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Hmmm, forum notification stinks, or something. I wasn't notified of our post as I should have been, sorry.
I was going to update this for the I18 stuff, but then hearing about inherent Fitness made me realize that was going to change things even more, so I figured I would wait until then to revamp the builds.
For my 2 inf, I would say that dropping Combustion for Burn is the better choice. Fire Sword is a decent source of ST damage so you don't want to get rid of it (and one of your few sources pre-35, so until then or if you exemp, you will notice it when it is gone). Also, Burn blows Combustion out of the water: almost a second less for animation time and much more damage. Yes, it has a smaller radius and a small target cap of only 5(so you can't get a mob's attention as easily with it... not that you have too much of an issue with this if you follow my rules to Tanking), but it really is that good.
You can throw down a Burn patch when you are surrounded, followed by FSC, and pretty much any minions hit by both are down instantly (followed soon by other minions that were hit by FSC and then are ticked down by Burn's DoT--after five other targets are gone--and Blazing Aura). If you toss Fiery Embrace into the mix... say goodbye to lieutenants. Combustion and FSC were nice before, but Burn and FSC are just spectacular, it's no contest.
For the change to Bruising with Tanks, I restructured things so Scorch has more slotting. I didn't want that to miss, and I wanted to use it often. That -20% resistance is nice on hard targets.
With I19 and inherent fitness, it's going to be easier to fit in "nice but hard to fit in powers" like Temperature Protection and Rise of the Phoenix, but also to grab a little more out of your ancillaries. My defensive build will also pick up an extra slot by putting that Winter's Gift res to slow enhancement into Teleport Friend. Not sure where I'll put it, but that's nice to have as well. Yes, we don't get more slots, but three more power picks means you can get things like Taunt and Weave sooner, etc. Many, many boosts to Fiery Aura (and other sets) with I18 and I19. -
Quote:Well, no guarantees, but it's not impossible for it to be sooner. Not sure about I19, depending on how big of an adjustment Castle aims for, but he can do a lot in an issue if he has time to do it. He posted about looking into Fiery Aura just a couple of months before GR came out (I believe), and there were some fairly significant upgrades for that one powerset.My guess is that once most of the bigger bugs from I18 were squashed, the devs worked to rush out I19 ASAP to get the alpha slot in the players' hands. It was promised with GR so they surely want to get it out quickly. I think it's unrealistic to expect any Stalker changes to get squeezed into a rush job like that.
Considering that they are usually planning at least a couple issues in advance at all times, it seems likely that I20 is already solidified enough that there will be no room for any Stalker changes there either.
If we see anything before I21 I'll be surprised.
Figuring out what to do with an AT is probably more tricky, of course, but I never discount what can be in an issue until I see the specific notes about what it will do. The previews often leave things out, especially changes to powersets (good or bad). -
Quote:Huh, didn't notice Murky Cloud upped it that much (though my build has it at 69%, not sure if that's a Scrapper vs. Tanker difference, but I am at 54% resist in that power). That's nice. I was just noticing Carnies end draining my Regen Scrapper more than my Fire/Fire tank, and I think it is because he has lower AOE defense (and no Consume, of course). Guess I won't have a worry there for this guy. Hmmm, this makes me like DA even more!Don't worry about that. By the time you fight carnies, you resist end drain by about 75%.
Quote:Have you tried going with color tintable and to make it less obscuring colors?
I remember I used to have an MA/DA Scrapper, and deleted it because I couldn't see the character anymore after I got more powers. Definitely much better now. -
Fracking forums ate my post! Let's see if I can remember all of mine.
-Susan and Lucy (The Lion, The Witch, and The Wardrobe)
-Number 5 and Number 6 (Short Circuit!)
-Athena and Aphrodite
-Ragnarok and Valhalla (I like tongue in cheek names for little animals)
-Ms. Nibbles and Nibblette
-Rogue and Storm
That's all I can remember. Grrrr, I had a few more, I'm sure of it. -
Quote:Quoting this to show where the confusion came into play (bolding is me). You responded with this when kamikrazy said that they should just roll a dominator (the actual quote is "This is true. However, if you are using the controls that make things safe you may as well just play a dominator and have more control and depending on the combo - more damage.")And with the combos I suggested, you don't lose out on damage at all, while still gaining massive amounts of control which equal a massive boost to your overall survivability. Not everything in this game is "truely" killed in 3 hits. Remember that. Blasters were given mild controls for a reason, and not because "you should just go roll a dominator". The combos I've suggested simply have slightly more than just "mild" controls, and still maintain a massive edge in damage.
So the reading from StratoNexus out of line, or a lack of reading comprehension. If you didn't mean that, you can clarify for sure. But saying there was a lack of reading comprehension is disengenuous.
For me, I would have responded to that comment with a "roll a Dom if you like that playstyle. If not, and Blasters are more to your liking, roll a Blaster." The two ATs do play differently, so people should go with what they like.
My recommendation is for En/En. Lot's of KB keeps you safe, but also has a good combo of ST and AOE damage. I've found it a blast to say (pun partially intended, but it really is fun!)
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Didn't see the earlier posting. Adjusting the slotting for Power Siphon was a win for me as it saved a couple of slots that I badly needed elsewhere, and also let me get the recharge as high as I could in the power, which is also a win: I want PS up as much as possible. Guassian's is nice if you want its bonuses, but it doesn't get you to the ED cap on recharge.
As it is, that build has about 28% defense to S/L and E/N, which is pretty good. I wouldn't mind getting more AOE defense for fighting Carnies (think that end drain power of theirs is AOE only), but that's about it. I don't really worry too much about F/C, since it'll usually be tied in with another type of damage I have more defense against, and having about 22% to melee and ranged should cover those attacks that don't have S/L with them.
Got my KM/Dark to 22 finally: Stamina was quite a relief. The Praetorians made me want to have both shields running all the time, so it was easy to run low on endurance. Things are much better now, but I'm going to have to really think about slotting and recovery as he levels up, but this is still a really fun combination. Only thing I wish is Cloak of Darkness didn't obscure you so much. Dark Armor is better than it used to for being able to see your character, but I like being able to see them a little more than CoD allows still. -
Odinn has at least one story arc lined up, if his team chooses to run with it. Still hanging at 33 and not sure how I'm ahead of people after finishing every night before the main group is done. But whatever!
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I've mostly only noticed this on outdoor maps, as indoor maps tend to rein them in a little bit. The roam distance is a bit ridiculous, however, as mobs in the same group can be REALLY far apart. As in out of snipe range from each other. On the one hand, it makes the outdoor map a little more interesting. On the other, it's a little weird for people in a group together to be so far apart.
So not sure where I sit on this. Not sure how much it really affects play, either. Seems kind of like it would just be better to have more patrols to mimic this effect, but that's my two cents. -
Quote:A pop up would not need to be instantaneous. It could work like pop ups work for recipes now: if you hold the cursor over it long enough, you get the pop up with recipe information. If you're just mousing over the list quick or something, it wouldn't pop up.The last thing I need when perusing the list is a giant legend popping up whenever I mouse over the list of names. I would prefer the ? button that opens a window that I can move and hope that it will always re-open in that place forever after. Or maybe an extendable (and closeable) panel on the search window with the legend on it that opens to the side of the window.
Anyone know who we need to poke to get the right dev to look in here? Might send this Ocho's way, and he can pass it on. Changing this is a good idea. -
My Fiery Aura Tank can do just fine on an MoSTF run. First time he ran the STF he never dropped. Other times didn't work out, but that was mostly with a lack of support: one time he didn't have any buffs cast on him, and only had a rad hanging out with him. We finished, but that last fight was a little rough and convinced me that I would need more support on an Mo run (that first time I had a good Empath boosting my defense and able to heal me when Recluse got lucky shots in... which was sometimes enough to warrant using Healing Flames as well).
I'm forgetting the exact resist and defense numbers you want when Recluse is fully buffed, but to get that high, any Tanker needs inspirations (it's about 80% defense, and 90% resist to S/L and Energy, if I remember right... I got that from some experts on the encounter). So Fiery Aura doesn't really need anything more than someone else in the same position does, and actually needs less, since it has some resists to build on.
I've heard some people say "my stoner didn't need support," but I'm not sure how that worked out, as I know how much Stone gets in Granite, and how far that can go with IOs. Even if they're at the percentages you need for Recluse, you're still going to get hit, and need to be healed. Earth's Embrace will cover some of that, of course, but I've always been hit by Recluse multiple times, even at the defense cap against him when he's buffed.
Of course, I've had some people say I've been incredibly unlucky in that respect, so who knows? -
Quote:Ah, but then we couldn't have fun debating whether something is fruitless or not, what's the fun in that?If you can do without such discussions then you shouldn't enter into one saying things like examining which AT's benefit more than others from IO's is fruitless.
I appreciate your saying I don't want to debate things, though, that was nice. Like noting what is worth discussing isn't often part of a worthwhile discussion.
Quote:That is demonstratively incorrect. Everyone benefits from IO's, not everyone benefits equally. If someone cares about IO'ing for performance they probably care about how well their choice will respond to the investment (time/inf/effort) they put in to it. If they don't care about IO's then they probably don't care about how much their toon benefits.
So what is "demonstratively incorrect" about that? You don't even need IOs to play this game, the devs did that on purpose. So any performance over and above that is entirely to the player's preference, and trying to say you can demonstrate what AT 100% matches every player's expectations for IO benefits is rather fruitless. As long as all ATs have varied avenues to improve their ability via ATs, that's all that matters.
If you want to come in here with some fancy numbers charts and demonstrate for us all what AT actually gets the most out of IOs, go for it. But you had better make sure you take a lot of variables into consideration: there are a lot of powerset combinations and players out there. Have fun with that. (this is why I said it was fruitless, because such a huge amount of work really is not necessary, even if it is possible)
Quote:You not caring that blasters don't benefit as much from IO's as some other AT's does not equate to understanding IO's as being fruitless.
As for baseline performance, meh, that's been posted enough on in the rest of this thread. -
Quote:Yes, but green text is used for chatter in your "team" channel, so it makes sense to have consistency there. And red in the search channel has always been the color for people not looking for a team: changing that would potentially make it even more confusing.It would be far easier if those you could team with would show up in green. Those you cannot team with show up in red. And for those on a team that you could team with, let them show up in yellow.
Really, they just need a pop up to happen when hover your cursor over a name, or to have a help button, as previously suggested. That way it's easy to figure out and there are no more issues. -
Quote:Yeah, it recharges pretty fast and does a good chunk of damage on what it hits, so I'd think upping the amount of targets or something like that would overpower it, or call for higher recharge or something like that. Which I'm not sure would be better overall.I was lobbying (sorta) for an increased target cap on Burn, but I'm gonna say now that after using it, it's not really needed. I find that the first batch of enemies die pretty fast, then a new batch has room to crowd up on me to stand in the patch themselves. It recycles it's targets pretty fast :P
I like how fast I'm melting mobs already. -
Yeah, people get a gut reaction to something, and run with it. I know Invuln was tweaked a little after WP hit the scene, but it had pros and cons compared to other defense sets even then. A lot of people extol Shields like it's all that and a bag of chips, but it does have weaknesses as well. Don't get me wrong, I like both sets, but how some people talk about both of them makes them seem 100% powerful against everything.
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Quote:So... your point is what? I noted that IOs will boost any AT, and arguing over who gets boosted most by them is kind of pointless. Each AT has different needs and each player has different metrics for what they want from a build (and you can aim for different things with the exact same powersets). Hence the fruitlessness, as with all those varied needs and requirements, it boils down to "mine gets more out of it!" "no mine!"It's only fruitless in the same way that it is fruitless to argue what kind of car to purchase with the intention of tuning it. Some cars are a lot more receptive to after market modifications because they are overbuilt in stock form and can handle serious upgrades without having to rework internals.
Which is to say, it's not fruitless at all if you care about IO'ing things.
I can do without such discussions.
And if all you want to say is that IOs make Scrappers more survivable than Blasters, whoopty-do. As I said before, IOs just add on to what is already there, so you're not saying anything we shouldn't know already. Not sure if that's what you're shooting for, but it's common enough in this thread and some posts that I thought I would point it out.
CBeet, building for mez resistance only helps so much, but I don't mind adding that in when I can for Blasters, as I figure even a second or two less of being mezzed makes a difference. Other bonuses are going to help more, but adding in a layer of that does help a little. -
Already covered pretty well, but I would say a Blaster should always take their first two attacks. They do decent damage and are usable when mezzed: both speak to why they are needed. I can't even imagine wanting to play a Blaster set without those... Targeting Drone and Cal Trops are nice and all, but those are to supplement the damage a Blaster should be pumping out no matter what. Get your attacks set up first, and fit in your mitigation or supplement powers as you can around that.
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IOs can benefit everybody-- arguing about who benefits more is kind of fruitless, as any AT can do much more than it could otherwise by using them. You can make slight arguments for ATs that have a lot of high recharge powers that can do good things (like Kheldians and Doms), but it's mostly just enhancing what is already there. Surprise, that!
For Scrappers and Blasters, IOs are capable of doing much the same thing: making them more survivable and able to do more damage. Arguably more than they should have without support (or even at all), but it's too late to make def caps be different depending on the AT, if that's the way Castle still thinks about it.
No matter what, they're still going to show what was there at the start. That Scrappers are good soloers and can survive more than Blasters, while Blasters have superior AOE and ranged capabilities.
I haven't played much with going for +damage from IO sets, as recharge and defense have always seemed like better goals. If people can get 30-50%, though... that's pretty darn good (and for a Blaster, Defiance would build on that all the time). Hmmmm. If the alpha slot remains anything like it was in the GR beta... an Incarnate Blaster could potentially shoot for a constant damage bonus 50-70% what ED allows them (if I'm doing the math right... 20% beyond the ED cap if you slot right for the Incarnate, plus IO bonuses). Not too shabby, considering that's half or more of what you can buff an attack to normally just from slotting. -
Quote:It's an aesthetic thing. If they had gone for a different style, people would have wished they went for they style they had now. Kind of the way it goes. I don't really care for the look of the Claws Widows get, and I've never been able to get into Claws in general because of that one ranged attack it has, and it seems ridiculous to me. Doesn't mean the set doesn't work and people don't like it, though.Even looking cool is largely debatable. I think they look ridiculous as all hell, to be honest.
Quote:It isn't 60% chance to do damage, it is 60% chance per tick to do damage.
I still don't know how my results with every powerset I play are so different from the norm. Every time I use HoB the pack dies and they die in less than the time it takes the Archery character next to me to animate Rain of Arrows.
Numbers put it as a middle of the road set, too, so it gets the job done. I'm not sure what the deal is for some with the set. I've pretty much put it down to people wanting anything new to be the 100% best, as nothing else really makes sense after all the posts I've seen on the subject. -
Good run overall. Think we made it in about 1:15 and had a few deaths, mostly from when the group split up a bit.
Usual hilarity ensued. Hamster shouted "Ambush!" when he ran into a mob. Someone had to go afk a couple of times due to heartburn, but then was insistent we finish sooner so he could go out and get some pizza sauce for their domestic partner! You'd think he could have convinced them that he had bad heartburn, but no!Poor Vanum was having afk issues as well.
Even so, it was nice and easy, and I think we all got our Atlas Medallion hunt badges in the first few missions. -
Some previews about from the panel stuff, but yes, there is always stuff in an issue that aren't part of their media hype. The adjustment to Fiery Aura, which pleased me immensely, was not even hinted at for I18 and GR. I just found out when it went to Open Beta. It's somewhat fun that this happens, too: you know some stuff ahead of time, but then you still have a Christmas morning feeling when you find what all is in there.
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Yup, that was a bit silly. And really, blaming the moderator of a site for speaking on a tricky issue as he was told by higher ups is silly. I know Ocho and how he usually talks, and he is clearly constrained by what he can say on this issue. Anybody that would yank me out of a mission when I complained about not receiving a gold title during an event (so he could give me one where he was hanging out in Pocket D) is not someone who tends to use corporate doublespeak. Heh.
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Stoner... Tank? Controller? Dom? Or just a character that makes questionable decisions about illicit drugs?
Anyway, here's a list, since those are always fun. Anyone else, feel free to shout out her in the forums.
1. Grey Pilgrim (Elec/Elec Brute)
2. spiderdragon (stoner of some sort) -
Quote:Nin/Nin does work pretty good for "durability." Though yes, "durable" for a Stalker is relative, as you aren't usually going to be able to take too many hits. However, Nin/Nin can help make sure you don't get hit very much, you can use tools to distract your enemies, and you can heal damage quickly when you do get hit.NB/Nin
Self explanatory why NB (Divine Avalanche), and for Nin it is a defense set that is positional, with lots of toys along with a reliable self heal.
Only issues my Nin/Nin stalker has had was fighting BAB as he was leveling up (and that was before I had IO'd and been played much), and when he went for the "Army of Me" badge solo. Fracking clones cheat, having access to range when I didn't, and there was never a time that one or more of them was not activating buildup. Basically I dropped 1-2 before the others landed so many hits that I died, as their to-hit was buffed so high (even after a successful AS strike). Worst was the one time I died pretty much instantaneously, as I didn't think to time things with their use of build up first.
Other than those extreme situations, he's done quite well solo and on teams, no matter what EB he's facing, etc. -
Title says it all. My Elec/Elec Brute, Odinn Metodd could use the extra endurance the Atlas Medallion gives, and the Moonfire TF is a great way to pick up your War Wolf and Vampire badges. It'd be great to get Isos types to join me, but I'm up for whoever wants in. Want a good and fast run, if possible, while still trying to defeat lots of those needed for badges.
Looking to start up 7-7:15 PM Central (that's 8 PM Eastern, 5 PM Pacific, etc.). Shout out here if you want in, and I'll start a list and give you priority.