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Everything posted by ZorkNemesis
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Simple one word names are usually surprising. I was impressed that "Impurity" was available on Indom.
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Random student in the University in Cap: "I thought college would be fun. But they make you do work. I feel so cheated." Highly relatable.
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So this may not be a bug but I had an interesting interaction today, something I've never seen before. In a mission where I was fighting a clone of myself, the clone had Dark Miasma powers and was using Twilight Grasp on me (the heal). I managed to kill the clone in the middle of Twilight Grasp's animation and was given experience for doing so, but the move still carried out and causes the clone to revive itself for the amount healed with a smidgen of endurance. I killed it again and got the full experience reward again. I've never seen this happen with other mobs that use Twilight Grasp, such as CoT Death Mages, and dying mid-animation for players completely negates the power used. I'm wondering if this is something specific to clones or if the circumstances that it happened were just extremely lucky.
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Black Scorpion's mission to check out an Arachnos base that went quiet. You get some great dialogue from some totally normal Arachnos agents. "How's the evil going? My dark soul is a morass of vileness, thanks." "Blindly following orders is why we wear these helmets." "I love my nice black uniform." "Arachnos flyers are shiny and neat." "Bullying those weaker than me improves my sense of self-worth."
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Make sure you run Westin Phipps' missions at least once. He's available after paper missions in the 40-45 range in Grandville. There's a very good reason a lot of people choose the Vigilante option for that one tip in the 40s. Bane Spider Ruben and Brother Hammond in Cap are two excellent arcs. Both are 15-24 and are available without any introduction. Make sure to read the souvenir from Hammond's arc as well. At level 30 you get a contact called "Inside Information" which leads to several story arcs from a man named Mr. G, who you may be familiar with if you've done Gold content. All those missions are 30+ and deal with events following the aftermath of the Incarnate trials. They are also very difficult; you face some tough enemies, notably Vanguard (it's entirely possible to not have access to Nectanbo's Curse Breaker when you run the missions) and Awakened and ends with a fairly rough major boss fight. The story is pretty good though and the challenge is there if that's your thing, but the arc as a whole is extremely spoilerific if you don't want the i-trials spoiled. There are also some alternate dialogues and events if you've played through Dean MacArthur, Leonard, and Vincent Ross beforehand. This arc is sort of a parallel to Provost Marchand's story arc, both dealing with the aftermath of the trial content, however they run in different directions and don't really collide outside of one mission. Dean MacArthur and Leonard are two of my favorites for 20-29. Good story, great characters. When doing Leonard's arc, make sure you choose to fight all eight for a bonus badge.
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Normally i'm not lucky enough to get some of the more common names, but there have been a few times i've been surprised by a name. Among a couple of the names I have, I was able to snag "Blade Kitten," "Kinetic Medic," and "Stygian Stranger." Usually I have to think too far outside the box to be surprised by a name though.
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Gun and Sword Power set - Make it happen
ZorkNemesis replied to plainguy's topic in Suggestions & Feedback
I'm more than certain a "weapon assault" was planned for the near future if the game hadn't shut down. I think the gun-and-sword combo was one of the more highly requested power sets, and the Korean hero was probably meant to hype it up a bit too. -
The tooltip for hovering over Infamy in the Combat Attributes window has a small typo. The tooltip states that Infamy is able to be used "to ben various people and organizations to his will," omitting a 'd' from 'bend.' Also, when is that Accuracy/To Hit discrepancy mentioned by the Accuracy Bonus tooltip getting fixed? I swear it's been that way for 8 years now! (sarcasm, but the tooltip does mention various powers descriptions causing confusion between to hit and accuracy boosts, and the tip then says "we hope to have that fixed soon!")
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Shadowstar (Warshade contact) Mission: Rescue Lillian Issan (the first mission of The Final Darkness story arc) An encounter featuring two groups of Council fighting each other within the mission presented placeholder text when I approached the group. Strangely enough, other mobs within the group may have provided the correct dialog alongside the placeholders. Screenshot of the chat log provided.
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Going by the character creation window, they did not update the description for Disintegration for Sentinels. It still mentions Penetrating Ray despite them not having access to it, though I assume if grouped with other Beam Rifle users, ones that do have access to Penetrating Ray would be able to spread Disintegration set by you.
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I'll double check on my BR Corrupter when I get home and in the character creator, but if they didn't update the Sentinel version's text you may be confusing Piercing Beam with Penetrating Ray, the sniper attack that presumably was replaced by Refractor Beam on Sentinels. And why shouldn't Piercing Beam be considered an AoE? It's a cone blast (though only a 10' arc) that can hit multiple targets and accepts Targeted AoE Damage IO sets. It's in the same boat as powers like Piercing Rounds from Dual Pistols or Golden Dragonfly from Katana. Small AoE angle but still capable of hitting multiple foes.
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If I recall, since Piercing Beam is technically an AoE, it shouldn't be spreading Disintegrate to begin with. Fairly certain it doesn't spread when used by other ATs and Paragon Wiki doesn't mention spreading in the power description either. If it's supposed to be spreading when used by a Sentinel that's another matter entirely.
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While Archery is fast, skipping Snap Shot isn't advisable as that's one of your three Defiance powers; powers that you're still allowed to use even if you're mezzed.
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He spawns blue because you need to talk to him and go through dialogue with him before he becomes hostile. Something about being tired of pulling crazy jobs for money...
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Very important: If you want to infiltrate the other faction, you have to play the tutorial. You cannot access the infiltration side objectives unless you speak to Provost Marchand or Calvin Scott in the tutorial mission. If you do not, they will not acknowledge you if you call them up. This is never really mentioned anywhere, however if you side with the Resistance during the tutorial, Calvin Scott will mention that he would like to place agents among the Loyalists. This is a seperate bug entirely. Calvin Scott will occasionally just skip ahead to his story arc when presenting the Neutropolis contacts. Unfortunately running them out of order results in being locked out of previous Crusader arcs for the remainder of your stay in Praetoria. Scott's arc is supposed to be the final arc in the Crusader storyline, while Crow's is two arcs before it.
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Add to Null the Gull's list of Speed powers
ZorkNemesis replied to GoldenAvariel's topic in Suggestions & Feedback
Once accepted, Mystic Fortune (and Secondary Mutation) cannot be deleted like other temp powers. It also can't be overwritten by another fortune. You have to wait out the 20 minutes if you want to get rid of it. You can already auto-decline Mystic Fortune through Null, however that will block all fortunes and not just The Fool, which is arguably the only fortune that can actually cause problems (you can be killed by The Tower, but you have to actually try to do that). Maybe The Fool just needs an adjustment so that it's not a problem if you happen to get it. -
A Message From Mender Silos: Derek's Disaster!
ZorkNemesis replied to Mender Silos's topic in Announcements
Assuming this is all repeats of old content, no. However this is a chance to get some badges that are normally restricted, such as the Deadly Apocalypse badge set, the Nemesis invasion badge, and other Holiday restricted badges that only show up about once a year. -
It's not a bug sadly, that's been the case ever since PvP zones were added back in i6. I believe it's meant to prevent high level characters from just breaking the zone buffs, or something. There's probably some balance reasoning that I don't know. Warburg's contact can't be outleveled, so you can still do all the PvP missions there if you're looking for the badges.
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As the title says, Ebon Eye for Warshades reports the wrong accuracy value when viewed via Detailed Info. The power reports the correct accuracy value in the Enhancement window, and hit rolls suggest the same. The power has a 1.10x base accuracy, however Detailed Info reports a 1.00x and adjusts itself with enhancements (while still reporting incorrect). Both screenshots provided enhance the power with a +3 DO Accuracy enhancement. Upon closer inspection, Detailed Info may also be that it's reporting the Dark Nova variant of Ebon Eye instead of the standard power.
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What pairs best with Storm Summoning?
ZorkNemesis replied to Damoklese's topic in General Discussion
I have an Elec/Storm/Levi Troller. Double down on Tornadoes, chain knockdowns, rain, and lightning. Nothing is ever able to stand up long enough to fight me. It's actually pretty stupid but so much fun. -
Not a super pressing bug, but one that's irritating since I've been fine tuning my character's costume as I continue to play. Dual Pistols seems to revert your weapon selection for both guns to the default Semi-Auto and default coloring upon your first visit to a tailor in a new play session. My current costume has been using the Rad-X guns for a while, but when I check the tailor after booting the client up they show up as Semi-Auto with their colors reset to the grey/white. Revising the tailor without restarting the client entirely saves the weapons and colors from the previous visit though. This also happened when I swapped to Celestial Pistols for a short bit, they defaulted back to Semi-Auto after a client reset. The original costume at character creation had recolored Rad-X pistols set. From what I can tell, this isn't occurring with any other weapon-based powersets, nor is it occurring with the Mastermind pistol options from Thugs. That said, I did have a case where an Assault Rifle user of mine was using the steampunk rifle and at some point I was using the default Legacy Assault Rifle. That could've been me using a different costume entirely though and I could've blanked, but the pistols are consistent.
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I had it happen to me in the King's Row Mayhem mission earlier tonight. While I wasn't paying attention most of the mission, I did happen to notice the Sentinel didn't follow me down the elevator leading into the bank vault. It did, however, follow me back up to the lobby after I got the loot. It seems rather selective about what elevators it wants to use. Thankfully it's easy to recycle.
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Electrical Affinity > Empowering Circuit: The combat log incorrectly states that "Your damage and movement speeds have been increased by $player's Empowering Circuit" when Empowering Circuit has no effect on movement speeds whatsoever.
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So I understand to celebrate the most joyous of holidays everyone currently has a Nerf Bat that can be used on friend and foe alike. I understand that attacking allies with it is intended. What appears to be unintended is that you can use it to attack friendly NPCs like Longbow in Atlas or PPD in Nova Praetoria and that they will take damage despite being allies. With enough whacks of the nerf bat, you can kill non-hostile NPCs and gain exp/inf off of them. Granted, the power is weak and temporary, but I theorize with enough participation a mob of unruly heroes could probably take down some particular NPCs like Ms. Liberty or Positron. If you're persistent enough with it, you can use it to kill mission-critical allies and break missions, such as killing Captain Duval in "Inspect Gravitech Labs" from Marauder before speaking to him.