Ars Valde

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  1. I'd really love to see elementals. Non-descript in a way so you can play them off how you want, and look at the success Demons has been! Nothing like adding more exotic damage, preferably all ranged too. It'd be nice to have another completely ranged option similar to Bots/Thugs.
  2. So, I've been playing back and forth in Mids for my TW/WP trying to make it as survivable as possible while being able to run the top ST TW chain for brutes. I think I might've accomplished that, but would enjoy a look over or two from anyone with an eye for builds.

    Notes: Taunt was included over SoW for Pulling/Tanking on iTrials, Defense sweep was dropped because of being near the Non-Incarnate S/L Cap and having a solid amount of Melee defense. I felt it wouldn't be necessary for most situations and would rather have CB for a quick momentum grab.

    Top TW ST chain atm: Rend Armor >Follow Through >Arc of Destruction >[Whirling Smash/Crushing Blow]>Follow Through

    Hero Plan by Mids' Hero Designer 1.955
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ars Valde: Level 50 Magic Brute
    Primary Power Set: Titan Weapons
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Crushing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), HO:Nucle(9), Mako-Dam%(36)
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(13), GA-3defTpProc(13), S'fstPrt-ResDam/Def+(15)
    Level 2: Mind Over Body -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(37), TtmC'tng-ResDam/EndRdx/Rchg(37)
    Level 4: Titan Sweep -- SBrutesF-Dmg/Rchg(A), Erad-%Dam(37), SBrutesF-Acc/EndRdx/Rchg(39), SBrutesF-Acc/Dmg/EndRdx/Rchg(40), Erad-Acc/Dmg/Rchg(40), Erad-Dmg(40)
    Level 6: Build Momentum -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(42)
    Level 8: Follow Through -- SBrutesF-Acc/Dmg/Rchg(A), SBrutesF-Rech/Fury(42), SBrutesF-Acc/Dmg(43), Mako-Dam%(43), Mako-Dmg/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(45)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
    Level 12: Super Speed -- Run-I(A)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(15)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17)
    Level 18: Rend Armor -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(19), Hectmb-Dmg/Rchg(19), Hectmb-Acc/Dmg/Rchg(23), Hectmb-Acc/Rchg(36), Achilles-ResDeb%(36)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(46)
    Level 24: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Regen/Rcvry+(25)
    Level 26: Whirling Smash -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(27), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-Dmg(29)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(46)
    Level 30: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(31), Amaze-Acc/Stun/Rchg(31), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(34)
    Level 32: Arc of Destruction -- Armgdn-Dmg/EndRdx(A), Armgdn-Dam%(33), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), FotG-ResDeb%(34)
    Level 35: Superior Conditioning -- P'Shift-End%(A)
    Level 38: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(39), TtmC'tng-ResDam/EndRdx/Rchg(39)
    Level 41: Physical Perfection -- P'Shift-End%(A)
    Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 47: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(48), Mocking-Taunt/Rng(50), Mocking-Rchg(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(9), P'Shift-EndMod/Acc(11)
    Level 1: Momentum
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Knock%(7)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    ------------
    ------------
    Set Bonus Totals:
    • 27.88% Defense(Smashing)
    • 27.88% Defense(Lethal)
    • 9.13% Defense(Fire)
    • 9.13% Defense(Cold)
    • 12.25% Defense(Energy)
    • 12.25% Defense(Negative)
    • 6% Defense(Psionic)
    • 16.94% Defense(Melee)
    • 9.13% Defense(Ranged)
    • 7.56% Defense(AoE)
    • 5.4% Max End
    • 45% Enhancement(Accuracy)
    • 75% Enhancement(RechargeTime)
    • 10% SpeedFlying
    • 410.4 HP (27.38%) HitPoints
    • 10% JumpHeight
    • 10% SpeedJumping
    • MezResist(Held) 2.75%
    • MezResist(Immobilized) 8.8%
    • MezResist(Sleep) 4.4%
    • 12% (0.2 End/sec) Recovery
    • 76% (4.75 HP/sec) Regeneration
    • 7.56% Resistance(Fire)
    • 7.56% Resistance(Cold)
    • 10% SpeedRunning
    • 1 Null
  3. Unless there's something I'm not aware of, Smoke Flash doesn't actually put you in a hidden state, unlike Placate. So while Smoke Flash might give you an AoE placate to drop agro, Placate itself will let you string an immediate crit if you needed the burst. Otherwise I can see them being interchangeable.
  4. Actually here. It's supremely expensive (less so post-converters) but it does the job.

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ars Valde: Level 50 Magic Brute
    Primary Power Set: Titan Weapons
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Crushing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(13), GA-3defTpProc(13), S'fstPrt-ResDam/Def+(15)
    Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(37), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(37)
    Level 4: Titan Sweep -- SBrutesF-Dmg/Rchg(A), SBrutesF-Acc/EndRdx/Rchg(39), SBrutesF-Acc/Dmg/EndRdx/Rchg(40), Erad-Acc/Dmg/Rchg(40), Erad-Dmg(40)
    Level 6: Build Momentum -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(42)
    Level 8: Follow Through -- SBrutesF-Acc/Dmg/Rchg(A), SBrutesF-Rech/Fury(42), SBrutesF-Acc/Dmg(43), Mako-Dam%(43), Mako-Dmg/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(45)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
    Level 12: Super Speed -- Run-I(A)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(15)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17)
    Level 18: Rend Armor -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(19), Hectmb-Dmg/Rchg(19), Hectmb-Acc/Dmg/Rchg(23), Hectmb-Acc/Rchg(36), Achilles-ResDeb%(36)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 24: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Heal/Rchg(25)
    Level 26: Whirling Smash -- Oblit-Dmg/Rchg(A), Erad-Acc/Rchg(27), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-Dmg(29), FrcFbk-Rechg%(36)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(46)
    Level 30: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(31), Amaze-Acc/Stun/Rchg(31), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(34)
    Level 32: Arc of Destruction -- Armgdn-Dmg/EndRdx(A), Armgdn-Dam%(33), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), FotG-ResDeb%(34)
    Level 35: Superior Conditioning -- P'Shift-End%(A)
    Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 41: Physical Perfection -- P'Shift-End%(A)
    Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 47: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(48), Mocking-Taunt/Rng(50), Mocking-Rchg(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 50: Spiritual Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(9)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(9), P'Shift-EndMod/Acc(11)
    Level 1: Momentum
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Knock%(7)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 30.38% Defense(Smashing)
    • 30.38% Defense(Lethal)
    • 9.13% Defense(Fire)
    • 9.13% Defense(Cold)
    • 11.63% Defense(Energy)
    • 11.63% Defense(Negative)
    • 6% Defense(Psionic)
    • 18.19% Defense(Melee)
    • 8.81% Defense(Ranged)
    • 7.56% Defense(AoE)
    • 5.4% Max End
    • 45% Enhancement(Accuracy)
    • 75% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 365.4 HP (24.38%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 11%
    • 12% (0.2 End/sec) Recovery
    • 76% (4.75 HP/sec) Regeneration
    • 7.56% Resistance(Fire)
    • 7.56% Resistance(Cold)
    • 10% RunSpeed



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  5. Quote:
    Originally Posted by Koujirou View Post
    Thanks for the input. As you can probably tell, I have very little idea as to what I'm doing haha. I completely forgot about the incarnate abilities when I was putting this together, so the advice on that is appreciated as well.

    I am curious though. Boxing and kick both seemed like filler abilities just to get to tough and weave. I'm assuming since you slotted it up as much as you did, boxing is worth using at least semi-regularly?
    Actually not at all! It's what we call a 'Mule' power. It takes a Stun Purple, which is a cheap purple, so I usually take boxing for that reason over kick. Sometimes it's nice to use the useless powers you're -forced- to take to slot IOs you normally couldn't for those extra bonuses. You'll never actually want to use boxing, but it will help out by taking a stun set, which has very nice bonuses!
  6. This is a reply build to your DB/Nin:

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Stalker
    Primary Power Set: Dual Blades
    Secondary Power Set: Ninjitsu
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Nimble Slash -- Mako-Dam%(A), Mako-Acc/Dmg(3), Mako-Dmg/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dmg/EndRdx(5), Mako-Acc/EndRdx/Rchg(42)
    Level 1: Hide -- LkGmblr-Rchg+(A)
    Level 2: Power Slice -- Mako-Dam%(A), Mako-Acc/Dmg(7), Mako-Dmg/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Dmg/EndRdx(9), Mako-Acc/EndRdx/Rchg(50)
    Level 4: Ninja Reflexes -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def(15)
    Level 6: Danger Sense -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def(17)
    Level 8: Ablating Strike -- Mako-Dam%(A), Mako-Acc/Dmg(11), Mako-Dmg/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(19), Achilles-ResDeb%(19)
    Level 10: Assassin's Blades -- SStalkersG-Acc/Dmg(A), SStalkersG-Dmg/Rchg(23), SStalkersG-Acc/Dmg/Rchg(23), SStalkersG-Dmg/EndRdx/Rchg(25), SStalkersG-Rchg/Hide%(27)
    Level 12: Fly -- Flight-I(A)
    Level 14: Build Up -- GSFC-ToHit/Rchg(A), GSFC-ToHit(17), GSFC-Build%(21), GSFC-ToHit/EndRdx(21), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(29)
    Level 16: Caltrops -- ImpSwft-Dam%(A), Posi-Dam%(29), Ragnrk-Knock%(50)
    Level 18: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(31)
    Level 20: Vengeful Slice -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(31), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(33), Hectmb-Dam%(33)
    Level 22: Kuji-In Sha -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(25), Numna-Heal/Rchg(34), Numna-Heal/EndRdx/Rchg(34), Numna-Heal(34)
    Level 24: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(31), Amaze-Acc/Stun/Rchg(40), Amaze-Acc/Rchg(48), Amaze-EndRdx/Stun(50)
    Level 26: Sweeping Strike -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(36), Armgdn-Dmg/Rchg(36), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), FotG-ResDeb%(46)
    Level 28: Tough -- ImpArm-ResDam(A), S'fstPrt-ResDam/Def+(36), ImpArm-ResDam/EndRdx(37)
    Level 30: Weave -- LkGmblr-Rchg+(A), GftotA-Def(37), GftotA-Def/EndRdx(37)
    Level 32: One Thousand Cuts -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
    Level 35: Combat Jumping -- Ksmt-ToHit+(A)
    Level 38: Blinding Powder -- CoPers-Conf/EndRdx(A), CoPers-Acc/Conf/Rchg(43), CoPers-Conf%(43), CoPers-Conf/Rchg(45), CoPers-Acc/Rchg(45)
    Level 41: Kuji-In Retsu -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(43)
    Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45)
    Level 47: Maneuvers -- GftotA-Def(A), GftotA-Def/EndRdx(48)
    Level 49: Placate -- RechRdx-I(A)
    Level 50: Agility Core Paragon
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(46), P'Shift-EndMod/Acc(46)
    Level 1: Assassination
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 22.5% DamageBuff(Smashing)
    • 22.5% DamageBuff(Lethal)
    • 22.5% DamageBuff(Fire)
    • 22.5% DamageBuff(Cold)
    • 22.5% DamageBuff(Energy)
    • 22.5% DamageBuff(Negative)
    • 22.5% DamageBuff(Toxic)
    • 22.5% DamageBuff(Psionic)
    • 11.13% Defense(Smashing)
    • 11.13% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 8% Defense(Energy)
    • 8% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.75% Defense(Melee)
    • 13% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 6% Enhancement(Heal)
    • 69% Enhancement(Accuracy)
    • 4% Enhancement(Confused)
    • 92.5% Enhancement(RechargeTime)
    • 15% FlySpeed
    • 149.1 HP (12.38%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Held) 9.9%
    • MezResist(Immobilize) 9.9%
    • MezResist(Stun) 2.2%
    • 25% (0.42 End/sec) Recovery
    • 54% (2.71 HP/sec) Regeneration
    • 7.56% Resistance(Fire)
    • 7.56% Resistance(Cold)
    • 15% RunSpeed



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    |D6|
    |-------------------------------------------------------------------|
    As you can see, I've swapped around quite a few things, including sets, what level you get certain picks, as well as lots of slots.

    To be honest you had lots of inefficient IO slotting, along with set bonuses that either you didn't need (5 slotted Makos for Mez resist? Either 4 for the +Damage, or 6 like I did for the Ranged Defense) I went through and retweaked the slotting on lots of powers and added in a couple more (cheap) purple sets that you weren't taking advantage of. Especially since you seemed willing to use more expensive IOs like Armageddons and Hecatombs, I feel things like the Gladiators -Res, which isn't terribly expensive anymore, and even the Gladiators 3% Unique which is as expensive as a single Hecatomb, were not too far of a stretch to put into the build. Also I assumed and went with the Agility Alpha (if you're a VIP for incarnating) which will put you close to softcap, as well as get you additional recharge for your Heal and attacks, and let you gain more recovery through Stamina and Physical perfection as well. (Your build does -not- contain the glad 3% unique, however if it did you would be softcapped to all positions constantly, meaning your Tier 9 would be nearly useless to you outside of endurance recovery or for incarnate trials. Food for thought! )

    If there's -anything- in the build that you have questions about, please ask! I have no issue explaining why I did something
  7. The goal was to maintain the top DPS chain for Titan Weapons on a brute as well as make the character as impossibly tough as I was able.

    Looking for other opinions on more efficient use of IOs and slots if I somehow missed something.

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ars Valde: Level 50 Magic Brute
    Primary Power Set: Titan Weapons
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Crushing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(13), GA-3defTpProc(13), S'fstPrt-ResDam/Def+(15)
    Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(37), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(37)
    Level 4: Titan Sweep -- SBrutesF-Dmg/Rchg(A), SBrutesF-Acc/EndRdx/Rchg(39), SBrutesF-Acc/Dmg/EndRdx/Rchg(40), Erad-Acc/Dmg/Rchg(40), Erad-Dmg(40)
    Level 6: Build Momentum -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(42)
    Level 8: Follow Through -- SBrutesF-Acc/Dmg/Rchg(A), SBrutesF-Rech/Fury(42), SBrutesF-Acc/Dmg(43), Mako-Dam%(43), Mako-Dmg/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(45)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
    Level 12: Super Speed -- Run-I(A)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(15)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17)
    Level 18: Rend Armor -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(19), Hectmb-Dmg/Rchg(19), Hectmb-Acc/Dmg/Rchg(23), Hectmb-Acc/Rchg(36), Achilles-ResDeb%(36)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 24: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Heal/Rchg(25)
    Level 26: Whirling Smash -- Oblit-Dmg/Rchg(A), Erad-Acc/Rchg(27), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-Dmg(29), FrcFbk-Rechg%(36)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(46)
    Level 30: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(31), Amaze-Acc/Stun/Rchg(31), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(34)
    Level 32: Arc of Destruction -- Armgdn-Dmg/EndRdx(A), Armgdn-Dam%(33), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), FotG-ResDeb%(34)
    Level 35: Superior Conditioning -- P'Shift-End%(A)
    Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 41: Physical Perfection -- P'Shift-End%(A)
    Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 47: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(48), Mocking-Taunt/Rng(50), Mocking-Rchg(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 50: Spiritual Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(9)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(9), P'Shift-EndMod/Acc(11)
    Level 1: Momentum
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Knock%(7)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  8. Quote:
    Originally Posted by Greyhame View Post
    Yes but 'worth playing' for most of us means roughly comparable performance. Certain other folks think 'worth playing' means 'contender for top DPS or Farming ability'.
    I don't disagree, was just clarifying a smidge if I could. To me it seems like this:

    For those who don't IO the crap out of everything, or are looking for a 'fun' melee alt, Staff will be fine since it doesn't seem to have much room to grow.

    For those looking for a character to heavily invest in with IOs and Incarnating, Staff will not work well for you.
  9. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I have a feeling the OP was bluffing and doesn't even have the prize fund, and is now either stalling in an attempt to collect it or won't be fronting it at all since they clearly stated that they did not expect their goals to be attainable anyways. For this reason I don't expect to be declared the winner since I met the "bonus" criteria also- It would be much cheaper for the OP to select a winner that qualifies for less of the prizes offered (assuming they shell out anything at all.)
    I think if you try a little harder, you might be able to convey throwing a tantrum in public with text.
  10. Quote:
    Originally Posted by Emberly View Post
    Actually, both are subjective, because what makes a set good varies between people.
    The first is less subjective. Comparably to other sets that operate in a similar manner ( High AoE, Utility, low ST) we can determine, numerically, whether a set is 'Good' or not.

    Now if for some bizarro reason you prefer underperforming sets, you can interpret the Data how you want, but specifically for good, most accept that 'Good performance' is relative to min-maxing.

    Yes they are subjective, but that's just trying to be obtuse when generally we know what someone is asking.

    Good = It does something well enough to be worth playing compared to other sets, numerically. At least that's how I tend to read it when people ask if a set is 'Good'.
  11. First and foremost I want to say this:

    Everything concerning balance should be based around SO performance, not what's possible with IOs. Post-Incarnate can be tricky, since Incarnates combined with IOs have started to allow people to do crazy things, but I don't think saying something like 'Alphas fix tanks!' is completely okay either. I think every AT and powerset as well should stand on their own without Incarnates/IOs, and all should have room for growth, if not the exact same room.

    Blasters:

    On that note, I feel blasters as an AT, and many of their powersets, fail spectacularly. I think they need someone to personally go through and retailor how the sets for the AT works, seeing as they are pure assault and glass cannons, but many other ATs can come close, or even match, their damage without giving up that survivability.

    I believe Arcana has talked before about how MORE DAMAGE is not quite the right answer for Blasters either, and while I feel -some- damage improvements should be given, I think old relics, like the full crash nukes, need to be adjusted. These adjustments should be proliferated, or again someone should go through and fine tune, for Defenders and Corrupters.

    Defenders:

    I do also feel Defenders get gimped on their damage unnecessarily, and think they should be given something more besides slightly more powerful buffs to compensate. I really liked the Feedback idea someone earlier mentioned.

    Masterminds:

    I think getting their AI revamped, and having their underperforming pets examined and fixed would be a biiiiig boost for Masterminds. I also feel that their APPs should be re-examined because they simply don't fit with the AT (personal opinion). I'm not sure what exactly they should get in place, but as an AT fully devoted to making their pets more powerful and the understanding that the APPs are supposed to grant the MMs something outside their normal scope, the fact is that Knockout Blow is somewhat silly on an AT that concentrates on making it's pets and everyone around it as powerful as possible and not themselves.

    Beyond that, I believe there are quite a few underperforming sets, but not ATs. I would personally like to see Peacebringers made far more synergistic, and Warshades have their abilities retweaked with current tech to make it more player friendly (Such as the corpse bomb auto-targetting a corpse for you, or even letting you tab through corpses and giving a confirmation so you can plan it for optimal usage), as well as see the Forms get a buff that makes them just as viable as an all human build.
  12. TW/WP is frankly pretty fantastic on it's own, so regardless of how you IO it, you can only go up. My only response to working out the Regen portion is that getting +HP over +Reg seems much more powerful for IOing, especially on a set like Willpower.

    I'd also maybe recommend dropping Resurgence and getting Superior conditioning for a spot for a Performance shifter proc since it's such an endurance intensive build.
  13. Quote:
    Originally Posted by Zyphoid View Post
    Except that is not what I did, and you may not have been replying to me specifically. See I played both TW and Staff to 50, I found one to be fun (Staff) and the other to be so boring it was like doing a chore (TW).

    Fun is a subjective thing. What you want to do with a set plays into that fun. Some people like big numbers, some people like flashy animations, some just like concept.

    I personally do not feel that Staff is under performing, it is a fun set to me. It was fun leveling, and it was fun playing in the end game. I am still trying to figure out why I played TW, and the best I can figure is because it was there.

    Take a look back through the scrapper boards and you will see there is a trend where every new set has a thread like this made about it. I remember people swore KM was crap bacause the animations were so long. People are not saying that any more. At some point, someone is going to come along and show something awesome that staff can do. There will be this thread "Look at what I did with staff melee!" It is just the way of things on these boards.

    There are also some wishy washy people here. One moment screaming nerf, and the next screaming buff. I think all of the scrapper sets should be brought in line, and I am sure the devs think they already are all even and in line. :/ or they may be working behind the scenes to get them there, I doubt that though.
    Quote:

    I personally do not feel that Staff is under performing, it is a fun set to me. It was fun leveling, and it was fun playing in the end game. I am still trying to figure out why I played TW, and the best I can figure is because it was there.
    What you feel. You -feel-. What you feel, and what actually -is- are usually drastically different.

    Does buffing the set make it unfun for you? No? Then why are you trying to silence the discussion by saying 'It's fun so it works for me.'? The reality is that some of us enjoy our minmaxing and it's fun to get sets that look good as WELL as play well. Accepting less than that is fine, but some of us don't accept that.

    Enjoy your Unicycle, we want a Rocket Bike.
  14. Quote:
    Originally Posted by Deathstroke33 View Post
    I keep toying with the idea of making a DP toon, but the number of negative comments I keep hearing about its very lack luster damage kinda scares me away. Is it as bad as people say, or is this just another example of people over exaggerating?
    If you care about numbers as part of your fun: Don't play Dual Pistols. It will disappoint you performance wise compared to other sets (Fire, Ice, Rad, Sonic, Psi) and the redraw hurts. You can try to offset this by pairing it with damage buffing sets with little redraw, but you'll still feel under par if you play with something like a Sonic/Rad

    If you don't care about numbers and just want to have fun: Play it to your hearts content. It's a bit flashy but looks like a badass set.
  15. You posted a giant blurb from the entire missiong and claimed in that instance you were tanking while the team was dying?

    No I wont lay the entire blame for the team dying right there at your, feet, we were getting a little overwhelmed. However I will say you were definitely part of the problem.

    A) I didnt say it excused being rude. B) I didnt say no RP, simply that RPing while the team is dying is A BAD IDEA. C) I did ask for the Pumicite swarms, and we handled it well. The team didnt wipe it came close. I kicked you because I don't let useless players sit on my team and soak experience while everyone else is busy actually playing.

    You're the one who brought this pointless drama on the forums. If you don't like how I play please one star me, gignore me and move on.

    Even more shocking after you were so polite in-game when I was PuGing the other day and you sent me a tell back saying you were the same tank.
  16. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Left a SSA team because a bunch of the members were being extremely rude.

    I wish I could name names. Are we seriously getting that crowd already?
    You were kicked because you were busy RPing and talking about how your tank had 42% Defense with Martial Arts instead of actually tanking for us.

    In fact, when we asked you to stop talking and pull agro from everyone you said 'I'm at the agro cap' when we were only fighting about 12 or so Igneous, and -None- of them were attacking you.

    We were rude to you, yes, but only because you were a detriment to the team and I don't let people ruin my fun when I play.

    If you want to RP and talk about how awesome your tank is while the rest of the team is dying, please indicate so in your LFT comment so that I may invite another individual that is more in line with how I build my teams. On a further note, this has been in-game for a while, the SSA is accessible only to VIPs not to Free players, and you don't have to be a free player to be a troll. Look at Flea after all. You nearly caused a team wipe and were ignoring any requests to help us, and in fact ignored nearly all the team chat when I said 'We're going to fight the Ambushes for experience' and instead tried to command everyone to go hit the glowies repeatedly. I apologize for relying on someone to perform the roll their AT is designed to do, I won't make that mistake again. Please continue with your daily lives.
  17. Yay for server maintenance in the middle of the day on a Saturday. Now my girlfriend is baking me cookies!

    City of Heroes is secretly plotting to make me fat!
  18. Quote:
    Originally Posted by Bionut911 View Post
    I second that!

    The way I see it, no build is 100% better than the other. When it comes to base values, yes the numbers can be uneven but in the long run, who is playing their level 50 with base values on their attacks?! No one! In the endgame it all comes down to play style. Granted, some powers obviously have benefits over others (like with doms and blasters) but they also have their weaknesses!


    Personally, I will always be an advocate of blasters. Don't get me wrong, doms have their ups and downs but Because of my play style i will always love blasters. If you have fun on your AT, then nothing else matters!

    ...besides, it's always fun to brag when your energy/energy blaster was able to tank jurassic for about 2 minutes solo and not die (note: i made no attempt to kill him, i just held aggro to see how long i would survive for)

    Whats upsetting from the opposite end of the spectrum:

    Your character is fun but is still mechanically bad. Would it make your character unFUN for it to perform better?

    No?

    Then why the hell are you arguing?

    Elec Blast is horrid for Blasters but I see people arguing its fun and this and that constantly.

    Thats fine, but the argument is if your mechanically inferior or not, not if youre fun. My fun is powergaming, your fun is RPing. My fun doesnt make you have less fun, it just makes your fun fun for all because I don't have to deal with yoru subpar concept character while I'm having fun powergaming


    Seriously, do you RP being a weaker mechanical set?
  19. I can't express my depression at the wait for Street Justice.
  20. Quote:
    Originally Posted by EvilGeko View Post
    I like my Stalkers a lot and I don't feel they are weaker than Scrappers. Just different. Stalkers...well stalk. They have amazing abilities in Hide/Placate to control the flow of battle. I have only two concerns with Stalkers:
    1. Assassin's Strike should animate MUCH quicker and have a longer recharge. Stalkers are very similar to other MMOs Rogues, Assassins, etc. In most games the 'backstab' attack is very fast animating. This allows it to be used in battle consistently. Stalkers have this attack that they have to really consider whether they are even going to have time to get it off before the team has killed the NPC targeted. I've dropped AS on my Stalkers because I don't feel it's worth it.
    2. Lack of AoE on some sets. Newer sets as somone noted above, are keeping their AoEs which is a tacit acknowledgment IMO, that they never should have been removed in the first place. In the sets where they remain like KM, I don't see any major difference in performance between Stalkers and Scrappers.

    I believe that Stalkers and Scrappers should be equivalent in damage potential. Not one better than the other. People harp on the survivability difference, but I don't see it. Stalkers don't draw aggro to themselves and have a number of escape valves (Hide, Placate) to get themselves out of trouble. The only difference in defensive performance with Scrappers is that Scrappers have more HP. That doesn't justify significantly higher damage IMO.
    Not significantly higher, any higher than what scrappers currently have is pretty ridiculous, but potential for higher.

    Heroes tend to be consistent damage, Villains Variable. Brutes have lower lows and higher highs, let Stalkers have the same.

    Give them extra crit chances, better potential for higher damage, but nothing that players can control.
  21. Quote:
    Originally Posted by bAss_ackwards View Post
    Thoughts on StJ/EA? That may be a fun combination with the updates they've made to Energy Aura.
    Honestly, this is my next Hardcore IO toon. StJ even if its a mediocre set just looks great, so Im going to be sinking probably 16-20 bil into one. And Ive always like EA, now that its going to likely be a top tier set it'll be fantastic.
  22. Quote:
    Originally Posted by PleaseRecycle View Post
    That's a trade I'd be willing to make. Less targets for ludicrous damage? You'll still be hitting five or six guys with some regularity (especially on a farm!)
    Who cares? For the majority of PvE thats tiny, and losing access to the Armageddon Purple set is upsetting.

    Make it a damn PBAoE with a 10ft Radius!
  23. Stalkers are underpowered and unrepresented because of it. What more do you want? I'd test Stalkers, but no matter what I test, the biggest issue is that Stalkers are severely underperforming and we're too busy arguing whether they actually are or not.

    Let the play numbers speak for themselves, I gave up being a Stalker advocate years ago.
  24. Quote:
    Originally Posted by Jet_Boy View Post
    It's simple, most people want their stalker to be a scrapper with hidey powers. It's usually that same people that think Brutes and Tankers are the same.
    Its amazing how many people refuse to admit that an AT has a genuine problem, and then further ignore that the people who want it fixed arent saying 'Make Stalkers into scrappers'.

    While we're at it, HEATs are absolutely fine and never need a buff again, Dual Pistols and Elec Blast are the top performing sets in the game, and Dominators getting an AT revamp is a waste of developer time.