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From a strictly numbers point of view it is probably hard to argue that you wouldn't be better off with a similarly built Scrapper.
That said, you can contribute. I like Ninjitsu mainly for defense, heal, and caltrops. Caltrops is available much earlier on a Ninjitsu stalker than on a Scrapper, who has to wait for epic pools. On a team it can be used to block doors or corners and bunch up an ambush for the team's AoE. That's nice if things are going south and the aggro handlers on the team already have their hands full.
One thing I like to do is have a key bind for targetting bosses. You can make up various macro buttons for targeting bosses (or other important targets) in various enemy groups like:
macro LB targetcustomnext Warden $$ targetcustomnext Ballista
macro Malta targetcustomnext Gunslinger $$ targetcustomnext Sapper
maco Cim targetcustomnext Praefectus $$ targetcustomnext Surgeon
...and so forth.
This is handy for picking your target out of a confusing mass of enemies so you can very quickly go Assassin Strike him and get him out of the way while the team deals with everything else. -
I'm beginning to wonder if this was actually an oversight. I'm not sure how they can justify not giving a full critical to Scrappers and Stalkers (but especially to Stalkers who rely on their criticals more) when Brutes get the full benefit of their Fury added to whatever combo level damage they are doing. Same for Tanker bruising really.
It would hardly be a surprise as there are STILL some pool powers that don't crit at all (while others do) and then still other powers like Fireball and Burst which critical for 100% instead of 50% as all other AoEs do. And those have been like that for awhile. -
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Have to admit, the only Ninjitsu Stalker I have 40+ that I've played a great deal is Ninja Blade. So I've got all the melee defense buffer I need for melee defense debuffing mobs like Knives, Cimerorans, etc. Enemies that debuff with ranged or AoE attacks though are a problem. For those I use line-of-sight and caltrops to control them so they can't string together too many attacks in a row and stack their debuffs. Same should work in melee for MA and I've done that with my MA/Nin... just haven't played that one much past getting to 50 and really didn't solo very much along the way.
In any case, my NB/Nin has zero difficulties with Knives. I LOVE being able to give them a taste of their own medicine with caltrops. Still, a lot of that ease is due to NB's knock-up, knock-down, and +def powers. So even the heavy hitters among them spend some time on the floor instead of being able to two-shot me and they sure can't get past 50-70% melee defense, lack of DDR or no. -
Quote:The poster you're replying to is that other 1%.I just want to make one clarification on your post.
When talking about Defence, Smashing is a damage type and Melee is a positional type.
Smashing is 99% linked with Lethal when it comes to Defence.
Katana's Divine Avalanche grants melee/lethal defense but NOT smashing defense. I assume that's where he's getting soft-capped to m/l without s, as strange as that is to see in this context. -
Quote:Whatever you're missing is still going to have to get past your resists, regen, and considerable hit points... so probably not.Instead of starting a new thread I'd like to add a related question here.
My kat/wp brute will be capped to melee/lethal, e/n, f/c with holes in smashing, ranged, aoe etc. How effective will this be? I can only think of a few attacks that might use smashing/ranged without some other energy attached. Am I missing something major? -
Chance of stealth or chance of "Hidden" status too? I want to assume the latter, since the former would be laughably useless.... but, I've been hurt before.
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Quote:Dark Miasma is a pretty inoffensive (VFX-wise) set, assuming you skip Black Hole (and really, almost everyone does). Yes, it has one anchor, but as others have said, don't sweat it when your anchor is killed. If you put it on a boss and the boss is quickly killed then good. It was probably one of the few things in the spawn anyone needed to be debuffed with that anchor anyway.I'd like to make an alt that is focused on supporting team - any suggestions for a fun combo? I imagine I am looking at a Defender, Corr, Dom, or Controller. The debuff sets with anchors (Rad, Dark, etc) seem to be tough because the anchor gets killed so fast, but I may be doing it wrong. The buffing sets (Thermal, Cold) seem to often almost annoy people when you cover them in armor they did not choose
Anyways, I am open to anything - just maybe give a pointer or two so stink less at it.
Thanks!
If you're on a fast moving team and the anchor seems like a waste of time, you still have Fearsome Stare as a click tohit and fear debuff. Fluffy can be summoned right into the middle of a spawn to take an alpha or just to debuff everyone around itself merely by standing there.
When things go bad you can drop all your stuff on a spawn, Darkest Night, Fearsome Stare, Fluffy, Tar Patch, and then Howling Twilight to mass ressurect fallen teammates and turn the battle 180 degrees around in your favor. Everybody's back in fighting shape and the enemy is debuffed into next week by all that.
Worried the team will aggro a second spawn while fighting? If anyone is getting close, go stand next to them with Shadow Fall and they're good unless they run right into that other spawn. Big AoE heal... and the real kicker: Every single power in the set is useful solo or teamed. What's not to like? -
Quote:You don't know that. Like I said, if this is considered a bug then they will fix it. The likelihood it IS a bug is high because every other melee range AoE in the game accepts PBAoE sets, including the only other one which is ALSO implemented as a TAoE, Thunder Strike.I've seen maybe ONE post that notes the game is NOT balanced around IOs, so regardless of the preferences people have as to which IO sets a move should accept, it's most likely NOT going to change.
Quote:The moves acts like a TAoE attack, even if it is melee. This is (from what I've seen in the U-stream and the guide posted up) the intended effect. Which means it's functioning exactly the way the devs wanted it to.
Quote:So Spinning Strike won't take the sets you'd rather it take. Does it make it any less useful of a move? -
Quote:It's an advantage until some dev happens along and says, "Oops... Spinning Strike should be taking PBAoE sets like every other melee range AoE. Let's just fix that now!" At which point you better be really happy with that build because if you want to keep the purple set you can't ever respec again.Not necessarily. Some top-end builders consider it an advantage to have access to more than 2 purple sets in an attack chain as not all primaries do.
Which is why, while I may have a preference, I actually care less about which way they decide this one as long as they DECIDE and remove the lingering doubt that this was a mistake that will one day be "fixed".
So rednames, if you're listening, would you kindly drop by and favor us with a "WAI" or something? Thx. -
Quote:What mission is this? Because it's not the hero morality mission I am talking about. In the one I am talking about you free a police officer. The first ambush is Silent Blade. You defeat her and talk to her, then your doppelganger ambushes you. Since posting last time in this thread, I've run this mission again and stood my ground right there next to Silent Blade with my NB/Nin Stalker in Hide. My doppelganger runs right up, hits build up, and then... nothing. Just stands there until I attack.I do not pretend to know the mechanics, but I have done this:
Ambush 1 (of 3). Stand in room near glowie that triggered the ambush but with hidden status. Longbow runs up to me and begins beating my face in. I kill them.
Ambush 2 (of 3). I step around corner away from the glowie. Longbow run up to the glowie and stand there like idiots talking about intruders. I walk up and do emotes at them but they can't see me. So I kill them.
Ambush 3 (of 3). I stay put with hidden status. They run up and start beating my face in. So I kill them.
I know of no game mechanic that can describe what you're seeing there, but I'd love to try it myself. I'm curious what's going on there in whatever mission it is you're talking about. -
Quote:In the part of my post you didn't quote, I said "7ft" PBAoE. Considering this is smaller than any of those you listed AND it's in a set that has combo-point damage add-ons, no, I do NOT want a Spinning Strike that does as little damage as those others. Never said I did.Well, I'll stick with my Spinning Strike that does 130 damage and you can keep using Whirling Axe (62 damage) or Dragon's Tail (81 damage) or Burst (86 damage) which do "more damage" if you want.
Quote:I'm not theory-crafting either, because I've been playing StJ and I have no problems hitting people. Maybe it's a PEBCAK issue.
But you know, I do sometimes get stuck on PuGs with the "wait for my ready signal" type of tanker so I guess I can look forward to those times. SS's tiny TAoE will actually ROCK then! -
Quote:The latter. Easily. Why? Because outside of the forum theory-crafting going on in this thread it would actually amount to MORE damage. You talk about relative areas as though you'd actually run into that perfect three-deep, three-wide group of enemies (with no room to stand in the middle) every time Spinning Strike is ready to use. And you'd have to, because any time you don't, this whole thing about taking up space in the area of effect is totally irrelevant. It only matters if the space you would take up is already occupied by an enemy.It was already stated that they deliberately made the area slightly smaller in return for more damage than it would otherwise have gotten.
So, would you rather have smaller area/more damage, or larger area/less damage?
If I could have it my way, I'd make SS a 7ft radius PBAoE with slightly less damage. I am absolutely confident this would result in MORE damage contribution from the power simply because I could use it in more situations to hit more targets.
Maybe if you subscribe to the "Wait here while I herd!" school of tanking, you're geeked about this thing being a TAoE now. I can't think of another reason other than to be different merely for the sake of being different (rather than being better). -
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I've been playing it on a Stalker and even on teams, where you'd think with someone else getting the attention and having mobs clustering around them, I'd have an easy time sweeping herds of enemies. Still, I often find myself thinking, "You know, I'd have hit more of them with a PBAoE that time."
I think the "you don't take up space in the center" advantage isn't much of one. This is really only an advantage when the mobs are literally packed shoulder-to-shoulder in a tight ball. Any other time, the advantage of a PBAoE is you can put yourself exactly right where you want the sphere to be centered. With a TAoE you must pick someone to be the center so your choices are limited. If you have a few to your left and a few to your right, you can drop a PBAoE right between them and get them all. With a TAoE you will have to go right or left and miss some on the opposite side. Or wait and try to get them more clustered. But waiting means not using an available AoE when it is available. Means less effective. -
Quote:Yeah that's how most of them work and how I figure they're supposed to work. They don't want you able to stealth walk a hostage out past enemies. But an ally has to follow you INTO combat, and a Stalker goes into combat stealthed. This is a new issue with just a few NPCs it seems. Others, even in that same arc, don't seem to have this problem.Interestingly, I find that "combat" NPCs have no issue seeing through hide/stealth whereas non-combat NPCs literally can't follow me as if I move far enough away to trigger their pathfinding it's also far enough away for me to become invisible to them.
I am guessing it is just an oversight. -
Anyone else getting terrible performance from the 11.9s? I'm on Win7 x64 with a Radeon 6970. I have most everything turned up to ultra but am only running at 720p with 4xSSAA. With the 11.9s, it's not that my frame-rate dropped a ton (though it seems like it did a bit) but just traveling across an outdoor zone I'd experience very annoying stuttering. i.e. Wasn't smooth at all. Like it was micro-pausing every now and then.
That was a clean install, safe, driver-sweep, yadda...
Did it all again and re-installed the 11.2s. Smooth. I swear it even looks better. Less jaggy. Guess I'm sticking with these. Hope they run okay with Skyrim when that comes out. -
Quote:The extra end reducers in your armors are wasted. Here's how it looks with Charged Armor, Conductive Shield, and Static Shield:OK so I never played a stalker before. I made a street justice/electric armor stalker. He seem to do really well in lower levels. Now I am level 30 and I cant keep stamina worth beans. I tried not running my toggel armor to see if that was the issue but even when using my attacks I am still running out. I put a level 32 SO end red in each attack and have 2 end red in each toggle armor.
2 SO EndRdx = 0.44 end/s total for the 3 toggles.
1 SO EndRdx = 0.56 end/s
0 SO EndRdx = 0.73 end/s
So slotting just 1 each saves you just 0.17 end/s. Two saves you a further 0.12 end/s. To put that in perspective, if you just spammed Initial Strike as often as you could and had it slotted with 1 SO EndRdx, no recharge (other than Lightning Reflexes) it would consume 3.28 end roughly every 3.6 seconds, or 0.91 end/s, more than all three of your toggles put together even if they had no end reducers in them. With two EndRdx in Initial Strike that becomes around 0.73 end/s, saving you another 0.18 end/s. In other words, a second EndRdx in your cheapest attack saves you as much endurance as putting one into each of your 3 toggles.
So it would seem to make more sense to spend those slots on endrdx in your attacks. However, Gavin's got a good point. Monitor "Last hit chance" in your combat monitor window and make sure you're hitting 95% most of the time. If not, add an acc. I'm tempted to say max your damage slotting next, but while it is true that will mean fewer attacks to defeat, it's also true you've got a whole map full of enemies, so unless you want to spend a lot of time waiting between spawns you want to get your burn rate down to a sustainable level. Slotting endrdx instead of damage will do that but it will extend each fight. So long as it does not extend the fight to the point where you're taking enough damage to get killed, that's okay. So play with the balance between damage and endurance in attacks until it works.
I would say don't even bother with any endrdx in your toggles. Slot for resistance first. You will get much more end/s out of putting endrdx in attacks than in most any toggle. -
I can put up with heat-seeking ambushes and blind hostage/escort NPCs. I just hope this is an oversight with the ally NPCs.
Going in and out of Hide would be less annoying if it didn't have such a (relatively) long recharge for a toggle. Why can I re-enter Hide in 8 seconds from suppression but it takes 20 if the toggle drops? -
I don't know how widespread this is, but I am noticing it on a new Stalker. In Twinshot's arcs there are missions where combat allies can't see my Stalker in Hide. This is pretty normal for hostage/escort NPCs who do not participate in combat, but usually any NPC that fights with you can see invis and follow you. Not so with these new arcs it seems.
For example, in "Recover Proton's Equipment" you meet up with Flambeaux. She's supposed to help out but having to drop Hide just to get her to follow me is worse than just leaving her behind.
Please tell me this is not working as intended. -
I believe there are still a few powers where weapon redraw is still "baked-in". I'm fairly certain this is the case with Assassin Strike, for example. i.e. The actual "crouch and then strike" part of the animation will be shortened if you had to draw your weapon first such that the total time of draw-then-strike is the same as just striking with the weapon already drawn.
May also still be true of pool powers that use weapons, like Mace Mastery. I think they only re-worked primary/secondary weapon powersets to remove draw time from the attack animation. -
Quote:Depends how you play a Stalker. Those who regularly donate to the church of "AoE is Everything!!!11" tend not to believe in Assassin Strike and are therefore upset that AS is a combo builder and that Stalkers don't get the hybrid BU/Combo Builder that the other ATs get.It is better on a Brute. The combo mechanic is enhanced by Fury but not by Criticals.
It might be best on a Stalker though, don't know a lot about those guys.
I kind of like it. Generally, there is a nice meaty target in any given spawn that is well worth Assassin Striking so you get a full Build Up (well, the 80% that Stalkers get at any rate), Demoralize AoE debuff, take a nice chunk out of that boss, get 2 combo points, and can either let loose that Spinning Strike right away or make a quick Initial Strike / Heavy Blow / Shin Breaker on the same boss and THEN drop SS at combo level 3.
I'm not there yet. My StJ Stalker is only 11. Looking forward to it though. Seems to be a decently hard-hitting set even if the criticals are not boosted by combo level. Still wish they were though, since Stalkers depend on them more than Scrappers. -
I can see doing this when DOWN-grading drivers. I still wonder why this is ever necessary when UP-grading a driver from the same company that wrote the previous drivers. Is the answer simply that they suck or are careless at writing the install/uninstall programs?
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Quote:A location ambush shouldn't find you regardless of line-of-sight. If it's not aggro on you and can't see you it won't attack. Either the doppelganger has enough perception to see me or it doesn't. If it doesn't, then I should be able to stand right where I am and let it run right up to me. It shouldn't attack.That is a location specific ambush. If you let it find you it will ignore stealth. If you are out of line of sight until it stops moving, you can stealth up to it.
I'm not exactly sure how doppelgangers work, but if it counts as an NPC for base perception, that's only 50ft (54 if it's a boss). Danger Sense would only add 60%, which is not enough to see through Hide's 150ft stealth radius at any range.