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I never said I was a Hero.
As for my super powered career, I'm still waiting for you to show what you've done.
BTW I hear the Warriors are having another gathering, you'd better hurry if your going to ruin their D&D game on time. -
Quote:My reasons for doing it do not change the result or the good that was done.I'm sure that was all done for the sake of others and not yourself
Plus, it doesn't seme like enough content to get you to 50
As for getting to 50 that has nothing to do with anything.
So what has you're main done that has far reaching consequences beyond the current neighborhood your in, or ruining the Warriors D&D game? -
Quote:I'm hoping the new zone is bigger(content wise) than Cimerora was.But I'm also concerned about the type of stuff we'll be doing in the zone.This new zone will be small similiar to Cimerora.
Most likely two story arcs for each side.
Probably based in Praetoria. Somewhere outside the sonic barrier in a
"We have found an old village, town, city, base" that we have managed to gain a foothold in. Cole won't suspect we have been able to occupy this...
type scenario.
If there is a TF associated with it, it will contain approx 3 missions.
"Small"
"Light on content"
There will be no 'new' or even revamped Costume releases in it.
Seems to be the way this new larger improved Dev team has been going.
Just my opinion though.... based on the recent releases being put out. -
Thus showing your prejudice and horrible nature.
Things my main has done
Prevented Bat'Zul from escaping it's prison and destroying the city.
Stopped Wailer Demons from decimating an entire city.
Arrested and stopped Countess Crey
Helped facilitate peaceful negotiations with The Restructurist Faction.
Prevented several items of powerful magic from getting out of hand.
Contained a Demon Crey was experimenting with.
Facilitated the discovery of a way to control Devouring Earth
Prevented the Leviathan from awakening and destroying the world.
Stopped the Goddess Hequat from regaining her power and establishing a new foothold on this world.
Prevented the CoT from eliminating the Mu bloodline(which is a huge part of the worlds population)
Stopped Scirocco from rewriting reality.
Stopped Reichman from siphoning power from different dimensions and becoming unstoppable.
that's off the top of my head and not counting any CO-Op content
EDIT: So take your trash comments and shove em cause my Villain has probably done more good for the world than your Hero ever has.
Double EDIT: So it'd be nice to have a zone that wasn't only about saving the world because frankly been there done that and some of those I'm saving make it seem like they aren't worth it. -
They have.
They are on their side,which is the only right side.
Arachnos are wrong
Longbow is wrong.
Freedom Phalanx is wrong
from their perspective all the major players in Paragon and the Isles are wrong.
But they continue to live primarily in the Isles because the neighbors aren't as uptight and annoying. -
* When Fusionette finds out about Statesline, distraught and upset she doesn't know where to turn. Wandering about in a daze she meets the one person that will always be there, and falls madly in love with none other than Lord Nemesis himself.
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Congrats GG you've just indirectly admitted that you are a horrible person.
Because while Villains(in game) do questionable things, they are people(beings,entities) too. -
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I'm not sure on this but it should be
Dark Melee
Martial Arts
Energy Melee -
As much as I and a lot of other Stalker players would like #1 it was considered when Stalkers got their buffs a while back. Unfortunately it broke too many parts of the game. Just to give you some examples AS could light Oil Slick Arrow, damage any and all of Hami's Mitos, actually cause civilians to take HP damage, could probably damage the Thorntree before Vines go down. Basically the game uses 100% resist for a lot of special encounters and effects, unresistable damage would mess that up, and possibly cause other issues.
As for #2 While I do like it, it would be a coding nightmare as currently Criticals are built into the powers themselves so this scaling chance would have to be built in as well. and that's alot of powers to tinker with. So from a coding standpoint it seems like too much for little benefit, especially considering the 33% chance to Crit Stalkers can get when teamed.
#3 definitely sounds nice but any kind of DoT damage would be problematic as it would break Placate effects and prevent Stalker criticals from working properly when Hidden/Placated.
Things I would like to see are an increase on the radius of the Team Crit bonus from 30ft to 60ft as this would enable a Stalker to get more of the bonus more often.
I'd like to see Stalker Build Up changed to be a 100% boost instead of the 80% they have now
I'd also want to see the Stalker damage mod raised to the 1.125 that Scrappers currently have. I see no reason for Scrappers to be more survivable and deal more damage than Stalkers. Obviously the Survivability-Damage ratio is important as Brutes recently recieved changes that make sure they never out damage Scrappers, which makes sense beause of the higher survivability.
So why shouldn't the same apply to Stalker/Scrapper numbers. Seeing how a Scrapper will always be more survivable then a Stalker, why are they allowed to out damage said Stalker? -
Negative Stealth doesn't work at all.
If you pull up the combat attributes and monitor your Stealth Radius PvE you'll see the same number whether you have Negative Stealth or not. -
On the plus side I'll actually get to see the Moonfire TF
although I wonder if Eden still has those holes that allow it to be completed in under 10 mins? -
first off I'm going to recommend Ninjitsu as it's the only power set designed specifically for Stalkers.
Now moving on to a more direct comparison
SR advantages:
Easier to softcap.
Defense Debuff Resistance
Quickness (perma 20% +recharge)
Scaling damage resistance as you take damage(Honestly doesn't matter to a Stalker but is technically an advantage of the set.)
SR disadvantages
Lacks Confuse and Fear protection
Lacks a self heal
Lack of AoE defense until late game(somewhat mitigated by Hide)
Requires 8 powers to get most of the benefits (Elude being the optional power)
Nin advantages:
Self Heal
Gets defense to all positions early
Caltrops and Blinding Powder add tons of extra mitigation
Smoke Bomb can work as an emergency escape
Nin disadvantages:
Lacks Knockback protection
Lacks Defense Debuff Resistance
that's all i can think of off the top of my head there might be more. -
Rikti do the same thing with their weapons.
The Swords have a rifle built in so they don't need to redraw when switching between Melee and Range. -
Was on a BAF last night and ninja Run was greyed out.
Definitely not related to the tray issue I mentioned earlier as NR is on tray 3 and everything else worked fine. -
Random question but which power tray do you have the powers in?
Cause sometimes my tray 4 becomes unresponsive. Usually I'll switch it to a differnet tray and back and then it's fine. If your powers are in Tray 4 this could be the cause of the problem. -
This is why Superspeed includes a small +Stealth.
You're moving so fast some mobs simply ignore you. -
No activating the device does not actually start a Rikti Invasion event. Although I think it does trigger an ambush in the mission.
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Quote:This however I believe either using a Respec or opening a second build functions as a workaround for this.Unless it was changed during my break from the game, Praetorian characters won't unlock EATs of either side. The reason being because they reach level 20 prior to setting their alignment as either Hero or Villain. Thus, when the game checks to see if it should unlock Epics it sees a Praetorian alignment that doesn't meet its requirements.
But that could all be old news. -
Well Shards can now drop from all levels so running older stuff can still get you some progress towards Alpha. You will have to run Ramiels arc first though.
Also with Super Sidekicking/Exemplaring you retain your powers of 5 levels higher then what you exemp to. So in a lvl 45 arc you will have all of your level 50 goodies.
this should expand your options quite a bit.
As for Rein, I believe Gruumch meant Leery, who's an unlockable contact in Nerva.
If you don't mind exemping for content(especially since you can still earn Shards)) there should be plenty of stuff available to do.
Also Mortimer Kal SF while it does cap off at 40 the temp power you get can be traded in for a Notice of the Well at level 50.
EDIT: Oh almost forgot Villain Tips are also an option.
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So the answer is all the interrupt in the world won't help your Assassin Strike.
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so some fun facts about Stalkers and Agro.
Currently Stalkers Base threat is already low. I'm not sure about the exact numbers but they have either the lowest or close to the lowest base threat in the game. So making changes to Stalker threat won't do much as Stalker threat is already low.
Now we move on to mob agro. When a team attacks a mob, everyone on that team is added to the mobs agro list regardless of any factors currently effecting the player so phased,hidden, or at the door making a sandwhich you are now on the mobs target list.
How does the mob decide who to attack, that's where threat comes in. Every thing we do adds threat, the mob targets whoever has the highest threat on their list. So lets say a Tanker attack is worth 2 points of threat and a Stalker attack is worth .5 points. If both hit the mob once, it will prefer to target the Tanker. Taunt acts as a multiplier for threat.
so if our Tanker taunted that 2 points of threat actually becomes higher. Now I don't know how much taunt multiplies by but for this example we'll say 3. So our Tankers threat is 6 and our Stalker is still at .5.
So now our Tanker wanting to be a good tank starts attacking other mobs in the group to draw more agro. Our Stalker wanting to do his job of killing stuff nao continues attacking his initial target and eventually builds up a threat more than 6. Our mob now attacks the Stalker.
Seems pretty simple and straightforward until we get to the agro cap of 16. Mobs stop attacking a player when 16 other mobs are already attacking. So they go through their threat list until they find a target not being attacked by 16 other people.
So what about Placate? Placate removes the player from the valid targets list for 10 seconds or until new threat is generated. However it doesn't erase current threat so when new threat is added it gets added to the already existing threat.
Then we move on to ambushes. They're are two kinds of ambushes locational, and targeted. Locational works like a rally point, the ambush spawns and moves to it's predetermined location. Targeted ambushes spawn in agroed to their target,with an attack queued. Like when you chase a mob around a wall but never loose targeting on it. Since no threat has been assigned to anyone with a targeted ambush they go to whoever.
Hope that helps explain why you're Stalker randomly gets attacked and Why Castle said that Stalker Problems are Systemic in nature.
Oh as a counter anecdote to the Lambda and ITF experiences mentioned above, I was on a Tin Mage with my Stalker we were fighting Bobcat. The Tankers and Brutes had gone down as well as one of the Corruptors before she started to attack me. And I was happy to go Toe to Toe with her as she couldn't really hit me(love Divine Avalanche) so for a bit we were brawling then she ran off after the squishes that were still standing. Cause Stalkers are terrible at holding agro. -
To be fair though Blasters should be out damaging Stalkers. Overall they are designed as being less survivable and the typical trade off is lower survivability= more damage.
So being out damaged by a Blaster doesn't bother me.
What does bother me is being out damaged by Scrappers.
As I see no reason why they should be more survivable and deal better damage then Stalkers.