Beelzy

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  1. They have not been nerfed, however that is not to say that they are where they ought to be at...
  2. A couple of things, If you switch to the purple set in Blinding powder, another cheap purple set, you can pick up an extra 1.5%. If you switch to moonbeam you can possibly find one more slot for an extra 7.5% global recharge. Dropping recall friend allows you to pick up Soul Storm, shift Vengeance earlier and then two slot Soul Storm for +3% damage buff, but because of the rule of five you would then have to change one of your Mako's to a Touch of Death, and you can free up some slots to fit a pair of Achille's Heels into one of your powers for an extra 1.5% damage and a chance for -res...

    I played around a tad to give you an idea... have a look...

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Stalker
    Primary Power Set: Ninja Blade
    Secondary Power Set: Ninjitsu
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Sting of the Wasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/EndRdx(5)
    Level 1: Hide -- LkGmblr-Rchg+(A), Krma-ResKB(5)
    Level 2: Flashing Steel -- Oblit-Dmg(A), Oblit-%Dam(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(9)
    Level 4: Ninja Reflexes -- RedFtn-Def/EndRdx(A), RedFtn-Def(19), RedFtn-EndRdx(19), RedFtn-Def/EndRdx/Rchg(21), LkGmblr-Rchg+(27)
    Level 6: Assassin's Blade -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13), C'ngImp-Dmg/EndRdx/Rchg(13)
    Level 8: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit(15), AdjTgt-ToHit/Rchg(15), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-EndRdx/Rchg(17)
    Level 10: Danger Sense -- RedFtn-Def/EndRdx(A), RedFtn-Def(23), RedFtn-EndRdx(23), RedFtn-Def/EndRdx/Rchg(25), LkGmblr-Rchg+(25)
    Level 12: Placate -- RechRdx-I(A), RechRdx-I(21)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27)
    Level 16: Kuji-In Rin -- EndRdx-I(A)
    Level 18: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(33), RedFtn-EndRdx(33), RedFtn-Def/EndRdx/Rchg(33)
    Level 20: Kuji-In Sha -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(29), Numna-Heal/Rchg(31), Numna-EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(34)
    Level 22: Assault -- EndRdx-I(A)
    Level 24: Vengeance -- LkGmblr-Rchg+(A), Krma-ResKB(50)
    Level 26: Soaring Dragon -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Acc/Dmg(29), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dmg/Rchg(36), Achilles-DefDeb/Rchg(37), Achilles-ResDeb%(37)
    Level 28: Smoke Flash -- RechRdx-I(A)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(34)
    Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39)
    Level 35: Blinding Powder -- CoPers-Conf(A), CoPers-Conf/Rchg(40), CoPers-Acc/Conf/Rchg(40), CoPers-Acc/Rchg(42), CoPers-Conf/EndRdx(42)
    Level 38: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(39), GSFC-Build%(40), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46)
    Level 41: Moonbeam -- Mantic-Dam%(A), Mantic-Dmg/EndRdx/Rchg(42), Mantic-Dmg/ActRdx/Rchg(43), Mantic-Acc/ActRdx/Rng(43), Mantic-Dmg/EndRdx(50)
    Level 44: Shadow Meld -- RedFtn-Def/Rchg(A), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45)
    Level 47: Summon Widow -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(48), S'bndAl-Acc/Rchg(48), S'bndAl-Dmg/EndRdx(48)
    Level 49: Soul Storm -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
    Level 4: Ninja Run
    Level 1: Swift -- Run-I(A)
    Level 1: Hurdle -- Jump-I(A)



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  3. Beelzy

    So. Epics.

    Now, while you might like pets, I might mention that with i19 you might have an extra slot to use for the pet purple set, which has really good IO bonuses including 16% regen and 4% damage buffs.
    That being said, pets don't generally go with stalkers, but they can serve a purpose... even if its just to mule IO sets.
  4. Just a thought, the damage per activation time will tell you how much damage a power will do for the time it takes,

    For Sonic, the DPAs are
    Shriek 44.2
    Scream 44.65
    Howl 20.20
    Shockwave 16.81
    Shout 45.72
    Siren's Song 13.97
    Screech 7.27
    Dreadful Wail 144.55

    For Energy Manipulation
    Power Thrust 37.39
    Energy Punch 102.83
    Bone Smasher 84.07
    Stun 7.02
    Total Focus 57.73

    Now, having said that, using Sonic will increase your damage by decreasing the amount of damage the opponent can resist before taking damage. Taking stun and screech allows you to stun a boss level mob in two hits (about 3.5s) and a stunned opponent does not hit back. Sleep is great for the enemies you aren't working on, but is not going to be that good for a one on one matchup. Dreadful Wail is great, but is likely to get you killed if it doesn't finish everyone off.

    And remember, Power Boost will aid on defensive powers as well, so if you take a more defensive route Power Boost will help a great deal, and that is beyond the aid it offers to your controls...
  5. Here's an idea, shoot it down if you don't like it, but read through it first.

    At level 12 you will unlock two power choices.
    The first is similar to placate and retains its name. It has one alteration to its effect, however, it automatically suppresses build up and recharges your build up timer. Meaning that after you hit it you will have another shot at BU+AS every time.
    The second is quite different, call it distraction. It has a shorter timer, (30s) and provides a 10s duration targetable pseudo-pet with a strong taunt aura. This will be the more group-friendly aggro management system that allows you to drop aggro from yourself as well as squishies on your team. It does not take you into hide.

    You unlock both at 12, but can only choose one.

    This gives the option of a more team-friendly stalker while also giving you the choice to retain the burst damage style if you see fit.
  6. Quote:
    Originally Posted by Lucciano View Post
    Like this?
    http://www.youtube.com/watch?v=_fG3sV2J6R4
    I think this is a better alternative for martial arts though as final attack :P
    http://www.youtube.com/watch?v=c45Zj...eature=related
    Think, jumping around like the one in your prior post, but with more attacks similar to the first vid in your latter post.
  7. Quote:
    Originally Posted by Lucciano View Post
    Meh I'd rather have this as the final move for ninjitsu primary instead of Tenmyaku
    http://www.youtube.com/watch?v=9xkLvFTB6_8
    Yeah, for this i blame too much SSF4
    I was actually thinking of something very similar to that for Tenmyaku, although more finger jabs and fewer kicks... possibly adding a light KB component so that you can knock them back and forth like that...

    And Leo_G, the problem with pseudo-pets is that while it would not cause you to leave hide, since they would not be targettable they would grab a lot of aggro for you...
  8. Quote:
    Originally Posted by DarkMaster View Post
    So I've been fiddling around with my Stalker and EA Brute today...and it got me to thinking of another way we could add a small 'buff' to Stalkers, in the form of "survivability".


    What if Hide was a two part system? In otherwords, what if there was a portion of Hide's +Stealth that never suppresses? You can find a power similar to this in Brute: Energy Aura: Energy Cloak.
    Also Superior Invisibility, which also has a -threat component. You can literally kill a mob right next to another mob without that mob noticing... It is insane that SI is so much better than Hide...
  9. Quote:
    Originally Posted by Shadestorm View Post
    Oh definately. Most hardline set slotting is overkill for nomal content on most toons. I was just presenting the AoE hole as a playable option for even extreme circumstances that people would commonly softcap for. Aside from situations like the end of the RSF where you might find yourself sucking up multiple AV level aoes at once you can still get that sort of extreme performance. In my case I took retsu specifically for hard AoE situations. Not only did it give me a free slot for a luck of the gambler +rech, but since the build normally operates fine without it, it's usually up and ready to go when I know I'm in that situation.

    As for the OP, even if you're not softcapping, more def is ALWAYS useful, as long as you're not delving in to the extreme diminishing return over the softcap. I'd have to find the post, but Dechs did a nice writeup about softcapping and def in general. Basically, even as little as 3% more def is actually useful mitigation, wheras 3% more resistance is a waste of time.

    So if your survivability is good now, and you just want a little more, going for a bit more def slotting will absolutely show you a difference. Softcapping is more about going "tank mode" on your stalker, making him so ridiculously hard to hit that he's capable of sucking up a full mob's worth of aggro if a tank dies for a while provided his mez protection doesn't get overwhelmed. For stalkers, def softcapping also puts you in a situation where you can use placate-AS as part of an attack chain even in the middle of a huge mob because if you're not taking the hit, you're not getting interrupted. Unlike other melee ATs, for a stalker this directly translates to a larger damage output.

    However it's only one way to build a stalker, and shouldn't be considered the only way to do it
    Roughly speaking, 1% Def is worth 2% Res and 20% Regen*
    That's going for straight def, res or reg. At 40% def, 1% def is worth 10% res or 100% regen*. The reason that I have the asterisk on regen is because, while def and res have a level of mitigation that scales for groups, regen does not. So, v a single target 1-2-20, v two targets 1-2-40, v three targets 1-2-60... You get the idea. Unfortunately, this is problematic for regen builds because they do not have enough regen to come to the level of survivability achieved through res or def builds v large groups.
  10. Quote:
    Originally Posted by Microcosm View Post
    This wasn't mentioned: nin (at 50) can slot the purple confuse set, which is relatively cheap as far as purples go and gives 5% ranged defense.

    Some good sets with sizable defense bonuses:
    Touch of Death
    Mako's
    Coercive Persuasion
    Gaussian's Synchronized Fire Control
    Obliteration
    Scirocco's Dervish
    Thunderstrike
    Razzle Dazzle
    Miracle
    Lockdown
    Siphon Insight
    Enfeebled Operation
    Shield Breaker
    Blood Mandate
    Numina's Convalescence
    Stupefy
    Cloud Senses
    Expedient Reinforcement
    Blessing of the Zephyr
    Coercive Persuasion also offers 10% recharge and a 4% damage buff and 4% recovery. The best set of IO bonuses out there in my opinion.

    Aegis is a nice one to slip into Tough or Kuji-In as it offers AoE protection with only three slots.

    If you want to do Hero/Villain Merits, run about 330 missions and you'll be able to pick up Gladiator's Armor +3 Def, +res (teleportation). Then spend another couple mil for the res/end and res/rech/end sets and you can get +3 global def, good endurance cost reduction and knockback protection with just triple slotting.
  11. Quote:
    Originally Posted by Smiling_Joe View Post
    Except it isn't very useful even in that scenerio. Not when there are controllers/corruptors/defenders who will be able to consistently debuff regeneration, defense and resistance at a higher level with more consistency. Adding the fear and tohit debuff was not originally intended to help teams - it was intended to help the stalker.

    Adding any further debuffs - no matter how useful they sound on paper - is just shoehorning in yet another gimmick that will never be as useful to a team as getting a real debuffer.

    When teams are up against high defense hard targets, you never hear anyone say "We're not hitting - someone get a katanna scrapper." because even though swords and such debuff defense, they will never, ever be as good as a /rad controller's -def toggle.

    Adding debuffs to stalkers would only be of real benefit if they were added to each power, and even then they wouldn't be desirable for teams for their own sake. Adding it to one slow recharging power like AS will do even less.
    You misread my intent. The idea of -regen is for a single situation, and that is for soloing AVs. It shouldn't be useful on a team or in any other situation, otherwise it would require a counterbalance, weakening Stalkers. But for this one situation, it would be very helpful.
  12. The -regen idea is necessary because the demoralize debuff is basically useless in the one situation that the -regen would cover. So, you have demoralize to cover groups, and -regen to cover AVs. It may be of limited use in terms of scenarios, but in the scenario it is useful for it is very useful. Which means it is a non-game-breaking mechanic that would be helpful but not too helpful.

    Also demoralize needs to hit whether you kill the target or not. It's just plain weird that it doesn't work that way already, also adding the moralize group buff of +10% damage and a self buff of +15% damage for about 30s (thus +25% for self) would help increase team usefulness, increase burst damage while not radically changing DPS.

    Working on the AS mechanics, as well as Hide mechanics are probly going to be the key issues to address, while a general damage boost (increasing BU to 100% and damage levels to Scrapper levels) or HP cap increase (something especially useful for /regen) would be some things that should be in the cards, I am weary of moving towards an AoE orientation. While you can make an AoE stalker, it seems that as an AT it should remain focused on ST damage.
  13. Quote:
    Originally Posted by Microcosm View Post
    I'm not sure what you mean. The bane should not die in that scenario with softcapped defenses. Survivability is a non issue. The pets die due to artificially high aoe damage that does nothing more than tickle the bane. Against almost any other AV type opponent, the pets should be fine (cept maybe crab's spiderlings, which is why I don't give them much credit in dps calcs) and so would the bane, making the high dps actually more normal.

    Edit: What Jib said about the containment thing is true, but the amount of damage actually coming from the controllers personal attacks is relatively small so it doesn't skew the dps that much. I consider -regen more of an artificial component than the false containment.
    The -regen is the equivalent of adding 127.8125 dps... That is pretty big, but v AVs it is actually bigger. I don't see how that is more artificial than -res debuffs. That is why it is called equivalent DPS or one of a number of other terms...
  14. Quote:
    Originally Posted by Come Undone View Post
    In addition to what StatoNexus said (resistance can go into the negitives) There's also the fact that resistance is resistance to resistance debuffs, so therefore in your example, a 20% resistance debuff vs something with 20% resistance would only debuff it by 16%, down to 4% res, 30% res debuff would debuff it by 24%, down to -4%, et cetera. Also, negitive resistance makes the debuff stronger, so it something has -10% res, than a 20% resistance debuff it's would debuff resistance by 22%. so it'd then have -32% res.
    I am however unsure res debuffs are increased/decreased based on the resistance checks of the damage type they check against (ie, a sonic attack only checking smash and energy to see if it's increased/decreased) or if every resistance is checked individualy (never have had time to check the calculations mid battle).

    And sorry about the wall o' text.
    Thank you.
    btw, the formula is
    Ro+Rd-(RoRd/100)=R

    Ro is original res
    Rd is res debuff
    R is resultant res.

    Therefore base 20 hit with a -30 debuff would get you 20-30-(20x-30/100)=-4
    Hitting again would be -4-30-(-4x-30/100)=-35.2
    If you get the third debuff, -35.2-30-(-35.2x-30/100)=-75.76


    I'm going to have to look into a fire/cold/mace corrupter...
  15. Quote:
    Originally Posted by Maelwys View Post
    Lets say you have an attack.
    It hits a foe for 100 Damage.

    (i) You slot the attack, with three SOs, granting +95% Damage.
    The Attack now hits a foe for 195 Damage.

    (ii) You now get a +20% Damage Buff.
    The Attack now hits the foe for (95+20=115) 215 Damage.

    (iii) You lose the Damage Buff, and inflict a -20% Resistance debuff.
    The Attack now hits the foe for (195*1.2) 234 Damage.

    As you can see: Resistance Debuffs are multiplicative, and Damage Buffs are additive.
    And Resistance Debuffs also affect your teammates' or pets' damage output.

    Altogether this means that stacking a lot of Resistance Debuffs goes a long way to ramping up your damage output. A Rad Defender can put out -30% resistance. A Cold Defender with enough recharge can theoretically put out -120%. (Plus a bit more with Procs... but let's keep this simple) That's the equivalent of multiplying all damage inflicted against a foe by 2.2
    I was under the impression that the resistance could not go negative. Meaning that if your target has 20% resistance, then a 20% resistance debuff will do the same as a 30%, 40% or 258,786% resistance debuff.

    Therefore, in your example. Let us say the target has 20% resistance.

    i) 156
    ii) 172
    iii) 195

    You would cap out at 195, no matter how high you stacked debuffs, but you could always pack more damage on...

    Please correct me if my understanding is wrong.
  16. Quote:
    Originally Posted by ClawsandEffect View Post
    Bolded part is incorrect.

    Lingering Radiation is a click power. If you meant to say Enervating Field you would have been correct. If you actually DID mean Lingering Rad, it would be very very wrong.
    My bad... Also, was unaware of the +rech nerf against /rad...

    I understand that the -res of cold is better than that of rad, but to what extent does that affect dps?
  17. The reason I was guessing rad was because Lingering is a toggle, thus does not decrease DPS, AccMet increases damage and recharge (for you and your pets) and the secondary as a whole improves your survivability as compared to cold.

    Sorry, I know it's a little FotMy, but that's because it is such a great combo...
  18. Quote:
    Originally Posted by _Zep_ View Post
    Is there a tool for measuring DPS? Or is it all meta based on build, slotting and recharge times etc?

    Are there any good in game utilities like with wow?
    Generally the Rikti pylon test is used. How much time it takes to take down a Rikti pylon...

    (38343.75/time)+127.8125=DPS

    38,343.75 is the amount of HP a Rikti pylon has (adjusted for resists) and 127.8125 is their regen rate (adjusted for resists).

    So, your DPS rate using this measure is actually your dpsx0.8 (Rikti Pylons have 20% resistance I believe) adjusted for -res procs and -reg procs. So, a troller with high -reg or -res will be able to beat a Rikti pylon fast enough that their equivalent DPS is about 400. In other words, they can down a pylon in 2m20s...
  19. I see, so not 400 dps per say, but the equivalent of 400 dps...

    Ill/Rad troller?
  20. Quote:
    Originally Posted by Microcosm View Post
    The best my calculations showed that a masterfully slotted nin/elec/lev stalker was probably the highest, although I'd rather not say the dps I calculated it as . That is, however, dependent on a lot of factors, like my estimation of the pet's damage (and the pet actually surviving). Using Placate and AS seemed to hurt the dps, as well as reduce the number of chances for those all-important Achilles procs to go off. Also the scrapper version of that combo does a lot better... which is why I switched over to that once PPP's became available for scraps.

    I'd tell you in practice how much dps the latter does, except I started focusing on two other builds that can do mid 400's dps
    What builds are those? Blasters?
  21. Concept:

    Assassin's Strike revamp:
    Step 1: Demoralize should fire whether your target dies or not.
    Step 2: Slight increase to chance for demoralize. 50% tier 2 fear, 35% tier 3 fear. (increases chance of hitting minions and lieutenants, slightly decreases chance of hitting bosses.
    Step 3: Include fear in the 20% chance for crit when held or slept.
    Step 4: 15% self damage buff for 5s 10% team damage buff for 10s (does affect caster) moralize bonus.
    Step 5: 50% chance for -100% regen for 5s.
    Step 6: Standardize cast time to 2.67s with 1.5s interrupt. 12s recharge.
    Step 7: 10-20% increase to smashing/lethal damage based AS.

    Hide revamp:
    Step 1: Decrease cooldown to 4s.
    Step 2: Remove cooldown if there is no aggro on you.
    Step 3: Add a threat decrease when hidden similar to what is found in Superior Invisibility.

    I am not claiming originality for any of these ideas. But just summing up some of what was written in this thread and the So thread.
  22. Recommendations for interior equity:

    Reduce all AS activation times to be in line with Kinetic Melee.
    Reduce all BU activation times to be in line with Claws and Spines.

    Recommendations for rationality:

    Make demoralize fire whether the target dies or not.

    Recommendations for improved team attractiveness:

    Moralize buff activated on any crit from hidden.
    Place an AoE back in each set at level 12, allow stalkers to have 10 slots for offensive powers. (This is a middle ground between making placate inherent and the status quo. Ideally, I would prefer to have placate as an inherent, but this would be better balanced with other ATs)

    Recommendations for more stealthiness:

    Decrease the cooldown on hidden status to 4s.
    Eliminate the cooldown if stalker has zero aggro. (this would specifically help /nin)
    Decrease threat level when hidden (Illusion Control Superior Invisibility brings troller threat level to 0%)
    Fix Placate.

    Recommendations for increased burst damage:

    Increase the BU multiplier.
    Increase the crit multiplier.

    Recommendations for DPS:

    Damage modifier should match or exceed scrappers.

    Recommendations for durability:

    Increase max HP.
    Increase chance for Demoralize to terrorize.
    Enact all recommendations under stealth.
  23. Quote:
    Originally Posted by Arbegla View Post
    For comparison, heres Elec Melee single target DPAs

    Charged Brawl - 56.29
    AS - 46.34
    Havoc Punch - 48.94
    Chain Induction - 73.41
    Isn't Chain Induction kind of an AoE?
  24. Beelzy

    So... Stalkers.

    Quote:
    Originally Posted by Zem View Post
    They were too stealthy to see before issue 6... then their stealth was nerfed?
    You are correct sir.
  25. I am enjoying my /Nin stalker, although I probly use caltrops a good deal less than other people who use the set, it is very nice in certain situations. You have a heal that can also help at times, plus the overall defense and resistances for the set are good. The only problem with it is that it requires a -KB proc or you will keep cursing yourself for taking it.

    /DA is also a great set, and will be even better once i19 hits. And I haven't even hit the cloaks...