Zem

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  1. Quote:
    Originally Posted by Jade_Dragon View Post
    It's ironic because when redraw doesn't effect overall DPS, players complain about it...
    It ALWAYS affected overall DPS. You are hung up on the fact that DPS did not *vary* whether the redraw animation actually played or not. And while that was true, it's because the redraw TIME was already built in whether the animation needed to play or not. In effect, it was like you were redrawing your weapon on EVERY attack.

    When they removed the baked-in redraw times, DPS improved. No one here is saying it didn't or wants to go back to the old way, so again, don't see the irony. The OP is not saying he doesn't like the CHANGE that was made. He's saying that redraw still does affect DPS and this is true. To a lesser extent than before? Sure. But it's true none the less and particularly true when paired with active powersets like Kinetics or Regen.

    That said, I don't think there is an easy solution. This might be as good as it gets, in which case the advice for the OP is like what you get when you tell a doctor, "It hurts when I do this."
  2. Quote:
    Originally Posted by Grey Pilgrim View Post
    No, it's an irony, because before, there was no redraw penalty: now there is. But players asked for it, and rightly so... it was overall a buff to weapon powersets. It's ironic because players can now "rightly" complain about redraw, when they couldn't before the changes.
    Semantics. The real problem is animation times and the way they were never figured into balancing. The *reason* weapon sets had generally longer animation times (and thus lower DPA) was due to redraw time being included in activation time. Effectively, you paid the redraw penalty on every attack whether you actually needed to draw the weapon or not. So yes, there WAS a redraw penalty. You're just choosing not to call it that.

    Quote:
    I put "rightly" in quotes, because redraw is really not that much of an imbalance at this point, as you put it. It really doesn't affect weapon users that much, especially if you think a little about what powers you are using and when, and the overall effect to what you are able to do is negligible.
    Remember, the OP is playing a Kinetic. Redraw is less a concern for a melee AT with a passive secondary or a Blaster who is ripping through a ranged attack chain or who might only redraw at the start with Build Up or something. Kinetics, and to a lesser extent Regens, are a lot more active.
  3. Quote:
    Originally Posted by Jade_Dragon View Post
    The irony of all this is, of course, that the players ASKED for redraw time not to be included in the cast time. This so-called "penalty" of losing DPS because you draw your weapon is what the players wanted....
    This is not irony, because the complaint is not about the change that was made. No one is asking to reverse it. It's a complaint about what remains still imbalanced *after* the change. Though less so than before, it is still there. Weapon sets deal with it. Non-weapon sets don't. And the miniscule added accuracy is not now nor was it really ever compensation for that.

    Quote:
    Which just goes to show, as I believe Positron said, that a bonus given under one condition can be seen as a nerf when you don't have that condition.
    That seems a fancy way to say "If we only partially solve a problem, people will one-day complain about the part we left." Which seems more obvious to me than profound.
  4. Quote:
    Originally Posted by Bringer_NA View Post
    TL;DR

    Didn't someone already prove with a stopwatch that redraw doesn't exist anymore? You'll have the same (For example) 1.9 second animation, regardless of if you had a weapon out or not.
    Long time ago... back when it was still true.

    Dual Blades, I believe, introduced the first weapon using powerset that did NOT have the redraw times included in every power animation as was then the case with all other weapon sets. Since then many have been reworked to remove the so-called "baked in" redraw time you're talking about. So the individual attacks execute quicker while the weapon is out but if you do redraw, that is now extra time spent doing no damage.
  5. Quote:
    Originally Posted by Smoque View Post
    Hey guys, i posted a thread the other day about me deciding to recreate an old toon i deleted about a year ago or so. Well, its seem boring to me now....he is lvl 27 and is a decent stalker in my book, but if he's boring to me then i don't want to play him. While on the paragon wiki site i came across ninjitsu and started looking at it. It kinda caught my eye with smoke flash, a AoE placate, and blinding powder. So here are my questions:
    Keep in mind that Smoke Flash is unlike the single-target Placate in Stalker primaries in that it does NOT put you into a Hidden state. i.e. You will not get an automatic critical after using Smoke Flash. It merely placates foes which are hit by the smoke so that they stop attacking you for a short duration. In that sense it is something like an AoE sleep while solo and a rather unfriendly "go attack my friends" power on teams.

    Not that Stalkers are meant to be friendly, mind.

    Quote:
    1) I have a "GO GO GO" play style, does ninjitsu have the capabilities to be a "GO GO GO" toon?
    It's got some active defenses to supplement its passives if that's what you mean. So it will seem more active than, say, Super Reflexes. But really, the only thing that will slow you down with ANY secondary is having to recover from battle. Ninjitsu, particularly paired with Ninja Blade and some IOing will have no trouble keeping you going... until you die instantly from a lucky one-two shot from a purple boss or something, but such is being a defense-based Stalker.

    Quote:
    2) I plan on pairing it with Ninja Blade, how well do those to power sets "click" with each other
    Quite well. Ninja Blade's Divine Avalanche will keep you safe in melee and being in the thick of melee is where you can really carve up your enemies with those short-range cones. The knock-up and down in Soaring Dragon and Golden Dragonfly really give you an in-control feel to a fight. It's great to slide up to a boss who is going after a teammate and dump him on his backside with SD then bring GD down on his head while he's trying to get up. The only thing that will really disappoint with Ninja Blade is the lethal damage type.

    It's a very scrappy combo though. Divine Avalanche means less need to IO for melee defense and thus more room for other bonuses like recharge or damage. It also means you can put yourself well *above* the melee defense soft-cap, which is a life-saver in places like Cimerora where there are crushing defense debuffs, mainly from enemy melee attacks. And Ninjitsu does not have nearly the defense debuff resistance of EA or Super Reflexes.
  6. Quote:
    Originally Posted by RemusShepherd View Post
    I am not complaining about anything, this is not a complaint thread.
    There's another kind?
  7. Quote:
    Originally Posted by Jade_Dragon View Post
    You go back into Hide after 8 seconds, actually. I've done some calculations, and found that if you pause for five seconds, and then begin an Assassin Strike, it will go off just as you go into Hide. (I usually count four seconds, and this seems to work well given my reaction time) This will *just* give you a DPA that comes close to average.
    Really? AS is scale 7 damage from Hide. 7/8 seconds is 0.875 scale DPS. Most stalker attack chains should average out better than 1 DPS, I think, except those whose animations are excessively long anyway. Spines maybe?

    Also you cannot count on timing this perfectly every time or, certainly, not being interrupted some of the time even with a soft-capped defense build. Knock more off that 0.875 DPA to account for this and it starts to look considerably below-average to me.
  8. Quote:
    Originally Posted by RemusShepherd View Post
    Anyone have any other roleplaying ideas on how I could justify the descent and redemption of my hero?
    To me this is kind of like someone coloring Radiation Blasts blue and pretending it is jets of water instead of streams of deadly particles. Just because the game doesn't let you have Mako's patron power without "going Rogue" doesn't mean you should accept that. Take a vacation from RP. Go get that power that fits your concept perfectly. Redeem yourself.

    Pretend it never happened.
  9. The amount by which your defense drops won't depend on any other concealment powers you're running. When you attack, are damaged, or click on a mission object, you will lose 3.75% melee/ranged and 37.5% AoE defense (adjust those numbers up if you have put defense enhancement into Hide). You can either subtract that from the total shown by Mids with Hide turned on, or turn Hide off and add 1.875% defense(all), which is the amount of defense that won't suppress from Hide.

    You can also edit the Mid's database. It's in the menus somewhere. Find Hide for your stalker secondary and cut out all the lines that mention "suppressed". Something like that.
  10. Quote:
    Originally Posted by Diggis View Post
    Or it could be Castle's left...
    Hmpf.. guess I should read Dev digest once in a while.
  11. I am more inclined to believe it's a case of the "tail wagging the dog". i.e. The cast times are that long because the animation they chose for that particular AS took around that long to complete. Historically, the devs did not pay much attention to the impact of animation/cast times on performance. It was not originally part of their damage/recharge/endurance balance equation for powers.

    I also wonder if KM might be something of a low-key experiment on Stalkers. It has a shorter than usual Assassin Strike animation and a 100% crit chance PBAoE power. Could be Castle is reclining in his evil underground lair watching the data go by... plotting. Or maybe I'm just being paranoid.
  12. Quote:
    Originally Posted by Leo_G View Post
    Eh, I say if it hinders your primary, taking it is up in the air. My only /Nin Stalker is Dual Blades and if the foes are constantly shifting around, it makes my cones more unwieldly.
    If you can afford to stand in the middle of that pack of enemies *without* caltrops then you wouldn't use them in that situation in the first place. I only throw trops at my own feet when I feel like I'd be swarmed and killed without them or I want to slow down rate of incoming attacks vs. a heavy-hitter like a Minotaur (or as sometimes happens to me... three Minotaurs. )

    Quote:
    For that x8 ambush, yeah they're bunched up in your caltrops...but you're around the corner. You still have to *get in there* to do your business. The odds that the enemy will get in at least one shot to drop hide isn't out of the picture even soft-capped.
    It's still a pretty small window for them to do it and because they are on caltrops they won't all attack at once. Some will be in flee mode. Some will be in attack mode. But I admit, it's not something I've actually tried... yet. Gotta level up that KM/Nin some more.
  13. Quote:
    Originally Posted by Beelzy View Post
    I seem to recall in initial testing that Burst started out with a radius of 10' and got smaller for no good reason. It is one of the smallest radii in the game, and I don't see the reasoning behind it. But that is neither here nor there. For Stalkers it is a good situational tool, and a double crit (Hide crit + random crit activating on the same attack, which happened only once for me, fortunately it was not wasted) on Burst can kill Lts, however rare that might be... Also, I don't recommend caltrops for kin/nin...
    You don't use caltrops for damage. You use it for survivability only when you need the extra survivability. So if you're not going to die, you don't use them. I wouldn't skip them in a build however unless you never plan to do anything more difficult than farming at +0/x8 (no bosses). For me, the idea of throwing down trops in front of an x8 ambush causing them to pile up INTO a small group which can then be burst to death is too tempting to pass up.

    As for the radius on Burst, is it not 7-8ft like most other melee PBAoEs? The smallest radius AoE I've ever used personally is Assault Rifle's Ignite at 4ft.
  14. Quote:
    Originally Posted by Big_Soto View Post
    It is possible for a real life man to do this (see link). Then why can't Batman do it?
    http://www.history.com/shows/stan-le...s/bios#slide-4
    I suspect even this guy couldn't reach out with one hand and bend a gun-barrel with a quick motion. In the movie, as has been pointed out, Bats has some kind of pneumatic device on his arm or something. He also uses it to tear into the side of a van like a can opener, if I recall. Course, the real problem with the barrel-bending scene is that the other guy wouldn't have been able to hold on to the weapon, but that's the sort of thing everybody hates to have pointed out while actually trying to enjoy a comic-book movie.

    As an aside, I finally got around to getting Arkham Asylum a few days back. Damn... what a fun game. Really great attacking from the shadows and taking out the henchmen one at a time as they slowly start freaking out wondering where you'll strike next. Unfortunately not something you could even come close to in a game like CoH, but I'd agree on MA/Nin/Weapons Stalker with as many temp gadgets on your toolbars as you can fit. And *definitely* Presence pool.
  15. Quote:
    Originally Posted by JonnyDeadSide View Post
    I must say, I am quite surprised what low regard so many hold AS in. I am equally surprised that so many of you cannot use it more than once or twice per mob....

    ...My preferred power combo is Spines/Nin, so this may allow me to slip back into hide consistently easier than some non-defense sets, but still....even on my Energy/Regen stalker plays similarly except that I use fewer overall attacks due to hitting my heals in between attacks for survival since i get hit more often.
    "Slipping back into Hide" is for most Stalkers going to result in LESS damage, not more. You start out in Hide and you get back into Hide in 1.5s with a Placate. That's it. There are some exceptions, but generally speaking you'll do more damage to a target by running a normal attack chain than trying to wait on Hide, which even for a soft-capped Stalker can still fail against a large-enough spawn often enough.

    Now I haven't done the math for Spines or Elec. It's possible their ST damage is weak enough that even using AS when NOT in Hide can make sense, but for most Stalkers again it does not win out against merely scrapping normal attacks. All that leaves you with just your two Assassin Strikes (after Hide and after Placate) and then not getting another one until Placate recharges which for most fights is well after the fight is done.

    PvP is a different story, of course, but in PvE this is how it is. Not that I've never gotten back into Hide by waiting. Sometimes I have to cross a room to attack the next mob, or my mez-click has just fired and Build Up is ready and I'm nearly in Hide by then so why not wait, right? I understand Elec has a chain of actions involving Lightning Rod and some patron powers that don't count as attacks and can end you up in Hide too if you're not hit. Stuff like that. But those are exceptions, not the rule.
  16. Quote:
    Originally Posted by Sgt_Hobo View Post
    So, can anyone tell me what the advantages are to single target builds?
    Really only when you are on a team that has enough AoE to kill minions and LTs but not enough to overpower the content to such an extent that even the bosses are dying from the splash. Unfortunately farming and speed-running TFs are popular enough that that latter case isn't all that uncommon. People want to blast through stuff killing as many weak enemies at top speed as they can. In such situations they don't even care how much AoE is wasted as long as everything dies fast. As long as there are a lot of explosions and things falling dead left and right it FEELS like you're contributing even if it was really someone else who killed all the minions a half-second before you would have.

    AoE is very good in this game but despite what many think, it's not quite everything.
  17. Quote:
    Originally Posted by FourSpeed View Post
    With a recharge time of ~10 seconds or so, I use it multiple times per PvE fight, especially where Bosses EBs, and AVs are involved.
    I use it twice. Once from Hide and once after Placate. If I get a third opportunity it will have nothing to do with the recharge time of AS but rather that of Placate. If I get some recharge with a set, fine. I certainly wouldn't sacrifice accuracy or damage for it though, but that's just me.

    What I do sacrifice a little damage for is a good set of IO bonuses. Yeah, you can eke out a little more by pushing into the ED soft-limit a few percentage points than you'd get from a full set of melee IOs but I just don't see it as worth it. Is another 20pts of damage on an attack you *might* get to use twice in a combat all that worth it?
  18. Zem

    Dark Melee

    Ninjitsu.

    Wait... what's a scrapper?
  19. Quote:
    Originally Posted by Beelzy View Post
    I am currently deciding whether to go for a full purple set or to go for Four Mako's and then two Hecatomb... The important thing to remember is that damage is the primary focus of AS, you don't need to worry so much about recharge or endurance because it is a one and done, for the most part...
    It is because of that I also wouldn't slot purples or other uniques that might be used more often in other attacks. Unless it's for PvP, anyway. For PvE, the only thing to worry about in AS is damage and even then it's good to remember just how situational AS can be. Sure, pushing into the ED limit a couple more percentage points can have a noticeable effect just because the base damage is so high but is it worth the expense?

    Personally, I just threw a full set of Mako's in there for the set bonuses. Then again, I team pretty much 100% of the time. If I was a soloist who'd get more use out of AS vs. my other scrapping attacks, I'd consider optimizing it.
  20. Quote:
    Originally Posted by UberGuy View Post
    Personally, I think +regen, specifically, is a touchy tool for the devs to use to make an encounter "challenging". It's extremely sensitive to the effective DPS of the players facing it, and whether or not they have access to -regen debuffs.
    DPS alone works if you have a decent amount. I'd say the only people that should have trouble with this encounter are those who possess neither -regen nor good damage output AND who do not supplement that with teammates or temps. I've done this on a couple of my stalkers, admittedly well-IOed, but without any -regen ability just by finding and quickly killing his clones.

    ONE teammate should be all you need. One person to stay on trapdoor and another to find and kill his clones if you don't have the outright damage to do it all yourself. I don't see why that is such a big deal for some people. The vast majority of content (even most of what tells you to bring a team) is soloable. Are a few exceptions that unacceptable?
  21. Quote:
    Originally Posted by Smiling_Joe View Post
    Your calculations are incorrect.
    Nerd fight!

    Quote:
    If a single proc has a 20% chance, then there's an 80% chance that it won't fire, so... 0.8*0.8=.64, or a 64% chance that neither of them will go off. Now, subtracting that 64% chance from the 100% total, you've got a 36% chance that one of them will go off every ten seconds.
    I knew this had to be wrong, but it took me a bit to remember enough math to explain why. You forgot to subtract the chance of both. The chance of one proc going off is 100% minus the chance of neither going off minus the chance of both going off. So it's not 36%. It's 32%.

    64% for neither
    32% for one.
    4% for both.
    --------------
    = 100%

    So the average dps is (.64 * 0) + (.32 * 70) + (.04 * 140) = 28dmg per 10 seconds = 2.8dps... or... same thing I got before.
  22. Quote:
    Originally Posted by Smiling_Joe View Post
    This is a good build. The only change I'd make is in the slotting of Caltrops. You don't need those extra Positron's Blasts in there. Caltrops are autohit and don't need accuracy slotting, and slotting them for damage is a waste IMHO. You've got enough global recharge to stack them three times with hasten running, so I wouldn't worry about slotting them for recharge OR slow.
    Disagree on the slow. I believe Caltrops is a -80% runspeed debuff. The limit is -90%. The slower they are, the longer it takes them to get free and the less quickly they scatter. Also, the 80% debuff will be resisted a bit by mobs that are higher level than you so having one slow IO in there can help.

    Quote:
    Instead, keep the Positron proc in there and add the Impeded Swiftness Chance for Smashing Damage Proc and the Ragnarok Chance for Knockdown. Procs are a numbers game
    So let's run the numbers. If I am not mistaken, a proc in Caltrops will only check for the effect once every 10 seconds. A level 50 damage proc is roughly 70dmg. So two of them is 140 damage. 20% chance of 140 damage every 10 seconds is... 2.8 damage per second on average. Not saying that can't add up, but really do most fights last long enough for this to have spent two valuable enhancement slots on?

    And it's not going to kill even a minion. A level 50 minion has 430 hit points. Even if both procs hit every 10 seconds it would take 30 seconds to kill the minion and they're NOT going to hit that often (or last that long anyway).

    Granted, I blew a slot on the Knockdown proc myself, but at least falling down keeps them in the patch that much longer. I mostly did it for the lulz, though.
  23. Quote:
    Originally Posted by Yusaku_777 View Post
    I just hit 20 on my Dual Blades/Ninjitsu Stalker. I'm having fun with it. As with any Defense based set, any thing you can do to hamper an enemy attacking you is ideal. Considering you have a PBAoE knockdown combo by level 8, Dual Blades is shaping up to be a nice match with Ninjitsu, for me.
    That's on my To-Do list as well. It's just a shame about the way they've done the combos. Now with Demoralize helping to cut down on retaliation after the Assassin Strike, sweep seems almost wasted when it could have been tied to attacks that you can chain *during* a fight. And when I do get around to DB, I won't have Sweep by level 8 anyway since Build Up is a colossal waste of a power slot at level 8, it being up only once every minute and a half and no way at that level to cut it down by much.

    I mean the set has six other attacks besides Build Up, AS, and Placate. Did they really need to have TWO of the four combos begin with the same BU+AS? It's sheer idiocy. A random number generator might have come up with better combos.
  24. Quote:
    Originally Posted by Areimus View Post
    -Perhaps the DPA might be a bit higher but I read that Sting of the Wasp is overall better for dps. I think they were saying that if you get your recharge times low enough, that GC will sit idle for awhile and that's wasteful.
    Not really. The only time you are wasting any DPS is if your attack chain has dead air in it. If at any time you are waiting for an attack to recharge, you are losing DPS. Otherwise, an attack chain composed of all the best DPA attacks you can get is better.

    Theoretically of course. We're still talking about a discrete set of attacks so DPS is not constant throughout. Depending exactly how many attacks you execute to kill an opponent, one chain can actually beat another even if it has some lower DPA attacks in it. But this is getting into "splitting hairs" territory. The truth is you likely won't be able to tell the difference between these two attacks so pick whichever one you like better.

    Quote:
    Good suggestion but I think I'll slot for the extra ranged defense. There are alot of mobs that will use ranged attacks while in melee so that extra 8% to ranged over the 1% in melee.
    It's mainly useful on teams, I have found. Solo it is easier to manipulate most enemies into melee range. Not everyone, but most.

    Quote:
    - My build was pretty tight on slots as is. Do you suggest that I put Caltrops where Retsu is right now and Retsu instead of Recall Friend? For the slotting in Caltrops, what do you think if I went with 3/3 Positron's Blast (I'd include Chance for Energy damage) and 1 Recharge IO? Or should I try for 3 recharge IO and Positron's Blast, chance for Energy damage? Again, I'd have to go back to the drawing board with Mids to rearrange my slots and see how many I have left.
    If you can't work it in any other way, you might replace Blinding Powder. BP is good, but Caltrops is about 10x better. If you can't have both. Have Caltrops. I like Recall Friend because it works with one slot and is very team friendly on an AT that has inherent invisibility.
  25. Quote:
    Originally Posted by Smiling_Joe View Post
    Before I do that, however, I want to point out that you have six LoTG +recharges. Isn't the sixth one wasted?
    Should be. LOTG +recharge is a set bonus, rather than a proc. Also means the bonus goes away if you malefactor down more than 3 levels below the level of the IO, so he probably doesn't want a level 50 LOTG unless he just doesn't plan to run lower level TFs once hitting 50.

    Quote:
    Okay, starting with Sting of the Wasp: It's not a bad choice, but I'd really recommend going with Gambler's Cut instead. The dpa is better, and the lower recharge and activation will give you far more chances to proc that achilles' heal. Just a thought.
    You know I looked at this recently and unless I did the numbers wrong the DPA of GC is actually not THAT much better than Sting once you factor in Arcana-Time. Basically the cast time is not really .67s, but is more like .92s just due to time quantization on the server. It's still slightly better than Sting but not tremendously slow. We're talking fractions of a hit point damage per second in DPA.

    As for Achilles Heel... I really have never seen anyone run the numbers on that one. I can believe it would be useful against EBs and AVs but pretty much nothing else will last long enough for that to matter. And if you happen to be slotting for ranged defense, it is likely you may want to six-slot something like Mako's instead. You would have to balance the potential benefit of Achilles vs. that extra defense.

    Quote:
    Since you have Stamina and Physical Perfection, Superior Conditioning isn't giving you all that much bang for your buck, so I'd recommend putting it there. My DM/Regen Scrapper posts similar end/recovery numbers and fights non-stop with Integration, Tough, Weave, Focused Accuracy and Superspeed running. I don't think you'll suffer for endurance.
    Also worth looking ahead to incarnate slotting. I threw in a Cardiac boost and I can no longer kill my endurance bar unless something is actively sapping me. And I don't have Body Mastery either. Just Stamina, +recovery IO, and some other minor +recovery bonuses in IOs. Not much.

    Quote:
    Hasten: You've devoted three slots to recharge, here. When two level 50 IO's will put you over ED limits that third slot is more or less going to waste.
    ED's a soft-limit. Two IOs is 80%. Three is 97%. For something with as long a recharge time as Hasten it might mean Hasten recharges another 12s sooner or something like that. Hard to say without factoring in all other sources of recharge too. Recharge is something of a diminishing returns kind of enhancement. Two IOs is probably good enough though.

    Quote:
    Might I suggest putting it in Blinding Powder for a fifth Malaise's Illusions IO? That will give you an extra 6.25% Recharge time.
    If he can get six slots in there he'll also get some ranged defense with Malaise until 50, where he can buy one of the cheapest purple IO sets there is for some very nice bonuses and a great confusion proc that takes Blinding Powder to the next level of usefulness. Bunch up an ambush with Caltrops, dust them with purpled Blinding Powder, and you might even confuse the bosses. Stalk-troller ftw!

    Quote:
    Kuj-in Retsu: Again, you've devoted three slots to recharge when you only really need two. I'd suggest dropping a Winter's Gift: Slow Resistance in that last slot.
    And again this is something to take a close look at. Base recharge is 1000s. More than twice Hastens recharge time. A third recharge enhancement would likely be noticeable here. Worth it? Can't say. I only have it one-slotted and usually forget it is there, but that's because I am soft-capped to ranged and over-capped with melee once I hit with Divine Avalanche. I also have Shadow Meld for "oh crap I am debuffed!" situations.

    Quote:
    Is this an end game build or will you be planning to exemp for strike forces? If the latter is true then you might run into some slotting issues. For example, you're really going to want more than one slot in Kuj-in Sha before level 34.
    The other thing I'd suggest about Sha is that recharge is probably more important than healing. Not incredibly so, but I'd prioritize hitting recharge limit first and then go for whatever healing I can get.

    Quote:
    Recall Friend: Okay, I'll admit it - /nin builds that don't take caltrops irk me. Why on earth would you take a situational power like Recall Friend when you could have taken an I Win button like caltrops? Seriously, when used correctly, it cuts your incoming melee damage in HALF. Just throw the patch down after your alpha and the placate, and then STAND on the thing while you pwn everyone else in the spawn, who - by the way - will be too busy trying to get off the caltrops to mount any meaningful counter-offensive. Fully franken-slotted for recharge and slow and filled out with damage procs, it is stackable and can kill minions outright all by itself! Take that power and profit, dammit!
    Preach it, brother. Preach it! Although if short on slots (and who isn't, really?) Caltrops works just fine with a single recharge and single slow IO. Especially with good global recharge. It's perma out of the box, so even a little added recharge will have one able to overlap two patches at least some of the time. Although, I will admit the purple knockdown IO I have in there is pretty funny. It's almost like I am mixing in a few bannana peels with my trops.