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Everything posted by ZorkNemesis
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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.
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Overwhelming Force KB to KD not working in PB Dawn Strike
ZorkNemesis replied to Wavicle's topic in Bug Reports
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. -
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. 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!
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B-movie actors, I tell ya. "Ms. MaeMae Van Whooters: We're off script. Oh my god! This is... improv! EEEEEEEK!!!"
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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.
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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.
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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.
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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.
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Weekly Discussion 65: Build Your Own Powerset
ZorkNemesis replied to GM Miss's topic in General Discussion
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. -
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.
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It had to be removed for balance reasons. Having a supply of Bat-Shark Repellant would completely invalidate Captain Mako.
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Characters where you took the WHOLE Primary and Secondary
ZorkNemesis replied to Heraclea's topic in General Discussion
Back on live I had a Dual Blades/Electric Brute with all 18 primary/secondary powers. With DB's combos and Electric's all around solidness the whole set was pretty good. This was before slotting builds got too out of hand and defensive T9s were still considered valuable. -
That's the badge you get for defeating Maelstrom in tip missions. There's three or four missions per alignment where you fight him. Beating him in Twinshot's arc or TPN doesn't count. I admit i've made a couple of characters with some specific badge titles in mind that I set out to get almost immediately. My Elec/Storm controller has Lord of Storms as his title, which I ran him to the back of the Storm Palace at level 2 to get it. I also have a Fire/Dark Blaster with a back-from-the-dead theme running around with Dead but Dreaming from Night Ward. Another Water/Fire Blaster with an oil motif has Burning the Midnight Oil from Crey's Folley. Some of them are fun reads too. I love the badges in The Abyss given that a bunch of them allude to the Jurrasic Park nod the zone has.
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Pretty sure I recall hearing the auction house is cross-shard. Someone likely goofed, but isn't Mocking Beratement valued on farm builds for fire defense?
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What I play but never see another of...
ZorkNemesis replied to Jaguaratron's topic in General Discussion
I like to think I've got some unique combos. Probably my rarest is a Sonic/Ninja Blaster, of which there were only 6 of us at 50 as of the last census. I have a Fire/Dual Blades Tanker. Dual Blades doesn't come across as popular, I hardly see many people using them, much less Tankers. Most DB users I see are Brutes. Thermal/Ice Defender. While the combo itself is pretty standard "opposites attract" synergy, Thermal seems fairly rare on Defenders. Maybe the emphasis on healing turns people away, but don't doubt the power of Defender values on Forge and Melt Armor. Interestingly enough, the fire shields mitigate so much damage that the healing itself is mostly moot. I got to 50 and I don't even have the first Healing badge despite a fair amount of team play. Working on a Psi/Dark Corrupter. I don't know but it seems like Psi is fairly uncommon on Corrupters. -
Sonic Attack Shriek has two different animation styles: shouting and using your hand to project the noise. The alternate Shriek animation (hand) is causing my character to lock in place until the animation finishes completely, unlike the default animation. During this extra time I cannot move and other powers can't activate. The difference between the two is close to a second and can be a major issue in some fights, especially since Shriek is supposed to be the quick weak attack. On a possibly related note, Shout is using the incorrect animation for its alternate animation. Where the "bellow" animation used to be (or is supposed to be) your character stepping forward a bit, its currently using the same "hand out" animation that Shriek's alternate animation uses. Unlike Shriek, there is no noticeable difference in power casting time. Just another note, this is happening as a Blaster. Not sure if this animation issue is also applying to Defenders, Corrupters or Sentinels.
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The souviener from Brother Hammond's story arc includes this excellent footnote courtesy of Dr. Aeon. P.P.S. I hope that a dimensional rift spontaneously appears within your innards and you explode in a shower of gore and Rikti Monkeys.
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I have some more costumes for those interested. Ace Longshot Bar Maiden Blazing Angel Shock Squall Thunder Force
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I'm usually not one to put my character concepts into words, but sometimes I have an idea and roll with it. Here's a few I've come up with. To start, short and sweet the greatest rivalry ever known. Disco Ninja vs Hip-Hop Pirate Then we have Soulblazer, a vile person who was given a second chance to carry out his evil intentions for whatever dark powers that be. Negative Fusion, donning a power suit fueled by the underworld, committing evils to maintain it. B-MER, a robot designed to protect innocents and assist other heroes.
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This is specific to the instanced map "SmoothCaves_60_Layout_07" but can potentially exist on other maps. The minimap for this mission is smaller than the instance itself and it is possible to go far enough into a specific corner that the minimap will display "Map Unavailable" until you return to the "boundaries." It would seem that the point of exit is right at Z: -1408, and can occur in the very northeast corner of the map in question. Here's a shot of the map while "in bounds" And here's a shot "out of bounds"
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The Wiseguy/Wisegal badge (level 30 villain) displays a placeholder in its description where your character's gender would determine what it's supposed to say. "Arachnos has awarded you the Hero.gender Badge for reaching Level 30."
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I hardly ever read the Arbiter's dialogue when training, but this one had me chuckle. "Arachnos will provide training for the new villains. To serve us, or to make your eventual defeat a useful training exercise. Your choice."
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Dark Miasma Clone revived itself with Twilight Grasp
ZorkNemesis replied to ZorkNemesis's topic in Bug Reports
Bit of an update, players can have this happen to them too it seems. In a fight I was killed halfway through my own Twilight Grasp's animation but managed to revive and die instantly thanks to it's healing. I incurred twice as much debt from that.