Beelzy

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  1. Beelzy

    So... Stalkers.

    Quote:
    Originally Posted by DMystic View Post
    PvP was intorduced in Issue 4.

    Stalkers were introduced in Issue 6.
    Stalkers were there from the beginning, you just never saw them until issue 6...
  2. Quote:
    Originally Posted by Magellen View Post
    Thanks guys for the ideas.
    At the moment I am roaming around Mercy Island with a Kinetic Melee/ Ninjitsu Stalker and I have to admit it has been fun thus far.
    Only at lev 4 but it seems to have the feel of some potential to me.
    I much prefer the KM for this toon vs. the KM/Energy Aura brute I roamed Praetoria with.
    That brute got on my nerves because it seemed like all the KM was knocking the foes away from me and preventing the fury bar come into play too much for my tastes.
    But I have to admit.....
    this stalker just feels more like the KM fits it better
    The Stalker version of KM worked better than the other versions from the getgo, and was actually not discussed much during testing because it fit Stalkers so well...
  3. Beelzy

    So... Stalkers.

    Recommendations for interior equity:

    Reduce all AS times to be in line with Kinetic Melee.
    Reduce all BU 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.

    Recommendations for more stealthiness:

    Decrease the cooldown on hidden status to 4s.
    Eliminate the cooldown if stalker has zero aggro.
    Decrease threat level when hidden (Illusion Control Superior Invisibility brings troller threat level to 0%)

    Recommendations for increased burst damage:

    Increase the BU multiplier.
    Increase the crit multiplier.
  4. I have found /nin and /DA to have great durability in different ways, I've also heard good things from a /WP and /SR stalker I know...

    The main thing is that you have to remember that Stalkers are not scrappers, brutes or tanks, and play appropriately. If you pay attention and limit your aggro you have a great deal more durability than the other melee toons. If you get scrapperlock, however, you are screwed.
  5. Beelzy

    So... Stalkers.

    Quote:
    Originally Posted by Negate View Post
    Hrmm, that sounds doable actually.
    Where there's a will there's a beneficiary...

    I just always thought it peculiar that not dropping some guy is more demoralizing than dropping some guy... The question is whether a redname will step in to push for this minor change as a start to overall stalker improvements...
  6. Beelzy

    So... Stalkers.

    Quote:
    Originally Posted by DMystic View Post
    Actually the way Demoralize works is it grants the target a temp power that is flagged for immediate use. Which is why if the mob dies it doesn't work.

    This is also why if a Freakshow that was AS'd rezzes the effect goes off again.They still have the temp power and it's still flagged for immediate use.
    Are you sure about that?

    ifso, could the damage be delayed by a single tick so that the power goes off before the damage is dealt? I always thought it was like the sleep effect in Spectral Wounds which works with a pseudo-pet.
  7. Beelzy

    So... Stalkers.

    The way that the power currently works is that AS summons a pseudo-pet with a very short duration linked to the mob your attacking, so if that mob dies, it dies (similar to the way that the Decoy Phantasm has a duration of 60s or until the mob it is linked to is killed in the Illusion Control set) that casts an AoE fear and an AoE ToHit debuff.

    This was added in i12, therefore changing it to actually cast before the target would die would not break the cottage rule more than i12 changed the cottage rule... You would simply change it so that the pseudo-pet is summoned before the damage is dealt rather than after. And add an AoE +dam +ToHit for allies as well and we'll have that buff a previous poster termed moralize...
  8. Beelzy

    So... Stalkers.

    What would people think about AS offering a strong AoE fear whether or not your opponent eats pavement?
  9. Quote:
    Originally Posted by EvilRyu View Post
    More reason not to do SR on a stalker. Better to do nin or something else with a dependable heal.
    The OP wants to do SR, the question is not whether it is the best, but whether and how he can make it work.
  10. Quote:
    Originally Posted by Mortimer_NA View Post
    Hey guys,
    Thanks for getting back to me so quickly with all your comments. I am currently typing this from a hospital bed. Just found out I have meningitis(sp?). They did a spinal tap and everything. OUCH!!! lol ok it wasnt that bad. I would say a blow from LR hurt worse. Anyways, I felt I should clarify my original post for yall. I am set on these power sets. I noticed that I can softcap all 3 positions with JUST generic IOs w/o divine avalanche. That really led me to think I could focus on othe aspects. Ninja Blade seems to have a fairly decent recharge rates. I wondered if I should just focus on more HP, accuracy, etc? Or am I off the mark entirely. When I say Min/maxing, I do not necessarily mean being able to solo Hamidon or anything but what can I do to max this particular toon?
    Ouch, best of luck with that, and make sure you listen to some spinal tap just to be on the safe side...

    I would say aim for 50% global recharge, HP and Damage. Because of the -Def proc accuracy isn't a big issue... You might also want to slip in some -res procs into one or two powers...
  11. Quote:
    Originally Posted by BrandX View Post
    I know, but the quoted poster, said they'd go for lots of Melee Defense if they went with WP.

    WP is typed defense. not positional.
    Generally speaking, yes, WP is typed Defense, but you can get away with going for Melee if you are a stalker because of the flexibility of the AT allowing you to not have to deal as much with non-melee damage. It is possible to go for melee, but probly not the best choice...
  12. Quote:
    Originally Posted by Dechs Kaison View Post
    Its accuracy is just so... dismal! The best set to put in it results in a 110% chance to hit (capped to 95%), but against anything over even con, that's not enough. It also ends up costing almost .4 endurance/sec for a less than 8% tohit debuff. It might be great against even cons, but against more, they won't always be hit, and they will resist the debuff anyway.

    Thanks, but I'll let them stagger for 0.05 endurance/sec at an accuracy of 159%.

    EDIT:

    Just a little update, I hit level 18 early last night, and immediately felt invincible. But then I played against something that wasn't wyvern. I also got Dark Regeneration last night as well. The endurance is starting to hurt, but I feel pretty damn tough for a stalker. I'd highly recommend this combo to anyone.
    I'll have to run up my stalker to test it out, but my plan is to run it with a full set of Siphon Insights on it. I am leveling my Kin/Nin Stalker, but will get to my lvl 20 NB/DA Stalker again soon. Reading this thread makes me want to get back into it...

    Edit: Just realized Mids' was pulling a brain fart. It was adding 4.8% debuff because of the +ToHit proc from Siphon Insights. However, 8% all around defense buff for that price is not that steep, the question is whether the accuracy will be enough for it to be worthwhile... I'm re-examining my choice...
  13. Quote:
    Originally Posted by Spruce View Post
    The LotG 2-piece bonus won't do anything due to the rule of 5, though going for the 3-piece may not be a bad idea.
    Sorry, missed that...

    I still stand behind choosing Cloak of Fear over Oppressive Gloom...
  14. I might just have to put together a NB/SR Stalker...

    SR is one of the few sets that doesn't sacrifice anything, as the defense for Lucky gets thrown into Evasion, and then some. Which makes it actually better on Stalker than Scrapper. Add in the Bonus boost from Hide, and you have a potent defensive set.

    On the other hand, one weakness of the NB set, although it is also a strength, is Divine Avalanche, which while it helps with resistance focused sets, is the bane of your DPS. Therefore, having SR as a secondary actually makes sense.

    I quickly went to Mids' to throw together what I would do with a NB/SR stalker, and found the results very satisfying. I have included an expensive (around 4bil, or lots and lots of alignment missions) and inexpensive build. The inexpensive set requires you to flip enhancements onf GC, FS, AS and Tough...

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

    Click this DataLink to open the build!

    Level 50 Magic Stalker
    Primary Power Set: Ninja Blade
    Secondary Power Set: Super Reflexes
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Teleportation
    Power Pool: Concealment
    Ancillary Pool: Blaze Mastery

    Villain Profile:
    Level 1: Gambler's Cut -- Achilles-ResDeb%(A), C'ngImp-Dmg/EndRdx/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Acc/Dmg(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Dmg/Rchg(31)
    Level 1: Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(40)
    Level 2: Flashing Steel -- Achilles-ResDeb%(A), Armgdn-Dmg/EndRdx(3), Armgdn-Acc/Rchg(3), Armgdn-Dmg/Rchg(19), Armgdn-Acc/Dmg/Rchg(21), Armgdn-Dam%(21)
    Level 4: Focused Fighting -- LkGmblr-Rchg+(A), RedFtn-EndRdx(5), RedFtn-Def(5), RedFtn-Def/EndRdx(7), RedFtn-Def/Rchg(7), RedFtn-Def/EndRdx/Rchg(9)
    Level 6: Assassin's Blade -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(23), Hectmb-Acc/Dmg/Rchg(25), Hectmb-Acc/Rchg(25), Hectmb-Dmg/EndRdx(27), Hectmb-Dam%(27)
    Level 8: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(9), GSFC-Rchg/EndRdx(15), GSFC-ToHit/Rchg/EndRdx(17), GSFC-ToHit/Rchg(17), GSFC-ToHit(19)
    Level 10: Focused Senses -- RedFtn-EndRdx/Rchg(A), RedFtn-EndRdx(11), RedFtn-Def(11), RedFtn-Def/EndRdx(13), RedFtn-Def/Rchg(13), RedFtn-Def/EndRdx/Rchg(15)
    Level 12: Placate -- RechRdx-I(A)
    Level 14: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(40)
    Level 16: Practiced Brawler -- RechRdx-I(A)
    Level 18: Kick -- P'ngS'Fest-Stun%(A)
    Level 20: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(40)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(23), Aegis-Psi/Status(42), Aegis-ResDam/EndRdx(42), ImpArm-ResPsi(43), ImpArm-ResDam/EndRdx(43)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
    Level 26: Soaring Dragon -- Mako-Dmg/Rchg(A), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dmg/EndRdx(33), Mako-Acc/Dmg(33), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34)
    Level 28: Quickness -- Run-I(A)
    Level 30: Teleport Foe -- Range-I(A)
    Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
    Level 35: Evasion -- RedFtn-EndRdx/Rchg(A), RedFtn-EndRdx(36), RedFtn-Def(36), RedFtn-Def/EndRdx(36), RedFtn-Def/Rchg(37), RedFtn-Def/EndRdx/Rchg(37)
    Level 38: Recall Friend -- Range-I(A)
    Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Rchg/Hold(45), BasGaze-Acc/Hold(45)
    Level 44: Melt Armor -- ShldBrk-%Dam(A), ShldBrk-DefDeb/EndRdx/Rchg(45)
    Level 47: Fire Ball -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(50)
    Level 49: Stealth -- GftotA-Run+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
    Level 4: Ninja Run



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

    Click this DataLink to open the build!

    Level 50 Magic Stalker
    Primary Power Set: Ninja Blade
    Secondary Power Set: Super Reflexes
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Teleportation
    Power Pool: Concealment
    Ancillary Pool: Blaze Mastery

    Villain Profile:
    Level 1: Gambler's Cut -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(29), T'Death-Acc/Dmg(29), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(31)
    Level 1: Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(40)
    Level 2: Flashing Steel -- Achilles-ResDeb%(A), Sciroc-Acc/Dmg/EndRdx(3), Sciroc-Dmg/Rchg(3), Sciroc-Dmg/EndRdx(19), Sciroc-Acc/Dmg(21), AnWeak-%ToHit(21)
    Level 4: Focused Fighting -- LkGmblr-Rchg+(A), RedFtn-EndRdx(5), RedFtn-Def(5), RedFtn-Def/EndRdx(7), RedFtn-Def/Rchg(7), RedFtn-Def/EndRdx/Rchg(9)
    Level 6: Assassin's Blade -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Dmg/EndRdx(25), C'ngImp-Acc/Dmg(25), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Dmg/EndRdx/Rchg(27)
    Level 8: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(9), GSFC-Rchg/EndRdx(15), GSFC-ToHit/Rchg/EndRdx(17), GSFC-ToHit/Rchg(17), GSFC-ToHit(19)
    Level 10: Focused Senses -- RedFtn-EndRdx/Rchg(A), RedFtn-EndRdx(11), RedFtn-Def(11), RedFtn-Def/EndRdx(13), RedFtn-Def/Rchg(13), RedFtn-Def/EndRdx/Rchg(15)
    Level 12: Placate -- RechRdx-I(A)
    Level 14: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(40)
    Level 16: Practiced Brawler -- RechRdx-I(A)
    Level 18: Kick -- P'ngS'Fest-Stun%(A)
    Level 20: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(40)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(23), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(42), ImpArm-ResPsi(43), ImpArm-ResDam/EndRdx(43)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
    Level 26: Soaring Dragon -- Mako-Dmg/Rchg(A), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dmg/EndRdx(33), Mako-Acc/Dmg(33), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34)
    Level 28: Quickness -- Run-I(A)
    Level 30: Teleport Foe -- Range-I(A)
    Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
    Level 35: Evasion -- RedFtn-EndRdx/Rchg(A), RedFtn-EndRdx(36), RedFtn-Def(36), RedFtn-Def/EndRdx(36), RedFtn-Def/Rchg(37), RedFtn-Def/EndRdx/Rchg(37)
    Level 38: Recall Friend -- Range-I(A)
    Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Rchg/Hold(45), BasGaze-Acc/Hold(45)
    Level 44: Melt Armor -- ShldBrk-%Dam(A), ShldBrk-DefDeb/EndRdx/Rchg(45)
    Level 47: Fire Ball -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(50)
    Level 49: Stealth -- GftotA-Run+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
    Level 4: Ninja Run



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  15. Just a few things off the top of my head.

    Instead of using IO Def, you would gain extra regen with the same def bonuses by slotting a LotG Def proc, you also wouldn't lose much def by going with a LotG Def/End or Def/Rech for the extra HP, although I was unsure as to whether you were HPcapped or not.

    Also, Cloak of Fear may use more Endurance, but having it may decrease your dependence on purples, as it can provide a more than 12% debuff to ToHit, meaning that anyone in its radius will have to work around a softcapped Def, and deal with being terrorized.



    The build I'm working on now actually does not use DA because of the excessively low DPS, something I may change my mind on down the line, but on paper it looks fine...
  16. Beelzy

    So... Stalkers.

    Quote:
    Originally Posted by InUse View Post
    Demoralize/Moralize

    When these second in charge guys and minions see their boss going down they know whats coming next.

    When your team views one of two bosses going down they also know whats coming next. Everyone gets that jump in moral as they know the fight is going in their favor.

    So lets add an ae buff to AS.

    It would need to be a very large area, we don't want everyone on top of the mob just trying to get the buff.

    Make it a very short lived buff 20 seconds?
    Interesting, so would it be an AoE -ToHit fear if the mob survives, AoE team buff if you single shot them? Or would it be both if you single shot them or nay?
    Also, would solo artists be able to take advantage of this?
  17. Beelzy

    So... Stalkers.

    Quote:
    Originally Posted by Zem View Post
    Depends. I find that on most teams it's the person in the lead... who leads. I say depends though because, especially with tanks, you can find some that will go left just because *you* went right so they can remind you to "follow the tank". This is one of the things I find less endearing about blueside now that I can take my stalkers there. I didn't find many prima-donna brutes redside who were such control freaks they couldn't stand someone else leading. Blueside? Some of them even have macros set up just to deliver their list of instructions on how everybody should do exactly as they say.
    Just another reason not to team with tanks...
  18. Beelzy

    So... Stalkers.

    Quote:
    Originally Posted by BrandX View Post
    Sadly, on some later level teams, it can become less of an issue with not knowing what's around the corner.

    Ran a Faathim of the Kind TF today with 4 Stalkers (KIN/WP-mine, DM/WP, DM/NIN, BS/NIN), a MM (Poison), two Trollers (Mind/FF and Plant/Emp), and a Tanker (Ice/Fire).

    I think the Tanker was having a hard time keeping up with the stalkers (not a bad tanker), but the stalkers where just beating her to the spawns.

    I'd lead off with a Burst from Hide, while the DM/NIN's would lead off with an AS when hidden by the next spawn (the DM/NIN was never the first into the spawns, but I know the player and she tends to be a bit more cautious...and face it...Raluruu laugh at stalkers...even ones with a stealth proc and a grant invisibility empowerment buff).

    So basing it off that TF, I'd say there's a lot of tactics that can work, maybe you might have to change tactics team to team.

    Now that statement is true for a lot of characters, true, but it seems good advice for the stalkers too

    Personally, I like to sneak in, make a ruckus then repeat (ie...run into the spawn with hide and then just scrap it out thenmove onto the next).

    Something to remember though...if you're a stalker, and there's a glowie in the mission, and it's a defeat all, do not go looking for the glowie, it's a waste.
    No offense to the Tanker, but if you have a FF Troller, than having a Tanker is pointless... (although I have to admit Tankers are the one AT that I generally avoid inviting to teams... Scrappers and Brutes are Tankers that can actually deal damage...)


    I didn't say that having a scout was always the most efficient tactic, just that it was under-appreciated. I was running a troller-only TF a while back, and SI saved us from walking into a trap on more than one occasion. But if you have a FF troller and four stalkers, that's one of the most potent combos out there...
  19. Beelzy

    So... Stalkers.

    Quote:
    Originally Posted by Leo_G View Post
    Honestly, it's up to you and your team who sets the pace. If you've got no Brutes or Tankers, then what? If you'd rather follow, then follow. If you'd rather lead then take initiative. I've done it. In fact, when there's multiple stalkers, it's a boon to coordinate. We know what mob we want to go to, which target each of us is picking, who's using BU, when the strike will occur. This all can be conveyed without type too.

    Then there's the 'scouting'. Not particularly running several mobs ahead and finding the glowie, no. The simple act of "Elite Boss in this spawn" or "Spawn around this corner" or "3 bosses here" so people can actually gauge what they're about to get into because not everyone can see through every cluster of NPCs or are invisible to go look for themselves or know what to look for.

    If you're actually working *with* the team, then your Tank might actually use your insight and follow you to the next group because 2 guys going to the next spawn is less confusing than one guy going one way and another guy going another which may cause hesitation of the rest of the team.

    Of course, if you want to just *be* the team and go all Scrapper-lock and do whatever the hell you want, then you can play a Brute or Scrap or just soft-cap your Stalker and go blow up spawns with AoEs separate from your team.
    Thank you.

    I often find that scouting is unappreciated as a function in the group. Knowing what the fight is likely to entail increases survivability, and it is a function that Stalkers are adept at pulling off...
  20. Just a side note, am I the only one that is stoked about getting both Physical Perfection and Exploding Shuriken in the Weapons mastery pool?
    The two powers I most wanted, and they're in the same pool!
  21. Quote:
    Originally Posted by Leo_G View Post
    And the large burst of negative energy damage (from both AS and controlled crit on Midnight Grasp) covers a lot of the lag you consider the set to suffer from.

    I never said you were lobbying for a change, I'm just saying, having played a DM Stalker, it really is great to one-shot targets at will. I've only played DM on Scraps to mid levels so don't really have that much experience with Soul Drain (except with my DM Tanker who I still have and play) but all that talk of pacing usually ends with some waste of the buff too. If we're nit picking numbers, accounting for SD's downfalls should be in there too...like allies with KB, or the "disappearing mob due to KO" scenario or ToHit debuffs making you miss, etc.
    Having a lvl 50 DM scrapper, I can say that there is nothing not to like about Soul Drain. Because it is a little front loaded, you get a decent buff when fighting a single target, but increase the number of targets and the numbers can get ungodly... There is a reason why DM/Sh is the top DPS dealer for scrappers, and SD is half of it...
  22. Quote:
    Originally Posted by Leo_G View Post
    So it's a pairing more for aesthetics?

    As for the Widow -regen, isn't that only on 2 of their powers? This is on every power except AS. So it's not completely off that Widow's have 15 sec -regen. But even the Envenomed Dagger only has 10sec of it.

    The reason I'm focusing on that aspect of the set is because one stipulation was that the hypothetical set would be proliferated and this seems to work better for Scrapper's or Brute's AV soloing than it would for Stalkers aiding a team to solo the AV. The Scrap/Brute would just hammer away with all their -regen stacking and eventually put the target down. The Stalker would need to keep up the attack to keep up the debuff so focuses more on a scrapping tactic there.


    The Widows have 15s on two of their powers, the rest are -recharge -spd. This set has -10 on all the powers except for two at 15s.

    As far as tactically making it more Stalker-focused, you could increase the timer, maybe even the buff a little, and take away stacking... That way you would have the same debuff scrapping as you would stalking, giving stalkers an inherent advantage for using the set.

    The other option would be to remove the -regen from nekode, kyoketsushoge, and zurugashikoi and increase their chance for fear, or other proc.


    The reasons for both of these sets were only partially aesthetic, although aesthetics are important. The raison d'etre for these sets was their focus on a more tactical approach to combat, a toolkit approach, trying to think of a set that has different tools for different situations that can be solo-friendly and group-friendly, that can take on AVs and hordes, etc. Versatility and the use of the stalker's most dangerous weapon, the mind.
  23. Quote:
    Originally Posted by Siolfir View Post
    Which, after the AV resistance to tohit debuffs, provides almost as much defense as unslotted Combat Jumping.

    As for DA/Parry... *shrug* Like I said, I never ran any attack chains that included them, but they provide rather silly amounts of mitigation.

    And I don't remember all of the AVs that can go immune off the top of my head. I remember Wraith was one back in i8 (and may still be, but I never checked), and the Honoree still is.
    Which is enough considering that DA also has decent resists...
  24. Beelzy

    So... Stalkers.

    Quote:
    Originally Posted by Zem View Post
    Uh... why? Stalkers should be more deadly, but soloing an AV also involved endurance and survival neither of which is necessarily in the job description of a Stalker.

    In any case, the devs will never consider AV soloing an aspect of AT balance. It was probably never intended to be possible. You are more likely to be nerfed if you can than buffed if you can't solo an AV.
    It is more of a manner than an ability I am concerned with. In order to solo AVs, an aspect of the game that exists whether the devs like it or not, is that Stalkers essentially have to scrap AVs because of the high regen rather than kiting. The problem is that the endurance and survival problems are caused by the lack of ability to utilize our abilities in survival, stealth, and endurance, exploitation of burst damage, in appropriate ways because of AV regen and an excessively long hidden status cooldown.
  25. I thought the Ninjitsu set would work with a silent but deadly, tools of the assassin type set. The focus would be on theme. Making a ninja character that is not just a hidden samurai, and also having a toolkit strategic approach rather than a blunt force type set.

    The -regen numbers and durations are based roughly on DM's debuff times, but also looking at Widow's -regen effects, which are actually at 15s for a tier one. The times for KM are actually out of line with the other sets, and I have been complaining about them since beta. The -damage debuff is also out of line with the -ToHit debuff from DM.


    The Dimensional set was just playing with a different concept of what a Stalker could be. The idea behind it was to have a type of stalktroller. The idea as a stalker would be that you would hit and nobody would know where it came from, so that you incited distrust and confusion. There is no perfect stalker set, just a stalker set that is perfect for its user... And this set would offer an intriguing form of mitigation along with a little more AoE than stalkers are used to, giving a wider appeal to the AT. I was also, through the combination of the primary and secondary set pushing for a type of isolation mechanic, where you could pull an individual target into a dimension on top of the regular dimension so you could attack one mob at a time.

    I actually advocated the sets earlier in the thread and was fleshing them out.

    Edit: the key reason I felt these would be perfect stalker sets is the focus on strategy over blunt force.