Arbegla

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  1. Guessed the correct set, but not the correct recipe, nor what im listing them for
  2. This build will basically be a buff/debuff machine as well. Low levels will rotate around draining end and slowing things to a crawl, mid levels will be buffing allys/gremlins to high amounts of awesome, and higher levels will be able debuff things down so the buffs are that much better.

    I took the shields later in levels as i was planning on soloing alot, and the shields wouldn't be all too useful until i get the gremlins. Maybe i'll rework the build so the shields come faster, as low level teams can really use the boost.

    I leaned more towards recharge, as much as possible, so that i could perma benumb, and indomitable will. High recharge on heat loss and sleet aren't bad either.

    Im thinking solo the gremlins will be there to soak up my buffs, and keep most of the aggro off me, so i didnt lean much towards self defense. Should I?
  3. no, it doesn't create an aura like rise to the challenge does, or even a damage aura. the 'aura' your seeing is only there to let you know the power is active.

    While the power is active, each kinetic melee attack you land will boost your damage by (i think) 25%. This stacks up to 5 times, for a final damage bonus of 125%. The tohit bonus is active for as long as the power is active, which (i think) is 20 seconds.
  4. Hey guys,

    I just got this weird idea while sitting here watching my things sell off and on, and I wanted to share.

    See, this game is going to be a rather risky guessing game. Basically you guess my niches from the clues i'm giving, and you guess what I'm selling them for. If you guess right, I'll give you an entire weeks worth of profits from said niches.

    The twist, is the winner then has to play the game themselves, giving clues to their niches, and offering up some profits to said winner. I figure the folks who browse this here forum can spare a few days profits, or even a weeks worth for a simple guessing game.

    So I'll start, I'm currently running two niches, which I check pretty regularly. I'll give clues to both of them.

    Good Luck!

    Clue #1: First niche is a healing IO set, ranging from levels 30 - 50.
    Second niche is a range set, ranging from levels 30 - 50.

    Clue #2: Neither set are PvP or purple.

    Clue #3: Both niches are flippers, I'm buying the recipes and salvage, then crafting the enhancements.

    Clue #4: Both recipes only take 3 different salvage to craft.

    Clue #5: I'm only using one recipe per set, so guessing the set won't win you the price, gotta guess the exact recipe, and how much I'm listing it for.

    First person to correctly guess what my niches are, and how much I'm listing the end product for wins a weeks worth of profits.
  5. Arbegla

    Brute as damage

    i have provoke on my def capped bot/traps MM.. does that make me a tank?

    i use seeker drones to negate all the available aggro in any given spawn...Does that make me a tank?

    Between some of my pets being on defensive/follow, and others attacking hard targets with AOEs, i'm able to pull more then then aggro cap of any given tanker or brute... Does that make me a tank?

    I'm able to CC nearly every mob in a group due to combined immobilize/holds/sheer damage basically every spawn (immobilize charges in like 10 seconds (i think) poison trap is about 25 seconds, damage is well, all the time)...Does that make me a tank?

    Really, think about what is being said, and how redside plays out, before you go labeling things 'tanks' or not. Then we'll talk.
  6. So, my questions to you are;

    1. Do you favour the idea of being able to solo EBs/AVs/GMs, if so/not, why?
    To be able to solo EBs/AVs/GMs you need 3 things.

    1) High suriviability. This is can be from -tohit, +def, +res, -dmg, pretty much in combination of those. This is so you can take a hit when a hit lands.

    2) High -regen and damage. This is to counter the AVs/GMs high regen rates. EBs its not as required, and for some AVs, -regen doesn't help that much, but it is useful. -regen is definately what you need to be able to solo GMs. Damage isn't required as much as the -regen is, as you can debuff a EB/AV/GM down to 0% regen, and whittle it down with brawl if you really wanted to. Damage just makes things faster, which brings us to point 3

    3) Patience. This is key. AVs/GMs are big bags of hitpoints. Meaning you can't really burst them down. Some EBs are the same way, but most can be burst down within 1 or two inspiration cycles (1 or 2 minutes if you will)

    As long as you have all 3 of the above things, i see no problem with being able to solo EBs/AVs/GMs.


    2. Have you ever soloed an EB/AV/GM, and if so how did you feel afterward?
    I've solo'ed every single EB/AV/GM available villain side that doesn't require a task force. I've duo'ed every single EB/AV/GM that does require a task force. This was all on my bot/traps MM, and I felt great the first few times. After the novelity wore off, it just became 'whats my limit' and pushing things like soloing multiple EBs/AV or going after the AoE happy GMs (deathsurge, I'm looking at you) I still solo things pretty regularly, but its mainly to see if i can still do it, as i play that character about once a month now.

    3. Do you think the dynamic will change after the implementation of the Incarnate system?
    I think the dynamic will stay about the same. As long as you have the 3 main things i already mentioned, you'll do just fine. Incarnates may make it easier, or faster, but it won't change the overall dynamic. AV/GMs will still be big bags of hitpoints with high regen values, and EBs will still spawn at basic difficulty.

    4. Whatever else you wish to add.
    As long as new content is made more enjoyable, the difficulty can be downplayed. People love the ITF, yet when it was first created, it was called 'impossible' due to the mechanic of the fluff balls. Now, its a piece of cake for just about any group of people, and some have even solo'ed the entire thing. Big bags of hitpoints aren't as much fun as they used to be, so there has to be more to it then just adding more hitpoints to the equation.
  7. i'd rather gremlins get eletric fenses, charged brawl, and havoc punch, and drop the damage aura.

    This way, they have 2 melee attacks (which they favor melee anyways) 1 ranged, and they won't break static field as much. Jolting chains, and their damage aura breaks static field ALOT, even with the pulsing mechanic.
  8. Arbegla

    Dargeting Trone

    while 1% tohit is greater then 1% acc, acc usually comes in higher packages, and isn't affected by debuffs.

    Basically the higher your acc, the higher your debuff limit is. You could be debuffed down to 5% tohit, yet due to having acc slotted, your final tohit would be much higher then 5%.

    Just something to keep in mind, when comparing tohit to acc.
  9. eh, melee forts may be awesome for PvE, but ranged forts are pure aweosme in PvP, plus who doesnt want a tank mage? (if your gonna roll a melee fort, might as well go night widow IMO)
  10. Thing is, 1606 hps is way too squishy for a melee class. All the other melee classes has anywhere from 800 more, to over double what stalkers have for hitpoints. Nearly 1 shotting means you can actually use your secondary (be it heals, or a t9, or even inspirations) to keep you alive.
  11. Hey guys,

    After realizing my elec/storm wouldnt work out, i decided to reroll as elec/cold, but i'm having an issue on slotting and power picks. i wanted to get the psi mastery epic power pool for the mez protection, and i have enough cash on hand to get anything in order to perma it, but i just can't quite get everything down. Heres the build i've been messing with, any ideas on how to improve it or readjust certain things? I'm only familiar with elec control to about level 20, and outside of spreadsheet knowledge, i don't know a thing about cold. Any advice would be great

    Heres the build:

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Cold Domination
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Electric Fence -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(48), Dev'n-Acc/Dmg/EndRdx/Rchg(50)
    Level 1: Infrigidate -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(40), AnWeak-DefDeb/EndRdx/Rchg(40), AnWeak-Acc/Rchg/EndRdx(42)
    Level 2: Tesla Cage -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(48)
    Level 4: Chain Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(5), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(29), GravAnch-Hold%(29)
    Level 6: Snow Storm -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(7), TmpRdns-Acc/EndRdx(7), TmpRdns-Rng/Slow(23), TmpRdns-EndRdx/Rchg/Slow(25)
    Level 8: Conductive Aura -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(9), P'Shift-EndMod/Acc/Rchg(9), P'Shift-Acc/Rchg(11), P'Shift-EndMod/Acc(11)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Static Field -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(13), FtnHyp-Sleep/EndRdx(15), FtnHyp-Plct%(15)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Frostwork -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Rchg(19)
    Level 18: Paralyzing Blast -- Lock-Acc/Hold(A), Lock-Acc/Rchg(25), Lock-Rchg/Hold(27), Lock-Acc/EndRdx/Rchg/Hold(27)
    Level 20: Arctic Fog -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-EndRdx/Rchg(21), LkGmblr-Rchg+(23)
    Level 22: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(46)
    Level 24: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
    Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(31), CoPers-Acc/Rchg(34), CoPers-Conf/EndRdx(34), CoPers-Conf%(37)
    Level 28: Benumb -- Acc-I(A), RechRdx-I(39), RechRdx-I(39), RechRdx-I(40)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), S'bndAl-Build%(34)
    Level 35: Sleet -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg/EndRdx(36), LdyGrey-Rchg/EndRdx(36), LdyGrey-DefDeb/EndRdx(36), Achilles-ResDeb%(37)
    Level 38: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
    Level 41: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(46), RechRdx-I(50)
    Level 44: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(50)
    Level 47: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(48)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 1: Swift -- Run-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(3), Mrcl-Rcvry+(3)
    Level 1: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(37), P'Shift-EndMod(39)



    Code:
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  12. I'll have to second Biospark and Dechs.

    I think stalkers should have a 1.130 (which is .005 higher then what scrapper have) melee damage scale, and boost their hp caps to 2007.95. This will allow stalkers to be single target beasts, but due to scrappers having easier access to AoEs, and more offensive secondaries, scrappers will not be put aside for stalkers.

    why 2007.95? cuz its right between what they have now (1606.4) and scrappers caps (2409.5) This way stalkers can get more benefit from +hp accolades, set bonuses, and powers (dull pain can be more then a nice heal)
  13. Elec/shield -> High burst AoE, decent enough normal AoE to kill whats left over, poor single target, very hard to kill once you softcap, due to very high burst damage

    Fire/Fire -> Medium sustained AoE, decent single target, squishier then most scraper.

    Spine/dark -> Medium to high AoE, low single target, not as squishy as /fire

    Fire/dark -> Medium AoE, decent single target, not as squishy as /fire

    Fire/shield -> Medium to high AoE, decent single target, not very squishy once you softcap.
  14. Back before I7 i think bot MMs got the benefit of both bubbles. It was the same patch that gave villains Grandville, and 40-50 content.
  15. Alrighty, got the build (before you posted, i was inputting it in by hand)

    Now, when you say 'better' do you mean 'maintain everything exactly + some' or better performing?

    Depending on what you mean, depends on what could be done. 48% is massive overkill on defense for an SR, with 95% DDR (which your build has) so did you want that much of a cushion, or could those numbers be lowered?

    You slotted alot of +hps, and +regen, which on an SR i can see being really useful, especially with MA not having much in the form of AoE to take down mass mobs before they can take you down. Is there a ball park you want, or just 'more of the same' of what you have now?
  16. Hey arcanaville, Your data link isn't working for me, i can't pull your build up. any chance you could post the data chunk?
  17. As does Shadow meld. which all stalkers have access to.
  18. It is, sorta. Its a chain attack, and if it kills the mobs with the first hit, it won't chain. Most people use it in a single target attack chain (plus it takes melee set IOs, not Melee AoE sets)
  19. Somethings wrong with you proc then, cuz mine gives a full 6% tohit on my tanker (75% to 81%)
  20. Basically, stalkers attack chains start with BU-AS-placate(normal chain) then placate->BU->AS(normal chain) unless you can get lucky, and rehide in melee (shadow meld, MoG)
  21. I buy 10 at a time, list 5, and keep 5 up at all times i check, with common IOs filling up spots, cuz those are easy cheap moneys. Plus i do this while afk, and i even fight with myself.. (2 toons, listing, and buying the same exact things...)

    And i still make a decent profit, daily. even fighting with myself.
  22. For comparison, heres Elec Melee single target DPAs

    Charged Brawl - 56.29
    AS - 46.34
    Havoc Punch - 48.94
    Chain Induction - 73.41
  23. Quote:
    Originally Posted by Lord_Thanatos View Post
    TF has just about garbage DPA, and the rest of the set is just about average, the only standout power is ET and its still slow, and one power doesn't an attack chain make.

    TF = 59.99 DPA
    ET = 94.97
    barrage = 55.2
    Bone smasher = 60.8
    Energy Punch = 67
    Assassin Strike = 46.34

    So, while TF isn't the best DPA.. its certainly not garbage *better then barrage, only slightly worse then bone smasher*

    and ETs high DPA doesn't account for its self damage, which translates to about 62.48 DPA(self damage)

    so, the more you use ET, the more likely you are to kill yourself.
  24. Plus don't MMs have different debuff mods then controllers?
  25. How is TF and ET rather low compared to many other stalker sets?

    Even with the ET nerf, its been proven time and time again that energy melee is still pretty high on the single target damage department. Granted, it has next to 0 AoEs, and its not #1 on single target, but its still pretty high.

    Plus, with the barrage change, barrage is actually fairly useful on a stalker, especially when it crits.