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Nothing odd about it. Rain of Fire is also a pet and it scourges. They just have to create a corruptor version of the pet that has the added scourge damage to its power effects. It's not that Trip Mine can't scourge because it's a pet. It doesn't scourge because they chose not to have it scourge. Ignite and Rain of Fire scourge because they are not secondary set powers. A few secondary powers, like Gale, do scourge... but they seem to be exceptions to the rule.
Fallout does not scourge, to take another example from a secondary power. -
Quote:The funny part about this is the following: If you don't feel like you're doing much on a large team because even the bosses are being obliterated before you can Assassin Strike them (an oft repeated complaint on these forums) the truth is that being an AoE stalker on such a team wouldn't make much difference either. They are already overkilling everything. Being AoE would make you "feel" like you were doing more but in truth the enemy is so overmatched you may as well /em newspaper or something.I've never had people 'hate' me for being a Stalker on a team... a good stalker can be a boss-killer. On a big team, being single-target can feel like you're not doing as much, but on smaller teams I've never had any complaints... /em shrug
On teams that are not Fulcrum Shifted into next week, however, bosses do not die that quickly. A level 50 boss has about six times the health of a minion and it's really the minions that are being swept up in all those glorious orange AoE numbers. Meanwhile the bosses are left standing. Perfect place for a Stalker to contribute, even one that has just single-target damage. Take a DM stalker on an LGTF at +3/4. There will be plenty of bosses to kill and they all love negative damage.
I've also never had a problem with Stalker hate. The ones that hate probably don't invite Stalkers in the first place. On teams, even with my Nin/Nin the only coments I get about my involvement on the team are positive. The thing is, people expect so little it's easy not to disappoint them. Just don't do any of the stereotypical "bad stalker" things like stealthing glowies without being asked, hit-and-run, or just plain dying too much... and you'll be fine. Play whatever you will find fun.
That said, Elec should be a lot of fun. -
City of Data says no. Most Corruptor secondary powers don't. Primaries, Pool, and Patron powers generally do.
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Well, to begin with you can't SEE Stalkers! Ha!
Okay, but seriously you don't see many BS Stalkers because it's (a) lethal damage, (b) very similar to Ninja Blade which to many probably seems more thematically "Stalker-ish", and (c) there just aren't that many Stalkers around TO see.
Nothing against BS myself, but as I already have an NB Stalker my alt time is going to be spent first on Stalkers that are less like NB... such as Elec or Dark Melee. I'd probably play one if they finally came to their senses and gave Stalkers the Shield Defense set, but I don't see that happen. The devs have applied their selective double-standard of appropriateness and decided it doesn't fit the Stalker theme (whereas suddenly dual blades are "brutish" somehow).
But I digress... -
Quote:Prove him wrong about what?Hit me up I got a softcapped EM/Nin. I'd love to prove him wrong. Or even try just for fun
Anyone in this thread talking about powersets or IOs has already failed to prove him wrong. He didn't say it couldn't be done with 8 IO'd out soft-capped (or whatever) Stalkers. He said he probably wouldn't have the patience for an all-stalker MoSF done HIS way, which is picking any eight people who know how to play their character... not eight people who happen to have min/maxed their builds.
That said, I don't think I'd have the patience for a MoSF or TF just picking eight randoms (even if they all know what they are doing) from ANY AT or combination of ATs. There are many more combinations of ATs that will have great trouble with master runs than just the all-stalker team. All-stalker may just be the most obvious example. -
I'm a Corruptor fan but I have to admit the latest change to the Defender inherent and the possibilities offered by GR patron pool switching are very tempting. You end up with a toon that automatically shifts between solo and team-friendly without having to swap builds. Less damage on teams, sure, but this is also when you least need it. Compare the two against each other and the damage may be noticeable but compare each against the team damage output. Is the difference noticeable on a team?
The other point is that it is far easier to compensate for damage in a build than it is for buff/debuff values. I can't IO my way to a better Enervating Field for my Corruptor but I can always add more damage bonus. Heck, sacrifice some endurance for it if you can, solo or teamed their inherent grants them increased DPE.
Long story short: I think I agree that they may now be so close the only good reason for picking one over the other once GR arrives could well be just powerset availability. That or the availability of certain powers while exemplared. Defenders get their buffs sooner. Corruptors their blasts. -
No idea about Freedom, but on Virtue heroes typically outnumber villains by about 2:1 during the U.S. central evening time that I play. At least this has been the case any time I have ever bothered to do a quick /search poll of both sides. 600-800 heroes and 300-400 villains is what I usually see during weekday prime-time when an Issue or event isn't going on.
That ratio is currently skewed by Demon MMs but expect it to return to those levels after a bit. -
Quote:I don't think it's turning off anti-aliasing. If it was off, the whole scene and every edge near or far would look jagged. AO is just interacting with FSAA and producing demonic offspring it seems. When I turn both on with my 5850 I don't suffer any framerate loss but I do see the weird "swimming" edge artifacts and off-colored polygons inside of things like overhead power lines. I play on a relatively low resolution (720p) so FSAA being off isn't an option for me. Can't stand the jaggies. I've been playing without AO.I know. The thing is, I have it set to x4, and what I'm seeing is NOT x4. It's between nothing and x2 at a stretch. That's at long distance. At close distance, it actually looks like MORE than x4.
Here's the thing - I was looking at an extremely jagged light post in St. Martial the other day, think to myself that antialising wasn't working. Turning Ambient Occlusion OFF actually made that fairly-distant pole look a LOT better, at the cost of occlusion shading. I'm still trying to figure out if I want distance smoothness more than shadows I'm finding I barely see. -
Quote:I am pretty sure this is no longer the case actually. Redraw time has been removed from most animations and thus if you keep the weapon out you can chain powers within the set faster than if you have to switch. I don't know about Trick Arrow, but I know this has been done for AR.Or, in other words: Ouch, my redraw!
edit 2: I'd like to add that I am mostly new to this AT as a whole. Despite playing on and off for a few years, Corr is one that I've never really touched. Also, a small observation: Bow to Rifle redraw is ridiculously fast it seems. Like, fast enough that you're holding both weapons at once. Rifle to Bow takes a little bit longer. And yes, I know that redraw is rolled into the animation time to fire, but perceptions! -
Quote:You won't. I'd consider it unlikely they will change AS at this point. There's just not a big enough issue with the way it works now, quirky as it is.If it triggered on a kill, you couldn't do the thing where one enemy is standing a bit apart and the others are facing away from him, and when you shank him the others don't even notice (the fear/debuff would agg them anyway). It's not reliable, but it's fun when it happens and I'd hate to see it go.
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Both.
Quote:As always, I find I like characters that rely on finesse rather than mathmatical superiority.
Quote:It occurs that I'm looking at perhaps the underlying cause of knockback hate. It's a difference between what players think the game should be about-- combat technique or mathematical superiority.
KB hate is born of such "Son of a.... !" moments that we all experience at some point when teaming with someone else who has KB. Of course some of that is to be expected and tolerated, but it can build up. If you consistently interfere with your teammates' ability to contribute then you're not exactly doing what we call "teamwork" now are you? -
I suspect it was simply done according to concept. The fear radiates from the victim of the attack, not the attacker. It is the sight of an ally struck down that affects morale. It's just strange that a power whose very name suggests a one-shot kill... has a lesser effect when it actually does one-shot kill an enemy. Why, after all, would a group of enemies be demoralized when my stalker barely scratches an AV with a surprise attack?
One should think they might actually laugh instead and gain a bonus to attack. -
Quote:Yeah, but who cares? You're saying they went to extra trouble just to deny an advantage in a situation where it doesn't matter if you HAVE that advantage or not? Why not just fire it anyway if it doesn't change the outcome one way or the other?The issue is a little more nuanced than that.
Yes, they could make it fire off on you, but then it wouldn't be able to know if you killed the guy or not. Yes, they want to make sure that the guy doesn't die before the demoralize fires. Why?
Because you don't need help soloing when you can one-shot kill dudes.
I think it's far more likely the whole "doesn't work when you kill the target" is simply a byproduct of how they chose to implement the power. Just as is the auto-rez effect. Some of you may appreciate that this worked out to force you into some trade-off decision between maybe using Build-Up or not, but it's also a very "gamey" decision. Personally I'd prefer it if it actually made some logical sense. It's scary NOT to kill someone, but....
Enemy 1: "Grrrrrk!" *thud*
Enemy 2: "Holy cow! Fred just took a sword in the back!"
Enemy 3: "Nope, it's okay. It killed him outright. He didn't suffer."
Enemy 2: "You sure?! There's like... a lot of blood!"
Enemy 3: "Yeah, relax. It's no big deal really. So... to battle then? It's almost time for Jeopardy so let's get this over with." -
Quote:Yep, the Virtue All-Stalker ITF I was on was much the same. Admittedly, we were being quite careless on the "Lag Valley" mission even including aggroing the engineers on top of the walls (yes, they can see stalkers!) Were you doing this on a masters run you'd have one person pull the valley generals FIRST and avoid the ambushes entirely. Probably the worst part of that mission would be dealing with the all-EB spawn which must be taken out entirely. The individual generals are quite easy and can be handled by an 8-AS hit-and-run.I was on that!
The most difficult part, if I remember correctly, was actually either that dang Nictus mission or fighting the generals in the third mission. We got KOd soooooo many times.
One thing that would be pretty neat on this would be the potential for stacking some effects like Ninjitsu's Caltrops and Blinding Powder or Dark Armor's Cloak of Fear. You might end up with a surprising amount of area-control with the right builds... but then again that's not Castle's Challenge, which is about having good people, not just the "right" builds.
What I think would be more fun than a Master's ITF is an All-Stalker Speed ITF. I think it plays right to the Stalker's strength of surgical strikes. Kill just who you have to and move on. Course, there'd be tons of dying too but that's part of the fun.
Being careful? Not fun, but that's just my opinion. -
Quote:When we did it on Virtue, there were many deaths but it was also the case that the team wasn't composed entirely of IO'd-out builds and weren't even all 50s (though most were). And because it wasn't a master run, people weren't exactly being careful. Most of our dying was NOT on the final encounter with Rom, though. I would even say he was probably the easiest part of the whole thing. We chomped some oranges initially to help with the auto-hit Nictus but otherwise it was surround and pound. He went down surprisingly fast, probably more due to the 31% crit rate than the Assassin Strikes. Also, because most of us were defense-based, the healer Nictus was mostly a non-factor. That's a big chunk of added hit points you don't have to deal with.While it wasn't a Master run, there was an all Stalker ITF on my server a while back. I wonder how feasible it would be if they tried it again.
It's just that there is so much opportunity for a quick death with low hit points that Castle is probably right. It'd be very trying on everyone's patience. I really don't think I'd ever bother even trying it. An All-Stalker ITF is a lot of a fun. But a master's attempt would suck pretty much all of that fun right out of it. Oh, it'd be worth bragging rights nodoubt, but it wouldn't really prove Castle's point if the team were put together according to a plan or if it were limited to just soft-capped Stalkers or something. -
Quote:He's not talking about stacking Demoralize. He's talking about stacking the effects caused by Demoralize. If each AS'ed target procs the -tohit and fear in an AoE around themselves, those effects should stack since they are coming from different casters. As has been pointing out, not much good in an 8vs1 AV fight since you only have one target to Demoralize. You'd almost have to be going up against an all-boss spawn in fact, for this to be useful, since lesser targets probably wouldn't survive the AS. Maybe LTs if you don't build-up first, but then what's the point of that?The effect 'Demoralize' does not stack, like the Mystic Fortune card buffs. Even if different members of your team cast it on you, it can only grant 1 temp power.
The effects are pretty short-lived as well. So it's not crazy even if you do manage to stack them. -
What if you use a name change token? In other words, is this business of moving the "The" over to the title field a function of the registration screen for new characters only?
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Quote:EA has its proponents and it's not so much terrible as SR and Ninjitsu are more popular choices. SR boasts better defense, debuff resist, and scaling resists. Ninjitsu has less defense but a better self-heal and some other active defenses like Caltrops, Blinding Powder, and Smoke Flash. Ninjitsu is probably the most popular Stalker choice for several reasons:[edit] I have seen people talk about energy defesne, aura, w hatever the defensive set is called. What is so bad about it? that is all I hear is it is a terrible set. curious as to why?
1. It's a Stalker exclusive set.
2. With IOs you can make up for what it lacks vs. SR in defense and knockback protection.
3. Depending on how many of the trick powers you want to take it can be a pretty loose build.
My recommendation to a scrapper player just coming over to Stalkers would be Ninjitsu paired with either Ninja Blade or Broadsword. NB strikes me as a bit more thematic for a finesse fighter. Quick strikes though each slightly less damaging than the heavier/slower Broadsword. Either will give you the self buff to defense in Divine Avalanche / Parry which together with the self-heal, defense toggles, and (at the very least) caltrops, can make for a pretty survivable and scrappy combo. -
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Quote:I don't buy that. First of all, soft-capping is not the same as "SR-level defense". I know you probably just mean "SR-level defense buff values" but people who don't know better will think you mean "SR-level survivability" and that is far from true. Second, the devs designed the IO system *after* ED and GDN. They designed in the rule-of-five, meaning they were thinking about stacking bonuses. They HAD to be thinking about such questions as "How much defense can someone stack?" "How much recharge can someone get?" and so forth.However, and this is a mighty big however, Blasters were very definitely 100% clearly NOT meant to have SR-level defenses.
I just have a hard time believing that soft-capped Blasters took anyone by surprise. -
1.875% when suppressed. I supposed the thinking behind the very large suppressible AoE portion is that the hidden stalker won't be attacked directly but may be splashed by AoE aimed at teammates. Of course, thanks to the magic of aggro sharing it is possible the stalker will be directly targeted, even in Hide, once a teammate gets within perception range of a large spawn. Still, the big AoE defense in Hide is nice for most. Helps you get that opening Assassin Strike off. Doesn't amount to much when suppressed though so be careful of that if you do skip Evasion.
You may want to seriously consider a soft-capped Ninjitsu stalker instead. Not quite as easy to soft-cap as SR but the built-in self-heal is nice as are some of the tricks like Caltrops and Blinding Powder. -
Quote:Well the point about using it after Resuscitate is probably a good one too, to be fair. And you might use it preemptively on someone who lacks mez protection before entering a fight with something like Rikti mesmerists. However this also might mean you are late getting to melee range. I typically want to be drawing a little 'x' on some hapless boss's left kidney by the time the brute rolls into aggro range. If you can juggle these activities and really don't care about the extra self heal, eh... maybe go for it after all. Depending on how many respecs you have available, experimenting might not be a big deal. There is only so much forum theorycrafting we can do here.Once again, you fail to disappoint. I hadn't considered that I might not use stimulant as much as aid self, as I've never taken the medicine pool for any of my toons.
Quote:Is drawing aggro to my stalker wise? Seems that might raise my mortality rate. Never used this power pool, either, so I have no point of reference on this.
Quote:So it's a personal preference then?
One thing I personally wouldn't do is slot Hecatomb at 50. Not just because purples are ridiculous to come by these days but because I just think it's better spent on whatever you consider your bread-and-butter normal attack. Probably a Tier 8 or 9 attack. AS, even on a soft-capped Stalker isn't a sure bet in the thick of melee on a full team so it's likely not something you will use even as often as it is up and available after the opening strike so I figure as long as it's set pretty well for damage... it's good. -
Okay then relative to Stimulant, which would be your other choice, I'd say it is more useful. I tend to define useful by how often you will use a power as much as by its effect when you DO end up using it. I've taken Stimulant before on other characters and ended up not using it as much as I thought I would. By contrast there have been many times with my soft-capped Ninjitsu stalker with excellent Sha self-heal where I have had to pull away from a fight because there was a risk of being taken out by the next lucky shot and Sha was still recharging. Another self-heal would have put me immediately back into the fight.
Quote:I'm less concerned with healing myself, and more interested in making my MA/Nin stalker more team-friendly without losing what little edge I have.
Quote:I have begun the arduous task of slotting, and would like to ask what's the best set for AS? On my first build I slotted touch of death, but was considering mako's bite for my medic build. I, admittedly, haven't done the required legwork to contrast/compare simply because I haven't had the time between work and RL commitments. Any/all suggestions would be appreciated. Thanks! -
Quote:Less needed but hardly useless. Reconstruction and Sha are on 60s base recharge timers. You'd get plenty of use out of Aid Self on a Ninjitsu prior to being soft-capped. Even after soft-capping defense, topping-off health as often as possible has the distinct advantage of preventing you from being one-shot by NPCs.If you take /Nin or /WP, you get a self heal, thereby rendering aid self relatively useless, IMO.
If I was going to take *any* Medicine pool power it'd be Aid Self.