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Quote:Mistake on my part. I have been ignoring cones.Eight out of ten stalker attack sets have an attack that can hit more than one target. Five out of ten have more than one attack that can hit multiple targets.
The fact remains that they are more single target focused than scrappers. That is not debatable. -
My Dark Armor tank? +4/x8 for the video, but -1/x8 for usual stress relieving "beat stuff up" time. If I want to run quick tip missions, I drop it to -1/x2.
Go with what you can handle while you're leveling up. Include bosses if you can, and leverage the new bruising, which means keeping spawn sizes small but tough. -
Quote:Tankers aren't around for their ability to do damage. Invalid argument.Last I checked, BillZ's isn't the authority on set viability here and it doesn't change the fact that Energy Melee *is* played and *is* a popular set for Tankers despite any ill opinion the set may have on these boards.
Quote:If the problem is perception, then why perpetuate it? Stalker's aren't single target focused just because they rid one AoE for a strong ST burst.
Quote:In fact, the way Stalkers can potentize any damaging attacks make having one less AoE not much of a detriment.
Quote:And what do you think the devs will do when they proliferate Ice melee?
It will lose its only PBAoE, and likely the cone as well.
Let's worry about those getting ported to scrappers first. As tanker sets initially, they are heavy on AoE and most likely will not get ported at all.
Quote:Do you honestly believe they'll remove *all* AoE attacks from those sets?
Claiming that the single target focus is a bad thing is debatable. Again, I don't think it is, but you can't ignore the fact that the single target focus exists.
They are much better than Whirling Hands. -
Defenders have better buffs/debuffs.
Corruptors do more damage with their blasts.
Defenders might do better damage when it comes to sonic blast, because the -res is stronger. I don't feel like doing all that math.
For what it's worth, I'd rather have defenders on my team than the equivilant corruptors. But I'd still rather have a corruptor than anything melee. -
Quote:All of those power sets you mention have at least one AoE attack. For stalkers, they do not. Energy melee is constantly berated for not having enough AoE. See almost any Bill Z post.This is not a problem inherent to the Stalker AT otherwise no one would ever play Dark Melee Scrappers or Brutes, Stone Melee would be a joke, Martial Arts would not be as viable an option for Scrappers and Energy Melee wouldn't be as popular for Tankers as it is.
One of the reasons elec melee is so popular on stalkers is the fact that it does have AoE in heaps.
The problem is all perception. I find stalkers just as useful as scrappers and brutes on my teams, but the perception of the community is less favorable. This is most likely due to the combination of the single target focus and the "hit and run" of the initial design to stalkers. -
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Quote:Incorrect. The cottage rule states that you cannot change the basic functionality of the power. It's a different rule entirely that you can't duplicate powers. Caltrops could be added, and then the version that Ninjitsu stalkers has could be altered, so long as it was still a patch slow and scatter effect. This would be much like the Energize change that happened to Electric Armor when heroes were given the set. That was a nice try, though, to get the cottage rule to work with your silly suggestion that doesn't fix a problem that doesn't exist.The cottage rule is the rule that an existing power cannot be removed or changed into a different power. If Caltrops was made inherent, the Ninjitsu version would have to be changed into a different power, otherwise there would be two copies of Caltrops.
The problem that stalkers are not desirable to a team is a result of their single target focus. Most teams like to steamroll, which requires AoE. Nevermind the fact that a stalker gets amazing crit chance on a team. No one cares. This proposition does nothing to fix perception of stalkers or address the AoE damage output.
The problem that stalkers are vulnerable to ambushes is regrettable, but more a result of the nature of ambushes. An intelligent player could deal with ambushes regardless of the powersets he's chosen, and adding caltrops hardly helps the dimmer variety of players deal with them. If you can't deal with ambushes now, caltrops won't be your saving grace. -
*Applause*
I really like the recent rise in Dark Armor tanks. I understand that yours is old, but it's still nice to hear about.
Likewise, in my signature. I love my DA tank, and urge others to try it. -
Sorry, maybe I should have mentioned this:
The build I posted has the S/L/E/N softcap, and is endurance sustainable. -
A few thoughts.
First: That's not how I run teams. My biggest rule is everyone has fun. The second is that (on anything not a Master run) you are responsible for yourself and no more. Anyone on my team complaining about how someone else plays gets booted. That's only happened once.
Second: Not everyone runs a team that way, and if you're going to join a team, expect to follow the leader's rules. He has the star, and he can boot you if he doesn't like how you play. Some people are intolerant jerks.
Third: If you constantly find this a problem, you should be forming your own teams.
EDIT TO ADD:
And your attitude is why I'm glad I'll never team with you. If the team isn't having problems and everyone's having a good time, don't be such a stickler. An MM supports himself: The endurance costs for his/her powers are increased compared to other ATs, and it's terribly stressful to bubble two full teams. Be a little more tolerant or a little less ignorant, please. -
I ... don't think you understand the cottage rule. At all.
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Ooooh! Oooooh! I can help this one.
Check out the build I posted for the Dark/Fire tank featured in my video (link in sig). -
Max flight speed hasn't changed, but base hover speed has increased. Again.
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It brings the brute to just under what a scrapper can do offensively, which is where they should be, considering brutes are tougher.
They can still do all the things they could before.
Overall, the change is minimal. Brutes will find fury easier to build and maintain, but the cap is slightly lower. -
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Quote:Fire/Axe: Yeah, Fiery Aura's no slouch in damage. Try running this tank without using Blazing Aura, Fiery Embrace, or Burn to get a fair comparison from Axe to KM.I have a fire/axe, mace/wp, elec/shield tankers, and I am fairly satisfied with their damage output. It just seemed kinetic melee was a bit on the weak side.
Mace/WP: The way you state this makes it sound like it's a brute. If it is a tank, this should be the fairest thing to compare to. Mace, however, packs a goodly amount of AoE, which will boost perception of damage as minions fall in droves.
Elec/Shield: Two crashless nukes and the damage boost of AAO. Any other tank would feel 'weak' in the damage output after playing this. Again, try using this tank without Shield Charge or AAO to get a more fair comparison of Elec to KM. -
Sounds like you just realized you're playing a tank and not a brute/scrapper. The damage of KM is on par with all the other tank sets, so it's likely a perception issue.
Maybe you're used to a double stacked rage tanker. I don't know.
Things that could help you are leveraging the new bruising ability well (spread out that T1 attack) and use Power Siphon to it's fullest (Charge it with quick attacks, but use the biggest attacks at the end of your chain). -
Quote:I would like to argue that the all human kheldians are benefiting the most from this change. As it is now, most form using kheldians do not take the fitness pool and have found ways to manage their endurance without it. Despite the additional powers, these characters will likely notice very little change in their play style.No humanform buff necessary. All forms benefit from this change equally.
All human kheldians frequently take the fitness pool and sacrifice powers they would like to use. For example, with my human form PB, I could not take all the powers I wanted (namely dawn strike, the TAoE attack, and it'd be nice to have Vengeance) because I needed to fit stamina. Human form kheldians will now reach a much greater potential thanks to this change.
The relative benefit for all human kheldians is drastically greater than the benefit to form using kheldians. Obviously, the devs need to buff the forms more. -
This much cannot be true, as shown by the traps powers which can be activated while hovering, but only when close to the ground.
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Coming Troll, please stop the incessant whining. Saying it more often does not make your point any more valid.
As was already said, Humans are getting a buff. Three powers that they usually pick are now inherent, allowing you to take more toggles or pool powers or even more offensive powers. My human form PB is going to love this change. My MFing triform warshade won't really care. -
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Quote:I pride myself on only spending 300 million* on Soulburn Sands (the tank featured in my video).Once you spend a billion inf to IO out a toon it can probably handle anything, no matter what its powersets are.
*The 300m figure does not include the blood, sweat, and merits used to obtain things like the Kinetic Combats and +recovery uniques.
Like Bill said, 2 hero merits, or four days of 5.5 missions a day. -
Quote:SPONGE! Were you on that CoP trial a few days ago with the guy (me) saying Dark Armor sucks and you thinking for a brief moment that I was serious? That was a fun trial. Heard good things about you.I have a DA/Ice tanktroller named Sponge, and she's great.
Quote:A DA tank doesn't rise to the apex of indestructibility that a Stone tank or some Invuln tanks reach, but they can do crazy things and they're great at what they do.
Something about being built for perma Granite with movement speed buffs and then enough defense to softcap. Left a really bad taste in my mouth, because I not only outran him, I out-tanked him for sure.