Cerial

Citizen
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  1. Cerial

    AE from ppp?

    I was woundering about peoples thoughts on this.
    I've been using fireball and enjoying it's 100% crit from hidden, but ball lightning from mu seems close to the same from what I can see but I haven't tried it yet. Does it also have a 100% chance from hidden or should I stick to fireball?
  2. I was never real clear on this, so I guess this would be as good a place to ask as any.
    Since gambler's cut hits twice, is that 2 cances to proc -res or just 1 for the attack itself?
  3. Quote:
    Originally Posted by Arbiter_Shade View Post
    This is where the perception that Stalkers are underpowered comes in. While soloing it doesn't matter how powerful you are because you will very likely never come up against something you can't beat with any AT. But look at the new raids, playing a Stalker really sucks because you deal so much less damage than the other damage ATs and with the way the reward tables are weighted you "contribute" less and get less rewards. I have never seen higher than an uncommon on my Stalker and even an uncommon is rare. While I am on my Dom it is rare for me to get anything less than the rare table.
    I have no idea how the reward table works but I've done lambda 5 times (yes total slack I know, capped him just after i20 and been busy lately). Out of those 5 times I got a rare 3 times on my spines stalker with no purples running recharge alpha.

    I will admit that my damage numbers seem FAR below everyone elses, but perhaps the toxic dot is making up a fair amount of that difference that I just dont notice. Or maybe you don't understand the 'reward tables' the way you think you do? I don't know, and I don't care. I'm just telling ya how mine have worked out so far, I certainly can't complain about the rewards I've gotten so far.

    As far as pirmarys go, I much perfer to have a nice amount of aoe. With my spines I run through huge groups in seconds like it's nothing in solo play. Some times I wish I had chosen ele, more so when I'm in a group, but as attractive as ele is I also get the feeling I would miss the really fast recharge times on spines aoe compared to ele for solo play.
    I have a nin/nin stalker at about lvl 30 that I started a looong time ago and I've recently started leveling it off and on, but I never last very long before pulling my hair out at the absence of aoe damage. If it had another melee cone or two I think I would enjoy it twenty times more then I do now.
  4. I actually wasn't looking at the enhancement screen but clicking show info on the abilitys themselves because I wanted to see just how much they were lowered. I'll have a look in combat attributes though, thanks.
  5. So I'm hoping someone can explain something to me, does the spiritual alpha and LotG recharge not stack?
    On my char with t3 spiritaul alpha sloted (increases recharge by 33%) I put in his first LotG recharge IO and it didn't effect the recharge times on any of my abilitys. MIDs says they should stack so I'm asking if anyone can tell me why I see no reduced recharge time on my abilitys?
  6. Quote:
    Originally Posted by Metatron_NA View Post
    What makes it better than Elec/SR in our opinion? The Heal?
    You lose the 20% recharge from quickness and a few % free def.
    You gain a heal, blinding powder, proctrops, and 1 less toggle in your secondary.
    I think that looks like about it.
  7. I had made my spines/regen stalker a bit over 5 years ago when I played and have recently started playing again earlier this month. I'm close to reaching 50 however I've had it easy with regen untill I started running into elite bosses, with little to no def you can imagine why.
    I've been toying with the thought of rerolling /nin as my lvl 26ish nin/nin that I made before my spines/regen easily killed an EB with just the basic toggles sloted with 1 or 2 DO lol and devine ava.

    I wasn't looking forward to a reroll without the cash for some boosting as it takes a little wile and I haven't played at 50 yet. I made a build in mids trying to avoid a reroll, I'll link it below. It has all the regen of /regen with about 30% def. But can that really compare with the softcap of /nin or should I just reroll now and save myself the hassle?

    I don't see where just the data chunk is so this will do I guess.

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Stalker
    Primary Power Set: Spines
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Villain Profile:
    Level 1: Lunge -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(25), Ksmt-ToHit+(25)
    Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
    Level 4: Fast Healing -- Heal-I(A), Heal-I(34)
    Level 6: Reconstruction -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(36), Mrcl-Heal/Rchg(37)
    Level 8: Assassin's Impaler -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(13)
    Level 10: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(17), GSFC-Build%(19)
    Level 12: Placate -- RechRdx-I(A)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(23)
    Level 16: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(37)
    Level 18: Integration -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(39), Numna-Heal(39), Mrcl-Heal/EndRdx(39), Mrcl-Rcvry+(40), RgnTis-Regen+(40)
    Level 20: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(40), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
    Level 22: Kick -- Acc-I(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(45)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
    Level 28: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
    Level 30: Instant Healing -- Numna-Heal(A), Numna-Heal/Rchg(46), Dct'dW-Heal/Rchg(46), RechRdx-I(48)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34), ImpSwft-Dam%(34)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(45)
    Level 41: Superior Conditioning -- EndMod-I(A)
    Level 44: Physical Perfection -- EndMod-I(A), P'Shift-EndMod(46), P'Shift-End%(50)
    Level 47: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Assassination
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A), Heal-I(43)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(43), P'Shift-End%(45)
  8. Forgive what I'm sure is a dumb question, but how does putting a 20% chance to proc enhancement into an always on auto power work?
    Speaking about 'performance shifter: chance for +end' sloted into stamina.
  9. This will all probably sound stupid to you all but since I started playing again a few things I don't know about enhancement sloting has been bugging me.

    These damage proc enhancements you're talking about in putting in trops, is the damage effected by the level of the enhancement or the character level and are they effected by damage enhancements in the same ability?
    And since I'm already bugging you with questions... I've see a couple of builds on here putting enchancements like kismet +6% acc for 120 secs into toggle abilitys, wouldn't you only get the bonus for 120 secs after turning the toggle on or does the duration refresh itself when it's in an active toggle?

    Thanks for any help.