-
Posts
354 -
Joined
-
Quote:Yeah, it really is just a matter of getting a hang of the AT. I am also one who hates playing the market in any way, shape or form aside from just selling all salvage for 11 inf I think, and all enhancements and low level recipes to the vendors. The exception would be any set IO recipes I got I would put on the market just to check the history/number for sale vs number of current bidders to see if it was worth auctioning or just selling, or as I mentioned I would craft any special IOs that were useful to me. I also crafted a bunch of the temporary power recipes that dropped as I found they helped a lot... especially the revolver, plasmatic taser and gabriel's hammer powers. To help out a little, I did mail myself 200k inf from another character for just in case purposes until I built up enough on my own.Okay. That answers the question I was posing, and was part of my concern. That means it's likely an experience gap, and I don't mean character experience. More experience playing the AT. I've admitted I'm not an experienced Stalker, and those who seemed to have a relatively easy time of it are experienced Stalkers (tho do correct me if I'm wrong) or at the least found it easy to get into that mindset.
-
I just used TOs/DOs to slot my Stalker in Praetoria with the exception of any noteworthy IO recipe drops I got along the way(I got a steadfast protection +def drop and a regen tissue +regen, so I crafted and slotted them) and that did me fine until level 22 when I slotted some standard level 25 IOs(because I hate updating my enhancements when I level up).
-
Quote:Ugh, yeah, this is one of the main reasons I try to avoid getting too involved with others' RP. I don't like having my characters require someone else to be around to be complete, so I usually give my characters a history point or personality quirk that allows me to avoid that.Good response^^^.
Also, I think you can only retcon so much, you know?
My main, who I usually refer to, is in a unique situation in that he's waiting for a marriage that will, now, never ever happen. But it works for the character, you know? He's just going to happily sit and wait for his eternal bride to come. His love is everlasting, and they're both theoretically immortal, so as long as he waits for her--it'll happen. Technically speaking, I'm not sure I could have ever dreamed up a more twisted scenario to throw at him--I'm just not that creatively devious. But I embrace it, because it also motivates him to pass on all the chances he has for happiness now...so he can wait for this idyllic future that will never ever come.
So that works for the character, in it's own terrible way. Ironically, a good friend and longtime SG/teammate faced a similar situation--and they elected to have the spouse declared deceased and create new RP opportunities by dealing with the fallout of losing that spouse.
But what about everyone else in that framework? You spend six years building a character; they have friends, relatives (my main has siblings, nieces, and nephews), enemies, contacts--that history is still with your character, even if it doesn't log in any more. That's probably the single biggest thing that keeps me from playing my main as much as I used to--it kinda makes me sad.
So yeah. My IC and OOC baggage is both a strength and weakness.
Also I shy away from any serious in character relationships because in past experience I have found some people to get a bit "ookie". :P -
-
My strength is usually solid character concepts/designs with powers and abilities explained by well thought out backgrounds.
My weaknesses are first and foremost a lack of patience. My real life personality quirk of being short with people tends to creep into my characters and it does alienate a lot of RPers. Tied in with that is that I am a very direct and at times blunt person in real life, and even when it does not fit the character, it creeps into their RP... especially if I play too long and get tired :P -
I have noticed that the -damage effect makes my KM/WP stalker feel a lot tougher than others I have played.
-
-
Quote:This.On my few characters without stamina, it will be a welcome buff. On the characters with, even if I were to take three new powers and NEVER USE THEM THE ENTIRE GAME, I'm still no worse off than I was before. I am completely fine with this change.
I think some people just TRY to find things to complain about. -
As I said, my level 40 Stalker... and then I explained my added reason for wanting to see Stalkers get some improvements based on experience playing with them. Reading comprehension is your friend. The point being I am not asking for buffs "to make my favorite toon uber".
-
Quote:Might want to look at what I responded to that you wrote before trying to play the offense card. Just saying. It works both ways.And please don't talk down to me. I know what a Stalker is capable of. I know what Assassin Strike is. I know what you're attempting to get across to me. Problem is, I don't believe you're wording it correctly. A little respect, if you don't mind.
And, I am well aware of defense types vs Positional defenses, neither was the point save that I think that Hide should not drop unless the attack was a direct attack against the Stalker. Meaning the Stalker was targeted by the attacker... they would still take damage from an AoE/ground based drop attack/etc, just that it would allow a Stalker to still get in their primary focus attack if they were not directly detected. -
Quote:It does give a healthy bonus, yes. You do know that it does nothing against certain types of damage, right?You do know that Hide gives a fairly colossal AoE defense buff when not suppressed, right?
The point is that it would greatly help Stalkers, especially in the close quarters, mass chaos team situations when AoEs are flying to actually be able to make use of, you know, their inherent ability? You know the one... only does a lot of damage while hidden, right?
EDIT: And just to add, of the 50's I have and play, 3 are Scrappers, 2 are Brutes, 1 is a Tanker... none are Stalkers. This is just what I have seen in my 40 levels as a Stalker and in many times of teaming with them and seeing their usefulness hampered compared to the other melee ATs. It is currently too easy for a Stalker's main offense and defense to be not just hindered, but completely nullified. -
I think it is funny that the three people who responded as taking the axe are all 2004 vets who probably can make up the attacks elsewhere.
As a player who does not have access to any of the free ranged attacks, no, all of my characters take Sands of Mu because it is generally far more effective than the GSA. -
My ideas to "fix" Stalkers...
1. They should have the highest base melee damage modifier. They will never be as tough as a scrapper/brute/tanker, and they do not have the range of a blaster... and a one shot super strike does not make up for it.
2. Get rid of the interrupt on AS so it is at least a viable attack out of hide... it already loses the assassination bonus then.
3. Leave Hide as the T1 power, but adjust it so that it does not break from indirect damage(AoEs, caltrops, etc), if you were not the target of the attack, it does not pull you out of hide, even if it does damage you... you still take the damage/modifiers though. This allows you to actually make use of your inherent power in large group settings where lots of collateral damage is occurring(assuming point 2 is applied as well).
4. Leave the HP cap as is for Stalkers, but reduce the recharge time on self heals(in sets that have them) and increase defense bases/modifiers(more on non healing sets) to add to survivability.
5. Give Hide a base resist to slows/speed debuffs/immobilize effects to justify a Stalker "tippy toeing through the minefield"... but only while actually "hidden".
6. Purely PvE, but "ambush" mobs and mobs that "rez"(Freakshow, certain others) will break agro and not auto see through Hide if the Stalker repositions... kinda sucks that the main offense and defense is so easily nullified. -
Quote:I agree with that idea, perhaps a wavy "heat distortion" for fire armor that "flares" when struck/attacked. Though I wish Ice armor was more like "Iceman" than the "not-quite-thawed-out-neanderthal" as it is now. Same applies to player cast buffs/shields.I've always thought super-heated, but not bursting in flames, armor would be cool. So hot they melt incoming attacks and damage those who get too close; thus only objects they touch start on fire. The air would bend around the character similar to what you see when you open an oven (thermal shields already do this), and they'd leave burning footprints (the one part that is touching a solid), but otherwise they wouldn't be on fire. That would be acceptable as "minimal fx fire armor" to me.
The same could apply to ice armor. Just because an object is really cold, or perhaps made entirely of ice already, does not mean it needs to be encased in an additional several inches of ice. -
Dark Armor got a "no pulse effect" or whatever option added to some powers so that the character does not completely disappear into a murky blob when certain powers are used, so I could see a less "in your face" option for some of the others. But as others have said, if the theme of the powerset is an "aura" of that type, that "aura" needs to be visible and fairly prominent.
Now, toning them down a bit or making them "flare" only when in use, ie being attacked like the Praetorian PD "energy armor" seems to work, would not be a bad idea, unless the power has an additional effect(stealth, damage aura, etc) or specific description(Granite Armor, Power Surge). But non "inherent" armor types should have some visual effect fitting with the power concept. -
And just after I posted that, I was able to log on :P
-
Quote:No, you are not alone.It is 8:25 Central and I cannot log in. I got the patch and applied it. I get to the server select screen, click on Victory and I get the hourglass as normal, then it throws me the "Cannot Connect To DB Server message."
Am I the only one unable to connect?
Lisa.
The servers went down at 7 EST as normal and were showing as being back up by 8 EST though the database error has been coming up since. -
Quote:Welcome to CoX!Hi, sorry to all, I'm a newbie to this game, just came over from WoW.
I'm still on a trial account, but I have some questions to ask..
I've tried and tested several characters, and I think my favourite is a Demon Mastermind and a Stalker. (Btw I thought Stalkers were supposed to be locked until I leveled at least one character to level 20, but somehow it unlocked itself the 3rd or 4th time I logged on.. On day 2 I believe.)
I'm playing on Freedom atm.
My DM is level 7, and my Stalker is only 3.
However before I carry on, I would just like to ask...
Is there a major differences to choosing your origin?
I've heard that choosing the Science origin gives you slightly harder enemies at the start. Other than that, and storyline, is there a difference? I keep going Science because I like the fact that your Science ability gives you a chance to Sleep mobs.
Second...
When I get the chance to respec in the future...
Do I get to rechoose origins? I know I CAN'T rechoose powersets, but I couldn't find anything about Origins.
Thank you!!
PS: What is an AT?
PPS: Are EM Stalkers still as overpowered in single target DPS? I tried both EM and DB, I kinda prefer the DB animations more... =)
PPPS: Demon Mastermind? I heard it's the most powerful Mastermind, but the demons just remind me of Warlocks and their Imps from WoW, which I'm trying to get away from. I like the idea of Ninja Masterminds, but I've heard they are somewhat weak. Fast, albeit, but weak.
THANK YOU guys so much for bearing and putting up with all my questions, but most importantly, answering them! =)
I also migrated from WoW a couple years back.
Stalkers are a starting AT, the ones unlocked at 20 are the Soldiers of Arachnos and Arachnos Widows and the Peacebringers and Warshades.
Origin really only effects which type of Dual and Single Origin enhancements you can use and the cosmetic aspect of your starting freebie ranged power (Taser, Tranq dart, throwing knives, etc). It will effect the starting contact and starting missions you get if you create a hero in Paragon City, but not much after that.
You cannot change your origin(or your AT or powersets) with a respec, only the powers you chose and when and the enhancement slots you add to them.
AT is short for Archetype, or basically character class.
EM hits very hard, but is kinda slow, though it does work very good on a stalker.
Hope that helps. -
I don't mind the closest to completion tab, and it's not like it takes all of 2 seconds to change tabs anyway.
But one gripe I do have that I wish they would fix/update/alter, is having some method that highlights what you are missing in multi-requirement badges. For example if I am working on an accolade that requires a few exploration badges, a history badge, some achievements and a story badge, either highlight the ones I have or the ones I am missing. With hundreds of badges out there to get, it can be tiresome to sort them out. Oh, and would it be too hard to alphabetize the badges? :P -
Quote:I agree with this completely. I think the usefulness of burst has made my Stalker feel much more complete and viable out of hide. Her ability to fight groups after an Assassin Strike has made leveling much more pleasant and makes her feel far more useful on TFs. And yes, I use burst as an opening attack in big, all minion groups. The knockdown is also very helpful in prolonged boss fights.I like Kinetic Melee and I think every Stalker set should have at least ONE aoe even if it's a weak one Flashing Steel from Katana. KM's Burst has 100% critical from hidden. With Build Up and proper slotting, Burst from hidden can kill +0 minions in ONE hit. You can hit up to 5 targets.
Some Stalkers just never want to open the battle with anything but Assassin Strike. In that situation, opening with Burst is the smart choice especially they are all in tight area.
Now, if you are an EM/MA, you may run out of endurance before killing the target one by one.... T_T -
Quote:A lot of people run PvP builds without fitness, adding the powers for free will make a huge difference in staying power and fighting style/inspiration usage.I'm not familiar with PVP at all but since we all just got the same buff does that really mean your PVP performance is "drastically improved?"
Those that currently use the fitness pool will be able to, as Bill said, pick up powers they otherwise had to sacrifice.
It will make a very big difference in a lot of cases. -
Quote:No, it is the RNG hating us...^ What DarkGob said. Everyone just rolled new toons, probably didn't slot accuracy TOs, and now that "beginners luck" is fading off, they don't have any ACC in their powers.
My new stalker with a few Acc IOs in all her attacks and usually has a 90%+ chance to hit... will regularly roll 96+, especially with Assassin's Strike. -
Quote:This. Plus an ability to switch factions on maybe a 15 minute cool down. And the pack opens cross server battlegrounds.Okay, while we're dreaming:
Create PvP-Only Character Option:
You may create a character that only has access to PvP zones, Pocket D, and Bases. Characters of this type start out at level 50, have all accolades, and have access to all enhancements, free of charge (since PvP characters have inf/prestige earning, email, and trading disabled). The character creation screen would resemble Mids, and PvP characters have unlimited respecs, which use the same Mids-type character creation interface. PvP characters cannot use zone entrances or use teleporters, so they must access zones by using a special power that summons a portal that lists all PvP zones, Pocket D, and their SG/VG base as the only destinations.
When the code for this pack goes live, PvP and PvP zone-related badges are removed from the game forever.