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Everything posted by Sailboat
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I believe the cap is (before contemplated changes) five you can affect with one Taunt or one Gauntlet from an attack...BUT the effect can accumulate on up to 17 total foes. So you might taunt 5, attact 5 more with gauntlet, and grab 7 more with your taunt aura (e. g., Invincibility) and then hold aggro on those 17 until some are defeated (and hopefully replaced by freshly aggroed foes). So 5 at a time up to a cumulative total of 17.
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My Storm/Dark/Dark Defender is, in fact, named "The Stormy Knight." His bio is about his being a literary character from an alternate universe -- Paul Clifford, from Edward Bulwer-Lytton's pre-Victorian novel Paul Clifford that introduced the cliche "it was a dark and stormy night..." in its opening sentence. In my retelling, Bulwer-Lytton winds up getting contaminated by radioactivity (dating Marie Curie, it's alternate universe remember). Thus it's absolutely to be expected Paul would become a super hero -- he was, after all, written by a radioactive writer.
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Aha, is that something that post-dates Paragonwiki? https://paragonwiki.com/wiki/Scrapper's_Strike
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When you say "the two," you are referring to Scrapper's Strike +crit chance and...?
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I've noticed that while some arcs do not, some do specifically exemplar the player down to level 1. It seems to be a thing. Is there some advantage to this? Some purpose?
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So old story time: many years ago my high school set played En Garde, a not-very-sophisticated tabletop roleplaying game of Three-Musketeers-style fencing adventures in France. The game allowed for team play but also pvp competition. We were...not very cooperative players. The ones who won the initial duels rather unchivalrously killed their competitors and leveled up...soon, no new character had a serious hope of besting the established high-level players, who continued to play mainly to lord it over the rest of us with all the arrogance an American high schooler imagines a French aristocrat would display. But there was some role-playing. So I took the low road, and sought revenge through social means. I named my next character Partze. Monsieur Partze concentrated solely on parries and defensive moves -- his intention was not to win any duels, but to survive, and to be introduced at important court social events. He soon managed to enter the Queen's Own royal regiment, if only at the very lowest rung on the ladder, which not so much allowed as REQUIRED that he be introduced at court functions -- and the victory parties of my elitist acquaintances -- as "Private Partze, of the Queen's Own!"
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Megajoule is correct. Before the caps, every team was one Tanker, one AoE Blaster, who really only used his nuke, and whatever dead weight characters they deigned to allow to witness their glory. Support, control, story, and adventure were all viewed as quaintly unnecessary. Nobody else got to play except the Tank and the nuker. Meanwhile of course the very idea that all of villaindom would crowd into a dumpster for easy disposal was ludicrous. Mass herding was nothing more than a game mechanic, not a heroic adventure. The aggro and target caps might not have been the only way to fix it, but they did fix it, allowing the game to consist of other people again. Best thing that ever happened to the game, hands down.
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Snipes, is it worth slotting +to hit for damage?
Sailboat replied to myyth's topic in General Discussion
Just as an aside, I enjoyed seeing "Slim Pickens" talk about the scarcity of power picks. -
issue 26 Patch Notes for August 27th, 2019
Sailboat replied to Leandro's topic in Patch Notes Discussion
Uh...Insta-snipe from +22% to-hit wasn't in the game originally, was it? Also, the to-hit bonuses you have accumulated increase the damage of your insta-snipe, thus still benefiting you. -
Storm/Dark was my favorite character to play, period, at the moment of shutdown...and is my current main. So it's been an obsession for about 8 years. That said, I am excited to see any Defender whose player appears to have enthusiasm for their character. I must confess the contrarian in me has a harder time appreciating the healing-focused sets, however. Generally I like debuffers a bit more than buffers just because I like to see the bad guys suffer (and because I've never seen another game where debuffers are so powerful).
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Given that much of the survivability of a Fiery Aura Tanker comes from timing Healing Flames (once you're slotted up, at least), would it be worthwhile to invest in the new Medicine Pool synergies to develop a secondary self-heal for times HF is on cooldown? Or is the opportunity cost too high?
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Facemaker.
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So I got this unsolicited PM (username redacted): " Am xxxxxxx by name, I want us to be friends, email me at ( [email protected] ) i have something important to discuss with you i don't always come online here please email me now " Long experience online has made me suspicious of phishing attempts. The apparent urgency to respond now puts me even more on my guard. Have other folks received similar or identical PMs? Is this a known thing? Or just a poorly-constructed but genuine attempt at friendship?
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Greatly enjoying Water/Martial. Water has plenty of ranged killing power and mitigation (knockdowns and slows), but I've found that there's often a few guys trying to get all up in my grille. Reaction Time literally gives me time to react before they reach me, and I can Ki Push them or kick the hell out of them (ideally both, as Synfoola says above). I find myself enjoying Storm Kick and Dragon's Tail so much that I run toward danger just so I can kick. You know, occasionally one sees threads wishing for a ranged attack primary/melee attack secondary Archetype, and it strikes me that /Martial Blasters are basically that.
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"Martial: Reaction Time: Toggle, Type TempHP. 30ft Radius Slow, -Recharge. +40% Recharge (Self) A strong one to be sure. Rather than -Dmg to enemies, this one gives you higher recharge speed yourself. That's right. Your Sustain is just over half a perma-haste all on its own." Are you sure about that? Currently running Martial Combat, Reaction Time, and seeing no bonus when the toggle is on.
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Homecoming Server Update (June 26th): Donation Window Poll
Sailboat replied to Cipher's topic in Announcements
Gentlemen, you can't fight in here! This is the WAR ROOM! -
I've been playing Ice/Time for exactly this combo. So far no enhancements at all, and it works well, although End-heavy.
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Khitan General: My fear is that my sons will never understand me... Hao! Dai ye! We won again! [Cheers] This is good. But what is best in life? Khitan Warrior: The open steppe, a fleet horse, falcons at your wrist, and the wind in your hair. Khitan General: Wrong! CoHnan, what is best in life? CoHnan: To crush the purple cons, see them knocked down before you, and to hear the ding of the level-up!
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Just for the humor, I kinda wish they'd move the menu option from "Head/Headless" to "Head/None."
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I like Ice/Time, if for no other reason than pairing Arctic Air and Time's Juncture. Running both is hell on the endurance bar, but surprisingly awesome soft control. The radius of both PBAoE toggles is the same. The dual slows are nice, but AA has a "flee" component that makes mobs run from side to side uselessly (and very, very slowly) when they are not confused into attacking each other. TJ reduces their chance to hit and damage -- combined with Ice Slick, allowing you to safely enter the spawn and apply your toggles -- but also reduces the chance to hit and damage dealt by confused mobs. Confuse has already been demonstrated to be a good status effect even though you don't get exp for damage foes do each other...in this combo, they do each other a lot less damage, "stealing" less of your potential exp. You will, however, want to team up with such a build, as you will want someone to help dps them down.
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I don't get why this is so much better than CO
Sailboat replied to Warpstarr's topic in General Discussion
Tabletop Champions player & GM from way back -- my real name is listed as a playtester in the 4th Edition big blue book. I had the good fortune to be friends with Rob Bell. None of that gives me any credibility regarding the computer game, which I never played, except to note that Dr. Destroyer and Grond waaaaay predate the computer game. They might have been Marvel homages at creation, but their presence more than a decade later in Champions Online doesn't imply any Marvel involvement. -
Hover all the time in sewers.
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The Incarnate system: trivializing Archtypes
Sailboat replied to ed_anger's topic in General Discussion
I recognize not everyone plays the way I prefer, in fact I'm almost certainly in the minority on this issue. But I never wanted Incarnate powers in the first place. The moment they were announced, the threats of power creep, co tent trivialization, and archetype homogenization reared their heads. Furthermore, there was something very satisfying about "finishing" a character, which is not really possible any more. But here we are. -
Add Sort Options to Character Selection Screen?
Sailboat replied to Sailboat's topic in Suggestions & Feedback
Well if I had to choose, level, AT, and alphanumeric would be my favorites and offer significant flexibility. While last played would be useful, level might serve as a proxy, since your level 1s probably have not seen a lot of action and your 50s won't lose their names. -
1) At higher levels, you can live without the T1. It's useful until you have a lot of powers and recharge. I usually keep it but I can't make a really good argument for doing so. The T2 (Gloom) is way too good to skip. 2) Snipe changes still pending. I use mine, hard to say in the long run. 3) The cone knockback -- Torrent? I use it for positioning....much faster than Gale and with a useful debuff. 4) I take the nuke, although historically I had trouble committing to using it. I *think* it's crashless now. 5) I take the disorient and Oppressive Gloom from the ancillary, giving me THREE stackable stuns, one of which is a toggle! Have fun storming the castle!