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Everything posted by Jacke
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Taunt is available to all Tankers at Level 10. It can be challenging to take Taunt at Level 10 or even Level 20 and under, what with all the other Powers wanted and needed. And whether the Tanker can take the attention that Taunt gathers is another question.
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@Mystoc, if this was done (difficult as others have pointed out), why not include Pool revives like Unrelenting? The solution is a Toggle-Turn-On-Macro. I've standardized on Tray 3 Slot 9 containing a Turn-On-Macro for Stealth Powers, Tray 3 Slot 10 containing one for Fighting Powers (Protection, etc.). I also changed my keybinds extensively allowing me to press S to trigger the Stealth Macro, F the Fighting Powers (WERD are the movement keys). Here's the Macros for any Ninjitsu (Scrapper or Sentinel) Toon. As with other $$ chained powexectoggleon macros, the Powers are turned on from right to left in the macro. I've got a config file with all sorts of these commands that I can paste into the Game Client. /macroslot 29 +F "powexectoggleon Tactics$$powexectoggleon Assault$$powexectoggleon Maneuvers$$powexectoggleon Tough$$powexectoggleon Weave$$powexectoggleon Shinobi-Iri$$powexectoggleon Danger Sense$$powexectoggleon Ninja Reflexes" /macroslot 28 +S "powexectoggleon Shinobi-Iri$$powexectoggleon Prestige Power Surge"
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Devices' Field Operative has 15ft of stealth that doesn't suppress unless the Toon is Stunned, Held, or Slept.
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When I decided to redo my Praetorian Toons, I decided I would make a Praetorian version of my main, AR/Devices Blaster. Just created this morning. Surprised I didn't think of this before.
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Why is it that few people seem to read the entire post?
Jacke replied to Diantane's topic in General Discussion
@Diantane, @Ghost is very much right. Need to take the effort to summarize. Also applies on a higher level. Make too many posts and people will not pay that much attention. -
I think it's the same as other Mobs: Based upon Level difference, adjust for Purple Patch. Resistance Debuffs are Resisted by the Target's Resistance. Effectively makes a Resistance Debuff (after Purple Patch) a % Damage increase outside of the Enhancement System.
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My main is an AR/Devices Blaster that started as a Hero and is now Vigilante (to get easy access to all Zones). I've thought of rolling the same Toon again as a Goldside Completist.
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Now I'm wondering what a @Snarky SF would be like.... 😺
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Because Mr Nuke incoming isn't anyone's friend. 😺 Could use those flashing arrows on the ground like Colonel Duray puts down in the Sutter TF. Except put them down solid in a 60ft+ radius AoE. No just stepping to the side to get out of this damage template. 😺
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At least LRM Rocket like other Snipes has a Fast Mode now. (But in my Arsenal Mastery builds, I don't take it now, but have in the past.) Let's make it spicy with Damage to all in the impact zone! 😺
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Talking about Zone changes. Next up appears to be populating Kallisti Wharf with mobs and other features. There's also a lot of little Zone fixes going on too. I'd like to see Galaxy City come back. And before that, fix up Echo: Galaxy City, at least similar to Echo: Atlas Park with a trainer and a real Arena.
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I think a punk like Darren Wade taking out Statesman is just wrong. Be that as it may, I want Statesman to come back as a Ghost. And have all the Ghostly Paragon City and Rogue Island NPCs start hanging out somewhere. Maybe have Ghost Statesman give out a new Task Force. EDIT: Same for Sister Psyche. If anyone can come back as Ghosts, those two should.
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powerset suggestion Mastermind Primary Powerset Suggestion: Slimes!
Jacke replied to Jeagan's topic in Suggestions & Feedback
There's got to be a chance for the Slimes to turn on their Mastermind, mob them, and turn them into Slime. Whether a rebellion or the ultimate Self-Buff...? -
The Galaxy City map from Pre-Issue 21 still exists and there is a Dev tool to transfer to a map by its index number. Also, put me down as hating the abuse of a whole City Zone in Issue 21. I want to see Galaxy City come back!
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Last I heard there were at least 3 secret groups claiming to be the Illuminati. You gravely underestimate the Prussian Prince of Automatons. He knows trying to control everything often ends up controlling nothing and will only lead to unwelcome attention. Sometimes it not being Nemesis is the Nemesis Plot! 😺 Also, often Nemesis likes to kick back with some popcorn and watch lessor conspirators make fools of themselves.
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Player Feedback Request: Protector of Paragon City
Jacke replied to Dev Unitas's topic in Suggestions & Feedback
I agree this should be changed. I don't run pure Hero characters, but a pure Hero character should be able to earn Protector of Paragon City without changing from Hero. I also thing changing Shauna Braun's Arc to allow it to be run by Heroes isn't a good fix. As for what should replace Beyond Reasonable Doubt, although there are many great non-Badge Arcs, there's no way at the moment to test for Arc Souvenirs in Popmenus. It's easier for Players to use Badge Arcs as Prerequisites. So here's the Badges I think should be considered to replace Beyond Reasonable Doubt: Savior of Atlas Park (Aaron Thiery's Arc) Complicated (Frostfire, Flux's Hollows Arc) Skull Buster (Eagle Eye's Kings Row Arc) Rescuer (Penelope Yin's Faultline Arc) Dignified Combatant (Graham Easton's Steel Canyon Arc Hero choice) -
Aggro Foe and Friend!
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Here's my Spines/Fire Brute build good for all content. Good for SL and F farms Page 5 and after, with Stealth turned off for AFK. Really needs the +MaxHP Accolades for AFK Farming else it gets defeated too often. Brute Spines-FieryA.20230113.EnergyM Stealth [i27p7] @Jacke - Jacke Rubra.mbd
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Damn, guess he's bitter after getting sacked by Aflac.
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Mynd you, moose bites Kan be pretti nasti...
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I'd like another standard SG Portal in the Tiki Club for Players who want to be out-of-the-way. Maybe the servers in the Tiki Club also be restored as Inspiration Vendors.
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Besides what @Rudra and @Snarky have said, if the Aggro Caps were removed, there would be a whole lot more Tanker defeats. Those halcyon times in the past were also before things like the Global Defense Nerf and Enhancement Diversification. Just allowing mobs above the Aggro limit to do ranged attacks in Issue 27 Page 5 made Farming more complex as the Farming Build had to be exacting not to fall to more attacks. Removing the Aggro Caps on Tankers would be brutal, especially for less than optimal builds.
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Welp, the Panacea Proc in CoD2 has "Entities Affected" (and "Entities Autohit") as "Self". So wherever it's slotted, I'd think it would only affect the Caster. https://cod.uberguy.net/html/power.html?power=boosts.crafted_panacea_f.crafted_panacea_f
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In Stamina, I'd stay with 3 Slots total, but put in Synapse's Shock EndMod and EndMod/RunSpeed, with in the 3rd Slot either Performance Shifter +End Proc or Power Transfer +Heal Proc (if can put in 4 Slots total, both). That gives a great +RunSpeed buff as well as usually enough +Rec +End.