bug, but it has caused some problems and is worth mentioning. When a mission involving Longbow requires you to recover an NPC from a group of enemies, if one of those enemies happens to be a Longbow Warden with the Spines powerset the NPC is usually dead before you get there. In my most recent foray in the Vigilante Tip mission to "Free Polar Shift from Longbow" she was nowhere to be found after clearing all Longbow from the mission. After a minute of searching I put it together that the group that would have been holding her had a Spines Warden in it, so she was more than likely killed by the auto Quills before I could even have a chance to reach her. As a result since the objective is to extract her, the mission is stuck and unwinnable. This is not the first time it has happened to me, but definitely annoying, confusing, and infuriating when it does happen.
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Here's another one of mine. This costume in particular is a recreation of an older one I used on live when the Santa themed gloves/boots and Ski Chalet were released. While everyone else made Santa suits, I donned a ski jacket instead and stood out to win a costume contest on the beta server. Recent tweaks also give a decent skiing look to boot thanks to slide stances and recoloring Prestige Power Slide. Biathlon, Assault Rifle/Ice Blaster. A skiing sharpshooting legend.
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So what does everyone do for status resistance?
ZorkNemesis replied to Underfyre's topic in Corruptor
Clarion Radial is actually extremely useful for Corrupters beyond status protection. In addition to the mez protection you also get a Range and Secondary Effect boost for the duration, both very useful benefits for a ranged support class to have. It's not quite Power Boost, but it lasts longer and stacks with Power Boost for even greater effects. -
The arbiters don't allow then to brawl with each other. Something about a patron truce, but it's something that gets you an audience with Arbiter Daos from time to time in their story arcs, notably Black Scorpion who wants you to go after Ghost Widow since she suggested funding for the Fortunas rather than R&D for Scorpion's armor.
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Powersets and/or Archetypes not in the game?
ZorkNemesis replied to Techwright's topic in General Discussion
From what I understand, wasn't there a Wind Control in the game's files at shutdown? I seem to recall Wind and Water Control being powersets that were in development at shutdown for future release. -
So what does everyone do for status resistance?
ZorkNemesis replied to Underfyre's topic in Corruptor
My main corrupter (Psi/Dark) sticks a lot of -to hit and -recharge, so most of my mez protection comes from being able to avoid the attacks in general. Though for the ones that do get in I fall in with the Break Free/Clarion crowd. Incidentally Clarion Radial is great since it also gives extra secondary boost, making those -to hits stronger. -
Dr. Vahzilok appears as an AV at the end of The Vahzilok Wasting Disease story arc, at level 20. I very distinctly remember getting walled on my original Assault Rifle Blaster back in the old days.
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Weekly Discussion 79: Mercenaries. Discuss!
ZorkNemesis replied to GM ColdSpark's topic in General Discussion
I played Mercenaries on Live. Launch day CoV character was a Mercs/Traps. Oh boy was it rough, and while I saw value in the variety of debuffs the set comes with, they're not potent and their cooldowns are far too long. Plus general pet stupidity. The Soldiers are pretty weak. Burst and Heavy Burst just aren't strong and I recall hearing their values were actually pulled from the Family guns, which also suck. Their Full Auto is also junk, long animation for lots of 1s, at least the Commando does 6s with his ticks. The Medic is nice for the stimulants but the heals are too weak to be effective, even with an SO heal in the power my Aid Other was more potent unenhanced. Not to mention the Medic loves to aggro everything with his hand grenade, resulting in him dying first in every encounter. Spec Ops aren't bad. Long cooldowns on Flash and Teargas don't help their cases however. They also love to run in to clock people with their rifles, but I understand that got fixed a few months ago and now they only do it as an opportunistic attack. Commando I don't really have a problem with, aside from long animations and an abysmally long recharge on the missile. On the positive side, I do love the fact that of you focus the guys on a single enemy you can basically remove their defense. Counting your own version of Burst, you have twelve quick -Def powers in rapod succession, resulting in enemies experiencing that cascade defense failure that you usually see fighting Longbow, though all that lethal damage is still scratch damage in the end. I also appreciated the Spec Ops and their crowd control abilities, though hate how long it takes for them to use more. Flashes and Gas just have too long a cooldown, and they love to burn both at the same time. I haven't played Mercs since live, I got so discouraged by then (and Mastermind playstyle in general) that I never even got it to 50. I would have hoped they do better but they just suck. They underperformed horribly, their best powers take too long to recharge, and the damage is so heavily resisted you may as well be pelting mobs with rocks instead. Also, obligatory Serum is complete trash. Way too long a recharge for a negligible effect that also causes the one pet to suffer an endurance crash. -
As far as I'm aware, VEATs did not get the same color cusomization passes that Kheldians got. They didn't have the option on live either.
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You can't get there from here. (places LRT won't go)
ZorkNemesis replied to cohRock's topic in General Discussion
Incidentally the Founders and Cap TP points are also right next to the club, unless these two are exceptions to spawning at the base portal. -
Clockwork street mobs in Kings Row conning hostile to each other
ZorkNemesis replied to Cobalt Arachne's topic in Bug Reports
Might have something to do with the ones that attack nearby electrical boxes perhaps? Maybe whatever makes them attack the box just flags them as a foe to everything.