Beelzy

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  1. DA has cloak of fear, which can be slotted for more than a 12% ToHit debuff...
  2. Beelzy

    So... Stalkers.

    Quote:
    Originally Posted by BrandX View Post
    Hmmm...I'm actually at a loss to what you're saying then. I have no problem with the soloing.

    didn't have problems with soloing a stalker before the buffs, and havent had a problem afterwards.

    Solo, if you want to hit and run, you can do easy enough.

    If by soloing you mean farm, well that's a different story, however, I don't think faming ability (I have no problem with people farming, when I say this), should be a factor in anything.

    Do defeat all missions become a PITA with a single target specialist? Yeah. But then, Stalkers aren't the only single target specialists out there.
    The issues with soloing are, as you said, defeat alls, but also it is easier to solo an AV with a scrapper than a stalker, and that simply shouldn't be the case.
  3. Beelzy

    So... Stalkers.

    Quote:
    Originally Posted by BrandX View Post
    Because then teams won't want you for one.

    Before the changes to stalkers, I treated my stalker the same way as I did now...get into the middle of the group, pick my target, release one big hit, then scrap it out.

    Which target I picked, depended on a mob to mob basis. Sometimes I'd want that Minion or LT taken out in one shot, sometimes I knew it was better to get as much damage done to that boss first, then worry about the others.

    Basically, I've played my stalkers as a scrapper with better invisibility.

    Hit and run can work for solo (it becomes a matter of patience), but on teams, boring, and you're not helping your team at all (and thusly why stalkers have gotten a bad rap).

    You're stalker is tougher than that blaster, corruptor, defender, troller...maybe not that Dominator though >_>

    And really, hit and run would only be useful if you killed that target in one hit. And I just don't see Stalkers always taking out the boss level enemies in one shot (outside of inspirations being buffed) as happening. Not enough to make it worthwhile for the team to have a hit and run type.
    I understand, and I was not arguing that Stalkers should be purely hit and run, I was just arguing that making them better at hit and run is not a bad thing if it doesn't harm other areas.

    I'm in a different time zone than most, so I generally don't team, also a personality thing, but whatever. Hit and run shouldn't be our primary tactic in team play in most scenarios. We do need some buff to our team role, but does improving our solo viability as well is important.

    For solo play we need a shorter cooldown on hidden status and a -regen or -res proc on assassin's strike to help us with AVs.

    For group play we need an increase to crit damage and possibly some other fixes.

    There needs to be a way to fix both the solo and group shortcomings without making stalkers overpowered.
  4. Oh, yah... I forgot about that aspect... -dam should be 1.5x the effective rate of -ToHit (as is the case between def and res) and on the same timer. It is 1x on shorter timers... and it is unslottable...

    Unless they're coming out with a cool new set of -dam IOs with i19, in which case I may be very happy...
  5. Beelzy

    So... Stalkers.

    I understand not wanting to be one trick ponies, but what is wrong with having a viable hit and run class?
  6. Beelzy

    So... Stalkers.

    What is an appropriate cooldown for hidden status?

    Was 10, now 8, should it be as low as 4?
  7. Because the effect is not adjusted correctly and the timers are short, it is much less effective than the -ToHit from DM. However, it doesn't completely suck, just don't expect to rely on it at all.
  8. -You have 7 +2.5% recovery, can only use 5
    -I would say Physical Perfection is overslotted. It's bonuses aren't good enough for that kind of slotting
    -You might want to choose Cloak of Fear or Oppressive Gloom rather than both. (I prefer fear for the -ToHit debuff)
    -You're going to have to respec come i19 (fitness becomes an inherent)

    Personally I prefer more defense and more recharge, but that's just me. It seems workable enough.
  9. I would like a protection from environmental damage. I'm tired of the fire in the doorways in Praetorian maps forcing me out of hiding...

    Not that it has ever led to my death, my Praetorian stalker has made it to 15 sans mortum, but it is a dangerous annoyance that is far more dangerous to Stalkers than to other ATs because stealth is our armour.
  10. Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Beyond Vision: Level 50 Magic Stalker
    Primary Power Set: Ninja Blade
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Flight
    Ancillary Pool: Blaze Mastery

    Villain Profile:
    Level 1: Gambler's Cut -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(13), Mako-Dmg/Rchg(13)
    Level 1: Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(5)
    Level 2: Dark Embrace -- Aegis-Psi/Status(A), Aegis-ResDam/EndRdx/Rchg(3), Aegis-ResDam/EndRdx(3), S'fstPrt-ResDam/Def+(5)
    Level 4: Murky Cloud -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam(7), GA-3defTpProc(11)
    Level 6: Assassin's Blade -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Acc/EndRdx/Rchg(17), Mako-Dmg/Rchg(17), Mako-Dmg/EndRdx(19), Mako-Acc/Dmg(19)
    Level 8: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(9), AdjTgt-ToHit/Rchg(9)
    Level 10: Shadow Dweller -- LkGmblr-Rchg+(A), LkGmblr-Def(11)
    Level 12: Placate -- RechRdx-I(A), RechRdx-I(15)
    Level 14: Flashing Steel -- Achilles-ResDeb%(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-Dmg(46)
    Level 16: Obsidian Shield -- S'fstPrt-ResKB(A)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 20: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Rchg(23), Theft-Acc/EndRdx/Heal(23), Nictus-Acc/EndRdx/Rchg(46), Nictus-Acc/EndRdx/Heal/HP/Regen(50)
    Level 22: Boxing -- P'ngS'Fest-Stun%(A)
    Level 24: Tough -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam/EndRdx(25)
    Level 26: Soaring Dragon -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Acc/Dmg(27), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(37)
    Level 28: Cloak of Fear -- SipInsght-%ToHit(A), SipInsght-Acc/EndRdx/Rchg(29), SipInsght-ToHitDeb/EndRdx/Rchg(29), SipInsght-Acc/Rchg(31), SipInsght-Acc/ToHitDeb(33), SipInsght-ToHitDeb(33)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
    Level 32: Golden Dragonfly -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Rchg(34), Oblit-Dmg(36)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 38: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-ToHit/Rchg(40), GSFC-ToHit(40)
    Level 41: Char -- UbrkCons-Dam%(A), UbrkCons-EndRdx/Hold(42), UbrkCons-Acc/Rchg(42), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Hold/Rchg(43)
    Level 44: Fire Blast -- Decim-Build%(A), Dev'n-Hold%(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Acc/Dmg/Rchg(45)
    Level 47: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rng(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(50)
    Level 49: Hover -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
    Level 1: Ninja Run



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  11. I'm still reworking it.

    - I am considering whether Divine Av is worth it since it does about half the damage of other attacks, and was trying to use Cloak of Fear and set bonuses to cover for the bonus lost from a weak attack.

    - I have been unimpressed with the FF proc. The bonus chance and time are too low to make it worth it.

    - I have redone it, slotting a knockback.


    As far as finances, I have about a billion on this toon, and 3bil on other toons that I could funnel to this toon. However, with the new system I should be able to get the Gladiator's Armor without spending a penny and the rest will be under a bil. I have little concern about costs...

    I actually have less recharge than usual, but enough to get by. I have moved some slots to Gambler's cut.

    The new build has three slots that will go to Health and Stamina. Health will have the three +regen, +rec procs slotted while Stamina will have a chance for +end and end mod in it.

    The area defense, 32.7, 34.5, 33.9 is essentially soft-capped because of the 12.4 -ToHit from Cloak of Fear.
  12. I'm going back to my first stalker, a (Nin/DA) toon, trying to rework her with the new sets. Trying to get as much out of her as possible.

    Edit: Fitness has been left out in anticipation of i19

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Beyond Vision: Level 50 Magic Stalker
    Primary Power Set: Ninja Blade
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Flight
    Ancillary Pool: Blaze Mastery

    Villain Profile:
    Level 1: Gambler's Cut -- P'ngS'Fest-Stun%(A)
    Level 1: Hide -- LkGmblr-Rchg+(A)
    Level 2: Dark Embrace -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(3), Aegis-ResDam/Rchg(3), Aegis-ResDam/EndRdx(5), Aegis-EndRdx/Rchg(5), Aegis-ResDam/EndRdx/Rchg(7)
    Level 4: Murky Cloud -- GA-3defTpProc(A), Aegis-ResDam/EndRdx(7), Aegis-EndRdx/Rchg(11), Aegis-ResDam/Rchg(11), Aegis-ResDam/EndRdx/Rchg(13), Aegis-ResDam(13)
    Level 6: Assassin's Blade -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Acc/EndRdx/Rchg(17), Mako-Dmg/Rchg(17), Mako-Dmg/EndRdx(19), Mako-Acc/Dmg(19)
    Level 8: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(9), AdjTgt-ToHit/Rchg(9)
    Level 10: Shadow Dweller -- LkGmblr-Rchg+(A)
    Level 12: Placate -- RechRdx-I(A), RechRdx-I(15)
    Level 14: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
    Level 16: Obsidian Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(21), Aegis-ResDam/EndRdx/Rchg(21)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 20: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Rchg(23), Theft-Acc/EndRdx/Heal(23), Nictus-Acc/EndRdx/Rchg(46), Nictus-Acc/EndRdx/Heal/HP/Regen(50)
    Level 22: Boxing -- P'ngS'Fest-Stun%(A)
    Level 24: Tough -- Aegis-Psi/Status(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(25)
    Level 26: Soaring Dragon -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Acc/Dmg(27), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(37)
    Level 28: Cloak of Fear -- SipInsght-%ToHit(A), SipInsght-Acc/EndRdx/Rchg(29), SipInsght-ToHitDeb/EndRdx/Rchg(29), SipInsght-Acc/Rchg(31), SipInsght-Acc/ToHitDeb(33), SipInsght-ToHitDeb(33)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
    Level 32: Golden Dragonfly -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Rchg(34), Oblit-Dmg(36)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 38: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-ToHit/Rchg(40), GSFC-ToHit(40)
    Level 41: Char -- UbrkCons-Dam%(A), UbrkCons-EndRdx/Hold(42), UbrkCons-Acc/Rchg(42), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Hold/Rchg(43)
    Level 44: Fire Blast -- Decim-Build%(A), Dev'n-Hold%(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Acc/Dmg/Rchg(45)
    Level 47: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rng(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(50)
    Level 49: Hover -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
    Level 1: Ninja Run



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  13. Dimensional Melee

    1 Phantom Punch: You slip your hand through a hole in timespace to attack your opponent. 10' range, fast animation, minor smashing damage. 20% chance confuse.
    1 Slipstream: You open a hole from below your opponent to above him, causing him to fall. Moderate smashing damage. 30% chance confuse.
    2 Dimensional rift: By causing a bending of the spacetime continuum around you, you cause moderate energy damage to surrounding foes. 50% chance confuse.
    6 AS
    8 BU
    12 Placate
    18 Wormhole: From the gravity control set.
    26 Dimensional Shift: From the gravity control set.
    32 Temporal Gate: You teleport into the midst of your foes and explode a burst of temporal energy. Superior Energy damage, knockdown, 30% chance to confuse.

    Dimensional Aura

    1 Hide
    2 Bent Space: You create a shield of curved space around you to redirect attacks. Toggle Melee defense.
    4 Curved Space: Extending the curvature of time you are protected from ranged attacks. Toggle Ranged AoE defense.
    10 Temporal fold: Self Intangible.
    16 Internal Clock: Mez protect clicky.
    20 Time Warping: +rech, +speed
    28 Distortion Field: Toggle AoE repel
    35 Fleeting glance: A very fast, long-ranged teleport.
    38 Borrowed Time: You can hide yourself in a time bubble for a short time, regaining some health and endurance.

    Also requires a change to intangibility mechanics to allow intangible foes to be attacked by intangible toons.
  14. Beelzy

    So... Stalkers.

    Despite Test Rat's objections, what I feel defines Stalkers as a separate melee rather than a redundant melee is not only stealth, but ST damage.

    I understand that teams tend to devolve into spin teams (a term I'm not sure is used in this MMO, but is appropriate) where everyone jumps in the middle and slams their AoEs.

    Stalkers need to be more surgical, taking down specific targets and then going back into hiding.


    Therefore, the best way to keep the Stalker feel would probably be to decrease the time to hide, make Placate an AoE, increase the Stalker BU so that it matches Scrappers and possibly push up Stalkers overall or critical damage a little.
  15. Suggested Ninjitsu primary

    1 Nekode (alt. Swipe)
    description: Climbing claws in the palms of the hands can make even the most subtle of moves lethal. Minor lethal and toxic damage. 30% chance for fear. -25% regen (10s)
    animation: Similar to Swipe from Claws, but smaller.

    1 Kyushi (alt. Deadly Secret or Sudden Death)
    description: A knife up the sleeve, when doused in poison is a deadly secret. Moderate smashing, lethal and toxic damage. 50% chance for fear. -25% regen (10s)
    animation: Right leg steps forward, right elbow comes up at shoulder level, right hand swings down to waste level with a dagger. Damage will be smashing then lethal+toxic.

    2 Kyoketsushoge (alt. Whirling Fate)
    description: Easy to hide, or wrap around the waste, the kyoketsushoge attaches a deadly double bladed knife, one straight, one curved, to the end of a chain to give deadly accuracy and reach. 10' melee attach, moderate lethal and toxic damage. 50% chance for fear. -25% regen (10s)
    animation: Left hand pulls from the belt buckle, a chain comes loose which, is swung in a figure eight, then snapped forward then back before being flung around the waist.

    6 Garrote (alt Silent Assassination)
    description: AS (lethal and toxic)
    animation: Shoulders lower, hands come together and separate with a line between them. Feet come together as the butt lowers (this is during the interrupt time) and then leap, flip (with string trailing) disappear, land in original position, damage dealt.

    8 Build Up
    description: BU
    animation: Fancy ninja hand signs.

    12 Placate
    description: Placate
    animation: Fancy ninja hand signs

    18 Doku (alt. Poison Gas or Poison Breath or Breath of the Oni)
    description: Putting poison in one's mouth is not a good idea, unless you can do more damage to your opponents than yourself. 15' range 30 degree arc Moderate DoT (Toxic) ranged AoE. Minor toxic damage to self, low endurance cost. -50% regen (15s)
    animation: Similar to Breath of Fire

    26 Zurugashikoi (alt. Cunning Strike or Dirty Tactics)
    description: Don't kick them when their down is a poor way to do business. High Smashing, Lethal and Toxic Damage. -25% regen (10s) knockdown.
    animation: Step forward (knockdown occurs) goes down on knee, stabs with a poisoned knife. Damage will work as Smashing, smashing, lethal+toxic.

    32 Tenmyaku (alt. Dim Mak or Touch of Death or Poisoned Palms)
    description: The mythical touch of death has been shrouded in protective mysteries. Often thought to be a single strike, a single point, the tenmyaku is a series of points, hit in the right series to cause simultaneous organ failure. Teleport. Superior Toxic damage (because the effect of the attacks are not actually blunt trauma, but effects akin to a poison). -50% regen (15s)
    animation: Feet together, hand sign, followed by a series of finger and toe touches as toon appears and disappears. (technically, you will be only teleporting once, you will be able to be targeted while doing the technique even through you appear to appear and disappear.
  16. Quote:
    Originally Posted by Smiling_Joe View Post
    To answer the question of what would be the perfect primary set, I would want to see something that capitalized on a stalker's ability to leverage burst damage.

    Strictly off the top of my head, I banged out an idea for a set that might do something like that. I call it:

    Psionic Melee:

    1 Psychic Fist - You wrap your fists in psychic energy and deliver a quick punch to your enemy. The attack deals minor damage, but the psychic residue makes your opponent think they're more damaged than they really are. The illusory damage goes a way after a few seconds, but if they are defeated beforehand the defeat is very real.

    1 Neural Chop - You wrap your fist in psychic energy and use it to deal moderate damage to your opponent. In addition, your blow wreaks havoc with your opponent's central nervous system, temporarily shutting some bodily functions down for a few seconds. Your opponent will take a little longer to recover than when hit with Psychic Fist, but there's a small chance that the attack will leave your enemy disoriented for a short time.

    4 Dream Daggers - You sweep your arm in front of you as though you're releasing a spread of venomous daggers. They are very real to your opponents, however, dealing moderate psionic damage in a wide cone in front of you. The damage is moderate, but as with the first two attacks feels worse than it is. Opponents think they are poisoned and suffering poison damage over time. The illusory damage fades after a few seconds, but is very real in the meantime.

    6 Psionic Strike - standard AS, but all psionic damage

    8 Build Up

    12 Placate

    18 Telekinetic Burst - You deliver a roundhouse blow with a fist of psychic energy, knocking your opponent into the air and sending them smashing to the ground with tremendous force. Because they think they've been knocked higher and fallen harder, the attack deals extra but temporary psionic damage in addition to the damage dealt by both the punch and the fall.

    26 Waking Nightmare - This purely psionic attack deals devastating and real damage to an opponent's psyche, made even more terrifying because it happens from a distance. Your opponent is lost in a nightmare of your making, and in addition to the damage suffers from a high mag fear effect.

    32 Mind Ripper - A devastating attack. You bring both fists down with full psychic force on your opponent, knocking them down and dealing extreme damage. The psychic shockwaves ripple out, invading the minds of your foe's allies and making them think they too have taken damage from the attack. Mind Ripper deals real superior damage to your target and moderate illusory damage to up to five foes within a fifteen foot radius. If any of these foes are defeated before the mental damage disappears, they too will fall.


    Apologies for the stupid sounding names. I put like ten minutes' thought into this.

    The premise of the set is similar to spectral wounds from the Illusion Control set. The idea is to reward a stalker's ability to exploit opportunities to do damage and bring foes down with burst damage spikes. The illusory damage would not be counted in criticals, and Psionic Strike and Waking Nightmare carry no illusory damage at all. Mind Ripper deals illusory damage only to those in the AOE. The actual damage of any attacks that also deal this illusory damage would obviously have to be scaled down to balance the extra illusory damage, but the illusory combined with the real damage should bring the set significantly above other single target sets in total damage potential due to the fading nature of the illusory damage.

    It would require some heavy testing to determine the correct levels of damage and the duration of the illusory damage, and most attacks would do a combination of psionic and smashing damage.
    My first toon was Illusion Control, so I'm almost in love with this set.

    You might want to just start off with Spectral Wounds and Blind recalibrated for melee range... Possible make dream daggers an AOE, I prefer single target damage, but it sounds like it should be an AoE. Maybe a tight arc like Shadow Maul. I also think this set would be better with less punching style animations and more mindplay type animations...

    Just my thoughts...
  17. I believe I saw in Vampire Hunter D a baddy that literally bent time around himself. The sword looked lie it went through him, but it went around...

    Basically, what I'm thinking is something similar to SR, with a sheen rather than a fighting pose, Time-warping would be their Recharge/speed enhancement. Then borrow a Shield Charge-like power from Shield. I'd like a thematic heal, like temporal anomaly or borrowed, where you would basically gain both End and Health, on a long recharge. And an Internal Clock auto or click power to protect against mez effects.

    Offensively it could work as well, hooking up Wormhole from the grav set, as well as some interesting malfunctions of the timespace continuum.

    You could also introduce a new mechanic. Take Dimensional Shift from Gravity Control for the Primary set, and A special phase power for the secondary that makes you intangible and able to effect intangible foes... You'd basically pull opponents into a separate realm to fight one on one... but you'd need both sets to do it, or the Phase Shift from the Power Pool... make that valuable...
  18. The Ninjitsu secondary is definitely very appropriate, as far as primaries, I would be interested in a Ninjitsu primary to match the secondary. It would include a variety of weapons, Nekode (palm claws), kyoketsushoge (knife on a chain), garrote, poison knives, etc, plus some poison gas and hand and foot based attacks. Not flashy moves, moves that are tight and subtle. Maybe even a Teleportation ST attack for the Tier 9... Similar to Lightning Rod or Shield Charge, but ST instead of PBAoE...

    Moving it to Tankers, Scrappers and Brutes you can add Caltrops and Blinding powder while replacing BU with FU.

    Right now I'm loving my KM/Nin though. It works well, and I like the feel for Stalkers. KM actually seems to work much better for Stalkers than other melee ATs, and it is very good for ST damage, may be the new ST king.
  19. Beelzy

    So... Stalkers.

    Is there a source post for the i19 Fitness pool becoming innate talk?
  20. Beelzy

    So... Stalkers.

    Quote:
    Originally Posted by Leo_G View Post
    Don't go there. We've already been down this road. Stalkers are, indeed, worth a damn. Yes, they could use some tweeks but that doesn't stop what they do from being great. Even the minor adjustments you say are on the table would only do [_____] this much to improve them.
    I know, I was just trying to bring the thread back on topic rather than going down the path of a gossip thread, which it was kind of becoming...

    Yes, they are minor adjustments, but they are essential.



    btw... those dangerous humans with swaths of invulnerability and robotic prostheses... you just need to know where to cut...

    Of course, the game isn't that realistic in ranges. You have a range, and anything within that range gets the same tohit and the same damage. I remember playing SWG back in the day where rifles were useless in close, short and medium range, but godlike from long range. Weapons have an optimal range, get inside that and they're useless. A pistol v a knife at 10 yards, the pistol will win. A pistol v a knife at 10 inches and the pistoleer is toast.
  21. Beelzy

    So... Stalkers.

    Quote:
    Originally Posted by Leo_G View Post
    Well, with a new set, it'd most likely need a unique mechanic which would require extensive testing and coding whereas just adding the animations to a current set would just need to test if the animations played properly.

    As for a unique flavor set with Stalkers in mind? Death Scythe.

    If they're going to sink resources into a new unique set, I want something with a whole new flavor too. And when you need to split an 11ft tall demon in twain or rip a huge clockwork monolith in half, a pair of knives just won't do it
    Scythe would be nice, but not very silent... when you want to cut a single wire so that you can rewire the clockwork monolith to do your bidding, knives. When you want to take down a demon quickly and silently, knives. When you're a brute, you want a scythe, when you're a stalker, you want a knife...

    I'd also be interested in either a kyoketsushoge (knife on a chain), or a kusarigama (sickle on a chain). Of course the jiujiebian (nine section whip, occasionally used with a dagger end) is one of my preferred concealed weapons... I've often thought of learning the Urumi (whip sword), but one of the most intriguing, but very difficult to put into this kind of medium, would be the chindai (a cloth about the size of a towel used as a weapon).

    If they want something outside of the weapons field, maybe sonic melee? (Assassin's Strike=The Silencer)


    Alright. Back away from dreams of Stalker Primaries that may never be...

    On the table,
    1) Spines fix (it works fine as a Scrapper farming set, but is lackluster for Stalkers, although overall the activation times are a problem for all)
    2) AS fix (activation times (from 2.67s to 3.67s with identical damage across sets seems problematic) (Interrupt timer (either decreasing it or making it less sensitive to minor movements, or both)
    3) BU fix (activation times (from 0.73 to 1.93 with identical buffs across sets seems problematic) (should be at least on par with Scrappers, probably higher since we are the burst damage class)
    4) Hide fix (decreasing the hide timer to 4-5s)

    Although we all enjoy talking about possible new primary sets, the sets won't be worth a damn if Stalkers as a whole do not receive some attention...
  22. Beelzy

    So... Stalkers.

    Quote:
    Originally Posted by Siolfir View Post
    So you're saying it's not the size of the blade, but how you use it?
    In less dientendric turn of phrase, yes...

    Quote:
    Originally Posted by Siolfir View Post
    I can see it now... Piercing Rounds' animation where instead of guns, you throw both knives spinning up in the air, catch them on the way down, and stab the person. Because something has to fill that time...
    I was thinking standing bolt upright, fingering the tip of one blade, looking left then right, then swinging over the shoulder behind the neck and doing a 360 degree rotation slitting the throat while moving to the opposite side of the opponent.

    Quote:
    Originally Posted by Siolfir View Post
    In any case, I like the idea of using Spines as a base for twin poisoned knives - and really, other than the PBAoEs (Spine Burst and Quills for Scrappers) the animations all could fit - but I don't know if the customization would be able to do it. IIRC all of the current Spines customizations have the same anchor points for the spines, they just look different at the same spot - I could be wrong on that, though.
    Spine burst and quills would be problematic, unless it was a stalker-only customization choice... You would have to have alternate animations though, like you see in MA, to pull it off. It is doable, but the question is whether it would be a better use of time to fit the graphix to a current set or to make a new set with unique flavor for Stalkers...
  23. Beelzy

    So... Stalkers.

    First of all, the difference between sword and knife damage would not be that great because there is a qualitative difference. With sword it is how much, with knives it is where...

    Where a poisoned knives set would differ is that it would be more single target focused than spines, and faster, it would offer a bladed weapon with damage other than lethal, and it would offer both decent melee and ranged attacks. Also, think about what could be done for the AS animation...

    I understand that the DPA in spines is on par with other sets, it is just that, especially in the early levels, a missed attack costs you so much time in one place. 2.43s for the first tier attack while most attacks are under one second? 1.63s for the tier two?

    The numbers are even longer than Broadsword...

    Now, that effects the secondary effects, which would offer reliable mitigation if they were on reasonable animation times allowing a reasonable degree of stacking. But, they are not. Meaning that what should be a strong mitigation set, keeping enemies within melee range while decreasing their attack rate, ends up being lackluster.

    My first toon was spines. I really do like spines, but it is not on par with other sets in many ways... unless you're a farmer...
  24. The endurance cost for conductive aura is too high...