Greyhame

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  1. Quote:
    Originally Posted by Infinitessa View Post
    As a gravity controller one of my favorite powers is Wormhole. Flashy animation, huge activation time to make me feel like I'm charging up something special and forces me to be careful when I use it. On top of that the mechanics are awesome too, teleport my foes AND stun them? Yes please!

    The only real downside is the highly unpredictable knockback at the end. I'm familiar with many of the knockback tricks, flying and aiming down being the most common. But in spite of trying to figure out exactly where to position myself relative to my target, and where to position the exit portal relative to where I want them to end up, Wormhole remains hard to master.

    I realize that completely nullifying or re-working knockback isn't feasible as some players enjoy or even depend on it. But the introduction of our friendly extradimensional gull gives me hope for the future.
    I feel pretty much the same way for Gravity. Played it into the 40's. I've been around a long time, so I'm also familiar with all the tricks for controlling the KB and I worked hard at loving the set.... and finally had to give up on that. The bottom line is - Wormhole is too situational for me. Being unable to use my main bread-n-butter control sometimes because it would have a detrimental effect on the team as a whole just sucks.

    For the record I'm not an anti KB fanboy either - currently leveling a PB and Energy/Storm corr.
  2. Quote:
    Originally Posted by Demonic_Gerbil View Post
    And the Shadow Shard. And Cimerora. And many, many other things.

    At least with the incarnate trials, the devs appear to be finishing *something*.
    Love your name :P
  3. My dark/kin is working out well. Created for variety not min/maxing, but still dark provides some mitigation that kin lacks. And dark blast actually has 3 functional ST attacks now that Drain Life is almost T3 damage (in addition to being a great ranged self heal).
  4. For SO's Rad or Traps. Cold is arguably better but you need IO's for recharge/defense.
  5. I'm (slowly) leveling an Ice/Stone tank mostly because it fit my concept, but also because of primary/secondary synergy. Ice is great for end management and a little weaker on mitigation than other sets. Stone has a reputation for being end hungry but comes with excellent active mitigation from stun/hold/kd.
  6. Quote:
    Originally Posted by Dz131 View Post
    After my last failed scrapper project I can't take leveling another one. So I'm looking at a change of pace with stalker. So what's the highest DPS stalker currently available?
    ST or AoE? Teamed or Solo? What are you planning to do with your stalker?
  7. If I had to pick one I'd go with the Cold. It's a tad more mobile and will be able to adapt to different teams/encounters a little easier. Both really would be excellent though. I wouldn't worry much about the Ice blast thing. When I heard about it I logged into my old Ice/Cold and didn't see much of a noticeable difference; its still an excellent set.
  8. Quote:
    Originally Posted by macskull View Post
    The issue with any Stalker changes is simple: the archetype's not designed for the style of play this game rewards most - Stalkers are a burst single-target archetype in a game which, for the most part, rewards sustained AoE damage. Nothing short of a very large-scale reworking of how the AT plays would solve that problem.
    Your analysis is correct, but that's kind of like saying Dark Melee needs a rework because it doesn't have good AoE. It's a design choice, not a flaw. Screw AoE, I'd be happy if they just fixed the tools Stalkers are supposed to be using for controlled Crits and high ST damage:
    • Rehiding requires sitting on your thumbs for 8 seconds; long enough for your team to mostly wipe a spawn without your assistance.
    • Placate is a ONE mob only deaggro power with a base recharge of 60 seconds (lol).
    • Assassin's Strike is so dysfunctional that lots of high level Stalkers just don't use it.
  9. Quote:
    Originally Posted by EtherealStar View Post
    I've looked every for information but I can't find any. So what are the best primary and secondary powersets for stalkers? And why?

    If there are more than one, please list them all. If you want to list which ones to avoid, that also works.

    Thank you for your time!
    What are you looking for? A single target focus (Dark Melee)? AoE (Electric)? A mix of ST/Aoe (Kinetic)? I strongly recommend a Defense based secondary (like Nin) regardless; it will make getting controlled Crits easier since Defense=avoiding attacks that would break hidden status.
  10. Quote:
    Originally Posted by PsychicKitty View Post
    The Super Stunner...when it rezes and rains energy...its an Auto-hit....forces you out of the hide effect....and drains you of energy...cant stop it....also removes the effective placate on targets as well.....ie. they will attack you again...such a say a floating stupid electric using freak show lieutenant....very annoying.
    Quite. If you have a veteran attack (Blackwand/Nem. Staff) you can avoid this; fight them down to very low hp then jump way back and kill them from range. They will still aggro on you but you won't get drained/hit by the rez.

    Quote:
    Originally Posted by Zem View Post
    Does TP Foe break Hide? I would think that it should. It certainly does cause aggro.
    Yes, it breaks hide.
  11. From the looks of things, I'd say Radio/Scanner missions will be the best choice - as a Stalker you can stealth to the end of the 'Defeat Boss and guards' type missions and clear the last room, get mission complete xp bonus, then do it again.

    Also on the build: slot 2 recharge in Rin and put it on auto (hold CTRL and left click the power on your tray). It's your mez protection, and you want it up all the time.
  12. I went with Traps for mine. Fits thematically, gives me plenty of time to blast after I've dropped a couple traps, and I just wanted to try Traps out since I hadn't played it yet.
  13. Loving my Energy/Storm corr. I'm thinking of the blasts as water for a wind/wave character theme. And energy blast looks damn cool
  14. I wonder if anyone's using the name 'Poot' on my home server...
  15. Quote:
    Originally Posted by Aggelakis View Post
    [n.b. I haven't bought StJ yet, have only fiddled around on my fiance's StJ character]

    I wish there was an indication of the combo points above my character's head. I have a huge monitor, and constantly looking up into the corner totally takes me out of the immersion of the fight.
    I was thinking the same thing yesterday. Maybe they can add Combo Points to the real numbers so I can put a little monitor window over my head. Not ideal, but it would use tech already in the game so it shouldn't require huge amounts of development time.
  16. Quote:
    Originally Posted by Zombie Man View Post
    Sure thing. Highlighted part...
    Hrm. Somehow I missed that. @Zwil: my apologies.
  17. Given the bugs, server lag, client memory leaks and other issues we already deal with, I am not a fan of this idea. Anything that adds to server load, bandwidth usage, etc unnecessarily is unwise.

    If we did have it, I would flatly refuse to participate in PUG voice chat. Internet anonymity combined with the temporary nature of the PUG tends to bring out the worst in ranters and other forms of cretin, not to mention providing them with a captive audience for the duration of the mission/TF/etc.
  18. Anyone else noticed that the StJ Combo Level notification in the top right of the screen is the exact same color and font as the mez notifications (Held, Stunned, etc)? I find myself looking for breakfrees everytime I start to build combo points.

    I suggest the color of the Combo Level # notification be changed, at the very least. Changing font/location/etc wouldn't hurt either.
  19. Quote:
    Originally Posted by LaserAddict View Post
    There is the fact that Rage is 20% To-Hit buff while it's up. However, my SR user has had me learn my lesson in assuming click powers like Rage or Practiced Brawler will always be active or available. Die at an inconvenient time, and you'll have to go without mid battle after getting a rez. Sure, that wont be a common situation, but it's there and it drives me OH SO CRAZY.

    I try not to think about how Targeting Drone gets suppressed when my blaster is Mezzed and firing their LV 1 attacks.
    That's pretty critical for mez protection. For Rage on top of 1 acc SO... not so much. All your powers will have 1 acc regardless, so even when you do die and rez while Rage is recharging you'll have enough accuracy to get by for < 2 min. Trust me, I'm an accuracy fanatic, and 1 acc is enough with Rage. There is no need whatsoever for more.

    Your way will require spending 1 slot per attack on an enhancement that will do absolutely nothing for you 99.99999999% of the time. Considering how limited SO slotting is... its a terrible idea.
  20. SS tip: 1 accuracy SO is all you need with permaRage (which you have with 3 recharge in Rage). This will allow a bit more flexibility for attack slotting. I leveled a SS/DA brute back in the preIO days so I do know what I'm talking about here.
  21. Quote:
    Originally Posted by Zombie Man View Post
    Which Zwill said they weren't going to do, so what is it you're going on about again?
    Would you link that post please?
  22. Quote:
    Originally Posted by Avatea View Post
    This forum has been created to promote player Archetype builds and build related resources.
    ...
    If you wish to discuss details about certain Archetypes specificities rather than Archetype builds, please use the corresponding Archetype forum.

    Thank you!
    @Zwil: Please stop trying to 'prove' the AT forums are unnecessary.

    P.S. I sincerely hope I am wrong about your intentions, but I can think of no other reason for the creation of this entirely redundant forum.
  23. Greyhame

    Inv Def/Resist

    Build goals you should be shooting for

    Easy: softcap s/l defense (45% with 1 enemy in Invincibility's range) then as much recharge as possible.

    Harder: softcap s/l/e/n defense, then as much recharge as possible.

    Ideally you want enough recharge to get Dull Pain permanently up (or very near).
  24. Quote:
    Originally Posted by Kinrad View Post
    I don't have any practical experience with that, but I would think the answer would be yes, since the FFG is not a toggle but rather a cast. I know that it works this way for single target bubbles from force field users.
    Nope - the FFG power summons a pet. That's all it does, and power boost/buildup won't improve that. The pet casts the bubble.
  25. Quote:
    Originally Posted by Shenalia View Post
    Getting back on-topic - "crashless nukes", and not necessarily Blasters and the role they fulfill...

    Upon reviewing this thread, I had an idea. The main problem over this seems to be that some people have a desire to keep the crash component for the "feel" of how it works, and others recognize how the crash keeps the nukes from being truly viable powers a vast majority of the time. From what it sounds like, the idea of "Going All Out" is tied to the concept of comic-book Blasters. Then, it hit me...

    Why do the nuke powers themselves and "The Crash" have to be the same power?

    .
    .
    .

    Comments? Likes/dislikes?
    I really like that idea - seems like giving us a choice of whether or not to use it would satisfy more people. That said, I'm not sure if I would bother ever using 'The Crash'. Here's my question: is instantly killing 16 minions and maybe some Lts worth the vulnerability of crashing and removing yourself from the functioning team for the next 2-3 fights while you recover?