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Posts
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Quote:Yeah, I was wondering about that, since it's definitely possible to get the recharge down to consistently have two Static Fields out--if it doesn't have code limiting you to one. So this might actually be a set decent at controlling multiple spawns at once (if you can do two Static Fields).That's a good comparision alright, I've been a Domi for too long, keep forgetting about Spooky.
So is it like Spooky in that you can only have one out at a time?
Example: Fire off Static Field at one spawn. Fire off Synapse Overload at it. Now fire off Static Field at the second spawn and engage it as normal, refreshing Static Field on the first spawn. By the time you clear the second spawn, the first spawn should be mostly confused.
Someone really needs to test this, if they haven't already (someone probably has). Just three SOs plus Hasten should be enough for a little overlap.
As for Domination, this set would likely get a low control benefit from that. Doesn't make it a bad Dominator set.
Hmm, one way to think of Synapse Overload would be as a self-casting single target confuse that uses up none of your animation time after the first target. There're some issues though with that comparison--you can't control what it targets after the first target, and mob deaths can terminate it early. If there was a way to stop that mob death caveat, it'd be a better power.
It would benefit greatly from the purple Confuse proc, of course.
Anyway, it isn't Seeds or Mass Confusion, but I don't think it was intended to be. It seems more like it fills the single target confuse niche in a really weird and quirky way. It'd be a decent power to use after the initial minion-clearing salvo, perhaps.
Hard to say what the best tactics would be--this really is a set that requires different tactics from other sets, and it'll likely take time to work those out. -
Basically, those slots are simply temporarily unavailable. I've seen this happen a fair bit to 'extra' slots (those gotten through purchases and vet rewards, I think?). If it says the store's down, then some other things will be down as well, and those slots're one of them.
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Quote:Thank you for reporting your experience. I'm looking forward to rerolling as Electric Control/Kinetics, then. At the very least it sounds like a better experience than Kinetics/Dark Blast. I don't even care if it's not as optimal as some combos, it sounds quite 'good enough', and that's perfectly fine for a concept character. Besides, I can think of interesting ways electricity meshes with her concept now (using the natural electricity in people's bodies against them, much like she already subverts their energies to make herself and her team stronger).I ran an Electric/Kinetics controller from 41-42. It worked quite well as a sapper: Static Field puts everything to sleep, you come in with Conductive Aura, the Gremlins attack and wake mobs up, the Static Field puts them right back to sleep. Within a few seconds all the mobs have no end. Hit bosses with Transference and they're totally drained.
The mobs do occasionally regain enough end to launch minor attacks, but they have a hard time doing high-damage attacks that require more end.
Static Field has a lot of advantages: it stays there and resleeps mobs that wake up. The mobs don't stagger around at warp speed like they do with area stuns.
I didn't get to level 47 so I didn't have access to the high-damage controller epic powers, so it's hard to compare to my level 50 controllers.
People are always criticizing Static Field as being useless, but I used it with Gremlins and Chain Fences constantly waking mobs up. Static Field just put them right back to sleep over and over. That's a huge game changer, making the power useful in nearly all circumstances.
Plus a slept enemy doesn't complain when you use Kin powers on them. -
Quote:Huh? What other heal would you be using? Medicine pool? With the extremely slow interruptable heals?Actually, it doesn't look too bad, if your willing to stick with Twilight Grasp as your only heal. And with the Ember Demon... that can work.
Quote:Strictly number of powers wise, you are using 17 out of 24 (ignoring Black Hole, of course.) 16 if you decide against Petrifying Gaze.
That leaves room for the fitness pool (3 powers) and a travel pool (2 powers), and 2 or 3 other powers.
Quote:SLOTS may be your issue, but if you only stick to 3 or 4 slots in your attacks (you aren't using them for damage, anyway) you should be golden. -
While not a Demons/Dark, my Demons/Trap uses the whips somewhat, but that's mostly as something to do in between doing other stuff, not to mention concept reasons (Indy Jones wannabe suffering from a curse that gives her demonic traits including the ability to summon them). So far, I only have two (the 80-ft one, and the cone), and I'm not sure I'll bother picking up the third. I don't do it for the damage. If I did, I would give up in despair. To me, it's just a way to add a little extra -res debuff.
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Lack of KB prevention has its upsides and downsides combined with Storm. You can't freely throw around Tornado and Thunderstorm without worrying about KB, but it does mean they're stuck in Freezing Rain flopping like fish.
Also, did everyone miss the significance of the +recovery from the aura combined with endurance-heavy secondaries like, say, Storm? Though that'd depend on just how much the aura itself cost to run.
Not to mention that Thunderstorm has some endurance drain in it.
That said, Radiation Emission would most likely make a better pairing. Choking Cloud and Conductive Aura mesh better than Hurricane and Conductive Aura (unless you corner them, then it doesn't matter as much). And Radiation Emission could use the endurance help as well (even with its own +recovery buff).
I've been thinking about an Elec/Kinetics controller (or defender or corrupter). I have a Kinetics character that I've been having trouble finding a good pairing powerset for (concept wise). Electric (either the blast set or the control set) probably goes better with the whole 'using dark powers to drain enemies' just because of endurance drain, even if electricity wasn't part of the concept in the first place. And the aura is just as melee oriented as Kinetics. Hmm.
You know, they could improve the aura a little while still making it unique just by adding a small sleep effect to it. Though not sure that'd be a large improvement.
Will have to see how the set actually plays.
Also: the gremlins have a melee attack (like the imps) and their own version of Jolting Chain, as well as that damage aura. The controller's version recharges at 8s (can be brought down) while the gremlins' recharges at 6s (can't be altered). So it looks like spamming KDs might actually be a core control mechanism, even if in a weird way compared to Ice Slick and Earthquake. -
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There's a key point here: none of the redside ATs lack mitigation. Some are more squishy than others, but all have more capabilities to deal with incoming threats than, say, your typical blaster. Of course, there're lots of outliers (some blasters that play more controllery than some controllers), but the general rule holds.
Pretty much every redside AT has debuffs, defense, resistance, regeneration, heals, mezzes in ample supply. They also all have at least fair damage. In other words, all are hybrids. As such, they strongly blur the damage/support/meatshield roles.
Therefore, there is not nearly as much need for a brute to manage every bit of aggro as there would be for a tanker. Everyone has tools to manage some measure of stray aggro, whether it is threatening them or their teammate. I'm far from being one of the best players (I sometimes do stupid, reckless things just for fun or to see if I can pull them off and survive), but I can still see and appreciate this point.
What the others are describing here seems to be a team where everyone simply inter-operates without locking themselves into that trio of roles.
I can see that there's still a lot I have to learn about tanking too. That bit about using your heavy attacks on minions to eliminate them while attacking the boss frequently (with the lighter quicker recharging attacks, I presume) is something I'll have to keep in mind. Of course, the lag of playing on a substandard computer degraded my performance in general play, heh. Now that I'm on a better computer, I can more easily see where I'm lacking and try to improve. -
Probably, if you're willing to have a very tight build--since you'll want nearly everything from both Demon Summoning and Dark Miasma (Black Hole is the only skippable power). The whips actually have a worthwhile -res debuff on them. Those attacks can be endurance intensive though. Also, you'll have to skip most of your patron pool powers or travel powers (I really wouldn't consider skipping Fitness in a build that uses personal attacks).
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Dark Armor really does have a lot of toggles, and you'll be running five or six of them at any time (your three basic resist toggles including mez resist, plus damage aura, plus mezzing aura of choice, plus possibly Cloak of Darkness if you are stacking defenses in your build). Your character will basically be constantly rolling in colors. You probably want to select the "No Fade or Pulse" option in the color customization, though--that'll keep Cloak of Darkness into turning your character into a fluffball where you can't see their costume (on the other hand, if you want to be a Fluffy, you can just use regular Color Tintable).
As for melee set, it really depends on your tastes. Dark Melee has decent synergy (fear stacking, endurance recovery, and such) and matching visuals with Dark Armor and will transfer the power colors onto the enemy because of its debuffs. Stone Melee can be colorful and allows for marvelous stun stacking but is endurance hungry. Energy Melee is pretty and stunning but tends to have long animations which can mean reacting too slowly to hit your heal. Electrical Melee is very flashy (colorful lightning flying EVERYWHERE) and AoE-machine, though all the AoEs can use a fair bit of endurance. Fiery Melee is superb damage but offers zero mitigation (though with the right build you apparently don't really need it that much). Any of those will likely work though you might have to work around their individual caveats.
Personally, I love my Dark/Stone, but I do have to be careful about her blue bar. I have sort of a green/purple blend that looks pretty good, and I'm sure you could do a lot more in terms of colors. Heh, now I just might have to experiment with a slot just to see how much I can get in terms of colorfulness. Just out of curiosity.
Really, it's up to you. Dark and Stone Armor hands down have the most potential colorfulness, and you aren't shooting yourself in the arm by running most of Dark's toggles the way you would be if you were running Stone's other toggles rather than Granite. For the melee set, though, there're several pretty valid options. You can probably get away with just picking the one whose visuals you prefer. Try playing with them in the costume editor and see what you prefer? -
Any combination of Earth, Plant, Wind, Fire (take three) will likely work.
Or in other words, I'd say that Earth Assault and Storm Summoning would be equally primeval. It then boils down to what specific flavor of primeval you're going for. -
Quote:Hmm, I guess the total lack of endurance reduction wouldn't be quite as much of an issue on an Fire/Kin. I know I could never run that slotting on my Fire/Rad. It does look pretty damaging, though you'll have to hit Transference more often.This is how I would slot it for farming.....
Level 8: Hot Feet -- HO:Nucle(A), HO:Nucle(9), HO:Nucle(9), Sciroc-Dam%(11), Erad-%Dam(11), ImpSwft-Dam%(13)
If you want to maximize Hot Feet damage, this looks like a decent slotting (though the Damage enhancement might not be needed with capped Fulcrum Shift). I'm pretty fond of HOs for cases where one wants to maximize certain enhancement values in a power in as few slots as possible (it's really lovely for heavily multi-aspected powers). -
Quote:PMs were turned on in my settings. I just tried turning it off and saving the change, then turning it back on and saving the change. Could someone send me a PM to test? And if it still fails, does anyone know who I could report this to? Not sure if I should use the technical forum, it seems more for CoH woes than forum woes.You might want to check your forum account settings. I know you can disable the receiving of PMs. I got your PM and sent this as a reply.
"It looks great. Stone melee is a little heavier on endurance than fire melee, so you'll have to be careful. The downside to my build is that I can burn myself out if I go full bore, so I'm sure you could too.
I worry a very little about your slotting on Dark Regen. Yours heals for less than mine but recharges faster. In large groups of enemies, yours will perform better. Against a single target mine is better. But with all the defense/resistance, usually my heal is overkill, so it shouldn't be a problem in your build.
The one suggestion I'd make: Replace the Oblits in Soul Transfer with Erads. Boom. Softcap."
Yeah, I'll have to be careful about not going full bore. But it's nice to have the option for when I've got additional endurance recovery from the team, or want something down faster.
I wasn't completely happy with the Dark Regen slotting, actually. I would've liked to get a wee little more endurance reduction in there too. But unless I can find another way to make up the E/N defense I got from the Erads in there, I'll have to do it just to softcap. And the softcap might just save me more health than extra healing. Besides, with how rarely you say you use it, I suspect the slotting difference won't be a huge deal.
As for the Oblits in Soul Transfer... that's a big DOH moment for me. I actually meant to slot Erads in there.
EDIT: Here is the build I sent Dechs, with the correction of Erads in Soul Transfer. This has softcapped S/L/E/N. It'll be a long term goal--I'm still working on earning the necessary funds. And of course Incarnate might cause some changes in plans.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Fluorite Dreams: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Death Shroud -- Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(3), Erad-Acc/Rchg:30(3), Erad-Acc/Dmg/Rchg:30(21), Sciroc-Dmg/EndRdx:50(23), Sciroc-Acc/Dmg/EndRdx:50(48)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(23), Mako-Acc/Dmg/EndRdx/Rchg:50(27)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(27), Mako-Acc/Dmg/EndRdx/Rchg:50(29)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(29), Mako-Acc/Dmg/EndRdx/Rchg:50(31)
Level 6: Obsidian Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam/Rchg:40(46), S'fstPrt-ResDam/Def+:30(50), S'fstPrt-ResKB:30(50)
Level 8: Dark Regeneration -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Rchg:30(13), Erad-Dmg/Rchg:30(13), Theft-+End%:30(15), Theft-Acc/EndRdx/Rchg:30(15), Theft-Acc/EndRdx/Heal:30(17)
Level 10: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(17), RctvArm-ResDam/EndRdx/Rchg:40(19), RctvArm-ResDam/Rchg:40(46)
Level 12: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(19), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(46)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(45)
Level 18: Taunt -- Mocking-Taunt/Rchg:50(A)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(31)
Level 22: Fault -- Stpfy-Acc/Stun/Rchg:50(A), Stpfy-Acc/Rchg:50(33), Rope-Acc/Stun/Rchg:50(33), Stgr-Acc/Stun/Rchg:30(33)
Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(25), LkGmblr-Def/EndRdx:50(25), Zephyr-Travel:50(31), Zephyr-ResKB:50(34)
Level 26: Oppressive Gloom -- Acc-I:50(A)
Level 28: Cloak of Darkness -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(34), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx/Rchg:50(37)
Level 30: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(45)
Level 32: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx/Rchg:40(40), RctvArm-ResDam:40(43)
Level 35: Tremor -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(36), Erad-Acc/Dmg/Rchg:30(36), C'ngBlow-Dmg/EndRdx:50(36), C'ngBlow-Dmg/Rchg:50(37), C'ngBlow-Acc/Rchg:50(37)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 41: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx/Rchg:50(42)
Level 44: Recall Friend -- Zephyr-Travel:50(A), Zephyr-ResKB:50(45)
Level 47: Soul Transfer -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Rchg:30(48), Erad-Dmg/Rchg:30(48)
Level 49: Char -- BasGaze-Acc/Rchg:30(A), BasGaze-Acc/Hold:30(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
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I don't know what's wrong, but I don't seem to be receiving PMs (and ones I send might not be going out). Anyone knows what might be up with that?
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Quote:In my experiences (and I've been on an all Troller STF), a tanker can make things go a little more smoothly/easily. Yeah, one isn't needed. But that's true of any AT. Pretty much all of them have something they can contribute.I think a lot of people will do the same.
the number of quests/tf/avs that actually NEED a tank to hold agro is pretty small.
hell, since i was on an all Troller MoSTF I'd say tankers are pretty much unneeded.
I've actually heard it said that tankers and controllers do pretty much some of the same things. I'd have to agree, really--there's a lot of overlap in roles. They both make the team safer. It's no wonder that you didn't feel you needed a tanker on an all control AT team.
We already have controllers and tankers on the same side. Tankers haven't been made obsolete. And brutes tend to need more support (or more heavy IOing out) to stand up to the same degree of insanity that tankers can.
That said, I'd gladly run a team without a tanker. Or a controller. Or a brute. Or a dominator. Or any other single AT really. Like Iceboxer said, the ATs overlap that much.
As for which (tankers or brutes) would be better for the team, that depends on the team. Team needs more on the defensive side than offensive? Tankers. More on the offensive side than defensive? Brutes. Or you could be fine completely omitting a tanker or brute, or just adding another buffer/debuffer/control character instead. And other ATs (or rather individual builds, really) play into this consideration too. -
Quote:Tankers're more trival to make nigh unkillable than Brutes (it takes less investment). But if you prefer something reasonably tough and with more damage than Tankers get, then Brutes're for you, yeah. I'm actually glad people can more easily follow their preferences once GR hits.After GR hits, I'll never make another Tank because of this.
Everyone has different priorities, which is why I don't think either Tankers or Brutes are in real danger. -
Quote:This is based on a confusion--Ablating Strike is a single attack for Stalkers just as it is for other ATs. The issue is that it's also the final attack in the Sweep Combo, which is a PBAoE (and not quite as strong as Ablating Strike itself, though it does have useful knockdown). Not only that, but the Sweep combo is restricted to Build Up's recharge time (so not very spammable).Ablating Strike for Stalkers is a PBAoE, with 1.05 sec activation and 6 second cooldown. Unless this is a bug (as Ablating Strike for Brutes and Scrappers is single target), I think Spin is hard pressed to be "the best" with its longer recharge, 2.5 second activation time, and shorter range. Its only saving grace is higher damage, which isn't that much compared to the Brute's version of Spin.
You can see for yourself,
http://tomax.cohtitan.com/data/power...oderate_Bridge
The PBAoE damage/KD of Sweep is included in the power info for Ablating. Indeed, this is true for all of the final powers in the combos. If you look more closely you'll notice the conditionals in the power info (if combo mode X is on, add this effect).
Dual Blades for Stalkers got a raw deal for its combos, really (the combo changes make very little sense even taking into account the loss of the Typhoon's Edge PBAoE). -
Kinetics with cone-heavy blast sets like Dark Blast or Assault Rifle (AR has bonus redraw factor, hah). Kin/Cones play looks like this: you run in, do Kin stuff, run out, use cones, run in, do kin stuff, run out, use cones, repeat. Dark Blast especially has three ranges you'll be constantly moving between (Dark Blast has two different effective cone ranges). Some people can deal with that just fine. I found it kinda annoying (and rerolled my Kin/Dark as Kin/Rad with dark colored powers).
A lot of those combos're really personal taste (my example included). Some people can put up with those annoyances or don't even notice them. Others find they make for an unplayable character. -
Quote:You seem to have a misunderstanding of how aggro works in this game. Healing doesn't create aggro (it's actually possible to completely avoid aggroing mobs except by proximity if you do nothing but heal). Only offensive power use (controls, debuffs, and damage) and proximity (just being close to the mobs) creates aggro.But on the flip side, honestly I never seen a someone say don't pick up the stalker. But I would imagine there are many things I have not seen in the game. I think the Stalker effect is more magnified when the team is also lacking. If you have 8 players on a team and only 2 are defense capped then you start to see the usual Stalker attacks unannounced and then everyone running to help him. Healer dies from Heal aggro and then the chain reaction starts as players drop like flies leaving maybe the 2 defense capped players to mop up.. Of course sometimes they can get even overwhelmed and drop eventually.
On the other hand if you have a decent amount of player Defense capped, let us say 4 out of a group of 8. Then it really doesn't matter what the rest of the team is setup since the reality is those 4 are holding up the rest of the team by taking on the aggro.
And you need characters with the taunt effect (basically brutes and tankers who gets it in their attacks and an aura from their armor sets, or anyone who takes Provoke from the Presence pool) to really lock down aggro. But Dominators can really lock mobs down, and with enough defensive buffs or debuffs (like Dark Miasma plummeting their hit chances to near naught), you don't really need taunters.
But yeah, you understand how useful well played Stalkers can be.
As for the main subject of the topic, I think my Elec/Nin Stalker is largely just fine except for perhaps using a little more survability (thus my plans to softcap her). That suggests that the problem is largely due to what Stalkers have to give up to get their AT-defining powers (Hide, Assassin's Strike, Placate). I saw a suggestion, probably earlier in this thread, that I really liked. The suggestion was to move those powers into slottable inherent powers (like Kheldians get, or like the Brawl and Rest everyone gets). Since Placate only replaces the taunt which we can probably agree Stalkers don't really need, we'd only need to make either Assassin's Strike or Placate into an inherent. Plus making Hide into an inherent would allow restoring the utility armor powers that seem to have been sacrificed for it.
That and increasing the range of the team crit buff. Just those two things, and I think Stalkers would be well enough off. I wouldn't be surprised if people still compared them unfavorably to Brutes, but right now I really like playing my Stalkers.
And I actually wanted to play a Dual Blades Stalker, but kinda gave up in disgust when I saw what they did to the combos in the Stalker version of the set. It's bad enough that DB stalkers actually might be better off not using one of the biggest defining features of the set (combos) in favor of using better attacks. Making the combos far more like the other ATs' combos would really help.
That, and if they could somehow use the tech they created for Dual Pistols to turn off damage/mez auras while in hide (Stalker Dark Armor would really benefit). It might not be feasible though.
Regardless, I'm really happy with my Elec/Nin Stalker, but I'm aware she's pretty much an exception.
EDIT:
Quote:Of course, slotting your attacks for endurance reduction (plus at least one in each of the under 0.30/s toggles, with more in the larger ones, of course) is out of the question, so Stamina is mandatory. After all, you might have to sacrifice accuracy, recharge or damage for the better endurance efficiency, which would be unthinkable.
Bah. -
One thing to be aware of: your build might have the +recharge proc toggled on in Mids (and possibly the buildup proc too). This will result in it counting their buffs into your stats, thus the extra 100% recharge over the build you based it on.
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None of which are really any good. Except for the weird puffy shorts that're only good for certain weird characters (I have them on one of my many weird characters), they all have those slits at the top that expose the hips at least. And overall they aren't very good looking shorts. I don't see many female characters using them.
Your best options're probably the tucked in pants, or the tight pants (you can change the bottom half to bare skin). -
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This's been a very impressive and inspiring thread to me. I already have a Dark/Stone, currently at 31. She's actually my highest level tanker right now. I really enjoy playing her so far. I hope eventually I'll be able to match those feats.
I tried designing a build for Fluorite Dreams, my Dark/Stone tanker, taking ideas from Dech's build. I couldn't manage to softcap Energy/Negative, however. A large part of the Energy/Negative defense seems to come from the PBAoE slotting, and Stone Melee has one fewer PBAoE than Fiery Melee. And stun sets only give a 1.25% Smashing/Lethal bonus at most.
Here is the build I put together. This build has not yet been tweaked to be exemplar-friendly. Any ideas for capping Energy/Negative or overall better slotting?
Discarding the stuns isn't very appealing to me--stun stacking is a large part of the fun factor of this character for me.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Fluorite Dreams : Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Stone Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Hero Profile:
Level 1: Dark Embrace -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(9), ImpArm-ResDam:40(9), ImpArm-ResDam/EndRdx:40(11), ImpArm-ResDam/EndRdx/Rchg:40(11), ImpArm-ResPsi:40(13)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
Level 4: Heavy Mallet -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(21), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
Level 6: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(17), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(19)
Level 8: Obsidian Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam:40(15)
Level 10: Dark Regeneration -- Nictus-Acc/EndRdx/Rchg:50(A), Nictus-Acc/EndRdx/Heal/HP/Regen:50(40), Nictus-Acc/Heal:50(40), Theft-+End%:30(40), Theft-Acc/EndRdx/Rchg:30(43), Theft-Heal/Rchg:30(43)
Level 12: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(27), Erad-Acc/Dmg/Rchg:30(27), C'ngBlow-Dmg/EndRdx:50(29), C'ngBlow-Acc/Rchg:50(29), C'ngBlow-Acc/Dmg:50(33)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-ResKB:50(33)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(33)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(34)
Level 22: Fault -- RzDz-Acc/Rchg:30(A), RzDz-EndRdx/Stun:30(23), RzDz-Acc/EndRdx:30(23), RzDz-Stun/Rng:30(25), RzDz-Acc/Stun/Rchg:30(25), Rope-Acc/Stun/Rchg:50(48)
Level 24: Super Jump -- Zephyr-ResKB:50(A), Zephyr-Travel:50(50)
Level 26: Oppressive Gloom -- Acc-I:50(A)
Level 28: Taunt -- Mocking-Taunt/Rchg:50(A)
Level 30: Cloak of Darkness -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx/Rchg:50(31)
Level 32: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(34), KntkC'bat-Dmg/EndRdx/Rchg:35(37)
Level 35: Tremor -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(36), Erad-Dmg/Rchg:30(36), C'ngBlow-Dmg/EndRdx:50(36), C'ngBlow-Dmg/Rchg:50(37), C'ngBlow-Acc/Rchg:50(37)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
Level 41: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam/EndRdx:40(42), RctvArm-ResDam/Rchg:40(42)
Level 44: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45), LkGmblr-Def/EndRdx:50(45), LkGmblr-Def/EndRdx/Rchg:50(45)
Level 47: Hurl Boulder -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Dmg/EndRdx/Rchg:50(48), Thundr-Acc/Dmg/Rchg:50(48)
Level 49: Soul Transfer -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(50), Erad-Dmg/Rchg:30(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
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There're two steps from hero to villain. And two steps back. That last part might be the misunderstanding that led people to believe it is a four step process. Because it's a cyclical process: villain -> rogue -> hero -> vigilante --> villain -> ...
So two to four weeks then. -
You could cap those by using three Membrane Exposures and three generic Endmods. That's an option for those who've reached level 47+ anyway.