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Posts
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Joined
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Quote: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.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.
For the record I'm not an anti KB fanboy either - currently leveling a PB and Energy/Storm corr. -
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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).
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For SO's Rad or Traps. Cold is arguably better but you need IO's for recharge/defense.
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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.
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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.
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Quote: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: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.
- 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.
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Quote: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.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! -
Quote: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.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.
Yes, it breaks hide. -
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. -
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.
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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
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I wonder if anyone's using the name 'Poot' on my home server...
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Quote: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.[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. -
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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. -
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. -
Quote: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.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.
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. -
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.
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Quote:@Zwil: Please stop trying to 'prove' the AT forums are unnecessary.This forum has been created to promote player Archetype builds and build related resources.
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If you wish to discuss details about certain Archetypes specificities rather than Archetype builds, please use the corresponding Archetype forum.
Thank you!
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. -
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). -
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.
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Quote: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?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?
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Comments? Likes/dislikes?