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Posts
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Not that this is any more reasonable/doable, but just for fun. What if mechanically, rather then shoving enemies aside, you ignored unit collision for a few seconds?
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Just had a random thought (and I may not be the first person to think it but I don't remember seeing it before, although I HAVE been gone from the boards for a while.)
What if assassin strike landed enemies hit with a debuff that made your other attacks hit harder. Lets just say for the sake of making up a random (and probably badly balanced number) your attacks against ASd targets had an "autocrit" for an extra 50% damage in addition to your normal crit chance. This boosts their ST damage against things like EB/AV enemies while it doesn't do much to lower ranked enemies (where they generally dont need help.)
So made up attack thats hitting for 200 and normal crits while the AV is debuffed may look something like this
Hit AV for 200
Hit AV for 100 autocrit bonus
Hit AV for 200 crit damage
Insert standard I am not a programmer disclaimer here. -
Quote:Honestly, yes I do feel my stalker is quite survivable (and he's one of my, if not the, favorite character to play) and have even had other players comment on me being rather tanky. My stalker is DM/EA/Mako for the record, and despite a complete (but non-purple) IO build is not softcapped. I chased +damage instead, walking around with +50% damage at all times is funI just think people don't no how to play them, they not like most Melee toons, Hide comes in Handy is also a key part of playing them, Also Assassin's Strike and Placate. There survivability is good and if no one believe me, then stop playing this game you Noob. They can stay alive much more better then any Scrapper and other melee toon. Again you just need tp no how to play them, ask people and get some advice on builds and other Techniques.
. I feel some of this is synergy between my abilities (-tohit on my attacks and def based shields) and self healing capacity (<3 siphon life) but a not-ignorable chunk of this survival in a team setting comes from the fact that even discounting placate he practically sheds aggro compared to other melee ATs. Tanks, Brutes, and even many (if not most) scrappers tend to have aggro auras, combine that with their generally superior AoE and they end up with much more attention then your average stalker. The one guy I'm pounding in the face wants to kill me sure (although if I lead with BU+AS I've been known to kill bosses in 3 attacks so its not like they tend to last THAT long) but the rest of the spawn is generally content to more or less ignore me and focus on my teammates.
Some stalker sets (like elec) this is less true of but I don't think its something you can entirely discount. -
Quote:I rolled my grav after the fold space thing so I don't know this from experience, but I believe there was another "bonus" there. Singularity used to be able to phase shift enemies (and may still accept phase enhancements.) Like Dark Servant being able to scare enemies into fleeing wildly, this was eventually removed as the AI randomly removing things from the fight was...annoying at times.More than just those things, the activation times for Crush and Gravity Distortion used to be MUCH longer (3.1 and 3.2 seconds respectively). This is because activation times weren't factored into power balance at the start of the game.
In fact Singularity apparently STILL uses the much longer activation times.
So yes, as sad as it is, Gravity used to be MUCH worse than it currently is. -
It is unfortunately b, I had the set on my grav/ff for a bit and replaced the proc pretty fast (althouth stupefy is still a solid set without it.) It's not actually about the radius, its that anything in the middle of bing KBd is immune to being ported. Theoretically its possible with any KB/TP combo (and I think I've seen it happen on occasion to rikti using their own teleports) but the timing is tricky and the stupefy proc does it reliably.
On the plus side while it will somewhat split the spawn, the stun does still land on the things stupefy procs on. -
Quote:Fun story with range mods, I know that once upon a time the giant monsers in Peregrine? They HATED ranged attacks. I had a friend who could solo them (waaaaay back when regen was either one shot them or you cant kill them) and I waited for him to take the monster down to like half life. Then I took ONE shot with my underslotted defender tier 1 blast. Guess who had aggro after that? :PThe "Kill the Healer" attitude isn't another variable. It would be part of the AI Mod. Yes, we do know that the spreadsheet for determining threat is vast, and has many variables. I was only pointing out that we know more about the formula than just the TauntDurationRemaining part.
The only items that are shady are:
AI Mod (obviously complicated)
RangeMod (we know how this generally works, but not the numerical values)
DebuffMod (we don't know if multiple debuffs stack, or if a single debuff is equivalent to multiple) -
I don't have a DP in game (Although I've been thinking about rolling one) so I can't poke around there to see if I can find it, but here is what Mids says. (Using dual wield, I believe they all debuff by the same amount with the exception of pistols)
Chem rounds: -12.5% damage
Cryo rounds: -18.75% recharge, -18.75% run speed -
Quote:I'm of two minds on this. On one hand, I absolutely agree with you, resistance has holes and defense should too, on the other hand it feels like there are enough autohit powers and/or powers that shoot at the existing holes in my defenses (I'll admit my defense experience weighs fairly heavily towards typed defense, which seems to have more holes then positional) and my defense based characters tend to already have factions they "avoid" on par with my resist based characters (if only I had enough self preservation instinct to actually avoid them :P). And back on the other hand, if they were going to buff accuracy on a faction maybe its a good thing they did it to a faction that is already capable of brutalizing defense characters rather then spreading the love. I need to stop rambling, this is what happens when I post late...They are not the only ones. Pets (including enemy pets) and turrets (like the ones Malta engineers spawn) still have 75% chance tohit. I think its partially that they always had higher tohit (even moreso than other things prior to I7: at one time turrets had 105% base chance to hit), and partially that the devs wanted to keep some things around that still made life a little harder for defense sets, just like certain damage types tend to do for resistance sets. Its reasonable for such threats to defense to exist if it doesn't get out of hand.
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Just as an addition to that slow resist thing, energy absorption ALSO gives you slow resist, I believe per person hit although I may be wrong. I know my ice tank with permafrost becomes slow immune at one person hit by EA without any slow resist from IOs.
[edit] Just checked CoD and it looks like EA gives a nonstacking 20% slow resist, so it doesn't matter how many people you hit its always 20%. Still, thats enough to cap your slow res if you already have permafrost. -
Negative Energy also does well as a damage type with few things in game resisting it. The catch, most enemies that resist it (mostly forms of undead) do so heavily.
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Recluse is rough on EVERYONE while all the towers are up, double damage and a high hit chance mean hes going to hurt no matter what. The fact that the red tower is also boosting his resists also means you can't really debuff his damage any (damage resist resists damage debuff) which is why devoting an empath to support the tank is popular. Chew enough purples (or get buffed enough) to take you to what would normally be the soft cap, then eat another big purple is the best I can suggest
[edit] this is what I get from posting at work where I have to get up frequently in the middle of typing, there were no replies when I started this :P -
Quote:I just designed the build for my Cold/Sonic fender and it was very easy to softcap to range.... Artic Air is amazing.
Just as an aside to this, most any build can be made reasonably durable with IOs, but most people don't start IOing until the 30s at earliest (I have no proof of this, but I wouldn't be surprised if the majority wait until 50.) I have a fire/cold/mu corr and playing him was fun, but also risky. Solo, neither set did much to keep me alive. Teamed, the fire blasts pulled a decent amount of aggro and cold is poorly equipped to keep you standing, although it gets better after 35 (for corrs, earlier for defs.) It's not the quite same as defenders, but my main point it there is life before IOs, and this pre-IO period is where many people decide if they want to stick with the set or not.
And back on topic, I'll add another vote to sonic for least seen primary. Don't see much of the buff set anywhere really. -
Just to add a little food for thought, from experience with my Ice/DB/Ice.
DB can provide some pretty decent additional mitigation via knockdown, plus theres the slows, damage debuffs, and sapping that all boost mitigation without being directly defense based. Without any special effort towards my psy defense, my ice/DB has succesfully tanked/fought psychic clockwork (memorably, as my settings were cranked up to x8 and I had only 1 teammate who then ate a few too many AoEs) and carnies/arachnos (in a more standard setting) succesfully. While you will be eating a lot of mind bullets, ice armor can be completely slow immune, so you don't have to worry about them slowing down your hoarfrost/hibernate recovery buttons like most tanks with psy holes do. The fire hole I don't find to be a huge problem because, as mentioned, fire attacks usually come paired with a damage type you CAN defend against, and while they aren't exactly great there are non-negligable amounts of fire resist within the set. KoA and their caltrops annoy me more then CoT and their firebreathing demons. -
Quote:As general trends I believe you are correct, but all the different types have differing resists. This is off the top of my head and may be wrong (and also may be colored by perception):It has been my experience that DE don't like fire or negative energy attacks. If you grab a teammate with those it can help.
All DE except the crystals are weak to negative. Additionally:
The crystals are weak to smashing (very) and resist eng/neg
The mushrooms are resistant to smashing and weak to lethal
The trees are resistant to smashing and weak to fire
The rocks are lethal resistant and have noticeable defenses
The devoured resist smashing and energy -
Just to offer a different view here:
Yes it is annoying when a pet dies, however when they go for the unmezzed mob they are quite possibly pulling aggro off of me, and I'd rather the enemies be shooting at my pet then me. Also, (while this one doesnt apply to the imps) the pets that have controls gravitating towards unmezzed target is a nice way to help spread the lockdown. -
Indeed, you did not need to be /rad or /kin. I recall my grav/ff fielding 3 singularities. That said, as fun as three control tank pets may have been, I am glad for the change overall. Playing a melee character while teamed with a fire/kin (or worse, multiples) was an excercise in frustration. "Oh look, I have 20 things getting in the way of me getting in to melee, and I can't push them around."
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I'm going to preface this with: It's been a while since I saw this, it may have been fixed since.
Yes, the KB proc is horrible in wormhole, not because knockback is inherently bad, but because mobs in the middle of being knocked around would NOT get teleported by the wormhole.
Oh and in other fun gravity facts, singularity used to have a power to phase shift enemies (and it may still take intangibility enhancements as a relic of that.) -
Another voice to the "whoever is getting beat up the most." That said, when starting with a team I don't know I'll buff those that I think are going to be our heavy AoE hitters (favoring blasters) to start off with until I get a feel for who needs the defenses most. If we seem to be doing just fine with me hitting them, I'll keep giving it to those people so they can benefit from the +tohit and +dam to boost their damage.
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One other thing to consdier, slotting will typically dilute the effects of vigilance. Damage buffs don't multiply off eachother (to multiply damage buffs you need resistance debuffs) and that 30% boost from vigilance is going to apply to base damage. By time an attack is slotted with SOs you have (rounding to a nice round number) about 100% in damage buff from your enhancements to that attack. Assuming this boost you have:
Defenders: 65*2.3 (1.0 base + 1.0 SOs + .3 vigilance) = 149.5
Corruptors: 75*2 = 150
Or, almost exactly the same base solo damage. At this point it pretty much becomes a race between the defender's higher buff/debuff numbers and the corruptor's scourge to see who takes the top damage spot. While it is, to the best of my knowledge, flat out impossible for a solo character to -res cap an enemy this is probably the best way for defenders to pull ahead of corruptor damage. Damage buffs favor the defender too but there is a significant "risk" in the damage race that a kineticist (the only set with appreciable self +dam) defender will hit their damage cap (with SOs and Vigilance covering 130% it's not too hard to FS your way there) at which point they stop gaining from damage buffs while a corruptor still has another 100% to go. Like was mentioned earlier, a corruptor at their damage cap wins, period. At damage cap the def deals 325 damage while the corruptor deals 450. At that point even if they have sonic blast as a secondary to try and make up the difference they would have to put out about a -130% debuff to overcome the corruptors damage (assuming the corruptor is also using the same debuff chain) and quite frankly I doubt thats possible for a solo defender. -
Quote:Regarding Proteans energy drain. Protean has a very souped up version of the energy drain power found in the energy aura defense set. (Power sink from various electrical sets and energy absorbtion from ice armor can perform similar feats. Energy absorption doesn't sap as well as the other two but has a very nice defense boost) Regarding KM as a set, I have limited experience with it as a brute and I was fine with it, but I haven't really stuck with a brute before so I wouldn't necessarily know how he was doing comparitively.Sup Heroes and Villains I've been playing the new zones and new melee power Kinetic Melee. And I was all hyped up about it until I played it. I was disappointed, I was thinking that I was going to be able to siphon the end of the enemy like Protean. but that is the lest of my let downs the big one is the total lack of damage I find that KM has.
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Honestly, I quite like the set. Sure, it has it's holes, mostly psychic, but also non-damage debuffs which tend to only have position tags (I'm looking at you web grenade.) I know there is technically a toxic hole too but the game doesn't throw many pure toxic attacks at you. In tradeoff for that you get basically unlimited endurance (and really? I would LOVE it if they gave conserve power the energize treatment.) Fully slotted up energy drian is 50 endurance per nearby enemy every 30 seconds. Also known as "Refill your end bar every 30 seconds except maybe if you're soloing." Ditched stamina once I got energy drian slotted up and never looked back, although I did eventually dip back into the fitness pool for swift so I would stop running slower then my teamates :P
My DM/EA stalker was my first villain to 50 and is still my favorite villain (not that I have THAT many.) I remember being fairly pleased with it's capabilities on SOs but it's definately gotten better after IOs. And, while there has been some defense added, I have NOT gone for a softcapped build and am still quite pleased with my durability. The only specific defense boost I added was a steadfast IO, all the other defense boosts were incidental while chasing what I was after (+dam.) Yes I know, DM is part of what makes him durable, but quite honestly I don't find I need to spam siphon life to keep myself at full. I mean, I do anyway cause it hits like a truck, but I don't HAVE to :P -
What do you want the build to do? As a general rule I'd say take (and slot well) the granted shields and dispersion bubble from force field and the immobilizes, holds, pet, and wormhole from gravity. PB is gold from the ancillary. From there, it really depends on what you want from the build.
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I am a fan of hamis in fortitude. 3 slots maxes out all the relevant attributes, and a fourth slot can take a LotG +rech. Of course, if you don't already have them, the def/tohit/rech hamis are pretty stupid expensive (are any of the other hamis even in demand?)
But yes, other then that, chase those recharge bonuses.
PS: I think that 5 doctored wounds + an end mod is for adrenaline boost not absorb pain. -
Note: The following is to the best of my understanding, people more in the know should feel free to swoop in and correct me if I'm wrong :P
Quote:As I recall THIS is pretty much the reason it doesn't work. You can keep toggles anchored on phase shifted targets (like someone mentioned with the rad toggles) but as long as they are phased out the toggle isn't actually affecting them. Toggles apply (making up numbers for niceness) 2 second effects and reapply them every second and a half. So imaginary timeline.Well, how would anything 'tick' if the target is phase shifted from a previous 'tick?'
0.0-The toggle activates, target is pahsed.
1.5-The toggle attempts to add another phase effect, but the target is already phased and is unaffected.
2.0-The phase wears off, the target can attack normally.
3.0-The toggle ticks and the target is phased
And then it pretty much loops back. Admittedly there would probably be less then a full second window of action, thats just what my friendly made up numbers gave me, but the AI doesn't need anywhere near a full second to fire off an attack. Even if they get rephased during the power animation, the attack will still land.
Given that the devs comments have been essentially "we can't make it work that way" I assume that coding a toggle to apply through phase effects is either flat out impossible or prohibitively difficult. -
Some commentary as the player of a lv 50 Ice/DB
The build is very tight, admittedly I took things a bit to the extreme. My tanker has all the primary/secondary secondary powers and until epic levels only had a travel power from pools, even after epic levels that didnt' really change, just added hurdle to the mix.
re: the combos. I will agree that when they tend to surround you the cones lose some power, although they can still make good openers. However, the end of the sweep combo is also a PBAoE knockdown and can help with mitigation. DB can chain a lot of knockdown on single targets actually. Though nothing will ever beat ice patch on the knockdown defense front.
If you do what I did, I highly reccomend having 2 seperate attack chains. For AoE I tend to cycle attack vitals and sweep, against single foes I stick to the single target attacks (usually trying to use empower) because, as said, while energy absorption will keep you going against groups it loses some of it's shine against single targets. And all those AoEs aren't cheap.
Watch you end bar! I'm guilty of occasionally getting lost in the attack-attack-attack mentality and forgetting to watch my end bar to know when I need to click EA, it's never pretty.