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Everything posted by Captain Fabulous
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I know that electricity powers are different. Villain default is red while hero is bluish/purple. Other than that and Invulnerability, which other sets are colored differently?
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Turns out that's really close to what I did. Temp Invulnerability looks best with white/white. Dull Pain I used 2 greens that I think comes really close to the original. Unyielding has a bit of a pinkish/purple color to it, so I used one of the palest purple colors as the primary and white as the secondary. Invincibility is an odd one. If you go with Bright the effect never fades no matter which colors you choose. In the tailor preview if you use original the first bit looks like the Tank version, and the second part has the dark theme. But if you actually leave it on original it looks just like the Tank version during actual gameplay. The dark blobs you see in the tailor preview aren't there at all. I don't use Unstoppable (can we please get rid of penalties on powers -- it's sooooo 2004!) so I didn't even bother to try and match it. So yeah, turns out it was a lot easier to get it to match than I expected.
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I think I've gotten pretty close, but after a few minutes of going back and forth I get a bit bleary-eyed. I'd be happy to share what I came up with. I was just wondering if anyone else did a better job than I did.
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Sooo... When making a Brute the original Invulnerability colors are dark, a hold-over from when Brutes were villain-only. I get it. And because the game doesn't know you're going to be a hero or villain until after you create your character it doesn't know you'd rather have the default hero colors for Invulnerability. Got that too. Short of the devs adding the option to use the default hero colors in the drop down box (unsure if even possible), the only option is custom colors. Which, while a nice option, can be very difficult to fully replicate the original colors. I'm wondering if anyone knows of a resource that has figured out which colors to use in order to replicate the Invul powers closest to original. Thanks.
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I'm baaaaack! Really enjoying this character, but lamenting the squishiness. I'm trying to build in as much defense as possible without losing PermaDom but it's proving to be challenging. Right now I'm at ~28% melee/ranged and 26% AoE defense and capped S/L resists. Good, but not great. Any advice is appreciated. A couple of things: This character is very thematic, so */*/Fire is essential I won't drop Rise of the Phoenix or Afterburner so please don't suggest it Not willing or able to spend huge $$$ on this, needs to be kept under ~100 million unless someone wants to be my sugar daddy, so this rules out purples, ATOs, and other ridiculously overpriced IOs Gotta have PermaDom. Non-negotiable And... GO! Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Mutation Dominator Primary Power Set: Fire Control Secondary Power Set: Psionic Assault Power Pool: Fighting Power Pool: Leadership Power Pool: Flight Power Pool: Speed Ancillary Pool: Fire Mastery Hero Profile: Level 1: Char -- Slv-Acc/Dmg(A), Rui-Acc/Dmg(3), Dmg-I(3) Level 1: Psionic Dart -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(5), Dcm-Dmg/Rchg(5), Dcm-Acc/EndRdx/Rchg(7), Dcm-Acc/Dmg/Rchg(7) Level 2: Mind Probe -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(9), TchofDth-Dmg/Rchg(9), TchofDth-Acc/Dmg/EndRdx(11), TchofDth-Dmg/EndRdx/Rchg(11), TchofDth-Dam%(13) Level 4: Kick -- Acc-I(A) Level 6: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(15), DefBuff-I(17), DefBuff-I(17) Level 8: Fly -- Flight-I(A) Level 10: Hover -- LucoftheG-Def/Rchg+(A) Level 12: Flashfire -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(19), Bmbdmt-Dam/Rech(19), Bmbdmt-Acc/Dam/Rech(21), Bmbdmt-Acc/Dam/Rech/End(21) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23) Level 16: Tough -- GldArm-3defTpProc(A), ResDam-I(25) Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(25), BslGaz-Rchg/Hold(27), BslGaz-Acc/EndRdx/Rchg/Hold(27) Level 20: Drain Psyche -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(29), NmnCnv-Heal/Rchg(29), NmnCnv-Heal/EndRdx/Rchg(31), NmnCnv-Heal(31), NmnCnv-Regen/Rcvry+(31) Level 22: Weave -- LucoftheG-Def/Rchg+(A), DefBuff-I(33), DefBuff-I(33) Level 24: Afterburner -- LucoftheG-Def/Rchg+(A) Level 26: Bonfire -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(33), Bmbdmt-Dam/Rech(34), Bmbdmt-Acc/Dam/Rech(34), Bmbdmt-Acc/Dam/Rech/End(34), OvrFrc-Dam/KB(36) Level 28: Hot Feet -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(37), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37) Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(39), GssSynFr--ToHit/Rchg/EndRdx(39), GssSynFr--Rchg/EndRdx(39), GssSynFr--ToHit/EndRdx(40), GssSynFr--Build%(40) Level 32: Fire Imps -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(40), CaltoArm-Dmg/EndRdx(42), CaltoArm-Acc/Dmg/Rchg(42), CaltoArm-EndRdx/Dmg/Rchg(42), CaltoArm-+Def(Pets)(43) Level 35: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(43), StnoftheM-Acc/ActRdx/Rng(43), StnoftheM-Dmg/ActRdx/Rchg(45), StnoftheM-Dmg/EndRdx/Rchg(45) Level 38: Psychic Shockwave -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(45), ScrDrv-Dmg/Rchg(46), ScrDrv-Acc/Rchg(50), ScrDrv-Acc/Dmg/EndRdx(50) Level 41: Fire Ball -- AirBrs-Acc/Dmg(A), Ann-Acc/Dmg(46), Dmg-I(46) Level 44: Fire Shield -- StdPrt-ResDam/Def+(A), ResDam-I(48), ResDam-I(48) Level 47: Rain of Fire -- AirBrs-Acc/Dmg(A), Ann-Acc/Dmg(48), Dmg-I(50) Level 49: Rise of the Phoenix -- Prv-Absorb%(A) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(13) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(15) ------------
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Playstyle for a Dom, and their limitations
Captain Fabulous replied to Captain Fabulous's topic in Dominator
I went with the Preemptive Optimization set for the 3.75% global recharge bonus. I really only need to hit 1 critter to have more than enough recovery. The problem with DP is the range is a lot smaller than it appears, 10 ft. I've found that trying to get more than 2-3 winds up with me getting maybe 1, sometimes none, simply because they're not close enough together. -
Playstyle for a Dom, and their limitations
Captain Fabulous replied to Captain Fabulous's topic in Dominator
A couple things: power order is a bit wonky in Mids, but everything is there. My initial goal was to get permadom without spending a fortune, and this cost me under 50 million. I have no desire to spend 500+ million on this build, so please don't suggest I pick up 25+ purple set IOs that are $20 million each. It ain't gonna happen unless I find myself a sugar daddy. But I'm also aware that this means this build might be as good as it gets. I honestly don't see how I would get the Fighting pool in there. I'd have to give up Afterburner, Rise of the Phoenix, and maybe Fire Cages? Reallocate slots from Health and Stamina. Hm, maybe. It would suck losing those powers tho. I do like building to a theme and Afterburner and RotP fit very nicely. -
Playstyle for a Dom, and their limitations
Captain Fabulous replied to Captain Fabulous's topic in Dominator
Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Mutation Dominator Primary Power Set: Fire Control Secondary Power Set: Psionic Assault Power Pool: Leadership Power Pool: Flight Power Pool: Speed Ancillary Pool: Fire Mastery Hero Profile: Level 1: Char -- Slv-Acc/Dmg(A), Rui-Acc/Dmg(3), Dmg-I(3) Level 1: Psionic Dart -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(5), Dcm-Dmg/Rchg(5), Dcm-Acc/EndRdx/Rchg(7), Dcm-Acc/Dmg/Rchg(9) Level 2: Mind Probe -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/Rchg(9), CrsImp-Acc/Dmg/Rchg(11), CrsImp-Acc/Dmg/EndRdx(11), CrsImp-Dmg/EndRdx/Rchg(13) Level 4: Fire Cages -- AirBrs-Acc/Dmg(A), Ann-Acc/Dmg(13), Dmg-I(15) Level 6: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(45) Level 8: Fly -- Flight-I(A) Level 10: Mental Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(15), Dcm-Dmg/Rchg(17), Dcm-Acc/EndRdx/Rchg(17), Dcm-Acc/Dmg/Rchg(19) Level 12: Flashfire -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(19), Bmbdmt-Dam/Rech(23), Bmbdmt-Acc/Dam/Rech(25), Bmbdmt-Acc/Dam/Rech/End(25) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29) Level 16: Psychic Scream -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(29), Bmbdmt-Dam/Rech(31), Bmbdmt-Acc/Dam/Rech(31), Bmbdmt-Acc/Dam/Rech/End(33) Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(33), BslGaz-Rchg/Hold(34), BslGaz-Acc/EndRdx/Rchg/Hold(34) Level 20: Drain Psyche -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(21), PreOptmz-EndMod/Acc/Rech(23), PreOptmz-EndMod/End/Rech(34) Level 22: Hover -- LucoftheG-Def/Rchg+(A) Level 24: Afterburner -- LucoftheG-Def/Rchg+(A) Level 26: Bonfire -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(27), Bmbdmt-Dam/Rech(36), Bmbdmt-Acc/Dam/Rech(36), Bmbdmt-Acc/Dam/Rech/End(36), OvrFrc-Dam/KB(50) Level 28: Hot Feet -- ClvBlo-Acc/Dmg(A), ClvBlo-Dmg/EndRdx(37), Mlt-Acc/Dmg(37), Mlt-Dmg/EndRdx(37) Level 30: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(31), AdjTrg-ToHit/EndRdx/Rchg(39), AdjTrg-EndRdx/Rchg(39), AdjTrg-ToHit/EndRdx(39) Level 32: Fire Imps -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(33), CaltoArm-Dmg/EndRdx(40), CaltoArm-Acc/Dmg/Rchg(40), Dmg-I(40) Level 35: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(42), StnoftheM-Acc/ActRdx/Rng(42), StnoftheM-Dmg/ActRdx/Rchg(42), StnoftheM-Dmg/EndRdx/Rchg(43) Level 38: Psychic Shockwave -- ClvBlo-Acc/Dmg(A), Mlt-Acc/Dmg(43), Dmg-I(43) Level 41: Fire Ball -- AirBrs-Acc/Dmg(A), Ann-Acc/Dmg(45), Dmg-I(46) Level 44: Fire Shield -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(48) Level 47: Rain of Fire -- AirBrs-Acc/Dmg(A), Ann-Acc/Dmg(48), Dmg-I(48) Level 49: Rise of the Phoenix -- Prv-Absorb%(A) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 10: Shadow Recall -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(45), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(7), EndMod-I(46), PrfShf-End%(46), PwrTrns-+Heal(50) ------------ -
Fix for cutscenes on ultrawide monitors?
Captain Fabulous replied to Captain Fabulous's topic in Bug Reports
Yeah, I can't say why it was done that way, probably because it was quick and easy, but the black bars are added to cutscenes to give them a cinematic look. Also gotta remember that from 2004-2011 1080p was the super high-end, with most people still using 4:3 monitors. -
Fix for cutscenes on ultrawide monitors?
Captain Fabulous replied to Captain Fabulous's topic in Bug Reports
That works too. But you know people will complain. -
Fix for cutscenes on ultrawide monitors?
Captain Fabulous replied to Captain Fabulous's topic in Bug Reports
Yeah, for you the bars need to be extended. But for me the bars need to be removed, because all I get is a very narrow viewport since my screen is already ultrawide. -
I've just gotten a Dom I really like, fire/psi/fire to level 50 and kitted out with 85% global recharge + Hasten for permadom. It's totally night and day in terms of performance and I love it, so very fun to play. But man, I am squishy. If I can't lock every critter down quickly I'm toast, plain and simple. And with the RNG mechanics the way they are means even at 95% chance to hit I invariably will miss 2-4 in a big spawn. And those 2-4 will hunt me down like a mad dog, ignoring all but a direct taunt from a Tank or Brute. If they're moving towards me I can usually lock them down again, but very often they'll just chew away at me from range without my even seeing where they are, which is crazy annoying. I wind up having to use geometry to protect myself and force them to come to me. A lot of my powers are PbAoE, but running into the middle of mobs to maximize their use seems to end in a face plant. I've got 12.79% positional defenses and 39.18% S/L resists, and while it helps me not get one-shotted, I still drop quickly if attacked. I also have the full suite of healing and end mod IOs like Panacea, Numina's, Miracle, Preventative Med, Power Transfer, and Performance Shifter. And again, the +absorb and +heal procs I'm sure help, but it feels marginal instead of substantive. Is this pretty much the best it gets for Dominators? I mean, I see people brag about how they can easily do +4/x8 content on tricked-out Blasters, who should be just, if not more squishy, so I dunno. I just unlocked my Alpha slot but don't have enough mats to craft it yet (I think I'm going to go with Musculature until I can get Intuition ranked up a bit, but open to suggestions here). Will further Incarnate abilities fill in gaps? While I could focus more on resists and defense by going into the Fighting pool, it would require giving up most of the Fire Mastery APP, which is a huge source of damage for me, so I'm not sure the extra resists and defense would make up for the huge loss in damage. My build is tight and doesn't have much if any wiggle room. Thoughts from the Dominator pros?
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Low priority for sure, but would it be possible to fix cutscenes on ultrawide monitors, i.e., remove the black bars on the top and bottom that a.) don't go all the way across the screen, and b.) chop off a significant amount of the image (it's already wide on an ultrawide and doesn't need the extra letterboxing) and makes a lot of the dialogue unreadable?
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I figured it out. The problem was ReShade. I updated it to the latest version and it works fine now. Thanks for the help.
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Yeah, 64-bit Windows 10, fully patched, drivers are up to date, no issues running 64-bit clients of other games or 64-bit games themselves. It's just so odd.
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Quick question: I have a Dell G7 15 with Intel and Nvidia graphics. The game runs fine, but only with the 32-bit client. The 64-bit client just won't run, and I can't figure out why. Has anyone run into this? I mean, it's not a huge deal cause 32-bit works fine. It's just annoying because there's no reason why it shouldn't work.
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issue 26 Patch Notes for October 6th, 2020 - Halloween!
Captain Fabulous replied to The Curator's topic in Patch Notes Discussion
I'm curious how you solved the Windows 7 and Intel issues. Any info you can share? -
Originally I couldn't see it or customize it. Now I can. Not sure if others can see it, but honestly, that doesn't really concern me too much.
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Not sure exactly when it changed but my Ninja Mastery Sentinel has had a visible Katana for awhile now, along with tailor settings.
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Are you sure you entered the correct name of your OpenGL driver? Also, the location and name of the game's executable has changed. It's no longer tequila/homecoming.exe. It's tequila/hc-bin64/cityofheroes.exe (or tequila/hc-bin32/cityofheroes.exe if you're using the 32-bit version, which you may have to do). You should check the name of the installed driver to ensure you enter it correctly in the shim. Look in Windows\SysWOW64 for igXicd32.dll, where X is a number. That's the name of the file you should use.
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Follow my workaround above.
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I doubt you'll find few people that actually play SS that agree with this (and the data doesn't support it), but hey man, believe whatever makes you feel warm and squishy inside. No point in arguing with you.
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It's a buff only for sub-optimal use of a power that's inherently designed to stack with little-to-no effort, which makes no logical sense. SS suffers badly compared to most other sets due to critters' high resistance to smashing damage and an inconsistent mix of status effects. There's a reason why Rage exists in the first place. Because the devs deemed it necessary for the set. This has been stated repeatedly by them and proven by players many times over the years, and frankly I'm a bit baffled by your intransigence.
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No, the correct question would be "why should SS users be penalized for using a power that's necessary to put them on-par with other sets?" Powers should not have penalties. It's always been a poor design choice.