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Posts
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Joined
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Then you've got another proc in the power that's causing aggro, or something odd going on, because I use powers the proc is in up close and personal all the time without drawing aggro.
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Quote:I used a second aoe control, of a comparable level, in Mass Confusion vs Aura of Confusion.
Except of course a Controller / Domis main source of Aoe control doesn't tend to be the aoe hold at all, its the other Aoe mez they get, which was my point.
Beyond outliers like Seeds of Confusion, the only other mez powers common across controller sets are Sleep (which are not usually a main source of aoe control except for in Electric Control or a few very specific situations like LRSF), or Disorient (Fire, Earth, and Grav), which you are correct about Forts not having an easy comparison to, since their aoe stun is on a fairly long timer (360 seconds), though the fact that it doubles as an Extreme damage pbaoe with a 25ft radius makes up for a lot though I admit that's not a control factor.
Quote:Domis and controllers get another option, which typically recharge in 60 or 90 seconds which Forts lack.
I wasn't saying a Fort has rubbish aoe control, i was refusing the OPs claim that Forts control just as well as Domis or controllers. they don't.
Quote:None of my controllers or Dom feel as powerful as my VEATS, NW and Fort. We have controls, single and AoE, confuse, very very respectable dmg range and melee, mez protection, inherent stealth, respectable recovery inherent, and we can be really really darn difficult to hit. -
Quote:That's not really the case. Controller & Dominator Mass Confusion and Total Domination recharge in 240s, same as Fortunata's Aura of Confusion and Total Domination.
Forts control is nice, but given the fact they don't have the sort of relatively quick to recharge AOE control that Controllers and Domis get in one shape or another
Quote:coupled with the relatively low durations compared to Controllers and Domis they don't match up, from a pure Control point of view.
Dominator (before Domination) duration for Total Domination is 11.9 seconds, Controller is 14.9 seconds, while Widow Total Domination is 10.73 seconds. I believe Domination adds 50% so assuming Permadom, Doms and Trollers are about on par. Still, 11 seconds vs 14 is not a _huge_ difference.
I'm not trying to make the case that Forts can replace controllers/dominators, but the argument that the recharge/duration of their AoE controls isn't up to snuff ranges from simply untrue to true but misleading. -
PVE: Stalkers can do well in PvE if theyre built well, and if you can shake the Hit-And-Run mentality while on teams. Solo your pace is whatever you like, but Mostly I think it depends on your build. Im really not a fan of ST heavy sets, especially on stalkers, but Electric Melee and Dual Blades are both pretty good for area damage. Stalker Dual Blades makes good use of the stuff you want to use whenever its up (BU+AS+Placate), also.
Groups: As I said above, as long as youre able to actually stand and fight, it can be decent. My Elec Melee/Ninjitsu stalker can solo +3/x8 even against annoying stuff like CoT and Malta, so on a team its just a gravy train of butt whuppin.
Primary: As mentioned, Elec or Dual Blades are pretty good. Ninja Blade is also pretty crazy, Im told. I dunno about KM, havent played it yet.
Secondary: I like /Nin most. Pretty easy to cap defenses, theyre Positional instead of Typed (do not like typed so much), a good self heal (I also took aid self on mine so Ive got a heal for every occasion if I need it), etc. I keep thinking I need to make another /EA to see why some folks like it, but.. ugh. -
Which is a perfectly valid thing to want to do, but not very helpful for those who aren't in the full thrall of character optimization. EA gets crapped on for a reason, and while it's not as deserving of it as some seem to think, it's not entirely without merit.
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Generally speaking, Positional Defense > Typed Defense. Virtually everything in the game has a Melee, Range, or AoE designation. There are a few that don't, but it's very, very rare.
Add to that that while Positional Def set bonuses are one at a time (3.25% Melee Defense, or whatever) and Typed Def set bonuses are two (3.25% Smashing/Lethal Defense, or whatever), there are only 3 Positions but 7 Types.
Typed Defense sets also usually have a pretty heavy hole vs Psionic damage and a weakness to something else. Ice Armor for tanks has a Psi hole as well as virtually no defenses vs Fire. Off the top of my head I can't recall what Energy Aura is, but at a glance it seems to work best against Energy, then Fire/Cold, then S/L, then Neg, then Psi. That's not fantastic. With the right primary to get you access to set bonuses you could patch those holes, but that's true of anything, to a point.
The other thing the Defense sets have going for them is Defense Debuff Resist, and even fully slotted Energy barely seems to top 50% (which is why it gets molested so much on ITFs). The only thing the set REALLY has going for it are Conserve Power and Energy Drain.
Bottom line, for me, is that Energy Aura isn't as terrible as some make it out to be but isn't anywhere near as good as its proponents try to claim. If you're stupidly rich, you can trick it out to be pretty good, but that same wealth could be making a Ninjitsu or SR build nigh immortal for far less effort. That's just for stalkers. Compared to something like Shield with that kind of budget (capped Positionals, better S/L resistance, capped DDR, shield charge, etc) and I'm just not seeing it.
All of which is largely irrelevant if you're making a concept build, want a challenge, or even just want something different. -
I believe the point that's being made is that there's a difference between the 'Huntsman' build people use, and playing a pure-concept Huntsman. People playing Huntsman do indeed take Bane powers that do not overtly mark them as a Bane, such as the armor, and even some that do like Surveillance and Build Up.
When asking if there is a Widow analog to the 'Huntsman' build, the answer is yes and it is the 'Blood Widow' build, which just like the 'Huntsman' build would involve taking a couple of Night Widow powers and just fudging the line some. If you're making a pure-concept Blood Widow, that's fine, but that isn't what most people are talking about when they talk about or post 'Huntsman' builds so you shouldn't expect them to be doing so about the 'Blood Widow' build.
Just like they can overlook their characters not moving their lips when they talk or having a limited range of motion, they can overlook something with no outward effect like 'Mental Training'. Denying it, to most of us, would be like refusing to get set bonuses because NPC Blood Widows don't make use of sets because they can't enhance their powers with IOs. At some point you have to fudge the line between concept/RP, and mechanics. If your line is much further back towards pure-concept than most folks, that's fine, play how you want. But don't be surprised when others express confusion or worse at where you've set it. -
If you're primarily a solo player, most of what T_I's said is indisputably true.
If you're building for a more team friendly build, not always so much, in particular 6, 10, and 11.
6) You don't _need_ the Leadership pool, I agree with T_I there. But if you want a team-oriented build, double stacking leadership buffs isn't a terrible idea. You can still softcap yourself, and being able to give your team an extra 5% or so defense can be useful. A Widow with both Maneuvers and Mind Link is giving about 28% to their team, and that's not so shabby. I didn't take Leadership on my Fort, but only so I could make room for powers like Aura of Confusion and Total Domination.
10) Aura of Confusion is an awesome power, especially if you routinely team with anybody else with a confuse power. Like, say, another Widow with Aura of Confusion. I've seen a couple of Fortunatas completely wreck entire herds of bosses (since yes, the minions and lts die pretty quickly) like that. Or Plant Control, or Mind Control, or Illusion Control, or /Nin stalkers, or... right, so it comes up often enough that if you want a confuse power, it's not a waste of a pick. It might not be the most optimal choice, but that's a far cry from it being a bad one.
11) Being able to slam a mag 6 - 10 hold down (variable from lockdown procs) with two clicks can be a lifesaver vs some bosses, or when in a tight spot. Sure, if you're softcapped (and you should be), your tight spots are likely few and far between. But calling the power worthless is more indicative of T_I's pov on how to play the game than the power's actual utility. My Widow has Total Domination (6 slotted with Lockdown) and basically wrecks anything up to +3/x8 content (+4 is do-able, it just takes longer) at a decent clip, with TD seeing not infrequent use, even if it's not every spawn or even every other.
My point is that while T_I makes it out like there are only a couple very narrowly acceptable ways to build a Widow, it's not quite as cut and dried as that. Hell, my widow wasn't even softcapped outside of Mind Link for the longest time, but I had Mindlink within a couple of seconds of being perma so it didn't really matter. Now, post-Incarnate stuff, I'm both softcapped out of ML _and_ have perma-ML, but I'm always tinkering. -
Dominate is a Mag 3, 16sec Hold that recharges at a base of 8 seconds and does 77.17 damage on a level 50, unslotted.
With even a moderate amount of global recharge and some slotting, it's up every 4 seconds. So it takes you about 4 to 6 seconds to apply a Mag 6 hold to something for ~12 seconds. It doesn't really require any Hold enhancement.
On the damage front, max damage slotting can get it up to 150 damage, and the two purple procs it'll take (Unbreakable Constraint chance for smashing, Apoc chance for neg) bump that up to 221 on average. That's a pretty solid ST attack. -
Ugh. I retract my derision. For some reason I had it in my head that RI was lower base debuff than Liquify. That's what I get for playing Controllers instead of Defenders usually.
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Liquify FrankenSlotting For Dummies.
All level 50
Achilles' Heel: Chance for Res Debuff (20% chance to apply -20% Resist All)
Analyze Weakness: Accuracy/Defense Debuff
Siphon Insight: Accuracy/ToHit Debuff
Touch of Lady Grey: Defense Debuff/Recharge
Dark Watcher's Despair: ToHit Debuff/Recharge
Dampened Spirits: To Hit Debuff/Recharge
With Hasten up it recharges in 120 seconds before any other global recharge. So every 2 minutes, give or take. Probably take, if your build is IO'd.
ToHit Debuff: -52.49%
Defense Debuff: -53.94%
Resistance Debuff: -20%, 1 in 5 affected on average, stacks with other sonic -res.
It's only at about 78% recharge from Enhancements, so if you wanted to trade Defense Debuff or ToHit Debuff for a bit more recharge, you could. Accuracy is 53% so it will most likely hit.
Forget the crappy damage or chance to hold, between the knockdown and the greater than 50% reduction in Defense and ToHit that comes up every 2 minutes even if you're a slacker and don't go for any other global recharge, the power is awesome.
It's fine if somebody doesn't like something, but not all opinions are created equal. If somebody tells me they dislike the act of breathing and think it sucks that they have to do it to survive, I'm not going to treat that opinion with any great respect. Irrational is irrational, no matter the subject. If you want to say you dislike an aoe power that every 2 minutes can completely neuter a group of up to 16 enemies (hint, EMP is not really in the same class), that's your prerogative, and it's mine to say that your opinion is more about irrational dislike than any of the faux-reasons you keep trying to assert. -
Doublepost!
I know it may seem redundant to some folks to have taken the medicine pool on a /nin char, since Kuji-In Sha has a hefty (45% once enhanced) heal, but I've been in too many situations where having both has saved my tail. Maybe soloing +3/x8 Circle of Thorns with bosses turned on at a pace comparable to (if not equal to or better than) a brute isn't everybody's cup of tea (haven't tried +4 yet), but I did it by accident (had my diff setting for teams on) and tried it for a laugh. I died once or twice while getting the hang of things, but once I had down monitoring my health and cycling the heals as they were needed, I pretty much crushed all three missions of the Midnight Club on +3/x8 w/bosses and it was fun as hell. The /nin heal is saved for instances where highly accurate enemies are on me and I might get interrupted or need a larger heal bump, but otherwise I can pop off the medicine heal in most circumstances.
The AoE defense is a bit lacking, but the only time that's a huge deal is when already hidden, and the aoe defense from Hide is crazysauce anyway.
I have to echo what others have said in that Elec Melee for stalkers is awesome. The single target damage is a bit lacking on Scrappers and Brutes, but the ability to rip a chunk of HP off a boss with AS is just really nice. -
This is what I'm running right now. It's set heavy, yes, but it's also ******* crazy.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Lightning Lagomorph: Level 50 Magic Stalker
Primary Power Set: Electrical Melee
Secondary Power Set: Ninjitsu
Power Pool: Fighting
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Weapon Mastery
Villain Profile:
Level 1: Havoc Punch- (A) Touch of Death - Accuracy/Damage
- (27) Touch of Death - Damage/Endurance
- (43) Touch of Death - Damage/Recharge
- (43) Touch of Death - Accuracy/Damage/Endurance
- (43) Touch of Death - Damage/Endurance/Recharge
- (45) Touch of Death - Chance of Damage(Negative)
- (A) Karma - Knockback Protection
- (3) Gift of the Ancients - Run Speed +7.5%
- (A) Luck of the Gambler - Recharge Speed
- (3) Luck of the Gambler - Defense
- (5) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (5) Luck of the Gambler - Defense
- (7) Luck of the Gambler - Defense/Endurance
- (A) Mako's Bite - Accuracy/Damage
- (7) Mako's Bite - Damage/Endurance
- (9) Mako's Bite - Damage/Recharge
- (9) Mako's Bite - Accuracy/Endurance/Recharge
- (11) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (11) Mako's Bite - Chance of Damage(Lethal)
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (13) Gaussian's Synchronized Fire-Control - To Hit Buff
- (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (15) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Hecatomb - Chance of Damage(Negative)
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Touch of Death - Accuracy/Damage
- (21) Touch of Death - Damage/Endurance
- (21) Touch of Death - Damage/Recharge
- (23) Touch of Death - Accuracy/Damage/Endurance
- (37) Touch of Death - Damage/Endurance/Recharge
- (37) Touch of Death - Chance of Damage(Negative)
- (A) Miracle - Heal/Endurance/Recharge
- (23) Harmonized Healing - Heal/Endurance/Recharge
- (25) Numina's Convalescence - Heal/Endurance/Recharge
- (25) Doctored Wounds - Heal/Endurance/Recharge
- (46) Steadfast Protection - Knockback Protection
- (A) Empty
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Multi Strike - Accuracy/Damage
- (27) Multi Strike - Damage/Endurance
- (29) Multi Strike - Damage/Recharge
- (29) Multi Strike - Accuracy/Endurance
- (31) Multi Strike - Accuracy/Damage/Endurance
- (31) Multi Strike - Damage/Endurance/Recharge
- (A) Harmonized Healing - Heal/Endurance/Recharge
- (31) Miracle - Heal/Endurance/Recharge
- (33) Doctored Wounds - Heal/Endurance/Recharge
- (33) Numina's Convalescence - Heal/Endurance/Recharge
- (33) Interrupt Reduction IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (37) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Obliteration - Damage
- (34) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Endurance/Recharge
- (36) Obliteration - Chance for Smashing Damage
- (A) Accuracy IO
- (39) Recharge Reduction IO
- (39) Accuracy IO
- (46) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Coercive Persuasion - Confused
- (39) Coercive Persuasion - Confused/Recharge
- (40) Coercive Persuasion - Accuracy/Confused/Recharge
- (40) Coercive Persuasion - Accuracy/Recharge
- (40) Coercive Persuasion - Confused/Endurance
- (42) Coercive Persuasion - Contagious Confusion
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense/Endurance
- (42) Luck of the Gambler - Defense
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (45) Blessing of the Zephyr - Knockback Reduction (4 points)
- (48) Winter's Gift - Slow Resistance (20%)
- (A) Performance Shifter - Chance for +End
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Empty
- (A) Run Speed IO
- (A) Recharge Reduction IO
Level 4: Ninja Run
Level 2: Swift- (A) Run Speed IO
- (A) Jumping IO
- (A) Miracle - +Recovery
- (A) Performance Shifter - Chance for +End
- (48) Performance Shifter - EndMod/Recharge
- (48) Performance Shifter - EndMod/Accuracy/Recharge
- (50) Performance Shifter - EndMod
- (50) Performance Shifter - EndMod/Accuracy
- (50) Performance Shifter - Accuracy/Recharge
Set Bonus Totals:- 20% DamageBuff(Smashing)
- 20% DamageBuff(Lethal)
- 20% DamageBuff(Fire)
- 20% DamageBuff(Cold)
- 20% DamageBuff(Energy)
- 20% DamageBuff(Negative)
- 20% DamageBuff(Toxic)
- 20% DamageBuff(Psionic)
- 10.81% Defense(Smashing)
- 10.81% Defense(Lethal)
- 8.625% Defense(Fire)
- 8.625% Defense(Cold)
- 9.875% Defense(Energy)
- 9.875% Defense(Negative)
- 3% Defense(Psionic)
- 18.63% Defense(Melee)
- 16.75% Defense(Ranged)
- 14.25% Defense(AoE)
- 4% Enhancement(Confused)
- 45% Enhancement(RechargeTime)
- 9% Enhancement(Accuracy)
- 10% FlySpeed
- 140.05 HP (11.63%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -16)
- Knockup (Mag -16)
- MezResist(Held) 8.8%
- MezResist(Immobilize) 8.8%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 3.85%
- 9% (0.15 End/sec) Recovery
- 30% (1.508 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 0.945% Resistance(Fire)
- 0.945% Resistance(Cold)
- 17.5% RunSpeed
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Quote:Claws/SR is a well known powerhouse combo of death and survivability. ;D With Aid-Self and capped defenses/ddr you're about as close to immortal as you're likely to get as long as you're paying attention, barring ridiculous multi-crit RNG hate.
And thus a concept character is born (and as far as I can tell a non-standard combination).
Quote:Air Superiority > Combat Jumping for damage mitigation? I like this idea because it gives soft control and can replace an attack power early
Quote:Boxing -> Tough -> Weave for defense purposes in the middle between SOs and IOs/Sets (16->30 range)?
Quote:Aid Self early to mitigate squish factor in DO levels (14-25). -
Probably because it does more damage by a good bit.
Personally, I went for Soul. Can't beat Gloom doing more damage than Haymaker, and Dark Oblit is a good followup to Footstomp + Shield Charge, especially with a Chance for Knockdown purple in it. -
Quote:Yeah, because there's no scale here, just two points. Everyone is either a Good Player or a Moron.
I'll say this again; a good player is desirable on ANY AT. I don't care if you are IO'd out of the wazoo on the FotM, if you're a moron, I don't want you anywhere near a team I'm on.
Man I wish there was a sarcasm tag.
While 'Good Player' and 'Moron' may be the end points, the scale has many points between. I dare suggest the distance one can be removed from 'Good Player' is further for, say, a BS/Regen scrapper than for a Storm/Energy Blaster or Ill/Storm Controller. -
Yes, it was confirmed that ED/GDN partly came about as a result of internal testing with IOs, which were being planned and used on their in house systems before either ED or GDN were implemented.
Think of the crazy crap you could pull with frankenslotting IOs, without ED effectively capping you at 3 of whatever. -
I ran this up to 50 but was generally unimpressed, I'm afraid. I've remade as Ice/Stone Melee, and it's awesome.
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Next you're going to deny you're the reincarnation of Buddha, too.
You're not fooling anyone. -
Whatever seems Tech to you? It's not like there's hard and fast rules about this stuff.
Robots and androids are obviously tech, but it's not always that cut and dried. As mentioned, War Machine could be Natural (if your focus is on Rhodey himself) or Tech (if the focus is more on War Machine). The truth is, it's probably both, but the game doesn't allow you to pick both.
It's not as if your Origin actually does anything substantial for you in-game. -
Origin is really a matter of preference, and can be pretty loose in what it describes, so I don't think it matters all that much.
Origin can be about what you are, how you got your powers, what you're recognized as, whatever works for you. Batman is the quintessential 'Natural' hero to many, but he clearly makes use of a lot of technology. Superman is Natural as well, at least to me, because it's just a function of his alien physiology. The same could apply to Power Girl, but as a clone she could also be Science.
If you really want a headache, try coming up with an Origin that makes sense for Brainiac. I think he's been everything but Magic, in one incarnation or another.