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ZorkNemesis

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Posts posted by ZorkNemesis

  1. Some Praetorian shenanigans here.  Playing my Resistance dude tonight, I played through Wardog's story arc in Underground Imperial and opted to switch to Loyalist when given the choice with the intent of continuing the Crusader storyline as a Loyalist.  I was level 15 when I made the switch.  Calling Calvin Scott afterward expecting to get the choice between the Neutropolis Resistance contacts I was instead greeted with his story arc instead of the contact choices, which would be the final chapter of the Crusader line.  I had wanted to run Crow and Helix's story arcs first but I am not being given the option as not getting Crow via Calvin Scott prevents me from entering the Resistance Hub in Underground Neutropolis.  Thankfully the lack of access to the Underground Hub doesn't look like it will lock me out of the story arc, but it still leads to a major plothole for Crusader-running Loyalists.

  2. For the second part, weapon sets with Aim/Build Up tend to cause rooting so it's not exclusive to Staff.  Archery's Aim has the same issue where it roots if you have to draw the bow and I want to say Battle Axe's Build Up also does it.

  3. Captain Mako's first mission requires rescuing two Arachnos operatives as well as defeating a boss.  When I took the mission I had the two operatives spawn with a Spines Longbow Warden, resulting in both of them dying from the damage aura before I could reach them.  The mission was not able to be completed after that despite defeating the boss and clearing the map, a reset was mandatory.

  4. I'm personally a fan of Time's overall coverage and versitality.  The set can do so much in both directions: regen debuffs and party healing, reducing defense/resistance while boosting damage, accuracy and recharge, cutting accuracy and recharge while improving defense.  The only thing it doesn't seem to do is boost damage resistance.  Time is the only powerset I hit 50 with twice on Live (Time/Dark Defender, Plant/Time Controller), and i've done it a third time on Homecoming (rebuilding the Plant/Time).

     

    As of late, i'm also having fun with Storm.  The set generates so much chaos with all the knockdown it offers.  Tornadoes, gales, and thunderclouds everywhere, plus my /storm Controller runs Leviathan Mastery so I can double down on Tornadoes with a Water Spout.  Throw in more chaos with Electric control, everything is left flat on their ass with no endurance left to fight back.  Fences with a Ragnarok KD proc, Gremlins with Overwhelming Force KD proc, Jolting Chain, it's stupid how everything just falls over when I attack.

  5. So I have no idea what could've caused this, but I had a strange instance where one of the random physics-affected books in the Founder's Falls university just started growing for no discernible reason.  The book was still affected by walking into it it wouldn't stop increasing in size, eventually taking over most of the first floor of the library.  It only stopped after I assume I went out of render distance, at which point it simply vanished as if nothing happened.  Very peculiar and rather entertaining, probably nothing serious.

     

     

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  6. 21 hours ago, Eirwen said:

    I would love to give Sonic a good shot, I have some great hero ideas for it, but each time I try it the screaming/sound effects put me right off.

    I don't actually know how, but I often see people on Reddit talking about changing files to make Sonic, or any sound effect, much less ear-rapey.  With a Sonic/Mental Blaster myself, I do agree that Sonic Attacks are not something I want to constantly listen to for extended periods; up there with Psychic Blast (and Fortuna psi attacks by extension) as well.

     

    That said, Sonic/Mental is actually pretty sweet.  The mix of Smash, Energy, and Psi damage is a solid amount of coverage. Psychic Scream is helpful to add an extra ranged cone (I personally see Sonic as one of the weakest in terms of raw damage output and lacking in AoE damage, so extra attacks are helpful) and Sonic's -Res help out with the frequent Psi resistances you run into late, plus Siren's Song pretty much guarantees Drain Psyche can be used without fear of death.

  7. On 10/7/2019 at 12:19 PM, Uun said:

    It's pretty darn rare. According to the stats the devs posted a month ago, there are only 64 lvl 50 /Ice scrappers.

    The main reason I rolled one a short while ago.  Axe/Ice is the combination of the least used primary and secondaries based on that data (at level 50) with only one player having that particular combo at 50, so I wanted to try it and see if it was garbage or just underused.

     

    So far: endurance is a non-issue with Energy Absorption; it's available sooner than Tanker's version, but as a trade off no Icicles for a longer while.  Axe recharge remains slow, but Ice Armor provides plenty of opportunities for LotGs (except for Wet Ice for some reason) while Axe can practically go 100% FFB recharge boosts.  Fights are slow at the mid 20s where I am, and mobs often run away from me after I take too long to kill them; almost considering Provoke from the Presence pool to keep things close by.  However I hardly take hits, my defenses are usually 30%+ to all environmental damages except Psi or Tox (Hoarfrost gives Tox resistance, but not a substantial amount) and that will only get better with more enhancements and slotting.  I've been rolling +0/x4 with Bosses and making slow and steady progress, though in truth the combo makes me want to repurpose it into a Tanker instead.

     

    My conclusion: functional, but sluggish.  Build Up with Axe hits like a truck though and especially when they crit.  The combo is fun to play in high speed though, I actually had a ton of fun rolling it through a Yin TF where I would just rush in like a madman and take the alpha instead of waiting for the actual tank.  Very survivable.

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  8. 7 hours ago, molten_dragon said:

    Dark armor is a great set with one glaring weakness.  You will have incredible endurance problems.  I played a DA tank on live, and once I hit 50 and got fully IO'd he was an absolute beast.  The road to 50 was absolute hell.

    Doesn't /dark also lack natural KB protection? I know that's easy to fix these days with Karma/Steadfast/Zephyr IOs instead of being forced to take Acrobatics, but its extra slots you need to invest to fill a gap.

  9. It's a good list, but May 2009 for the last update, it's missing a lot of content for sure.  Seems it was put together before Going Rogue as none of the normal Praetorian groups are present, just the old ones for each AV.  It also doesn't seem to show which enemies are vulnerable to the electric attack boost (which it turns out I was mistaken; I thought it was electric powers in general, but I could've just been looking at the EMP Glove temp power instead).

     

    Still worth pouring over that list though, i've always wondered about a few of the groups and what they're vulnerable to.  Even if it's a little dated, it still has good info.

  10. 1 hour ago, Uun said:

    Are you thinking of Sentinels? Blasters don't have regen or absorb based secondaries.

    A bunch of the "sustain" powers offer a minimal amount of absorb in addition to their recovery buff.  Time, Ice, and Martial all have an absorb, not sure about others.  Many others offer regen, Devices, Energy, Mental, and others.

  11. Electrical Blast/Manipulation have a secondary property in their info that shows most electric attacks deal bonus damage to mechanical foes.  Is there a list out there for which enemies this applies to as it seems really inconsistent sometimes.  I know of a lot of enemies: Freakshow with cybernetics, turrets, Mek Men/Hoverbots, Malta Titans, and others, but there's also some that you'd think would count but don't like Praetorian Clockwork (and the Longbow/Arachnos variants; oddly enough these don't resist psionics either) and IDF/WarWorks.  I'd like to know which mobs to pick on to make my Electrical Blaster's life easier.

  12. I feel like, in this scenario, the Blaster would solo better simply because Blasters strength lies in crowd damage.  With energy blast you'll be dealing damage and keeping most mobs flat on their asses the entire time, preventing most retaliation unless you miss or the mobs resist KB/KD effects.  A gravity dom certainly can keep groups under control to prevent retaliation as well, especially with Wormhole and Dimension Shift and the extra control support from the Singularitu, but dom assault sets typically lack in crowd damage and control powersets don't usually offer much damage without building for it.  Crowd fights on the dom will take longer with less AoE damage and if you can't knock out the group before your controls drop you may have some trouble.

  13. No bug; Conductive Aura has no endurance cost if you check its detailed info.  You can run it with your end at 0 if it comes down to it.  Part of the reason for that is because the ability increases your recovery rate while its affecting enemies, to have it both drain your endurance and increase your recovery would be counterproductive, especially given that the recovery boost is negligible at best anyway.

     

    On 10/5/2019 at 8:34 AM, gou said:

    The real bug with this aura is that any kind of CC turns it off

     

    Also not a bug.  Being held, slept, or stunned will turn off any offensive toggle auras regardless of power set.  If your toggle affects more than just you and your allies it will be turned off and Conductive Aura is one as it drains endurance from nearby foes.

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  14. I noticed tonight that when I was using Soul Tentacles from Soul Mastery tonight, there was an inconsistency in the chat log with the damage it was dealing.  The power description for Soul Tentacles states that it deals only Negative damage on all of its damage ticks, however the chat log was reporting Smashing damage for the DoT effect, similar to Dark Blast/Tenebrous Tentacles which does deal Smashing damage with the DoT.  I double checked to make sure what damage it was dealing: against an equal level enemy that had Smashing resistance but not Negative resistance (a Bane Spider Commando specifically) the DoT was not being resisted by this enemy, indicating that the power is still dealing Negative damage for the DoT effect as stated by the description.

     

    Not a major issue but it confused me for a bit as Smashing is a fairly common resistance and I use Soul Tentacles for extra Negative damage where my Psionics are heavily resisted.

  15. I hope double-posting isn't against the rules, but this is relevant.  I compared both Pool Assault and VEAT Assault (Widow specifically) for a completely unrelated reason (they offer the same bonus to damage if you're wondering), and noticed an oddity that might be why this is the case.  Pool Assault provides +55.65%% resistance to taunt/placate on target.  That's normal.  Widow Assault provides -954.00%% taunt/placate on target.  What's that supposed to mean?  Something here is telling me that VEAT Assault's Taunt/Placate may not have been implemented correctly, but seeing as how these two effects are relatively rare outside of PvP I don't think anyone cared to look into it.

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  16. This is a pretty common bug and existed back during live days, I still have a screenshot of the double-moon in First Ward when that was fairly new.  Occasionally the second moon's size varies quite a bit, ranging from what you're seeing to almost looking like a marble compared to the bigger moon.  It's nothing to worry about really, it's not like a second moon will throw the world's tides out of whack or anything.

  17. Fairly minor, but during Sgt. Schorr's story arc for Rogues, checking the descriptions of Dr. Hyperbaric and Digiwench results in a placeholder text for both of them, stating "TO BE ADDED."  Likely just unfinished content since this arc didn't make it to live during the game's run, however it's also noteworthy that both of these bosses show up in missions in St. Marital while the rest of the story arc is in Cap Au Diable and the rest of the named bosses in this arc have proper descriptions.  Maybe an oversight by the writers?

    Double Placeholder.jpg

  18. Sonic is also pretty lazy.  Similar setup; keep Sonic Dispersion active, apply sonic shields as necessary, toggle Disruption Field on your tank and just sit back, though you do have to keep up with your tank as Disruption will detoggle if you go too far away.  Sonic is a little more involved than FF though, since you also have Sonic Siphon and Liquefy to occasionally drop on enemies, and Clarity if you have too many squishies without mez protection.

  19. It's worth a try, but /stuck may not work for instances where you outright fall out of a map.  Some Arachnos base maps have massive holes in the geometry that are easy to slip out of, I found one the other day and /stuck did nothing for me when I found myself 100ft or so below the map.

  20. 9 hours ago, TheAdjustor said:

    It would make a nice swapout for whirlwind (has anyone actually taken that ?)

    I took it once, on a Stalker.  With a KB>KD IO it makes for a decent defensive option as melee range enemies are somewhat frequently being juggled.  Repsec'd out of it in the end since it messed up Hide, but I should've known better.  I could see it being a decent option for Brutes or Tankers.  Though it would be garbage in bigger fights where mobs generally resist KD and such.  

  21. I do have to ask though, what's the range of the copyright?  I mean ideally all copyrightten characters shouldn't be allowed, but what are you specifically looking for?  I can definetly see not allowing clones of other comic characters or major media franchises, but what about lesser things, like my aforementioned Hamburglar or something more obscure and/or niche?  What about deliberate parodies, like a group of people on Triumph many years ago who did a whole Sentai bit that wasn't exactly Sentai but in the spirit of it?

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