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Quote:Kheldians just need bloody slots, anywhere they can get them. Specifically, Stygian Circle could use endurance reduction and recharge in a single slot.Kheldians what, you gonna give an example or be vague and mysterious?
If these worked like set IO enhancement values (more total enhancement from more aspects), it would be a fantastic opportunity for anyone slot hungry to really get some great performance out of characters. With two acc/dmg/end/rech and another two dmg/end/rech you're pretty much at the ED cap for three attributes, plus enough accuracy to hit even cons, all in four slots. Not only that, multi aspect IOs are amazingly beneficial when exemplaring. -
Can you double check the bind you've entered?
It should be /bind shift+lbutton pow_exec_name shadow step
The _'s are not necessary. I have heard some reports from people who have had to specify left or right shift, in which case you should put an L or R before shift. -
Quote:The point I keep coming back to is that a Dark Melee/Ninjitsu scrapper (ignore for a moment that it doesn't exist, assume a straight port) of the same slotting and level would be able to do the same thing better.Weird, my Dark Melee/Ninjitsu stalker once tanked a GM for more than 5 minutes, simply because I hadn't noticed that no one else jumped in with me. And that was at level 42 with little or no IOs slotted.
Is that reason enough to ban stalkers from teams? Hell no.
The difference is marginal, but it is also undeniable. I don't care that your stalker or any stalker does or does not do something another AT can or cannot do. I care that stalkers, as a whole, do not get the damage they deserve for the survivability that they sacrificed. -
Quote:Kheldians.*To expand on point number 2, the situation you described is unlikely. Needing both recharge and endurance reduction on one power, and not willing to have more than one slot in it? I can't really think of a situation where that is reasonable.
EDIT: I didn't see that these would work like set IOs in the sense that multi-aspect set IOs have more total enhancement than a common of the same level.
I'm all for more options, but this seems like the most difficult way to go about getting them.
I do like it as an extra influence sink. -
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As always, my rate is 750 million influence to work up a build for someone. Seeing as this is an unlimited budget PB, it shouldn't be hard to just roll that into the cost.
The other option is to read a guide or two, maybe do some searching, work something up yourself and post it. I'll do what I can to optimize it from there, free of charge. -
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.
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Quote:The Dark Armor tank in my video is only a 300 million inf budget. Elec has about 10% more resist at the ED cap for S/L. Dark has a 8% defense advantage. Considering that 2% res = 1% def, I think Dark wins that trade.Dark Armor is one of those sets that reallly really shine with IO sloting. Out of the box, still going with Elec over Dark. Fully IO sloted (like 10 Billion style) thats a really tough call to me.
Elec however does best Dark in Res, along with its other perks *shrug*
I do like how Elec has endurance sapping abilities. I still think Dark has the better control powers. Additionally, I value a self rez (especially one that comes with a mag 30 autohit stun) over a "true godmode" that has a horrendous crash.
I know where you can find out. Check out the survivability analysis tool in my signature. You can add your own sheets to do a comparison for all damage types between those two. There's even a few sheets on there already for "top end" WP builds. -
Dark Armor/Kinetic Melee is a bastion of potential. Holy $deity, Batman, I cannot think of a more synergistic combination.
Stacking +res with -dmg, stacking stun with stun, long term damage buff to multiply the damage aura... It's so full of win I wish my tank had been KM from the beginning. -
Quote:I uh... I guess I don't know. I think I took something from your list that you didn't intend to be read. Either way, I'm sorry for wasting a great deal of time talking in circles.Why are you trying to make it obvious, when it already is? Do you see me arguing it?
It's clear we agree on most things, especially that you (generic you this time) shouldn't exclude any AT.
I'm right there with you. I love the concept behind them, and I've given many stalkers very serious attempts, the most noteworthy were a claws/nin, elec/EA, and NB/dark. I've done everything I could to make them powerful, survivable, and enjoyable. I've failed at all three goals on all accounts.
I just can't enjoy an AT that, despite best efforts, will not compare to the same effort given a very similar AT.
Can't argue with that. -
Quote:I think I'm not being clear, but it was unintentional.I don't know if I am not being clear, or you are being intentionally obtuse.
Quote:There are cases where one AT is always better. I need buffs: Defender or Corruptor, the answer is always Defender.
This disparity I'm trying to make painfully obvious is that there are no cases where Stalker beats Scrapper when a team is looking for anything.
This is getting off topic, but I always figure that when comparing two ATs, you must assume all other things are equal: Budget, player ability, powersets. Otherwise it's not a meaningful comparison at all. -
I don't think that's what he meant when he said:
Quote:The problems Stalkers have at this point are systemic, not specific to them. However, due to their intended playstyle, they are hit by these things in particularly harsh fashion.
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In the past, I've addressed this to a degree by increasing their damage, adding additional critical avenues and even adding a Fear debuff to their Assassin Strike abilities. At this point, they are about as strong as we want to make them, which means any further improvements have to lie in addressing those systemic problems. Frankly, that means it is a LOT more complicated and manpower consuming.
And, that is where it stands. -
Quote:Does the team have an excess of control, several taunting characters already, or any other factors that may reduce the brute's ability to do damage by hindering fury gain? The scrapper becomes the clear choice.I contend this is untrue, and I just made a clear example of it. You need damage, and you have a choice of a Scrapper and a Brute.
Quote:I have admitted in two posts prior that the similarities in functional capabilities that matter to most teams between a Scrapper and a Stalker are probably more similar than for any of the other examples, and thus lack these extra dimensions of comparison. I alluded to that in the post in which I made the list you object to. I conceded it before you even responded. Therefore, I don't know why you feel the need to object to it.
There are clear cases where one AT in your list is a better choice than the other. There are not any clear cases where a stalker is a better choice than the scrapper. -
Quote:They also have the best power in the game: Eclipse.Actually, there is an AT that has (parts of) all of those (modified in some cases): Warshades. And Warshades have been recommended already in this thread, but I will add my vote to them as well.
And two versions of sunless mire.
And multiple damage dealing pets.
And a nuke.
And a half nuke that also stuns.
And an amazing heal/endurance recovery tool.
And an excess of PURPLE FLUFFY DOOM!!!
I'll vote for warshades too. *scrolls up* Oh, I already did.
Well I'll pretend I'm a democrat and vote for them again. -
One more question - Do you delete right away without the chance to strip the character of valuables (in true Hispanic Devil fashion)?
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Quote:Yes. Almost any brute has a taunt aura. All brutes have punchvoke. When the team doesn't have some one to take that role, I'd want the brute. But if there's already a taunt aura on the team, I believe the scrapper would be the best performer.So, for example, if that question came down to "Brute vs. Scrapper" that you actually think it would have a meaningful probability to affect the outcome?
I understand, I meant that as more of a generic 'you' here. I'm sorry for the poor wording.
Quote:The OP asked which I would choose. My answer has not changed - whichever one asked first. The performance difference is not enough to sway me except in edge cases, and that's going to be true when comparing any pair of AT or powerset selections.
I just took exception to your list and its comparison to the OP's question. With everything in your list, a clear case can be made for either choice depending on situation. -
Defense is always the better option. I'm not saying that a regen focused build will not be able to run x8 missions, though.
Simply put: When RttC gives you 70 HP/second or more, what's another 2 from a set bonus? Defense, however, gives you better returns the more you obtain.
The long explanation is to do the math yourself, check out my Survivability Analysis tool linked in my signature. You can do the numbers for yourself and see how much benefit you get out of what kind of slotting. -
Quote:For all of these, however, I can ask "What does the team need?" as a clarification.We can ask this same kind of loaded question about a bunch of other ATs. What would you choose?
- Tanker or Brute?
- Defender or Corruptor?
- Tanker or Scrapper?
- Brute or Scrapper?
- Defender or Controller
- Blaster or Scrapper?
If the team needs someone to soak damage, the best option is a tank, but a brute is clearly better when you need more damage.
I can do this for the rest of your list, but when you get to "stalker or scrapper" there is no clarification needed. They both serve the purpose of "resilient damage dealer." The scrapper survives better and deals sustained damage better.
When you go with the argument of "but the stalker does better burst damage," we've already talked about how debatable that is. Depending on your burst window, the scrapper wins in the majority of cases. Aside from all that, where is that single target burst damage needed? Where is it even beneficial? -
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Thanks for a heads up. It'll be no problem to log into all my characters and /info.
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Quote:How about you go back to what started all of this? Let me help you: It was a question of which is better. All analysis points to a scrapper.i.e. It'd doesn't matter if you defeat stuff and survive fine, Terror, because on paper, Scrappers are better! And elitists only need that for a reason!
We're not debating which is acceptable. I've never denied stalkers from my teams because I know full well they can do "good enough." The fact of the matter is that "good enough" is very clearly not "better" in any way. -
I don't know if I'd go that far with it. If someone else revives you, you still died.
I guess the same could be said for the fire tanker ... but ... the whole point of the Phoenix thing is that he doesn't really die.
I realize "hardcore" is a carryover from some other Spanish devil game we're not allowed to name on the forums, and in that game there were no revive abilities of any kind. Here, there are, so you have to adapt.
The simplest adaptation is obviously if you are ever defeated, the character is dead. I just think that unfairly favors certain powersets and especially certain archetypes. The more I think about it, if it were up to me, I'd say that as long as you don't need to use a wakie or the hospital (i.e. nothing "unnatural" revived you), then you didn't "die." -
Quote:Because, if you were a scrapper, you would require less red inspirations to do the same damage and you would one shot yellow mitos more often.If i'm able to one shot yellows on a puny stalker. How does the extra damage make scrappers better in that situation if the mitos hp do not vary?
You would also survive more, which in turn gives you more damage. Defeated characters don't do much in the way of damage. -
I tried educating, you refused to listen and responded only with hyperbole. I treat willful ignorance with very little compassion.