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The mission you're looking for is the Hero/Vigilante tip mission "Cloud of Odorous Smoke." You can grab it from the mission computer under the "Security Level 40" dropdown. When you do the tip choose the Vigilante option; the Hero one only seems to spawn Council. Once you get into the Vigilante choice there should be at least a few spawns of Void Hunters: Hope that helps, and happy hunting!
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Your best bet for more DDR (and other debuff resistance) in high level content will be the Destiny power Ageless, Radial path. It offers a large amount of debuff resistance for a short time, which fades slowly. The T4 persists for the entire recharge of the power (2 minutes) at a reasonable amount, 20% IIRC. Barrier can also be used, since it gives such a massive amount of protection that it will stop or delay most -defense cascade failures. In lower level content Shadow Meld in the Soul Mastery Epic/Ancillary pool can be useful to counter large amounts of -defense. It doesn't offer DDR specifically, but if you hit it during a defense debuff cascade it's often enough to stop it, or at least give you some breathing room to eliminate the source of the debuffs. The T9 for Willpower can be used in this way also. It lets you spike your resistance long enough to regen some health and take out whatever's troubling you most. I usually take one or the other on a Willpower build.
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A workaround is to put your character on a Resistance Ouro arc with a contact in Vetrano's base in the Neutropolis Underground. Then teleport to contact through the Ouro crystal, bypassing the door check, then quit the arc and complete the tip as normal. The contacts in question there are Crow, Dr. Helix, and Calvin Scott -- all the Neutropolis Crusaders.
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Power: Blaster - Dark Mastery - Possess Bug: Power applies debuffs to self rather than target. Testing: Dual Pistols: Pistols power on Level 1 Blood Brother Brawlers before use of Possess, then after. Expected Results: Pistols power deals same damage to Brawlers. Results: Pistols power damage does not deal same damage. The values reflect a -30% damage debuff, identical to the Combat Attributes display and Possess power details. Note also that the ranged defense value in Combat Attributes is reduced, the normal value is 5.25% from active powers. Example results:
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See topic. Because according to the detailed power info (and Combat Attributes), it does. In addition to the confuse and -tohit on the target, the player gets slapped with a -30% Power Boost-type effect, and -30% to all damage. It goes on like that for a while, rendering the power more harmful than helpful.
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All good suggestions! Two more good outlets for RP are: (5) The statue of Atlas in Atlas Park can draw a decent amount of open RP also. Just look for people with pink names who are tagged for RP. It's not as busy as Pocket D, but it's a distinct feeling since it's outdoors and not as "club" focused. (6) Look for teams in LFG that are advertised as RP, or RP-Lite. Those are a good way to get a feel for what roleplaying in a real-time environment is like, without too much pressure on you. The PvE aspect keeps things moving and gives you a steady source of things to talk or quip about. Depending on the team, it's usually typical to talk after a few spawns to go a little deeper, though less so on the ones advertised as RP-Lite.
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Which is broken: Power Monitor or Evolving Armor?
ViciousCabaret replied to Erratic1's topic in General Discussion
Did you have a foe in range when you were checking power monitor? IIRC Evolving Armor does nothing but drain endurance with no enemies in range. It will only start giving resistance when you have an enemy in its aura. EDIT: Just checked, this is the behavior I'm seeing, at least on the Brute version of the set. -
Maybe a Dual Pistol/Mental Manipulation Blaster? Mental Manipulation has a strong knockback (TK Thrust), plus some control you might be able to fluff as gravity or mass manipulation with changing FX colors. You could also put Knockdown procs Psychic Scream (from Ragnarok) and Psychic Shockwave (an Overwhelming Force or the one from Avalanche) to make them look/act more like telekinesis.
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For melee characters, the most numbers I've seen ticking has to be the combination of Bio Armor and Savage Melee. Bio Armor has a damage aura and a damage proc when in Offensive Mode. Savage Melee is very DoT-heavy (though avoid Hemorrhage unless you really want it), so you'll see a lot of orange numbers going off with it as well. For a bit of extra chaos you can also put an OF knockdown proc in Savage Leap. For ranged damage characters, I'd suggest anything that creates a lot of damage patches. So Ice Blast, Fire Blast, Water Blast, Archery (with Rain of Arrows), something like that, and then a support set that does the same -- Storm and Cold would both be good choices. I haven't played Cold much, but I've play Storm with Ice, Fire, and Water and it works very well with all of them. Storm is about as chaotic as it gets, Cold is more controlled. Finally, if you want a control character with a lot numbers, Storm or Cold with Illusion would work out quite well, I think. I haven't played those specific combinations, but Storm and Cold have the damage/debuff patches, and Illusion will get you a lot of both numbers and chaos with Phantom Army. You can also toss a set with a damage proc into Spectral Terror if you want that to contribute as well.
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Pokemon Scrappers - Or, how to play them all...
ViciousCabaret replied to Errants's topic in Scrapper
Saw Psi Melee/Willpower on your list and I wanted to warn you, they have a bad interaction: Mass Levitate can fling things out of Rise to the Challenge. It's a small but sometimes noticeable reduction in how much regeneration you receive from the power, especially against groups where Willpower struggles (Malta, Arachnos, etc.). I think the issue can be remedied with a -Knock IO put into Mass Levitate (not certain if -KB works on KU though), but half the fun of the power is tossing enemies around. Also, the control aspect of it can be helpful in tight situations, which are exactly the ones where the flinging can become a problem. -
For a bind, type this into the text box and it should do it: /bind [KEY] "say Your powers are weak, $target." Where [KEY] is the key or button you want to trigger the statement. The 'say' part makes it go to whatever channel you have active. If you want it to always go to local or another channel, use that one's name instead like so: /bind [KEY] "local Your powers are weak, $target." The '$target' is the wildcard expression that will be replaced by whatever you have targeted. If you have nothing targeted it defaults to just saying '$target' which can look silly. As far as Divine Avalanche, it depends on your build and secondary. Super Reflexes likely won't have a use for it at all, since your defense will ideally be capped already and just about impossible to debuff below that. Energy Aura, Invuln, or another defense/layered secondary with less debuff resist can make use of it to cap Lethal/Melee defense without making a set bonus investment, or to pad against debuffs. It's a trade-off against the lower damage of the attack, though. Secondaries with no defense at all can make use of it to get SOME defense or pad against debuffs, and might see the most return.
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Enemy Scramble Thought is autohit?
ViciousCabaret replied to MrSnottyPants's topic in General Discussion
There's that version of Scramble Thoughts, and there is also Mental Scramble. In my experience Mental Scramble is the source of a lot of rapid defeats (or near-defeats) since, like their Scramble Thoughts, it is auto-hit, and is a severe single target -tohit, -defense, and -perception debuff. It lasts for as long as it takes to recharge, so if you're solo it can be effectively permanent on you. Also, it stacks, so you can be seriously messed over if more than one Tarantula Mistress is in a group. Here are the in-game stats for it, from a standard radio mission at even level: Here's the CoD page for it: https://cod.uberguy.net/html/power.html?power=v_arachnos.tarantula_mistress_high.mental_scramble