FourSpeed

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  1. I believe a pug was the original plan, but they couldn't get "Frank" to model
    for it as he's waiting for yet another M.I.B. sequel...

    Rin-Tin-Tin was available however, and the rest is history.


    Cheers,
    4
  2. I'm way late to the party, but enjoying stalkers as I do, and needing an excuse
    to make a new one, I'll see what I can whip-up on Exalted on a "overflow" basis.
    Most of my other stalkers are soloists (1 duo'er), so a teamed Stalker intrigues
    me.

    Sunday afternoons (MST/PDT) are better for me than Wednesdays, but I already
    have a number of "pre-planned" sessions I run, and a bunch of active toons
    atm, so I'd be a fairly irregular member (hence the "overflow" status).

    I'd most likely be making a DM/? (Nin, WP, ?).


    Regards,
    4
  3. Quote:
    Originally Posted by SacredMay View Post
    A friend of mine recently tuned me in on this power combination. I've been trying to work it out on mids to solve the huge endo consumption problem. I know at 50 it's readily solved by incarnate slotting. But until then,... any suggestions?
    Mine is in the mid 20's right now.

    I solved the End issue (for the most part) by getting a Perf Shifter +End (with
    a single A-Merit), and Frankenslotting End-intensive powers (esp HotFeet) with
    plenty of End reduction.

    So far, that's been working quite well.


    Regards,
    4
  4. My original main back in I-1 was an Elec/Elec, who went E3 when they eventually
    added app/patron pools to the game.

    I still play him today, 7 years later.

    I also have a Fire/Nrg Blaster that I currently play.

    They behave *very* differently.

    That said, I enjoy both of them a lot, and either of them can handle any content
    I choose to play, very effectively - though *how* they do that is radically different
    between them...

    The E3 is lighter on DPS, but a lot heavier on Control. He doesn't kill stuff as
    quickly, but he can fully lock down an EB or Boss. He effectively prevents mobs
    from participating in the battle until he gets around to killing them.

    In some ways, it takes more skill to play him well, because he kills things slower,
    so aggro management is more important. Regarding End Drain, it's a very effective
    playstyle *if* you stay on top of it. It needs to be micromanaged to work
    well.

    I run this guy on the SSAs, and even exemped down to L20 (no Power Sink),
    he can still drain the Boss in mission 1 with Short Circuit and his other attacks.

    He just can't do it immediately.

    On the other hand, he *can* hold him indefinitely, so it's no problem either way.

    My E3 really plays a lot more like a Blastroller. He kills the first guy outright with the
    snipe, kills a minion with his T1 attacks, locks down the Boss with his holds and
    then drains the lot of them... It's a very safe playstyle if you're on top of it.

    On teams, since aggro is usually managed already (by Tank, Brute, what have you),
    he'll open up with SC & PS, which drains nearly everyone. Then he'll use his
    holds and attacks to selectively eliminate targets.

    As for Tesla Cage - don't change a thing... It's one of my most used, and effective
    powers, and I absolutely love the Cage graphic...

    Sparky, I'd rather he were a proper pet, or yeah, you could dump that entirely
    and give me another blast attack... But leave Tesla Cage alone!


    The Fire/NRG on the other hand is a much more "true" Blaster. He burns stuff
    down before it kills him, pure and simple. He has one hold, and he really only
    uses that on runners.

    He pumps out enough Damage to kill quickly, and he has capped Ranged Defense to
    weather any return attacks. The Energy secondary is useful for handling any mobs
    that get within melee range. Bonesmasher, Energy Punch, and Power Thrust, eliminate
    those threats or bounce them back out of melee range where they'll quickly
    be toasted.


    The E3 uses his controls to manage aggro and thrive. The Fire/NRG uses his
    ranged defense and DPS to eliminate threats fast enough to thrive.

    Both are excellent sets.

    The "performance" catergorization is purely arbitrary and solely based on what
    you, the player, prioritize as important. For me, it isn't *always* pure DPS.

    YMMV


    Regards,
    4
  5. FourSpeed

    A big Thanks!

    Quote:
    Originally Posted by akarah the hunter View Post
    To all who have served and or are currently serving in the Armed Forces. I know many play CoH and just wanted to let you guys know you are all very much appreciated.
    Hear, Hear!

    I couldn't agree more.

    Thanks to all our Vets, past and present.

    Our freedoms are the result of your efforts and sacrifices.


    Regards,
    4
  6. Quote:
    Originally Posted by Wicked_Wendy View Post
    The AE farmers are a nervous and paranoid bunch. They tend to imagine that vicious nerfs are hiding around every corner.
    It's not paranoia if they really ARE out to get you....
  7. Quote:
    Originally Posted by Zwillinger View Post
    Build schedules are a very tricky thing. We're not able to just pop code in and send it over to be published the same day. Usually we have to send builds for publishing at least a week in advance.

    The ops team supports all NCsoft products, not just CoH. This requires rigorous scheduling which has to be adhered to.
    Having worked in IT for 3 decades now, I fully understand publish release constraints.

    What I fail to understand is the complete lack of competent testing before this
    crappy code gets pushed into a live build in the first place.

    If the back-end release rules are so stringent, perhaps it would behoove the
    devs to be more comprehensive in their up-front testing, rather than creating
    end-user fiascos for the paying customers with every release...

    The production manager who allowed this to go live should consider another
    line of work...


    4
  8. If I might make a small suggestion, it would be helpful in your guide to include
    co-ordinates and a description of *where* the contact is, in the respective zone.

    I don't have the co-ords here (at work), and haven't actually run the red-side stories
    other than the first one...

    Blue Side, the descriptions might be as simple as:

    Theoden: SE from the Northern Tram Station in Skyway City.

    Binocolo: From Talos Tram, cross the large hill, and he's up on the far ridge on the left.

    Kwahu: Facing the Founders Fall Hospital doors, he's a little off to the right.


    I know, it took me a little while to find those guys the first time I was looking
    for them, so it may be helpful to give players an initial search area, and/or
    maybe even the distance from a known marker...



    Regards,
    4
  9. FourSpeed

    The Blue Room

    I've been in there a few times (but not recently).

    My understanding was that it was originally intended as the player "waiting area"
    for Arena PvP (when it first released).

    For reasons I now don't recall, the devs decided to handle Arena queueing differently,
    which no longer required that room - making it obsolete and unused.

    I'm definitely in the crowd that would love to see this room re-purposed and
    used in-game as it's (imho) one of the cooler places to visit.

    Failing that, I truly hope they *don't* fix the spot(s) that allow us to get into it.
    Those bugs, I can live with, and actually enjoy from time to time...


    Regards,
    4
  10. Quote:
    Originally Posted by Sailboat View Post
    Groovy! How was it resolved?
    I'm guessing they told him to run the Alignment Tip missions and the Morality mission again...


    4
  11. Never, ever experienced this...

    Never, ever used the "Get All Inf" button.


    I suspect a corrolation...


    Regards,
    4
  12. I'd disagree with "useless" also.

    However, at $5 an IO, I'll just stick to Frankenslotting my usual L28's and be
    free and happy exemplaring all the way from L25 to L50

    After all, it's not like they skip ED or aren't subject to Enhancement Scaling,
    so, for me, a percent or two here or there isn't worth that cost by a long shot.

    Bah Humbug...


    Cheers,
    4
  13. Quote:
    Originally Posted by Zombie Man View Post
    I lol'd.

    @TonyV - Good to know you & and your wiki aren't going anywhere - I check
    something on it almost daily....


    Cheers,
    4
  14. Quote:
    Originally Posted by wriath View Post
    Ares..... Roll a widow, cap your perception, and call it day. No one wants to hear you whine.
    To quote Ares here,

    "This I can totally sign off on."



    4
  15. Quote:
    Originally Posted by AresSupreme View Post
    This had better not be Awake and Alive.
    Sorry, My Bad - I don't get the reference.
  16. Quote:
    Originally Posted by AresSupreme View Post
    Which you've stated like 15 times. You don't agree. I get it.
    So, your basic premise then, is if a stalker has to have tri-level stealth to even
    have a prayer in SC - that's ok by you.

    If a Stalker has to try to get an AS off (that won't actually kill anybody), from visible
    melee range, without it getting interrupted by movement or aura against a fast
    moving target, that's ok with you.

    If a Stalker can't even use a follow-up attack due to not having ranged powers,
    that's ok with you.

    But if a Stalker spikes you with Sharks, that's game-breaking and you feel a
    compelling need to scream "Foul!" to the devs and call for a nerf...

    Ok - I think I have a pretty clear understanding of your whiny position now...

    Carry On.


    4
  17. Quote:
    Originally Posted by SmegHead View Post
    ...Stalker are easy to play there without sharks...
    And your SC Stalker's name is?

    They're easy to play if you like being dead a lot...
    They're easy to play if you don't care about getting kills.

    Note: I've stated that I'm against Sharks as the *only* tool a Stalker should use.

    That said, my particular stalker (NB/Nin) does not *have* a ranged attack unless
    I use Sharks or Nemmie Staff.

    Maybe if something like Caltrops actually worked in zone - I wouldn't need one.
    Of course, that's why everyone takes SJ/SS, so they can completely ignore
    them.

    So, your answer then is - pick another powerset, noob...

    Right, and *that* more than anything is what is wrong about PvP - most powersets
    are crap in PvP - which is why you typically see the same 1/2 dozen ATs.

    That brings me full-circle to - devs need to fix (or delete) PvP...

    It's not about this or that power - it's about a seriously crappy system and
    implementation in the first place...


    4
  18. Quote:
    Originally Posted by AresSupreme View Post
    I haven't exaggerated anything I have stated pure fact. And you are damn right it is worse than being spiked by a blaster. And I love how you throw "stealthed" in there as if "stealthed" players are hard to see or something. Stalkers are far easier to survive on in SC than ANY blaster and that is no exaggeration. You are basically saying a stalker should be able to do as much damage as a blaster from range by comparing it to a blaster...
    No - you're expressing opinions: Sharks is OP, Blasters are less survivable
    than Stalkers, Stealthed toons are easy to see, etc.

    How do you measure these so-called facts?

    Kill ratio? Rep? Bounty? SC Zone-control?

    Opinions...

    Stealth is easy to see? Try following Vegita-Beta around sometime...

    Survivable? Ask -DriveBy about that...

    He's a very "successful" PvPer, with several ATs, but I'd bet his kill ratio
    with Stalkers is fairly low - ie. he gets killed as often (or more) than he
    kills.

    Stalkers are "surviable" when they *don't* engage.

    But, in most cases, a lone stalker usually gets summarily ganked as soon as he's
    detected, unless he plays a very conservative style (as mine do).

    If he hasn't built for capped Stealth by SC time, he's pure farm bait.


    So, no - I dispute your "facts", and our opinions distinctly differ. No worries
    or animosity there, I simply disagree that Sharks should be removed from SC,
    although, as I've previously stated, tweaks might be warranted (true for a LOT
    of things in PvP imho).


    4
  19. Quote:
    Originally Posted by The Katalyst View Post
    I think you are exaggerating his point a little, Stalkers never had Sharks in Sirens until i21, and they did fine with AS and follow up attacks. I don't think it's outrageous to believe that they are more powerful in Sirens then RV or arena (Sharks), and I can understand why one might want them taken out.

    Even still, if something was done to tweak Stalkers, I would rather it be a small nerf to Stalker ranged attacks followed by a buff to AS to compensate, so that people HAVE to use AS again, but still have it be worthwhile.
    It's no more an exaggeration on my part than his.

    The *only* way for a Stalker to get an AS kill is to essentially "kill-steal" against
    an already damaged player.

    Without a ranged follow-up, you're not going to get a follow-up at all against
    most SJ/SS bunny-hoppers.

    If you do the crit first, you probably don't get an AS at all.

    So, basically, he's complaining that someone spiking him from range with Sharks
    is somehow worse than being spiked from range with Psi by stealthed blasters
    or Doms...

    Sorry, I'm not buying it.

    If the Devs want to tweak recharge or damage of Sharks somewhat, I'm more or less
    ok with that (depending on how ridiculous they get), but to remove it entirely,
    nope...


    Regards,
    4
  20. These days, Stalkers are far less effective than they've ever been at any point
    in the past.

    With iStuff, Stalkers are pretty much rep-bait in RV, or at best, a minimal factor
    in battle outcome.

    Nobody is ever in Bloody Bay, and rarely Warburg, so no factor there either...

    Historically, they've been banned or limited on Arena League teams, so minimal
    factor there either.

    SC is pretty much the only zone where Stalkers can have an appreciable impact
    and even there it has been reduced in recent times.

    I'd be curious to see the Devs datamining on PvP kills, but I'd wager that Stalker
    kills are WAY down from the early days.

    So, basically, what you're essentially calling for is Stalkers to be removed from
    the game, given that their effectiveness has continually de-volved pretty much
    since PvP was rolled out.

    Frankly, I'd prefer to see PvP as a whole removed from the game first.

    Of course, a better answer would be for the Devs to actually understand PvP
    and do it *right* to begin with, but I'm serously doubtful that will occur.


    Regards,
    4
  21. Quote:
    In SC you'd be an idiot to ever use AS at this point.
    So, on the one hand, we (as Stalkers) suck if we don't AS, and on the other
    hand we're idiots if we're actually good enough to use it...

    Once again - sorry, but nope, I'm not with you on this one either.


    Regards,
    4
  22. Sorry, no sale.

    Not that I completely disagree, mind you. But, as others have noted, there
    are a metric crapton of powers that are "unbalanced", and Sharks would be
    one of them on the list.

    As a stalker myself, there are two primary concerns I have.

    AS - won't kill anybody by itself... I'm actually ok with that.

    However, with nearly everyone being a SJ/SS bunny-hopping, super speeder,
    AS is challenging to get off in the first place, given it's a melee power, long
    activating, and interruptible with movement, all against a foe that can probably
    see you at melee range to begin with....

    It's hardly surprising that many stalkers simply don't get good enough to use AS
    all that much to begin with in PvP.

    But the second part, with Stalkers being melee based, is said Bunny Hopper is
    gonna be long gone for the follow-up strike even if an AS is landed.

    So, even with AS, a ranged follow-up is a key ingredient for a stalker to get a
    kill at all against anyone other than a complete moron.

    I'm not a fan at all of Sharks being the *only* tool a (bad) stalker uses, but a hard
    hitting ranged power is important for a stalker given the current climate.

    So, nope - /unsigned


    Regards,
    4


    PS> And yes, Ares - I *do* play in SC, pretty much exclusively, as you probably already know
  23. Quote:
    Originally Posted by Primary_Unit View Post
    This is slightly off-topic, but why do people ToT in a league rather than in regular teams? I think I missed something somewhere.
    I ToT solo - primarily to avoid bone-headed leagues/teams like the OP was on...


    4
  24. Simple.

    For me, the playstyle is intriguing and enjoyable...

    I like planning out a battle and then implementing that plan. It's awesome when it works,
    and instructive when it doesn't.

    In both cases, I find it fun. YMMV.


    Regards,
    4

    PS> My Stalkers are *solo* toons. It's extremely rare that I'd team with mine.
    That said, I do have one Stalker that was intentionally made to duo with a friend,
    but it is an exception, rather than a norm.
  25. Quote:
    Originally Posted by houtex View Post
    From this:
    http://paragonwiki.com/wiki/Void_Hunters
    "The Void Hunters are a special mercenary group created by the Council of Nictus to combat the growing Peacebringer/Warshade threat currently growing in Paragon City. The Council have been hiring them out to other groups to help deal with their Kheldian enemies, as well as to make a slight profit. For those who don't want to deal with the Council's mercenaries, they sell Quantum Array Guns, thus creating the "Quantum Faction" to each villain group."

    I.e., Voids are *mercanaries.* You are being *targeted*, as a Kheldian. They want you dead, and they don't care where you are, hence they show up where you are.

    The Quantums are there because the factions what have the guns know of Kheldians and want to get them too... or, simply put, it's a gun. Someone's gonna buy it. It still hurts others, regardless of Kheldian or not. And it looks bad ***. I'd want one.
    It's because you're being *intentionally* obtuse, I'm shelving the derisiveness.
    Odds are high it could be lost on you anyway...

    Reading is *still* a struggle for you, isn't it?

    If it weren't, you'd have understood that I haven't seen *any* Quants in First Ward.

    Secondly, I highlighted the key point of your definition... Actually, I agree with it,
    they ARE mercs - in PC -- but WHO would be hiring them in First Ward - you *do*
    understand that First Ward isn't even on *our* planet, right???

    Anyway, as mentioned, you're being deliberately obtuse, so we'll just leave it at that.

    What I'm *hoping* is that the Devs are less dumb than you are acting, and actually
    re-visit the issue, especially now that the AT is being SOLD to players.

    As Pilgrim mentions, this issue is OLD - I b*****d about it way back in I-4, but
    these new circumstances really force me to raise it again.


    4