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ZorkNemesis

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Posts posted by ZorkNemesis

  1. On 9/14/2020 at 11:15 AM, Haijinx said:

    Doesn't Thunderstrike have a BIG Aoe radius for blasters? 

    TS's radius is decently large, I think a bit larger than a typical melee AoE but smaller than Force of Thunder, however it doesn't do nearly as much damage to nearby targets compared to the main target.  I don't know the number off the top of my head, but I think the splash damage is 30% of the damage compared to the main target, plus the crowd scatter/knockdowns (TS is meant to give you some extra breathing room, which is not helped by the sluggish animation).  It takes some good procs though and can be built to be a mini-nuke (with the main target already getting hammered hard), plus with the combined KB/KD from FoT (which can also be decently proc'd) you can keep a crowd on their asses pretty easily

  2. I've noticed this on multiple power sets now (Electrical Blast and Energy Assault so far) so I figure it's worth mentioning.  Sometimes using a Quick Snipe seems to cause other powers to use incorrect animations, often swapping them to use their alternate option (such as the one-hand shot for Power Bolt) or in some cases animations that aren't normally a choice (using the one-hand shot for Lighting Bolt or a hand thrust for Fossilize which isn't even in the Sniper set, or even Inspirations using the Aim Charge animation normally found on Aim powers).  These animation bugs don't change the activation speed of the power but do cause some strangeness, such as Power Bolt shooting energy bolts from both the raised hand and the hand at your hip.  The animation issues seem to be inconsistent, I don't know what's triggering the weirdness but I believe it's related to alternate animations with Quick Snipes as using a Long Snipe will fix the animation weirdness.  The effects are also temporary, sometimes working themselves out and often fixing themselves upon zoning or death.

     

    EDIT: Some examples of the animation errors.

     

    Power Blast using the "one hand shot" animation, which isn't an option for the power. (But it looks damn cool, can we have this one made official?)

    screenshot_200917-01-16-23.thumb.jpg.e46bb96b8e06a2b921cfd1da86ba2137.jpg

     

    Fossilize using a two-handed thrust motion.  Fossilize doesn't have alternate animations, just different colors for the stone.

    screenshot_200917-01-16-31.thumb.jpg.19fb057fb28e6eb8bfb4640b01a7894a.jpg

     

    Inspirations use the "Aim Charge" alternate animation normally found on most variants of Aim for some reason.

    screenshot_200917-01-16-46.thumb.jpg.f503f2b626e2fec22ab123b73df25cd9.jpg

  3. Found a doozy in Port Oakes.

     

    From -256.6, 96.1, 647.0 to -256.6, 96.1, 889.0 there is a visible gap between a wall and the nearby grass.  Looking straight down you can see the water layer underneath.

     

    screenshot_200912-01-39-20.thumb.jpg.ad8875a77dd70308104b5e941254b5a6.jpg

     

    Close to the 647 value there's a rock underneath that, if you can teleport, can be teleported to allowing you to access the underside of Port Oakes.  If you can also fly, it's possible to explore pretty much the entirely of the zone beneath what's normally accessible.  Obviously nothing particularly noteworthy beneath the zone and in fact if you manage to fall out of the map down here you get dumped in a safe area of the map (similar to falling out of the Shadow Shard).  The /stuck command will also return you into bounds, and it's possible to access doors inside buildings from down there, also allowing you to return to play properly (such as the interior of the hospital stored under the map).  The blue force field that prevents you from going out to sea doesn't extend below the water however, so it is entirely possible to go outside the intended play area.  The outside of the area goes on for quite a while.  I wanted to fly to Mount Diable from Port Oakes using this hole, but I gave up halfway there for fear of something going horribly wrong being that far out of play.

     

    screenshot_200912-01-40-02.thumb.jpg.7cda45b23762bf28d380c7394746f5e6.jpg

     

    screenshot_200912-01-40-06.thumb.jpg.0d0a6e7acb0d51e7aba2f5a17ccd17b5.jpg

     

     

    screenshot_200912-02-17-07.thumb.jpg.f85d237023dd20384038825e1f672170.jpg

     

    If you ever wanted to know, the interior of the arena is a giant blue block from the outside.

     

    screenshot_200912-01-42-44.thumb.jpg.cee936012a55d50b097383c453e2124a.jpg

     

    As an aside, I didn't actually realize the hospital had multiple floors for revivals, I had always thought it was just one floor for all the Mediporters and not three.

     

    screenshot_200912-02-06-56.thumb.jpg.07a0dc197787f9ba28f450d53f6fb513.jpg

     

    • Like 3
  4. 2 hours ago, Mezmera said:

    First, a couple of things.  You probably fizzle out because the best attacking abilities doms get bloom from 28-40.  The early levels are all about getting your controls situated.  Controlling the battefield can get a bit boring if you don't have the ability to set them up then knock them down.  

    I think this is part of my problem with the AT.  I'm expecting them to do more damage early and they kind of don't.  Controls don't do damage (usually) and Assault sets are usually single-target focused (with the AoEs often being melee or short cones that come late) which I guess makes them feel less effective than I feel they are, especially when compared to a Blaster or Corrupter.  I know they get real good late game, I recall being able to cleave through max level spawns on my old Fire/Earth on live without much trouble but that took a lot of effort to reach that point, mostly involving the AoE blasts from the epic pools (fire mastery was fun).  I feel like I probably need to find a way to get past that hurdle but I keep ending up wearing out before I can.

     

    I ought to revisit some of those on-hold Doms of mine and see if I can figure out how to roll with them again.  Maybe giving them a new outfit and rethinking their themes might help.  I also see a lot of people repping /Energy.  Is it really that good?  I did always like Energy Melee attacks and their power to stack up stuns.

  5. I love the premise behind Dominators and the concept behind them, but for whatever reason when I try to play one I can never get in to them (with one lone exception being a Fire/Earth back on live servers).  Most Dom combos I've tried I've fizzled out in the 20s and move on to something else (crippling alt-itis is a thing)  I want to commit to one as Dom is currently the only core AT besides Sentinel (which hardly interests me at all for some reason) that I haven't gotten to 50 on HC but I can't seem to find a combo that works for me; even my old Fire/Earth doesn't feel right anymore.

     

    So far I've rolled Dark/Martial, Ice/Electric, Mind/Fire and Fire/Earth and each time I get to around 26-27 and just stop and play something else.  This time i'm trying Gravity/Electric but i'm still a bit worried i'll end up in another rut.  While fun is subjective, would anyone happen to have any suggestions for a combo that would be fun to play and somewhat solo-friendly? (I play a lot of red and gold and do keep to myself a fair amount).  I'm not asking for builds, I tend to make my own as I go and I don't farm so I don't need an AE friendly set, just something that maybe I can try and not drop after two or three sessions.

  6. 5 hours ago, CursedSorcerer said:

    [NPC] Girlfriend from Hell: Yes. I live to serve you.
    [NPC] Hellion Thug: Uh, wow, creepy.
    [NPC] Hellion Thug: Really? Sweet! Mind getting me a beer?

     

    🤣

    This is why I wished the Hellions got the same kind of treatment the Skulls did in i24.  They really need something more to make them a little less generic, and I think being unknowingly used by demons is a good angle for them.

  7. I believe the arc in question needs to be one that would award a souvenir and not just a quick badge mission.  They definetly still award their badges, as I use the Atlas Park/Mercy Island intro arcs t farm the 1-15 tiers, and "The Strange Case of Benjamin A. Decker" for the level 50 set.

  8. 3 hours ago, Sir Myshkin said:

    Small aside, OF in Explosive Blast is actually the best power in Energy Blast to put that proc into specifically because it has that secondary proc effect. Explosive's KB chance is only 35%, tossing the OF in there ups the odds of getting a successful KD sweep if it's a 10+ spawn making the power a lot stronger from a crowd-control perspective. 😃

    Damn, advocating for Explosive Blast.  And i'm over here with my i4 flashbacks of being disowned from all my teams just for having it.  The times certainly have changed.

     

    How much magnitude does the OF proc have?  I always thought that any KB>KDs just set the magnitude to 0.67, which is the threshold for knockdown if I recall.  I always try to avoid putting OF into any KB powers because this is how I thought it worked, but if its reducing by a percent rather than to a fixed value, i'm now wondering where it would still negate KB even if the proc and KD were to stack.

  9. 21 minutes ago, Wavicle said:

    No, Dawn Strike with the OF proc consistently knocks back EVERY time on EVERY mob.

    That's what I was saying.  OF's KD proc is stacking with Dawn Strike's KD, resulting in unwanted KB (applying more than 0.67 mag KB at once).  That's what OF's enhancement does if the power you out it in already has a chance to KB and OF's own chance to KD procs too.

  10. Psi is a bit on the lower side for damage, has some lengthy animations, lacks a variant of Aim, and when mobs resist psi it's not uncommon for the resist to be significant (often 50% for things like machines and zombies).  The set's not bad though, Psi breaks through to a lot of tougher, tanky mobs (Crey Tanks and Protectors being a noteworthy example), a lot of variety in secondary effects (which also helps with proc builds since psi's normal -recharge can't be enhanced), the T9 nuke has very little cast time and stuns the survivors, and Psi also gets a range bonus allowing you to keep futher out of harms way (your single target attacks have a 100ft range where most other sets have 80ft as their default limit).

     

    I just got my Psi/Dark to 50 last night, a good mix of debuff and control with some damage.  Tar Patch was a big help with its sharp -res effect and large slow patch letting me keep my distance.  Fearsome Stare kept things in constant panic making it easier to deal with large mobs and Shadow Fall along with the Dark Servant's -to hit aura made sure most things couldn't hit me.

     

    Some other suggestions:  /Storm would help keep enemies out of your face letting you keep Psi's range boost in your favor.  /Empathy and /Pain are thematic but tend to not give you personal debuff support for solo.  /Cold would stack more -recharge ensuring nothing can ever attack again after the alpha strike, /Sonic would be a big help against mobs that resist Psi damage, and /Rad is just as overpowered as ever no matter your primary.

     

    • Like 1
  11. I don't mean to criticize and you're free to pick your own powers, but Freezing Rain is arguably one of the best powers Storm has to offer.  Location AoE, major debuff to defense (how likely things avoid damage) and resistance (how much damage they take) while constantly keeping everyone in the rain on their ass.  I would seriously consider some way to get it working for your theme, whatever it may be.

     

    Sadly that's all I have to offer here, never been too big on builds.

    • Like 1
  12. More than likely what you are seeing is the Overwhelming Force's own KB proc in tandem with Dawn Strike's KB.  OF does convert KB to KD, however it also adds a additional KD proc as well.  What ends up happening is that the KD magnitudes stack and the resulting KB magnitude is greater than KD, resulting in launching foes when you don't want to.  Assuming OF also follows the PPM rules, the KB proc would fire pretty much every time on Dawn Strike.  This is by design with OF, as the enhancement had a flair for the dramatic...

     

    I find OF is more useful in a move that doesn't already have KB.  Bright Nova Scatter would be my recommendation if you're running tri-form.

  13. Who Will Die, Chapter 5, Villain

     

    During the fight with the Aspect of Ruladak, Darrin's rantings about you mispells "cliché" by omitting the final 'e' entirely.

    1781448746_WWDWadeTypo.PNG.684f1fedfeb4f032db71ab1bd0094748.PNG

     

    Unrelated and not necessarily a text error but just a lack of description, Rula-Wade in the final fight of Who Will Die was never given a bio, his description simply states "INSERT BIO HERE" and the artifacts you destroy are also described as "TEXT."  As an additional silliness, the tanks you destroy in the previous mission to retake Warburg are all referred to as computer mainframes that must be destroyed!

     

  14. Pretty sure this was a text error on live as well, but the description for the Invader accolade power states that you are a Task Force Commander, when you're not.  At least, you're not one if you're evil.

     

    Invader.PNG.03b5454babd6385c8db1cd1704f17244.PNG

  15. I have a character who's currently working on the Born in Battle accolade and while checking progress on the badge I noticed something was off.  I have collected all required badges except for Ironman, however the Badge window reports that I have 5 out of the 7 badges, even though I have 6 of them.  Born in Battle appears to be not counting a badge toward progress, but I assume as soon as I get Ironman it will unlock correctly as I have other characters that have successfully earned it through collecting the 7 badges.  If I had to wager a guess, it may not be counting Pirate correctly, due to that badge being changed from trapping Ghost Pirates to just defeating them.

     

    Attached is my character's progress toward the badge.  Despite having 6 of the 7, the help text says I only have 5 of them.

     

    1157071106_BornInBattleProgressBug.jpg.124602944027eccfd4d51d244492e5d3.jpg

  16. If I remember, the usual reward for a story arc was a random, but usually easy to use (damage, endredux, accuracy, heal, etc), SO that matched your level and origin, plus the exp/inf bonus that still exists.  I don't believe you got SOs before 20 though, and earlier arcs awareded a TO below 10 or a DO below 20.

  17. Sadly not much in the way of a Falcon Punch.  Power Thrust seems like one of the only attacks that might have the launch power but you'd have to be a Blaster to get that and Falcon, as he is in Super Smash Bros, is nothing like a Blaster.

     

    I would think your best bet would be Street Justice/Super Reflexes Scrapper to have the sort of power and speed he's known for and Crushing Uppercut could be a stand in for the punch, plus Rib Cracker can be the knee as well.  Still left without Falcon Kick; Spring Attack might work for that but that would require some extra investment in Leaping you may not want.  Take Super Speed or Speed of Sound for your travel for sure though SoS may be less thematic as Falcon isn't known for teleporting, unless you consider Jaunt more of a rapid sprint/dash.  If you want to consider it, Flurry from the Speed pool could also fill in for his rapid jab.  Leadership would also be fitting as Falcon is popular and somewhat charismatic if you remember the anime from ages ago.  Reactive Interface to fill in the lack of fire attacks.

  18. I've been thinking a lot, and while I think it's a common suggestion, I would like to see a Knights Mastermind set.  Here's what I've got.  The idea i've got here is a melee-oriented pet set with extra defense, kind of like Beasts, where the second tier pets provide defense boosting auras and the third pet can act as a bit of a tank with taunt and decent recovery powers.  The pets provide a mix of Smashing and Lethal damage (more Smashing in the end thanks to the Champion) and one pet has a weak Fire attack as well.  It's a fairly quick set (as in I kind of pulled it out of my ass), and might not be too hard to make a real thing, but likely needs some balance as some of these attacks look kind of powerful, especially with the crowd defenses.  

     

    The ranged powers in this set involve a two-handed crossbow, and would be available for at least recoloring via tailor.  Said crossbow is used by many foes already, such as Luddies, CoT Guides, and Warrior Earth/Battle Maiden.  Note that this isn't a bow compatible with Trick Arrow, so be careful of redraws.

     

    T1: Crossbow - You fire a shot from your crossbow.  Deals minor lethal damage but reloads quick.  Damage: Minor, Recharge: Fast

     

    T2: Call Squires - You summon up to three squires to aid you in battle.  These knights in training aren't too powerful but their armor and training make them competent fighters in melee.

    -Squires wear leather armor and have minor resistance to Smashing and Lethal damage.  The melee Squires also gain Melee defense and further S/L thanks to having a shield with the second upgrade.  Squires are also resistant to Taunt and Placate effects

    -The first Squire wields a shortsword and does lethal damage with his attacks

    --Base attacks: Hack and Slash, First upgrade grants Slice, Second upgrade grants Deflection (a Shield) as well as Headsplitter, his sword is upgraded from a shortsword to a longsword

    -The second Squire wields a cudgel and deals smashing damage

    --Base attacks: Bash and Pulverize, First upgrade adds Crowd Control (the mace attack), second upgrade adds a Deflection and Shatter and his cudgel is upgraded to a war mace

    -The third Squire is an Archer.  He will remain at range and attack with a longbow instead of melee weapons, but can Brawl enemies that get too close.

    --Base attacks: Snapshot and Aimed Shot, First upgrade adds Blazing Arrow and a weaker version of Aim, second upgrade adds Fistful of Arrows and Stunning Shot

     

    T3: Steady Shot - You take aim with your crossbow and strike at a vital area on your foe.  This attack deals more damage than Crossbow and has a small chance to knock them down.  Damage: Moderate, Recharge: Moderate

     

    T4: Train Knights - By providing additional training to your knights, you can permanently increase their effectiveness in combat.  Descriptions of upgrades are with the pets themselves.

     

    T5: Explosive Crossbow - Your crossbow bolt is fitted with a payload that explodes on impact.  This attack deals moderate damage to all targets in range and can knock them back.  Damage: Moderate, Recharge: Long

    -The animation for this can easily be pulled from Luddite Crusaders or the Maria Jenkins version of Battle Maiden

     

    T6: Call Knights - You summon up to two Knights to aid you in battle.  These knights are fierce melee combatants who also strive to protect their charges.  They bring to the battle a strong blade and a strong shield, granting defense to their fellow Knights pets. 

    -Knights are fitted with chainmail, granting them more resistance to S/L than the Squires.  They also come with a shield granting them defense to Melee.  With the first upgrade they gain Grant Cover to provide additional defense to nearby Knights pets, much like Thugs Enforcers.  They are also resistant to Fear, Taunt, and Placate

    -The first Knight wields a longsword and deals lethal damage

    --Base Attacks: Hack, Slash, Slice.  First upgrade grants Throwing Knives, Parry and Grant Cover, second upgrade grants Battle Agility (extra ranged defense), Disembowl and Whirling Sword

    -the second Knight wields a war mace and deals smashing damage

    --Bast Attacks: Bash, Pulverize, and Crowd Control.  First upgrade grants Throwing Knives, Whirling Mace, and Grant Cover. Second upgrade grants Battle Agility, Clobber, and Jawbreaker

     

    T7: Crusade - You champion your cause and empower your knights.  For a short while, any of your pets in Supremacy range will receive an additional damage, to-hit, and resistance bonus to all damage.  They will also receive protection from most status effects.  Recharge: Very Long

    -This power probably needs something to make it less generic

     

    T8: Call Champion - You summon a Champion to assist you in battle.  The Champion is a noble and honorable warrior who has faced many opponents in battle.  He also seeks to protect those who are loyal to him as well as the ones he is loyal to and will frequently draw attention to himself rather than allow his foes to attack those weaker than him.

    -The Champion is equipped with Plate Armor, granting him even more resistance to S/L damage.  He also has considerable combat experience giving him some extra resistance to Cold and Toxic damage.  He wields a Titan Weapon in lieu of a one-handed weapon and shield.  He will Taunt opponents whenever he can, forcing their attention on himself.  He has minor resistance to all status effects and extra resistance to Fear, Confuse, Taunt, Placate, and minimal resistance to Knockback, but stronger KB effects will still cause him to fall.

    --Base Attacks: Taunt, Defensive Sweep, Crushing Blow.  First upgrade gives him Dull Pain, Follow Through, and Titan Sweep, second upgrade grants Rise to the Challenge (Willpower aura with a taunt effect), Whirling Smash and Arc of Destruction

     

    T9: Upgrade Knights - Additional training and equipment can turn the tide of battle.  This ability will permanently upgrade your Knights with new powers and equipment.

    • Like 1
  19. 9 hours ago, MTeague said:

    I also try to keep at least 2 charges of Shivan Shard handy at all times for just such emergencies.

    That's probably not acquireable in the middle of a TF.

    Out of curiosity I went to check this out.  You're allowed to run the Shivan Shard mini-quest while running a Task Force.  I flagged Silver Mantis' SF and ran to Bloody Bay and was able to get a shard while SM was the active mission.

    • Like 3
    • Thanks 2
  20. 9 minutes ago, Sakai said:

    This is just awesome. Any idea how long it took to get there?

    Only a few minutes.  You can go straight to Firebase Zulu from Atlas Park thanks to the TUNNEL portal, and from there you can also go straight to The Storm Palace.  From that point, it's about a 3-4 minute flight to the palace itself at level 2 flight speeds.  Not even any mobs to worry about along the way.

    • Like 1
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