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Everything posted by Captain Fabulous
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Any news on phase 2 of naming policy?
Captain Fabulous replied to Parthenon's topic in General Discussion
The problem is the naming policy isn't doing to do anything to stop people who literally create hundreds of characters for the sole purpose of locking down names; characters that never get played and exist solely to squat. The only thing it'll accomplish is to release names from accounts that have been abandoned. I don't know how feasible it is, but it would be great if our @ names could be added internally to character names like Cryptic did with Champions and Star Trek. Then everyone can get whatever character name they want and completely kneecap the squatters. -
No space between flypose and the #, so it's flypose1, flypose2, flypose3, flypose4. They are 4 separate commands, not one command with a numerical modifier.
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What have you slotted for that turned out to be useless?
Captain Fabulous replied to DougGraves's topic in General Discussion
It has a base recharge of 10 seconds and a duration of 8-16 seconds depending upon AT (ranged characters get 8, melee get 12-16), which will scale down based upon critter level and class. I guess if you really wanted to maximize it you could do 2 recharge reductions and 2-3 taunts. It's always been my understanding that higher MAG levels also increases threat, but like you said, it's all a bit vague as to exactly how it works. I use it a lot on Scrappers and Stalkers. Feared critters don't attack unless attacked first, so it's a great alternative damage mitigator. -
What have you slotted for that turned out to be useless?
Captain Fabulous replied to DougGraves's topic in General Discussion
The Presence pool as a whole is pretty damned awesome. An underappreciated gem. But yeah, you're never gonna out-taunt a Tank or Brute (or even a Scrapper) -- it's what they do. Even tho the MAG level of Provoke is the same as Tank/Brute Taunt and Scrapper Confront (MAG 4), Tanks/Brutes get a MAG 3/4 taunt aura and Tanks get Gauntlet (aka Punchvoke) that gives them another MAG 4 AoE taunt on every attack. Slotting Provoke with taunt enhancements doesn't increase the MAG level, only the duration, so that's not gonna help. The only way you might pull critters off a Tank or Brute is if you slot it with recharges and spam it. -
No sir, 1-4. Not sure what you're doing wrong, but I use them all the time so I know they work. You have to use it while you're actually moving otherwise it does nothing. IIRC there are some powers that interfere with it, but off the top of my head I can't remember which. So maybe that's what's going on? Try turning everything off, see if it works then.
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/em flypose# Where # is 1-4. They work. If you take Hover it will override the default fly pose, just run both Hover and Fly at the same time and you'll be upright.
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What have you slotted for that turned out to be useless?
Captain Fabulous replied to DougGraves's topic in General Discussion
Slotting for secondary effects is usually a pointless endeavor, e.g., -tohit in dark powers. And before some yahoo chimes in with "ackthulllly, slotting for -end in electric powers is awesome", 1.) I said "usually", and 2.) only useful if you can fully drain them and keep them drained. There are many cases where adding a 3rd slot of something can be mostly useless, for example, low % +defense powers. That extra slot might only give you an extra 1% or so, and you'd be better off putting that slot somewhere else. Hasten is another good example. That third slot of recharge reduction only saves you ~10 seconds with level 50 IOs, which for most builds isn't worth the slot. Slotting up Fitness powers is also of questionable use if you're just gonna drop in common IOs or SOs. You get a far better return on those slots with useful global IOs. -
There is a low level mission from Officer Fields (given by Matthew Habashy) called "Stop the Vahzilok plot against the Promenade". The end boss Joseph Botte takes no damage until you destroy the Life Machine near him. Create an alt on a secondary account, lock XP, set difficulty to -1 and he should be level 1. Team with your badger, have only the badger enter the mish, drop from the team and wail on him (he will run around a lot so either keep him locked down or on follow). Just don't use any AoEs cause you don't want to accidentally blow up the machine.
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Been doing the V-day missions on various villain characters and on each one both Scratch and DJ Zero introduce me to new contacts that are blue-side. I can accept them but obviously they don't show up since I can't get to them. I would imagine they should be giving me red contacts. Not sure if this is happening because I've been teamed with a hero, haven't tried doing it solo.
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Change out team teleport.
Captain Fabulous replied to Wicked Weather's topic in Suggestions & Feedback
Yup , bind. -
Change out team teleport.
Captain Fabulous replied to Wicked Weather's topic in Suggestions & Feedback
Hmm, dunno. I just tried it with Translocation and it works. Oddly enough I don't have any characters with Teleport. I *assume* it also works, but I guess it's possible it doesn't. I don't know about Combat Teleport. -
Change out team teleport.
Captain Fabulous replied to Wicked Weather's topic in Suggestions & Feedback
Hmmm. I'm gonna assume you replaced "key" with an actual key letter/name? Because it does indeed work, I just tested it to be sure something didn't break. You don't need line of sight for the bind/macro to work. You also don't need line of sight to use a reticle power. I often will drop a power from around a corner or from behind a pillar. The only requirement is that the target be within range of the power. But if it's not you should get a message saying so. -
Grandpa, tell me about the old days...
Captain Fabulous replied to GastlyGibus's topic in General Discussion
If SEGS ever gets up and running we'll be able to play I2. -
Grandpa, tell me about the old days...
Captain Fabulous replied to GastlyGibus's topic in General Discussion
Was in the original beta, but didn't really start playing regularly till just after launch. The game was very different, but great nonetheless. There was a lot more AT synergy than there is today, as soloing anything above +0 or +1 was hard for everyone, except maybe Scrappers. But yeah, no travel powers till level 14. Capes weren't in the game till later, and even then you had to do a level 20 mission to unlock them. Spent a lot of time Hovering across Kings Row and the Hollows because it was simply too dangerous to Sprint to all those missions you got at the opposite end of the zone with all the purple critters. Level cap was 40 and PI didn't exist yet. IMO, at least in terms of gameplay, I3 was perfection. I4 is when all the nerfs started, and I will die on this hill: ED broke the game. It was never the same (read: as good) after that. Jack never quite understood that playing superheroes should be a vastly different experience than playing D&D. It was a very difficult time, watching him slowly dismantle what was previously such a great game to play (I mean, it was still fun and I still played, but it just wasn't the same; you never really ever felt "super"). IOs came something like 2 years later, and one could theoretically make up for what had been taken away, but it required a LOT of grinding for INF and/or playing the market, and created a huge divide between the casual and hardcore players in terms of raw power, something the game still struggles with now. -
Change out team teleport.
Captain Fabulous replied to Wicked Weather's topic in Suggestions & Feedback
You have to target something, either a critter, a friendly, or an object, and you'll be teleported to it as long as they're within your TP range. It basically puts the targeting reticle at their location. Useful bind for all powers that use targeting reticles, not just TP. -
Congrats?
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PB Squid Form Switching blinds me
Captain Fabulous replied to ZEdglord's topic in Peacebringer & Warshade
Try playing around with colors in the costume creator, maybe you can tone it down that way. -
Yeah, I'm not against some kind of scaling absorb or HoT. I've suggested it a number of times for Instant Healing. Just not more +regen. The set needs diversification and some layered protection like other sets get, but without dipping into +defense or +resistance.
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Why would there need to be a self-heal restriction? The DoT is gonna keep going whether you heal yourself or not. You're not negating the incoming damage, just delaying a portion of it. Integration should definitely have +absorb. I'd also like to see Fast Healing get some +HP. Make Instant Healing a scaling HoT toggle. Make MoG 30 seconds with the same CD and halve the protection it gives. There's a lot that can be done to improve the set. There just needs to be a will by the devs to do so.
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The problem with stacking more and more +regen is that it has diminishing returns. And there are critters that can significantly debuff regen. The set needs other kinds of mitigation tools that aren't directly tied to +regen, such as absorption, +HP, and HoTs -- still thematic to the set, but not putting all your eggs in one basket.
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You could do what the OP proposed here except for the "if the enemy dies..." part. That bit I don't think is possible. You basically give whatever power you want to have this ability 50% damage reduction and a self-DoT over X number of seconds for the other 50%. You'd probably do it as a pseudo pet. I'm not saying I like the idea, but it could theoretically be done.