Zem

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  1. Zem

    Ninja Run??

    Quote:
    Originally Posted by Khiva View Post
    The Idle is a very typical "preparing to run" stance.
    Preparing to run.. yes. Preparing to shop at the vendor? Not so much.

    But I have it on a hotkey so I just toggle it when I'm standing.
  2. Quote:
    Originally Posted by Smiling_Joe View Post
    At no time did Jbikao say the fight would only last five seconds. The only time he mentioned five seconds in relation to anything was the animation time of BU+AS. No real fight only lasts five seconds.
    Test_Rat is the one that said the mob was dead before AS landed and Jib both quoted him and then agreed this was the problem. I'm assuming the stalker in this case is reasonably on the ball and gets there in time to BU and wind-up AS and he's selected a boss to nail with it. So I'm calling it five seconds. If that boss is dead, then so is everything else. Fight over.

    Understand, this is not MY scenario. I don't ever see this myself. I'm just poking holes in their idea that AS is useless because everything is dead that fast. If everything is dead that fast, I still maintain there is probably little you can do with ANYTHING to improve the situation. To "contribute" as it were. I am guessing that Jib thinks he's contributing if he instead brings yet more AoE but I fail to see how, if the mob is dying that fast, he's actually accomplishing anything but yet more overkill on minions. He damned sure isn't killing that boss faster with his AoE... so what really is he contributing?

    And you can't tell me his AoE is what is the cause of the mob dying so fast. Because that's changing the conditions of this AoE vs. ST comparison. Either I am on a team that is ALREADY killing the boss and everything else that fast... or I am not. If I am not, then my AS isn't useless. If I am, then his AoE is ALSO useless for the very same reason. That is, neither of us is really able to improve the situation so his argument is not really a proof of AoE vs. ST Stalkerism.

    Quote:
    And your Dark Corr's Tar Patch is a good portion of the reason WHY all the minions die in the opening salvo.
    But you told me the boss was half dead or more in the opening salvo. That's not just barely killing the minions. That's killing them two to three times over. My tar patch isn't accounting for THAT much extra damage and if it's not already down before that first salvo lands, it's not doing ANYTHING. BTW, you do know that Tar Patch takes nearly as long to animate as AS, right? Sure, I can cast it from range and if I'm good I can get there ahead of the team a little and get it started just as the Tank/Brute is getting there.

    But then again... I can do that with my AS too.
  3. Quote:
    Originally Posted by Jibikao View Post
    If Stalker doesn't want to perform AS, then what is the key point? A Dominator in Domination can "reduce threat" in one hold and can you imagine a Dominator who doesn't use Single Hold? I can't. Corr and MM can stack buffs/debuffs and Brute fits the team's "go go go" mentality better than Stalker.
    Hang on now. You're telling me AS is no good because the whole spawn is dead inside of 5 seconds but you want to tell me that a Dominator using a single target hold is useful? Honestly, how much is that going to matter in a fight that only lasts five seconds? Or those debuffs? Forget using Darkest Night or Radiation Infection. Just look at THOSE cast times! Nothing will live long enough to fight back and if they are all firing their first attacks at a beefy Tank or Brute... who cares anyway? Give him a single healz0r and be done with it right? We'll be lucky if we can even all get in range long enough for a Fulcrum Shift inside of those five seconds. And what good is my Dark Corr's Tar Patch if all the minions are dead in the opening salvo? At a rate of one spawn every ten seconds (figuring in a little travel time ya'know) I won't even be ABLE to use it every spawn! We've got all kinds of problems!

    At least in the world of forum theory-crafting anyway.
  4. Quote:
    Originally Posted by FunstuffofDoom View Post
    Huh. Well, I'd thought Stalkers got fixed up back in the day. Shame, or something, I guess.
    The fix was a step (or two) in the right direction but they were still a little too conservative. Perhaps not wanting to step on the toes of Scrapper players (by far a larger lobby) they didn't just give Stalkers what they rightly should have... which is unquestionably and unconditionally better damage than Scrappers in, at the very least, single target situations.

    Setting aside the issue of AoE vs ST for a moment, I don't think the above can be argued with. What else do Stalkers have to compensate for generally less survivability than Scrappers BUT more damage? There is also the problem of overestimating the benefit of the scaling critical, which is often done even by forum mathy types. It's easy to say that a Stalker equals a Scrapper in ST damage when in range of 'n' teammates, but a lot harder to estimate how OFTEN he finds himself in range of that many teammates. Taken as an average over the course of an entire mission, mission arc, or task force, for example... what is the actual critical chance bonus?

    Difficult to say. I'd guess that on a team of eight it's probably not more than 20% random crit chance as an average, meaning that on average you have three (and a third ) people in 30' range of you at any given time you use an attack outside of Hide. If you consider how spread out teams get between melee and ranged types, this doesn't seem unreasonable to me.
  5. Quote:
    Originally Posted by Smiling_Joe View Post
    Task forces are what? Five percent of the game? You can't judge an archetype's performance based solely on how it performs in Task Forces.
    I said that because it's mostly what I do now on my 50 stalker. But substitute any good sized spawn with a boss or two on a decent difficulty setting. Point being, that as you go up in levels, bosses gain several times the hit points of their surrounding minions. Graph the hit points of a spawn along the x-axis and what you have looks a bit like a mountain. Stalkers are there to shave off that peak. Anyone focused on ST damage could do the same, but the Stalker can generally do it faster from a standing start. Burst damage IS relevant when the target is only going to live for 10 seconds.

    Quote:
    And in any case, I'm not talking about bosses vaporizing (especially in the context of the longbow warden example I opened with) before you can damage them. I'm talking about a rather binary state of affairs where a boss is either tough enough that it won't be heavily damaged in three or four (or ten or fifteen) seconds due to high resists, or those minor bosses and lieutenants that are heavily damaged shortly after the alpha.
    Maybe you're not arguing the same thing Jib is, but I hear him and others like Test_Rat going on about AoE all the time and I still have to ask what having AoE is going to accomplish in this same scenario where the boss you're trying to AS is losing 50-75% of his hit points before you can land the AS. He's not dying any faster by taking you out and replacing with someone who has more AoE. The team isn't done with the spawn until everything lies dead, including that boss with the inconveniently high hit points. So... who is doing that last 1000 or so hit points of damage to him faster than you are?

    Quote:
    Whether the boss dies in three seconds or an hour is irrelevant. It's whether or not Stalkers can equally contribute to that death in a team environment that's at stake.
    When he dies is totally relevant. I suspect what most people use as their measure of contribution to a team is total damage, at least on a damage-dealing AT. They want to see lots of orange numbers. While that sounds like sense, it's not necessarily what helps the team kill faster.

    If a single enemy is the bottleneck to faster spawn defeats, the stalker is your corkscrew. Not someone with yet more AoE.
  6. Quote:
    Originally Posted by Smiling_Joe View Post
    Especially when it's the upper levels where other archetypes are beginning to come into their own, AoE-wise. I agree with Jbikao - so much of the stalker damage is based on three powers (BU, AS and Placate), which being so slow to animate that most of their damage is wasted on half to mostly dead targets when teamed, that the damage numbers on the spread sheets are obviated by their implementation in a teaming dynamic.
    I just don't see this on the TFs I usually take my Stalker into. I don't see bosses vaporizing in front of me in a mere 3 seconds (which is all it takes AS to animate and deliver its damage according to my chat logs). Build Up happens on my way TO the target, so I don't count it. Maybe all of you are talking about farm teams or something? Nice, orderly packed spawns? I find plenty of bosses running around in TFs that I can dig my blade into without having some "AoE is everything" zealot nuke them away first.

    I've said this before and I'll say it again. If there's enough AoE on the team to kill a boss in three seconds then it hardly matters whether your Stalker has good AoE or not. The team is so overpowered you might as well go AFK for a smoke while they kill everything. They probably won't notice.
  7. Zem

    Ninja Run??

    Quote:
    Originally Posted by GavinRuneblade View Post
    I think the crouched pose is a little silly, but the flips are totally awesome.
    Nothing looks more silly right now than half the people crowding around the trainer or vendor in Nova all in the Ninja "power crouch" idle animation. I hate the idle animation. The running and flipping around is not so bad.

    Regardless, most people use this power for the run/jump speed not because they like how it looks. People who hate how it looks still use this power probably. It's THAT much better than sprinting, especially at low levels.
  8. Quote:
    Originally Posted by uberschveinen View Post
    I'd be ahhpy if it was just a colossal playstyle error, but I've learned enough from Dominators to know how to use my powers.
    The problem comparing with Doms is that a Dom is a Dom, pretty much. Pick any powersets and you can still rely on having control to keep you alive and damage to finish the fight. And they all can have some mez protection when Domination is up.

    There just isn't that kind of consistency with Corruptors simply because the secondaries are each fairly unique. They all bring something a little different to the table and that might work well for early soloing... or terribly.

    I don't think that's a problem with Corruptors. I LIKE that they can be so different from one another. Unfortunately it does mean that you need to do a little homework before choosing to pick the one that is right for what you want to do. Although... anything /Dark or /Rad will do well on both teams and solo pretty much so you could just go with that if you want a safe pick.
  9. Quote:
    Originally Posted by Ronin Oni View Post
    Are the rogue isles just dead?

    Should I try rolling hero?
    In a few weeks, it won't matter. With Going Rogue you'll be able to switch to whichever side you prefer to be on regardless of where you started.

    As for the Rogue Isles being dead, at least on Virtue where I play, at any given time there are roughly twice as many heroes online as villains. And it's pretty much always been that way. The idea behind this thread is the notion that of those that currently play redside, mostly they play there because of the ATs and not for any other reason. Thus all these people will wholesale abandon redside in favor of Paragon City where the grass is allegedly greener.

    I don't know about the grass, but certainly the beaches are cleanear. I mean, go take a look at Grandville's coastline sometime. What a dump!
  10. Quote:
    Originally Posted by Mr_Right View Post
    That is a lot to pack in by level 20, let alone worry about a travel power. In fact, at level 16 now, I can't see getting Stamina by 20 without pushing a lot back. Not that I feel I need it atm.
    Yeah, until you face more/tougher enemies you can usually get by soloing.

    Quote:
    EDIT: So after playing Tyla Duto a bit tonight, I got to thinking: Is it possible to Respec and pick up Divine Avalanche and use that for my "minor damage" over Gambler's Cut?
    You have to pick either Sting of the Wasp or Gambler's Cut at level 1 and Gambler's is the slightly better choice, I think. A bit better DPA and faster activating. More easily fits into any gap in your attack chain and is nearly always available. If you can slot the Achilles in there it's more chances for that to proc on tougher opponents as you cycle your attack chain and keep that -res applied.
  11. Quote:
    Originally Posted by Mr_Right View Post
    With that in mind, would you push back Caltrops for a travel power?
    These days I tend to push out the travel power. I get Hurdle, Health, and Stamina by the early 20s. Hurdle + temp Zero-G Pack is really good travel speed for a temp and you can make it last easily to 30 by being careful not to leave it on when you aren't actually travelling. Still Caltrops tends to get pushed out at least to the late 20s due to building an attack chain, getting Build Up, AS, Placate, defenses, status protection, self-heal, fitness etc. It's a lot to fit in.
  12. Quote:
    Originally Posted by Dae View Post
    The lethal resistance is a big deal for nin/nin. I had 2 nin/nin stalkers at one point but they got deleted wait till ur in the 30s and ur going through ur attack chain 2-3 times just to kill one guy. Also at higher levels caltrops and blinding power really don't work as awesome as you would think.
    I don't know. I've done some pretty crazy stuff with Caltrops, like preventing most of the ambushers in the last fight of the ITF from reaching Romulus. Caltrops are fantastic vs. any line of ambushers because they tend to follow almost exactly the same path and pile into your 'trops like a train wreck, then spend time trying to get around. Needs a bit of slow enhancement and is obviously not the best idea against enemies that resist slow like a pack of Warwolves. Wouldn't really bother too much with damage on them. You might do a bit with procs, but the main value of caltrops is the mag 50 "afraid" plus slow, which cuts down on incoming damage vs. nearly any enemy in the game short of GMs/AVs... at *any* level.

    Blinding Powder is admittedly much less impressive until level 50 when you can slot the Contagious Confusion proc. Decent prep for a spawn you intend to aggro though. A bit of extra -tohit with no aggro that stacks with your defense and the -tohit debuff from Assassin Strike's Demoralize. Long recharge time though.

    Never have taken Smoke Flash. I was amused to see it's now on offer as a temp recipe.
  13. When the devs assigned damage resistances, my guess is that they mainly did it by concept rather than with any eye towards balance or fairness. So if an enemy is robotic, armored, incorporeal, or supernatural in some way (and let's face it, that covers a LOT) then they get some lethal resistance. Also, because bullets do lethal damage, anything that should be bullet-resistant is ALSO given decent lethal resistance even where a sword should do well such as against body armor (Malta/Longbow) or Warwolves (non-silver bullets don't hurt them?)

    Anyway, it's a mess. Mostly it is low levels of lethal resistance but it's kind of evenly distributed, so it's nice to have another 10-20% of +dmg from IOs if you can eventually swing it. Unfortunately some sets like Mako's Bite and Touch of Death give +def in the sixth slot bonus, so slotting an Achilles means giving that up. I went with the Mako's lethal proc in one or two places rather than use an Achilles so I could get the +ranged def.
  14. Quote:
    Originally Posted by Mr_Right View Post
    Spines actually felt too slow for me. The long activation times on the early powers just didn't do it for me. Teaming isn't really the issue for me...
    Even if it was, nin/nin is fine. Very scrappy and survivable and ninjitsu's caltrops and blinding powder allow you to do a bit of control to help a team. Have to take some of what you hear on these forums with a grain of salt. Even on teams with Fulcrum Shift and plenty of AoE, my nin/nin has enough time to dig into a boss and contribute. AoEs kill bosses last. Having someone who attacks them first complements the team nicely even if you aren't racking up the same damage total. What matters is defeating the ENTIRE spawn, not who is ahead in the damage numbers. Sure, the person going after bosses doesn't have to be a Stalker, but in my experience anyone with decent AoEs is going to use them first, not go ST on a boss. So while anyone CAN do ST, a Stalker does and that means they contribute.

    Besides, I've only met two kinds of team leaders anyway: Those that will invite Stalkers... and those that won't. I've never been asked what KIND of Stalker I am when I am responding to an LFT request. I either get invited or ignored.

    The most significant downside of ninja blade is its lethal damage type so you may want to keep an eye out for IO damage bonuses and non-lethal procs to help offset that. Another popular choice seems to be the Achilles Heel -res debuff proc, which fits in most of the ninja blade attacks that deal -def debuff.
  15. Zem

    Assassin Strike

    Quote:
    Originally Posted by GavinRuneblade View Post
    Technically, the devs can do anything it's just a matter of resources allocated and time required.
    Which is why I said, "without adding new code." All I'm really saying there is that if something is going on here, it's probably a bug. They have no reason to make AS miss or have no effect "on purpose".

    Quote:
    While I don't know of any code that is specific to powers, there was a bug with the Rikti Bombs from the raid events that if you AS'd them from hide they would vanish and respawn. Other auto crit from hide powers did not cause this glitch. Therefore, something in the game is capable of detecting AS, whether or not the Devs can make use of it is another thing. I'm guessing it was tied to the fear component for a target that survives.
    I'm not surprised there are issues with the goofy way Demoralize is implemented. i.e. as a grantable temp power which the target automatically uses. I seem to recall another instance in a certain story arc where when I AS'd a particular kind of opponent (custom to that arc, I believe) it would briefly disappear and reappear causing me to lose my target selection. AS still hit and damaged the target however. Just the minor annoyance of re-acquiring the target.

    I suppose it's possible in this case with the portal that if the portal has an error of some kind using the Demoralize power granted by AS that maybe it causes the other effects of AS (notably the damage) not to be applied correctly. But you'd still see a "Hit!" notification in the combat log probably.

    The only other thing I can think of that would cause AS to animate but not hit (that is, aside from a missed attack roll), is lack of line-of-sight at the end of the AS cast time. Though I am not sure how that would apply to a stationary portal. You normally see this with a moving enemy that moves around a corner or something after you activate AS but before it lands. You still go through the motion of the attack, but it has no effect.
  16. Quote:
    Originally Posted by Peacemoon View Post
    Oh well, rant over. :-)
    On this subject?

    Don't bet on it.
  17. Quote:
    Originally Posted by plainguy View Post
    Sadly you see that enough you start to think every stalker is just a kid or a player who just doesn't have a clue.
    I almost never see this though, which is why I tend to believe it is more of a sterotype/bias than reality, probably even less a reality than the mythical "pure healer" who does nothing but heal (including not ever buffing, according to legend). I figure it comes mostly from the Stalker's PvP reputation rather than actual team play. I am willing to bet if you kept a list of all the clueless players you run across, Stalkers would probably account for around 5% of them. In other words, about their population's share of idiots... same as anyone.

    Quote:
    But on the flip side, honestly I never seen a someone say don't pick up the stalker.
    I probably have, but nothing like Test_Rat's "nearly 100% of the time". Sorry Test, but I just don't see that. I play on Virtue too and can get my Stalker on multiple PuG TF's every day if I want. That doesn't mean Stalkers are as balanced as they should be but it does mean they are "acceptable".

    Quote:
    I would clearly comment in your LFT that your Defense capped or what not.
    I don't think it's really necessary. I use: "Got room for a (insert-level-here) stalker?" Any team I have to justify my presence on is one I don't want to BE on.

    Quote:
    Make people know your set up decently. I always mention I am defense capped if I feel I am competing for a spot on a team that I want to be on to do something with. EG TF or SF. This way the TL knows I am a Healer or whatever and defense capped as well.
    Not saying it's a bad idea, just that this is another one of those things I almost never see actually in game: People fretting over builds/IOs when inviting people. They care about levels and ATs first (if at all) and then probably powersets if they are looking for a Kin or a Rad or a Stoner or something like that.

    Besides, it's fun to surprise them.

    Quote:
    Personally I like when the Stalker brings a boss or some pesky mob down to near death or wipes the annoyance out completely. I am pretty sure there are many mobs players wish a stalker was around to AS.
    In any spawn with a boss, single-target damage is useful because it means long-recharge AoEs aren't being wasted inefficiently overkilling the minions just to down the boss. And the fact is, people with big AoEs tend to want to use them first even if they also have decent ST. Someone going after the boss FIRST instead means that boss falls with the rest of the trash and the team can quickly move on, because it's not about how much damage you personally are doing. It's about when the last enemy falls. That is the bottleneck in team killing-speed.

    Now, if it's a steamroller, fulcrum-shifted team vaporizing spawns by breathing on them... at that point it hardly matters WHAT the eighth person on your team is doing. Send them out for coffee or something. You won't notice the difference.
  18. Zem

    Assassin Strike

    Are you sure you were missing? As in, you saw a "Missed" notification or checked your combat log? Against some large objects I've noticed I sometimes can't actually hear the Assassin Strike land so it does sometimes sound like a miss.

    Other than that, no, there should be no particular reason Assassin Strike isn't hitting. I'm not sure the devs can make a specific attack like that against a certain enemy miss all the time even if they wanted to without adding new code. All melee attacks? Sure. But not specific ones.
  19. On the subject of secondaries, while I haven't really played Willpower on a Stalker, I don't see how it would work quite as well as on a Scrapper. Regen and Resistance just tend to work better with a larger hit point pool, I think. Stalkers, on the other hand, get a lot out of not being hit. It lets more Placate+Crit attempts succeed, particularly if you're trying to get an Assassin Strike in the middle of a group melee on a team.

    Also, I think Caltrops and Blinding Powder give the Stalker much-needed utility on a team. And with Spines, you have the ability to pile up a bunch of enemies (say, from an ambush) onto a caltrops patch and then nail them with your AoEs.
  20. Zem

    Rookie Stalker

    Quote:
    Originally Posted by Fire_Minded View Post
    you get a automatic 5-15% for all your attacks solo
    It's 10% across the board. Does not vary by attack or enemy rank as it does for Scrappers.

    Quote:
    but get a additional 3% crit chance for every team member you have in a team.
    Not quite. It's every team member that is within 30 feet of the Stalker when the attack is made.

    Quote:
    So in a 8 man team that Stalker get a Crit % of 26-36% (depending on Attack).
    10-31% independent of attack. If you consider how many allies are within your 30 foot radius at any given time during a mission or TF, the average number is probably around half of your available teammates and even that may be optimistic. It's a difficult thing to measure or model since it is based on the behavior of up to seven other individuals.

    I'd guess the Stalker's actual average crit rate is in 20-25% range on a full team of eight over the course of a mission or series of missions. That's not bad, but it's not necessarily enough to exceed Scrapper damage given the lower base attack modifier and lesser Build Up buff.

    Quote:
    Id say they are already good on teams.
    Good enough. I'd prefer a larger radius for the crit bonus and a 100% Build Up in PvE to more properly compete with Scrappers but... take what I can get I suppose.
  21. I don't think it's entirely a perception issue. Because the stalker inherent relies on teammates being within 30 feet of the stalker to boost the crit rate, it's still probably the case 9 times out of 10 that a Scrapper will even beat a Stalker on sustained single target DPS on a full team of eight.

    At the very very least, Stalker Build Up should be 100%. I would guess that it isn't for historical reasons due to PvP, but these reasons would no longer apply since powers can now behave differently in PvP and PvE. I also wouldn't mind seeing that 30 foot radius stretched a bit.

    None of this means Stalkers aren't acceptable. I think they are. I'd caution against anecdotal evidence though. These days, you can do some pretty wild stuff with IOs. I even had someone on a recent ITF privately message my nin/nin stalker at the end with, "Congrats on being the toughest person on the team... including the tank." (though to be fair, it was one of the worst tankers I'd ever seen )
  22. In the hopes this may help someone else with a similar problem...

    Win7-64bit, 8GB DDR3, Core i7-860, ATI HD5850 (Catalyst 10.5).

    I don't recall when this started but particularly with Ultra Mode, I have been having massive stuttering issues whenever I move into a new area. It can be travelling across a zone, entering a new zone, or just logging in. I experienced a massive drop in framerate which I assumed must be texture or geometry loading. If I just stood there and turned 360 degrees around, I'd get stuttering framerate until I'd completed the turn, but then I'd be back at 50-60 fps and everything was fine. It was maddening. And certain instances, like the first mission of the LRSF, were constant stuttering low frame-rate for no apparent reason. Low as in 6fps where I get 30-60 in most other zones with most UM setting maxed.

    Turns out I had Catalyst AI enabled and set to "Advanced". Disabling it or moving the slider back to "Standard" fixed the problem entirely. I haven't had a chance to check out the Agincourt instance in the LRSF yet, but I am hopeful that was caused by the same setting.

    I am not entirely sure what Catalyst AI does. Perhaps those of you more expert on ATI drivers can clue me in. I thought it was some kind of per-game optimization built in to the driver. Apparently, it can be pretty unstable in some circumstances. I feel like an idiot for not finding this sooner. I tried playing with other settings but for some reason kept overlooking this one. Doh!
  23. Quote:
    Originally Posted by Grey Pilgrim View Post
    I would agree that there are a lot of annoying resists redside, though. Not that my Nin/Nin Stalker had any more issues than my Katana Scrapper.
    Well the Stalker damage increase and what not has helped there. I leveled my Nin/Nin up to 50 before that all came along and it often did feel like I was wielding a cardboard tube against at least the boss-rank (and higher) enemies with lethal resist. Warwolves, Robots, Malta, Rikti and perhaps worst of all... Longbow Ballistae. Ugh!

    Those enemies still suck, but it's not as bad as it once was especially if I've got a team around me boosting my crit rate.
  24. Zem

    Health or Hurdle

    Well, Hurdle is of minimal benefit during missions without Combat Jumping, so it would mostly just give you a little more height on Ninja Run jumps when going from A to B. As far as stacking Health, I'm not sure I understand the problem. Isn't regen simply additive? In fact, I would think Health's contribution to your total regen would be LESS noticeable if you did have more to stack with it. It's not like Defense where that last 5% to the soft cap represents cutting your incoming damage in half. It's just another chunk of hp/s. Assuming you have good defense, I figure having a bit of regen is always nice to top off your health from those little cuts and bruises that don't warrant using the self heal. And while you don't have any regen from powers elsewhere you might pick some up in IOs even if you're not necessarily planning that way.

    If on the other hand you ARE taking Combat Jumping then I would definitely take Hurdle over Health. Hurdle+CJ is gold for combat mobility on a melee toon.