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Super group name:
Unjustice League - Main
Unjustice League's Finest - Second
Website:
Unjusticeleague.com
Leaders:
MEGAPLAYBOY - MegaLord
Pink Avanger - UJL leader
Noonian Soon - UJL leader
Honey Bee - UJL leader
Jack Dempsey - UJL leader
MUR - UJL leader
Dephile - UJL Leader
Mad Killa - UJL leader
Contact any of the leaders for recruitment.
Guild Description:
We are the destined supervillian group to rise to the top and conquer Rogue Isles.
PvE, PvP. We are an established SG and are very active. Currently in the TOP 10 SG's on the freedom server for prestige. We use Teamspeak.
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The Unjustice League is now the number 1 VG on the Freedom server in prestige and activity. The new website is in my sig. Check us out. -
How ironic that you spent more time doing exactly what you were criticizing. The whole point behind the changes made to claws animations was to increase the ability of the power set in combat. Things like decreased recharge rate and reduced endurance were also changes made. The problem with this thread is that it should have been "claws changes", not claws animation changes and I think most intelligent people understand this as can be seen by the regular divergence from the titled theme of the thread. The changes made increased the set for both ATs that use it however, scrappers won out. I was just presenting some ideas for the other AT.
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Well, let me say this much on the whole "blapping is the only way".
I took my Ice/Devices Blaster into SC one evening. I stayed there about 4 hours. I'd never PvP'd with that character before.
I sure as hell didn't blap. I didn't use Trip Mines. I didn't use my secondary at all. I don't have TP foe.
I did have one teammate - a Spines/Regen Scrapper. I did hang out near other heroes, and would retreat to things like Dispersion Bubble or Hurricane when we got too spread out or there was too much stuff after me.
I ended they night with a repuation of 77. I easily produced 1/2 of that on my own. I killed people with the Ice Blast primary and pretty much nothing else. The only secondary power used was Web Grenade.
Do I think that's a characteristic example that means everything is fine? No. Ice is a strong primary. The villains that night could have been really gimp.
But it certainly suggests to me that raw damage goes a long, long way when it has some teammates to back it up.
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With toggle dropping's relevance downgraded, ghetto holds via stacked slows is the new pink. As a device blaster you have access to webnade which, in conjunction with ice = somewhat lessened ability on the part of the opponent. -
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i've got no idea what you said, ignore ftw, but i'm going to assume you made a comment about how i responded to Sunchild.
if you had taken the care to read the entire exchange between the two of us in this thread rather than simply dropping in to try and sound cool by making snotty comment, you've have seen that his lastest set of posts is nothing more than a rehash of old points that he didn't prove last time either. but that would have required you to actually read a thread instead of simply trying to look cool. aw, who am i kidding, you'd have made the comment anyway.
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Don't you just love this guy? I am ignored...he doesn't know what I said...yet he immediately attacks. Wonderful. Nice guy and very appropriate once again. That, or he does know what I said and tried to feebly attempt at a response that hid that truth. Whatever.
The animation for claws helps a bit but is fairly onesidedly scraptastic. -
Nice to see you being yourself man, good show. Yeah, you probably wouldn't have seen any of the mobs that now placate and "AS" in a fashion...you, in the new zone. Now, quit being a [censored].
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the point i've been trying to make, aside from the fact that this dicussion is outside the scope of this thread, is that we don't even know how the devs want stalkers to play. that needs to be determined and then based on that, we need to see if claws can do that and continue to be a DPS set. Right now, it looks as if dps and stalker are opposites. So then you end up having to either redesign the whole set are start adding in funky secondary effects, like -res. And that's a pain to discuss.
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Not really. I think a good comprimise would be to decrease the recharge time on stalker/claws buildup. This doesn't effect the scrapper set and is in line with the fast recharge/fast attack concept of claws. I think this belongs on this thread. What I don't think belongs on this thread is the negative and sarcastic outburst you made in an attempt to belittle sunchild as another player after a "kill button I win" build. It simply isn't appropriate. -
In all honesty, this set has enough high damaging attacks with interesting effects and utility on the side. Comparing Shadow Maul to Ripper, it comes slightly ahead. The animation time is a bit longer but you get a full 6.0bi of damage out of it and the DoT disrupts interupt prone powers like aid self. Used in conjunction with Midnight Grasp's DoT, you get a steady flow of damage that will follow an opponent close to death as it tries to flee. Thats the thing, following up an AS with SM and placate + MG and only Tanks and regen scrappers will be left with the urge to stick around. After that, ToF them. Ripper doesn't have a guranteed crit nor does it have a guranteed 6bi of damage. It has a longer recharge time and costs a lot more endurance to use.
DM is a bag of tricks, high damage stalker primary that doesn't need any changes and it doesn't suffer the same problems that brutes and scrappers do. Brutes suffer due to the long animation's effect on fury. Scrappers need a steady chain of frequent attacks to increase the probability of scoring a high damage yet unpredictable critical.
I agree, the the necrorectal squat needs to be reevaluated for the Assassin's Eclipse animation.
Siphon Life, used right before a placate = quick HP prior to running and rehiding or hitting opponent with MG + ToF. It would be nice if the animation time was cut a bit, but it really isn't necessary.
On top of all this, the stacking of -acc is a great way to negate the doom associated with FA. -
Well, with the fact that you can AS for close to full amount through PS, if I made an elec armor brute I may choose to wait until level 41 to get this power and either get grounded with acrobatics for added mez protection or pick up super speed along with CJ, SJ, Acro to be a speedy, hopping madman. As is, in any situation where you use PS, you will either die to multiple AS's or to a mob when you hitpoints drop down to between 1-10 hp...it is most definately far less than 10 percent of your life.
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there is the option of take combat jumping, sj and acro and getting super speed. Sure, you won't be able to heal yourself but you rock like nothing else with your ability to travel using super speed ")
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during the event with lightning reflexes and hasten recharge on lr wasnt to bad, but i think i remember reading they didnt mean to give it that low of a recharge.
either way i think chain induction should be just like total focus, and give the set a damage boost and it would be amazing.
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If they centered ELM damage with a two shot (modified chain induction + lightning rod) concept filled in by smaller, effect based attacks, that would be great. It would be a happy medium between single target demolition found in EM primary and area wide damage. At least one attack for ELM, that doesn't recharge over a period of 90 seconds, should do something similar in terms of damage in relation to the other sets or this will be the least played primary out of the brute AT. -
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Electric Melee presently has 4 viable attacks: Charged Brawl, Havoc Punch, Jacobs Ladder, and Thunder Strike. This is not enough attacks for a Brute and is the fewest number in any Brute primary. The reason Chain Induction and Lightning Rod do not qualify is spelled out below.
Some might prefer Jacobs Ladder to have a wider, more reasonable arc or Thunder Strike to have a higher AoE damage component, but realistically, they are tolerable attacks as presently implemented.
Chain Induction
In summary, this attack is just awful. The XP drain simply must be fixed, as it is the most viable way to make the attack useful. Even if that problem is corrected, Chain Induction would still be poor considering its inconsistency.
If this attack is required to keep the XP drain, it must be increased to basically ridiculous levels to actually make it worth using. It is not reasonable to select and use this power when it amounts to Charged Brawl that may hit more than one target, but also costs you XP.
Lightning Rod
This attack is certainly interesting, but basically unusable. It seems like an attempt to add a level 32 Blaster power to an archetype that needs consistent attacks rather than once in a blue moon attacks. This is not a once-a-fight attack. At best, its a once every 4 fights attack. Powers with a recharge time like this arent even used as fast as possible though; people sit on them waiting for the right situation to occur. The other level 32 Brute attacks will be thrown every ~12 seconds and are a signature component of those power sets. With its current recharge timer, Lightning Rod is not the premier attack in Electric Melee; it is only a curiosity.
:Removed part that no longer applies, have had this sitting on my desktop awhile:
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Actually, the only tolerable attacks this primary has are havoc punch and charged brawl. They are somewhat on par with other bottom level brute attacks. Everything else costs too much endurance, has too slow recharge, has effects not effective for brute fury building, do not do enough damage and, do not hit enough mob AoE. Chain Induction is just broken. The only thing remotely cool in this set has a recharge time that borders on ludicrous. There is no rationalization that can be made to make this primary anything other than what it is; a long building joke whose punchline I only find funny when considering the number of replies made to the "conserve your electric brute name here" thread. -
Yep. Kind of funny considering the "reserve your elec brute name" post that was floating around the brute forum.
ELA is not bad. Its not the best, its actually probably right smack in the middle of the secondaries for brutes. Lightning reflexes, power sink, power surge...who cares if grounded provides trivial protection to knockback and immob. Get acrobatics and aid self. Every villain or hero out there that uses energy drain as a weapon in pvp is going to have issues with an ELA brute. -
I was considering the creation of something more powerful than inspirations. Apparently these buffs are worthless. If they had any worth at all in any situation, they would bring a price in the game economy. If you could get a buff that was reasonably made for 1 hour that allowed you to see through hide + invis or regen 50 percent more per second, higher level players would be shelling out the infamy/influence for odds and ends they don't currently have.
Anyways, why pay 50 infamy for a 60second inspiration when you can get a buff from a teammate for free? -
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On the splitting mez protection thing, I think it's really just a way to protect from pvp abuse. If you could get total mez protection from one of these buffs then you can bet that every squishie who ever pvp'd would be hitting their base every 15 mins.
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You have a rough time in a Lost mission. They do both Sleep and Hold. Which do you get? Or both?
Tsoo do Holds and Slows and Disorients all from LTs. How much salvage does it take to overcome a room with too many mobs? Or to simply make your Tsoo kill-all mission a little less annoying?
Council will give you a mix of Hold, Sleep, Disorient, Immobilize.
I could keep going down the list of opponents. I don't see this as a PvP issue.
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As with PVP...if you have a serious issue with a boss or AV in a mission, you can leave the mission and have someone buff you with any of these buffs...and it would be more powerful and only cost the time of your sgmate. ANY OF THESE BUFFS. Run speed = speed boost...same for flight speed... Inertial reduction, the entire line of shields from any corrupter or mm. Every single one of these temporary and extremely costly buffs can be provided for free and be so much more potent as to make these additions to an SG full of corrupters and mms who are willing to help completely useless aside from being a status symbol.
What should have been done here is the ability to create special and storable enhancements that can be removed and traded with a life span dependent on number of times removed from each new host. The enhancements would provide the typical percentage of buff to a power + a special buff like slightly increased regen or speed or whatever. Certain things, like perception would be minimal, requiring a full set of perception buffing enhancements to equal something worthy of seeing someone with stealth activated. In the end a full set of these enhancements would be comprised of a variety of attribute buffs. -
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In my SG we're going to only install the arcane version of the enhancement station (we're a Tech SG) and tell players that they can use up all of their arcane salvage on all of the buffs they want, but the Tech salvage is for the SG.
Granted, that means only one buff every 5-10 levels or so, but isn't that the point of these things? They're designed to soak up the excess salvage in the market, not to actually give the players something useful. IMHO, they'd be more effective at soaking up salvage if they were a lot cheaper (one or two tech powers/materials for most things, maybe a hardware/software for the big buffs) since people would actually use them if they didn't cost an arm and a leg.
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Actually, if they increased the duration of the buffs to an hour lets say...or long enough to make things matter in pvp, it wouldn't be designed to "soak up excess salvage", it would seriously increase the salvage's costs on the open game market. A player, instead of making one of these buffs, could end up selling their salvage at an incredibly elevated price. Set value would be established and goldfarmers would have something else to pitch for real life cash. -
Honestly, I felt the same way but it mainly had to do with the fact that I was used to hitting all the time with SO's. During the level 40 bump event, I was able to hit things about as often as I do with my claws stalker. DM stalkers are in a league of their own. They are good at debuffing, have a hold, can fear and heal themselves. They are basically a good controlling element on a team with the capacity for dishing out a great deal of damage.
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Activation is 1.2 seconds.
As far as I have experienced with this power...similar to rise of the phoenix...even with the best individual status protection, I have been detoggled through disorient and made somewhat useless for a bit afterwards. As this typically happens in a controlled environment like arena, it rarely gets me killed. Happened one time in Warburg and had I not been using elude, I may have died. With the hatred that stalkers have attained, in the RV environment, this power grants a stalker the ability to suicide a hero huddle. Get 2 of these stalkers in a large team or from a couple of teams trying to break a huddle to harikari a hero huddle and you may find a bunch of heroes [censored] over broadcast. -
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Hey guys, question about Soul Transfer:
a) How big is it's reach in circumference? or to put it simply, it's range?
b) How long does it take to start or 'grab a soul' once you activate it? (one scenario for example would be: you're dead, and an enemy is going to [quickly] fly by you, how would you precognatively time it's activation?)
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Range = 25 feet.
Recharge = 300 seconds
Duration = I would assume the duration of the debt free period which is 20 seconds but I am not sure. -
Yeah, I guess I will apologize. Unfortunately I can no longer edit my post. At least I am not trying to circumvent the profanity filter by using $$.
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Wow, you obviously look at the negative side of everything. I was coming from the Zen approach to natural action vs over complicated thinking. You seem to apply a dark shadow to every little thing and then redirect what then appears negative upon your own filtered reality. Nothing in your filtered view of this world can cut through this simple declaration...I LOVE YOU.
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Just had a thought that Electric may just be a new standard base damage of where all brute primaries will end up inorder to increase the rate at which fury builds for PvP. For example a Knockout Blow with Rage and Full Fury is just absolutly devastating to a squishy where right now its hard to build up that fury making it not quite as devastating but if a fix is put in where fury will build faster than the overall damage will have to be lowered to keep them in check of gaining to much fury power to quick.
So what I could really see happening is they know how well current Super Strength, Energy Melee, and Stone Melee do in PvP even with low fury and could be using a lower overall damage set as the new Electric to get some datamining to know how much Fury will need build up to make a lower damage set start to compete at today current live levels.
I would go as far as saying Brutes need to watch out for a "small tweak" in the future of gaining the Ability to increase Fury faster at the cost of lower starting damage which will result in less maximum damage possible also. Currently when a Brute can get Full Fury I would say that they have much larger alpha strikes compared to scrappers with the exeption of Broadsword that criticals on both headsplitter and disembowel. Howerver it is ok if they get the opourtunity to out damage scrappers but if they ability to get to full fury is faster then the overall maximum damage will have to be lowered to keep it balanced with how fast they can kill today which is still extremly fast especially with Fulcrum Shift.
If something like this does happen don't just immediatly cry "nerf" though as currently if you get a full bar of fury there is easily possiblities where you waste a lot of damage as you pummel someone for 250 when he had 20 hit points left so now you might pummel him for 210 when he had maybe 50 hit points left with the point being it that the change may actually just make your Brute get up to killing speed faster with just a slight hit to how big of an alpha strike they can unleash.
Then this idea may not be anything of what is being thought of and they will in the end just give some tweaks just to electric to bring it closer overall to the other sets in overall damage.
Either way I look forward to an Electric/Electric non-stamina brute in the future.
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Hmmm, I think the problem here is the fact that you are trying to "think". If electric melee is the new standard for brute damage base in order to make fury work after fixing a bug and that damage base is echoed to the rest of the brute primaries...well...I will only play stalkers for the rest of my time here lol.
Electric melee is terrible. Its horrible endurance cost, recharge time, damage, subpar effects, animation pauses, animation clones...etc truly make it the most incredibly aweful thing this great game has ever produced since trick arrow. The only good thing about this primary is the gleeful evil feeling I have everytime I think about all of the disappointed villains who were looking forward to the advent of a new flavor of the month.
Ok, from a stalker's prospective (I have a level 40 brute mind you), I fought several ELM/ELA's in Warburg during the event. Power Surge doesn't do a single thing against AS. As for the ELM primary, their attacks were barely denting my pitiful hp. Occassionaly I would find my endurance gone but that was from power sink, not from being hit every now and then by an attack that does rediculously low damage.
ELM needs its damage increased, its effects changed to knockdown instead of knockback (rather obvious as a brute needs his enemies near him to get fury built up). Endurance drain needs to be more if damage stays the same. This primary could be a monster if it sapped a serious quantity of endurance in exchange for dominator damage. -
I am sure that SC will survive as will Warburg. Free SO's through the fun of PVP is attractive and in Warburg, it takes so long to get from 1-50 that I am sure it will maintain a sizeable population. Warburg may have a stronger villain population if RV proves to be as terrible towards villains as everyone is making it seem.
To stay on the subject...do you have any idea how much perception shadow dweller permits at higher levels? -
Its greatest use, however, will be when you run across a group of heroes battling it out in SC at a hotspot and fearfreeze them all. Then, you just sit back and watch them get mauled and taunt them over broadcast.
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i honestly think DA will be the worst like it is for scrappers. All it was put there for was to make ninjitsu stalkers realize that they dont have it so bad afterall
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werd
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Yeah, it will be terrible what...with the 20 percent defense + around 30 percent damage reduction across the board and perception and a 30 second super heal that can unhide stalkers within 20 feet if they get hit. The only thing that it doesn't have going for it is a lack of a tier 9 godmode but as was posted earlier, the revive has a nice and nasty effect. It is very possible to create a very survivable DM/DA stalker that is many times more dangerous than its scrapper counterpart.
All said and done...with shadow dweller, hide, stealth, and combat jumping slotted correctly, you end up with 60 percent of the defense that ninjitsu is capable of getting fully slotted, 50 percent of what SR is capable of getting + the most damage reduction to psionic damage in a toggle that is possible.
Oh...and if you slot correctly, the endurance drain isn't "all that bad" as far as stalkers go. It uses about the same amount of endurance as ninjitsu or ea.