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Posts
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Sadly we cant be all as uber ash you eh?
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True, you cant.
Secondly, Archery is pure lawlage in pvp. As globey said Assault rifle could work for a sniper build, based on defiance playing. Fire > all in zonal pvp and ice > all in arena pvp, blaster wise. My opinion. -
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LOL
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^
One of the very very very very few times i agree with Psy. -
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Truth is, NB sucks for PvP. And it's not that good in PvE either.
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I disagree, Divine Avalance in PvE is godly. -
MA/Ninjitsu will kill squishes really fast, while might struggle in harder opponents, although its worth leveling imo for pve and pvp. Ninja blade wont kill a stunned archery/empath defender but it offers great survival at PvE due to divine avalanche. If you wanna kill st00f go EM/DM or spines.
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(love that my comp runs 2 account at once =D )
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Your Fire/Kin called Blaster Cat?
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Nah that's tony, she paid for them to powerlevel her tanker.
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Isnt that supposed to be against EULA? -
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(love that my comp runs 2 account at once =D )
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Your Fire/Kin called Blaster Cat? -
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doesnt wp have quick recovery? or do stalkers swap that for hide?
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they get reconstruction instead. -
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New sketch of Nether Blade and Zinzin! xD
http://i196.photobucket.com/albums/a...andZinzin2.jpg
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ahahah, this is quality -
DB/Fire armor.
Fury, Empower, Fiery embrance, consume, uber heal, Burn, Blazing aura.
No one forces you to farm with it... -
I'm up for it this weekend too, just whoever wanna come, bring friends/SG/coalition members too. Also dont be afraid to come if you are new pvper, i like seeing new faces.
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I'll get a complete one-shot on a squishy instead of simply bringing them down to 1 HP.
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Isnt that possible only with DoT damage? (i.e Inferno)
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Normally, yes. Or with "dual-type" damage such as a Scrapper Critical (where the normal damage is done and the critical damage technically counts as an "extra" attack).
The Procs acts like a sort of Dual-type damage, so when the AS goes off the one-shot code stops the target from being outright killed, then the Proc damage kills them (providing the Proc activates!!)
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Nerf assassin strike . Also i try to work out an EM/WP build for warburg, but jesus, so many powers to take that i cant fit 2 travels in, stamina and stealth. -
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I'll get a complete one-shot on a squishy instead of simply bringing them down to 1 HP.
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Isnt that possible only with DoT damage? (i.e Inferno) -
They are 'change' to, i dont expect me to scrap in pvp with a stalker, that means i dont have the time to stay and wait for them to hit. PvE wise would work.
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I can imagine what a claws stalker can do with 100% recharge lol, would be insane pve wise.
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Looks nice, I've been playing around with those sets in the builder. They do amazing things. But I have a minor nitpick, take one rare damage IO out and slot the rare proc, then make you last slot some mako that covers the space you need filled up. Those procs are too good to pass up.
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I skipped all Change to [X damage, X effect] Because i find them rather useless in pvp. Especially when you are a stalker. -
Seems nice Alvan, nice one
I hope you wont visit us too much at warburg now that perception IOs are coming, specially on this toon Joke. -
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Looks nice, but one thing, you actually took your patrons? I personally love my dark blast and soul storm, but, wow, never thought I would see you taking it!
Also, is your regen that good you dont need a heal?
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Patrons suck like no tomorrow for me, except Scorpion of course for the useful -jump -fly etc. But i need them for the new uniques. And no i dont need a heal with DM/SR, elude recharges fast. -
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Brutes are supposed to love long fights, but dont do as well in short fights, stalkers love a short fight, but dont do so well in a long one.
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Depends. A long fight for a stalker could be Stalker versus 20 NPCs of same level. Tier9 and try to defeat them. A short fight would be Stalker Versus AV/Hero. We know the result already . I would rather say that it depends what NPC faction you fight and the rank they have also. For example, a ninja blade stalker versus Freakshow boss. Could be painful. or a regen stalker versus Knives of artemis. Ouch . -
Make PvP Zones, PvP Zones. Remove the majority of NPCs, Give us a level 50 FFA where heroes can team with villains, do the same to warburg. Revamp Recluse's Victory. Remove most NPCs from Siren's call, except the ones that are making the fights to control the zone. Fix the bases. At Warburg stalkers can easily go infront of heroes' hospital. At Siren's call heroes can snipe the villains from inside of base from various positions. Remove the heavies from RV totally, and make the level 54 bosses (turrets) level 50. REWARDS. Get the reputation to 20.000 or more.
edit : FIX THE GODAMN PLACATE
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To elaborate, Placate doesn't work when the target has a pre-existing status effect in place from the Placate caster.
You may want to add the TK falling bug that prevents people from even being able to use inspirations.
Also, the TK bug that causes the client of the person being TK'd to think they are farther away from the TK'er than they really are, or that they are behind an object when they really aren't. This causes the person being TK'd to get "Out of range" or "Target obstructed" messages, which allows the TK'er to attack without retribution.
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Villain Plan by Mids' Villain Designer 1,30
http://www.honourableunited.org.uk/mhd.php
Aranos X i11: Level 50 Natural Stalker
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite <ul type="square">[*] (A) Mako's Bite - Accuracy/Damage: Level 38[*] (3) Crushing Impact - Accuracy/Damage: Level 50[*] (3) Mako's Bite - Damage/Recharge: Level 38[*] (5) Mako's Bite - Accuracy/Endurance/Recharge: Level 38[*] (5) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (7) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 38[/list]Level 1: Hide <ul type="square">[*] (A) Red Fortune - Defense: Level 53[*] (7) Red Fortune - Defense/Endurance: Level 53[*] (9) Red Fortune - Defense/Recharge: Level 53[*] (9) Red Fortune - Endurance/Recharge: Level 53[*] (11) Red Fortune - Defense/Endurance/Recharge: Level 53[*] (36) Luck of the Gambler - Recharge Speed: Level 53[/list]Level 2: Shadow Maul <ul type="square">[*] (A) Armageddon - Damage/Endurance: Level 50[*] (13) Armageddon - Damage: Level 50[*] (13) Armageddon - Damage/Recharge: Level 50[*] (15) Armageddon - Accuracy/Damage/Recharge: Level 50[*] (15) Armageddon - Accuracy/Recharge: Level 50[*] (17) Accuracy IO: Level 50[/list]Level 4: Focused Fighting <ul type="square">[*] (A) Red Fortune - Endurance: Level 53[*] (17) Red Fortune - Defense/Endurance: Level 53[*] (19) Red Fortune - Defense/Recharge: Level 53[*] (19) Red Fortune - Endurance/Recharge: Level 53[*] (21) Red Fortune - Defense: Level 53[*] (21) Luck of the Gambler - Recharge Speed: Level 53[/list]Level 6: Assassin's Eclipse <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage: Level 53[*] (23) Crushing Impact - Damage/Recharge: Level 53[*] (23) Crushing Impact - Accuracy/Damage/Endurance: Level 53[*] (25) Crushing Impact - Damage/Endurance/Recharge: Level 53[*] (25) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 53[*] (27) Crushing Impact - Accuracy/Damage/Recharge: Level 53[/list]Level 8: Build Up <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (11) Recharge Reduction IO: Level 50[*] (27) Recharge Reduction IO: Level 50[/list]Level 10: Focused Senses <ul type="square">[*] (A) Red Fortune - Endurance: Level 53[*] (29) Red Fortune - Defense: Level 53[*] (31) Red Fortune - Defense/Endurance: Level 53[*] (31) Red Fortune - Defense/Endurance/Recharge: Level 53[*] (31) Red Fortune - Endurance/Recharge: Level 53[*] (33) Luck of the Gambler - Recharge Speed: Level 53[/list]Level 12: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[/list]Level 14: Super Jump <ul type="square">[*] (A) Jumping IO: Level 50[*] (33) Jumping IO: Level 50[*] (33) Unbounded Leap - +Stealth: Level 53[/list]Level 16: Practiced Brawler <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (34) Recharge Reduction IO: Level 50[/list]Level 18: Placate <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (34) Recharge Reduction IO: Level 50[*] (34) Recharge Reduction IO: Level 50[/list]Level 20: Swift <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 22: Hurdle <ul type="square">[*] (A) Jumping IO: Level 40[/list]Level 24: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 50[*] (29) Endurance Modification IO: Level 50[*] (36) Endurance Modification IO: Level 50[/list]Level 26: Touch of Fear <ul type="square">[*] (A) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 53[*] (36) HamiO:Endoplasm Exposure[*] (37) Glimpse of the Abyss - Accuracy/Recharge: Level 53[*] (37) Glimpse of the Abyss - Fear/Range: Level 53[*] (39) Glimpse of the Abyss - Endurance/Fear: Level 53[*] (39) Glimpse of the Abyss - Accuracy/Endurance: Level 53[/list]Level 28: Quickness <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 30: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (40) Recharge Reduction IO: Level 50[*] (40) Recharge Reduction IO: Level 50[/list]Level 32: Midnight Grasp <ul type="square">[*] (A) Hecatomb - Damage/Endurance: Level 50[*] (42) Hecatomb - Damage: Level 50[*] (42) Hecatomb - Damage/Recharge: Level 50[*] (42) Hecatomb - Accuracy/Damage/Recharge: Level 50[*] (43) Hecatomb - Accuracy/Recharge: Level 50[*] (43) Accuracy IO: Level 50[/list]Level 35: Stealth <ul type="square">[*] (A) Endurance Reduction IO: Level 50[*] (37) Endurance Reduction IO: Level 50[*] (50) Luck of the Gambler - Recharge Speed: Level 50[/list]Level 38: Elude <ul type="square">[*] (A) Red Fortune - Defense: Level 53[*] (39) Red Fortune - Defense/Endurance/Recharge: Level 53[*] (40) Recharge Reduction IO: Level 50[*] (43) Red Fortune - Defense/Endurance: Level 53[*] (45) Red Fortune - Defense/Recharge: Level 53[*] (45) Red Fortune - Endurance/Recharge: Level 53[/list]Level 41: Dark Blast <ul type="square">[*] (A) Apocalypse - Damage/Endurance: Level 50[*] (46) Apocalypse - Damage: Level 50[*] (46) Apocalypse - Damage/Recharge: Level 50[*] (46) Apocalypse - Accuracy/Damage/Recharge: Level 50[*] (48) Apocalypse - Accuracy/Recharge: Level 50[/list]Level 44: Soul Storm <ul type="square">[*] (A) Unbreakable Constraint - Endurance/Hold: Level 50[*] (45) Accuracy IO: Level 50[*] (48) Unbreakable Constraint - Hold: Level 50[*] (48) Unbreakable Constraint - Hold/Recharge: Level 50[*] (50) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50[*] (50) Unbreakable Constraint - Accuracy/Recharge: Level 50[/list]Level 47: Invisibility <ul type="square">[*] (A) Recharge Reduction IO: Level 50[/list]Level 49: Phase Shift <ul type="square">[*] (A) Recharge Reduction IO: Level 50[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Accuracy IO: Level 40[/list]Level 1: Sprint <ul type="square">[*] (A) Run Speed IO: Level 40[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction IO: Level 40[/list]Level 1: Assassination
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />
+15% DamageBuff
+61% Enhancement(Accuracy)
+108,8% Enhancement(RechargeTime)
+2,75% Enhancement(Terrorized)
+90,4 (7,5%) HitPoints
+MezResist(Immobilize) (Mag 14,3%)
+12% Recovery
+16% Regeneration
+12,6% Resistance(Fire)
+12,6% Resistance(Cold) -
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That's rather old news
The crit multiplier on Heroes (as in, AV equivalent) seems a little steep - 10% of their total health, before res debuffs and outside damage buffs? Heck no.
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That means that, technically, 8 stalkers with a few red inspis can do RSF rather easily with Hit n run tactic -
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lol 16x on heroes?
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I believe he means Arch Villains/Heroes. -
Source
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The Buff
Increase our Damage Modifier by 25%, to 1.125. Dial down the raw damage of Energy Transfer, Total Focus, and all the Assassin's Strikes so that they retain the same level of damage as they do now.
Implement a "scaling" system to Assassin's Strike, so that, dependent on the "rank" of the target, Assassin's Strike would do more damage. My suggestion for "the numbers" are as follows:
Currently, Assassin's Srike uses a "x6" crit. That is, its critical damage deals six times the amount of damage it does when you use it without being in a state of "Hidden". This would remain in place for Minions and Lieutenants.
For Bosses, I propose a x8 crit (I misspoke in the other thread.. several times). This would allow the Stalker to have the Scrapper's modifier for Assassin's Strike, but the glory in this is the fact that it doesn't affect PvP; it only affects bosses. Implementing this will allow us to take out a Boss much faster than before, giving us an edge against a Brute, who can often put out enough damage that our burst damage is unneeded; this should change that, as it would significantly boost our killing capacity against Bosses, while only boosting EM's current Boss killing capacity by a small margin.
For Elite Bosses, I propose a x11 crit. This is to provide a level of consistency regarding the "scaling" (more damage the higher the rank is), and give us a significantly more powerful roll versus these. Remember, we're a burst damage AT. Elite Bosses and Bosses are all very high hit point entities that can make our burst damage trivial in the face of more proven methods of mitigation. This change will, again, allow us to fulfill our roll more easily and more effectively.
For Arch-villains and Heroes, I propose a x16 crit. These stat monstrosities give everyone much difficulty. Their AoE's are often centered around themselves, either with PBAoE's or targetted AoE's against a nearby AT, such as a Brute, and can often kill a Stalker without him even being directly attacked. Our damage, when compared with a Brute's, is trivial for the level of risk we must endure against these critters. With a x16 crit, we'll be able to level the playing field, and deliver noticeable damage while keeping our current level of "risk". With a x16 modifier, someone mentioned we would do roughly 10% of an Arch-villain's Health with a Built Up Assassin's Strike. Balanced? I think so, considering Corruptors can bring far more useful debuffs and significant damage, Brutes can bring far higher sustained damage while fulfilling their own secondary roll of aggro-management, and Masterminds can bring a horde of minions on top of more debuffs. This would, incidentally, give us more of a roll in LRSF's. A team might want to down those Heroes as fast as possible, and currently, if they want to do that, a Stalker is not the one for the job. My change will give us that job.
The beauty of this change is the fact that it would affect PvP very little; in fact, the primaries that most people agree could use some help in PvP, will be the only ones receiving any significant benefits from my proposed changes; it would allow non-EM Stalkers to have a chance against Hero AT's without Assassin's Strike being a requirement.
The reasons for this change are outlined in the, albeit rather long, thread regarding Stalkers with Scrapper Modifier, linked above. This post is made to help Castle know how those 1,000 posts have changed our opinions, and to help him know that we've pretty much finalized our suggestion, for the most part. Hopefully he'll chime in with his opinion.
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Sorry but I fail to see how Total focus damage out of hide is pants.
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Pants no, balanced and not overpowered yes. -
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total focus
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not even close to serious/overpowered damage. its quite balanced for 'extreme' damage. -
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not pvp-ed that often.. but in an arena fight even in solo... a stalker was not able to kill my necro mm. Perception is high due to tacktics and the pets taking over that ability when within range. Tarpatch and hover makes it very hard for him to get close without losing hide.. and if he hits me... most are dark stalkers... and dark energy defence is high on Shadow fall... If I survive its one go-kill-attack button away... and he really has to run for his life.
Only a very well played stalker get me in one-shot.. most manage to get close to me in the air and buff up with lots of reds to really one-shot me. If I dont die.. they are [censored]. My regen is buffed to the max using IO's and I will come back hard.
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yup, stalkers wont do much in arena, since their enemy knows that he is there.