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Quote:At least in my build it would only save me 1 power: SJ itself. And since I do not have any additional slots in SJ it doesn't free up any enhancement slots I could use on a replacement power or somewhere else. Whatever I replaced SJ with would have to work well with only the one enhancement slot or I'd have to pull slots from some other powers, weaking them and possibly losing me some set bonuses. I just can't live without CJ + Hurdle for unsupressed combat mobility. When your offense is primarily all melee range, being able to GET into melee is vitally important. Sprint+Swift+Hurdle is okay but it's not got a lot of aerial control. Ninja Run itself is no good in combat because it supresses like any other travel power when you attack.Also, i would reccommend the Martial Arts Booster to all stalkers. Ninja run, when backed by the fitness power pool, is awesome. It's not SS or SJ, but it's like having a light mix of the two, and it frees up 2 powerslots, which is, once again, why I even considered this endevour in the first place.
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Don't forget Black Scorpion's Web Envelope AoE Immob. The only downside of any of these methods is I don't think any have KB protection so you can punt them out of your Ignite with several of your AR attacks. Ignite's radius is very small. Like 5ft. So you'll hit whatever is standing directly in the Ignite patch and anything immediately surrounding it. Works well to pull a bunch of enemies to a corner, immobilize them in a tight group, and then proceed with the burnination.
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Quote:Damage dealing should always be top priority, but that doesn't mean you can't be team-friendly in other ways. Ninjitsu in particular can offer some minor control abilities with Caltrops and BP. Heck, just Caltrops can help you not only protect yourself, but protect your team. They are fantastic on the ITF with all the ambushes. Plop them down in front of one and the whole thing just piles into them like a train wreck, at which point anyone in the team with an AoE instantly loves you.I certainly look forward to seeing your results. It always struck me as something interesting how Stalkers are the sneaky rogue class but "only" got the option to be damage dealers. Especially in light of the ability to sometimes out survive the rest of the team and the whole stealth/tp thing.
The patron hold is nice for those annoying minions and LTs you don't want to deal with immediately. I use it on things like Nulifiers, Surgeons, and Sappers and then go to town on something bigger. Or just use it to help stack hold mag with your team on bosses, EBs, and AVs.
Medicine Pool is not a terrible idea, but I think you'd get more constant use out of Leadership. Resuscitate only lets you pick one person up and often they don't need your help to self-rez. By contrast, Assault, Tactics, Maneuvers, and Vengeance help the whole team. The first three all the time and the last helping the rest of the team turn around a wipeout-in-progress. Pick three to replace your Medicine powers. Not to mention Tactics can come in handy for your own ability to hit high-defense enemies like tightly-packed Cimerorans using Phalanx Fighting.
Just some alternate ideas. -
I'm with BrandX then. That'd be a Dark Miasma corr/def. Not the damage of a Blaster, sure, but very sturdy and well able to control a full team-sized spawn. Most of the time, on my AR/Dark corr, I don't even bother summoning Fluffy unless the stuff has really hit the fan. It's just overkill.
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After playing CO for the one month of life it has in it... I think I still prefer CoH's unique names. It WAS ugly seeing all those @globals in broadcast and the only upside was not having to see or deal with the typo-tricks some people play here to get a common name. Yet because of the @global tacked on the end it wasn't much better than seeing "xXTheHulkXx" really.
It sucks not getting the name you want, but it's also really good to get that unadulterated version of the name you DO want when it happens. And it does still from time to time. -
Quote:If you can tp them to safety that's help enough in my book. It's pretty rare someone isn't going to have or be able to build an Awaken insp (maybe with a little trading amongst teammates). Having your own rez for those few times they can't is of little value, in my opinion, even if you were already planning on having Aid Self in your build.It would be nice to not only be able to TP my fallen comrades to a safe non-mob aggro'ing distance, but to be able to rez them/keep them alive.
If you're Ninjitsu that's unlikely and you'll be far better off with Caltrops and Blinding Powder in terms of being team-friendly. -
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Quote:Not sure why this matters. Was the lawsuit trying to say the money amounted to some kind of online gambling profits? What's interesting about this quote from the article though is the word "earned". I had thought the premise behind the illegality of RMT was that the players don't own the stuff they are trading. They don't actually "earn" it because no matter what, the virtual money on your characters (indeed your characters themselves and everything they have on them) belong to the company running the game... not to you.
The court conditioned its ruling on the fact that the cyber money was earned through skill, not luck.
Is this not the case in South Korea as well or do gamers actually have some legal rights to their in game characters and items? -
Terrify + Any bunch of inanimate objects in a Villain Mayhem.
"Boo!"
*kaboom!*
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Seems like TFs are also a little broken with SSK right now. Instead of being set to the mission level (which for most TFs is the max level of the TF) it seems that setting the mission just locks you in at the current leader's level and then you can't change it by having the leader log out. At least that's what happened to us on an Ice Mistral last night when the leader DC'd.. Fortunately the new leader was just one level down so it was like running at difficulty + 1 for that mission. No big deal. But it could have been if the new leader had been minimum level and we didn't catch it before the mission was set. Maybe logging everyone out fixes that. I don't know. We didn't bother.
I wouldn't mind if TFs just auto-leveled everyone up/down to the TF mission level. -
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Yeah, but even someone who isn't AmazingMOO could fill several walls-of-text with what was annoying about the *old* SK system. I've run into this problem with SSK on zone events and the like before as well. A way to just de-select the mission and return the team to the leader's level would fix this little problem.
On the flip side, my dom dinged level 49 last night... in a level 20 Cap SF. Thx SSK! -
Quote:I wouldn't even use it for that. I use Hide, Dark Blast, and Super Jump to pull on the very few occasions I want to (for example, the AVs at the end of the Lady Grey TF). In other words, I just Super Jump from behind the target towards the rest of my team and tag the AV as I sail overhead. I'm well out of range before they can counterattack and it tends to be pretty good at bringing very few enemies along with the pull.The Stalker Comparison;
Why on earth would a Stalker use a Snipe, other than to pull?
Still, I could see using a Stalker Snipe in a situation where you can't get an AS off. Spines Wardens, Knives of Artemis, Rikti Drones, Hamidon Blue Mitos, any area-effect auto-hit damage that might be at the target location like caltrops, rains of fire/ice, etc. But that's still pretty highly situational and it's tough to justify a precious power slot being used for such a thing.
Quote:Wouldn't your Assassins Strike be a better all around choice for an opener?
Quote:And, if you did use a Snipe to Pull, doesn't that break your Hide? -
It's been awhile since I messed with this and my search-fu is not turning up solid answers. I THINK that the way pet IO slotting works is that enhancements slotted in the summoning power apply to each power they CAN apply to. So yeah, a heal set IO is only going to apply to the Servant's powers that accept heal sets. SOs and HOs should apply to all powers since they are not restricted in slotting the way IO sets are. The exception, I think, is recharge enhancement which doesn't carry over and only reduces the recharge time of the summoning power itself.
Global accuracy (and IO set bonuses in general) only apply to the player, not the summoned pet. I think there is a specific MM IO set bonus that is an exception to this but I don't play MMs. In any case, doesn't apply to non-MM pets I think.
Now, used to be that if you slotted an IO set enhancement that included recharge, that WOULD affect the recharge time of the pet's powers. I don't think that's true anymore but haven't really tested it either. Probably ask this on the MM forums and you'll get better answers.
You can also experiment by adding "Pet Hit Rolls" and "Pet Combat" text to a chat window and monitoring the pet's tohit chances that way. With no acc enhancement and no tohit buffs / defense debuffs going, you should see the pet needing a 75% roll to hit an even-con minion. -
Smoke Flash has pretty limited use. It's not good on teams... unless you just don't like your teammates. It's not even that good for its stated purpose of "getting out of a bad situation". For that, I find just "getting out" works as well. You might use it while soloing with a single-target focused primary as kind of a ghetto Mass Hypnosis, but that's a pretty specific case too and with the long recharge it's not available that often anyway.
It's got my vote for most-skippable power in Ninjitsu, definitely. In fact, I've never actually taken it. It's never looked good enough on paper for me to bother with it. -
My AR/Dark has Sniper Rifle but aside from using it to finish off some runner I am too lazy to chase, it's more useful as a container for IO set bonuses than as an attack. I have often thought about replacing it with something I'd use more. With as much defense as I have with IOs and from tohit debuffs I could easily get snipes off in combat, even against multiple enemies and yet I still don't use it.
It just isn't worth the time and the possibility someone will get lucky and interrupt me when the payoff at the end is less damage-per-activation-second than I could have achieved just cycling attacks. And that's from a primary that doesn't have great single target damage to begin with. Even just a Burst + Slug combo does roughly the same amount of damage for pretty much the same endurance cost except it's a full second faster. Add to that it has no chance of interruption and a greater chance to Scourge on the second attack in the combo. The snipe would only be worth doing if I had no other attack ready and in a fully developed build that is pretty much never the case. -
Take your Stalker blueside and just backstab people... in the face! Problem solved!
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Quote:Beat me to it. I see no reason not to take my characters from either side across to the opposite side if only to experience more game. Definitely looking forward to running all the hero TFs with my stalkers and corruptors and vice-versa with my controllers.Other than that, I will be taking hero toons redside and villain toons blueside as the whim strikes me, or as determined by their backstory. I look at it more as "All my characters are getting twice the game to play."
There are lots of ways to explain side-switching if concept matters, so it's not really a barrier. -
Quote:Is Claws a "top-tier" AoE set? Just saying it's unlikely the AoE effectiveness of the set has anything to do with it not being allowed with Shields. It's all to do with the animations being compatible, as others here are pointing out.Is Electric melee a top-tier AoE set? Last I heard, someone was complaining that other than Lightning Rod, it's lackluster. Haven't used it myself.
Unless you're a Stalker that is, in which case it's because the devs hate you. -
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Quote:That doesn't explain Electric Melee.Also, it's probably not accidental that Claws and Spines are terrific AoE sets that would synergize well -- perhaps too well -- with Shield's Against All Odds damage bonus. It would certainly be either almost overpowered or completely overpowered, depending on your point of view. That may or may not have occurred to the Devs, but I assume it's part of the reason.
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Quote:What server do you play on? I'm a member of four different global channels on Virtue all of which are open to the public. Between them I usually don't lack for teaming opportunities. If these are "gated communities" then where is the gate?However, I am a little concerned about how truly welcoming this game is for new players. Admission into one of these "gated communities" can often open up a world of opportunity for a new player, while a player without membership could see a mostly empty landscape.
I may be a vet, but I don't PL my new alts. I run them through the newbie zones and I can see that there is plenty of team forming chatter in the broadcast channels as well as SG recruiting going on. It doesn't take much effort to *become* a part of the community and learn about global channels and such. A person unwilling to take even those simple first steps is not the victim of an unwelcoming game. -
Most toggles use less endurance than spamming a Tier 1 attack, so you don't want to go nuts on EndRdx. What you have there looks good. If at all possible, you want any spare slots to go to EndRdx in your most often-used attacks.
You've got a ton of +acc and +rech from set bonuses so maybe LR is okay. One thing that might need more accuracy however is Ignite. Unless you rely on rad's -def, Ignite will be missing higher level / higher rank opponents quite alot. It's precisely the targets that Ignite is best used against, AVs and GMs, which will resist those debuffs quite a bit. Remember that it's a pseudo-pet power, so the 2.0x accuracy listed on the power detail is meaningless. The "Flames" pet summoned by this power has normal 1.0x accuracy on its attack. It ticks five times a second, so if you're just looking at the damage numbers floating up it's easy to not notice how much it is missing. Check the combat log and make sure it's showing pet hit rolls. You'll see it there.
Other than that, you might consider Leadership instead of Fighting. Yeah, you're a little tougher with Tough/Weave, but one thing AR really lacks is +tohit. You've got good +acc from IOs but that still won't do very well against enemies with high defense and AR has no Aim. Maneuvers, Tactics, and Vengeance to replace Boxing, Tough, Weave. Vengeance can hold a LOTG +rech, you get some of that defense back, and you get the much needed +tohit, not to mention this helps your teammates as well.
Maybe enough that they won't notice you're carrying three "use on dead teammate" powers.