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how do you use the old dr. fate effectifvely. the feat 150 pts. and for all but one click of his dail FF well work. and he has PC for all but one click. so can anyone help me make a team with him. 300 pt. highlander; no retirement.
I haven't used him in a few years, but I always tried to capitalize on his Defend ability. I'd pair him up back in the day with ESD figures like V Zatanna, or characters with low defense like Arcane. A 17 is a lot more common today than when Fate came out, so it was pretty significant to lend it out to the 15 DV figure. Today, it's less special. If I were to try to make a 300-point team around him today, I'd look for three 40-60 point figures with ESD.
Otherwise, there's too many other Mystics and Defend options to use him over any other figure.
how do you use the old dr. feat effectifvely. the feat 150 pts. and for all but one click of his dail FF well work. and he has PC for all but one click. so can anyone help me make a team with him. 300 pt. highlander; no retirement.
I would answer, but I dont know what in the hell you are talking about.
Type slower, and Ill be happy to offer my suggestions.
Fantomex is one of those characters where he will typically do well if he can get his first hit in. I've never played him personally, but he's beat me a few times but never in 300. my rule of thumb is that any character over a 100 points is generally someone you need to make absolutely sure it gets a hit in before it gets slammed. The newer dials are a little more resilient to damage of course, but a character like Fantomex can get a hurt in.
You also have to take what I say cautiously. I play at two very competitive venues, and on top of that there are about 3 of us that save Ordinary Day/Disbanded!/Isolation to use on each other. Fantomex falls in that category of good, but his low range and high cost generally means he'll get a hit in and then get devoured by the opposing team.
He's a good candidate for ForceField, but really he's too expensive to give much advice on.
9 AV? 6 range? That's not Dr. Fate.
I only use the E and then only on JSA teams (usually with Mr. Terrific; they make a very potent combo).
God is smarter than we are....
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I also would only use the E. Really, I just get disgusted at how excellent the Vet Doc Strange is compated to Dr. Fate. All that PC is...good...but sooo expensive!
You Don't use him!!! Just kidding.....There are a lot of options than this route, but if you must maybe you should give him barrier and nanobots. This way his mystic ability will help you and you can heal up. I must say though, that is one expensive figure!
I have to have PC to win and he has lots of it. I personally like the rookie with ICWO (mostly on attack). The Force Field feat works well on him but it seems like an extravagant use of points, especially in 300 point games. Having a very consistent dial made up of steady phasing, steady psychic blast, a standard defensive power combo for each level and steady PC makes it very clear where to move him and what to do with him. I think he is a very good figure for less experienced players to learn to play with.
The defend on the Experienced makes him interesting to play in some games but the initial Defend doesn't work as well as the initial ES/D on the rookie. If you are using Fate he is an effective but a very expensive suppport piece. He does not play well as a primary attacker. The psychic blast is nice but the short range and the moderate to low AVs really degrade the dial. (Imagine how effective a Dr. Fate dial could be with the rookie's power combos and slightly higher/steadier numbers for range, attack and defense costed about about 90 points.) I rarely ever played the Vet and I find the LE difficult to play.
I have had some success turtling KCGL + TS + ICWO on hindering firing through Raven and Dr. Fate w/ICWO. This set up probably won't make you any friends at your venue but it is frustrating for opponents because hitting that high defense is already difficult but with two PCers it becomes nightmarish. Fate can surprise opponents by whittling away at them with the Psychic Blast and the ICWO applied to attack. Fate is obviously a good figure to base tentpoles with to limit their options while retaining the use of his PC and taking the heat off of your primary attacker.
I see all of these weaknesses in this older dial and I still think that Dr. Fate is a useful effective figure especially for theme play.
Last edited by George Smiley; 01/04/2007 at 18:16..
Reason: Spelling