Grim Saint

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  1. I opted for GS because the bonuses are slightly better than other comparable options and PvP sets aren't subject to exemping rules, same as purples. Mako's Bite and Crushing Impact are good cheap options.

    The other way to go would be proc crazy, which is popular with Pylon soloers. You could do:

    -2 Nucleolus Exposure
    -1 Common Damage IO
    -Achilles Heel proc
    -Mako's Bite proc
    -Gladiator's Strike proc

    This scheme can apply to most other attacks as well. Your overall DPS will be higher but you lose out on bonuses that help your survivability. The attack also won't have the benefit from recharge and endurance boosts but that may not matter depending on your chain. It's up to you.

    I expect that new set to be out within the next three weeks, possibly as early as Tuesday, so you can also easily wait.
  2. Quote:
    Originally Posted by Xzero45 View Post
    Stop whining, please. They can't bust out a new powerset or costume pack every week. Not only that, if these items are gonna be in the market permanently now (since I'm not seeing a time limit on the forums, at least), then it's a very successful week IMO.
    This. I was hoping for Super Packs this week but you have to know the marketing team is deliberately spacing releases as we lead up to i24. There's a certain amount of content they intend to release during that time and we will get ALL of it by the time we get there. I can wait.
  3. Speechless. The most impressive looking issue in years.
  4. Toon Melee

    Powers would include hitting your enemy with a giant mallet you pull from nowhere, conjuring safes/anvils/grand pianos to fall on targets, a 3 second delay before falling after you walk off a cliff, and the ability to move through walls leaving a hole in the shape of your silhouette.

    Toon Melee users would also have unlimited salvage and recipe capacity due to hammerspace.
  5. Just wanted to say that I've been following this thread with great enthusiasm. I love stalkers, always have, and could not be more pleased that i22 made them into what they were always meant to be - namely the game's premiere single target death engines.

    I've been soloing pylons on my StJ/Nin and can reliably take them down in about 2min55sec with no inspirations, Destinies, temps, or Hybrid toggles. I run a variation of ricohdah's chain, replacing IS and SC with HB and SS:

    [BU-AS-CU] SB-HB-AS-SS-SB-HB-AS-CU

    I skipped SC all together even though I'm aware that it's a better option for single hard targets since it's cheaper, does roughly the same damage, and can take FoG -res. Even so, the vast majority of the game presents few situations where I'd rather fire SC over SS and I found I could use those extra slots to round out my durability elsewhere.

    I also slotted with an eye toward endless chaining (with all toggles on) while remaining endurance neutral despite SS's hefty cost.

    The main reason my time isn't lower is because I don't make hefty use of procs. Doing so would mean losing some useful set bonuses, which for me just doesn't seem worth it. I like to keep my regen around 300%, defenses at 50% or higher (since /nins don't have very good DDR), +max hp at 135% or higher, and S/L resist at around 25%.

    That said if I can find a happy medium I'd love any feedback you guys can offer on the build below.

    Also, curious: How are people planning on using the new ATO set when it's released? I've been testing it on beta. The proc isn't a game changer but it can make a notable difference when it happens to fire several times in short succession. The main draw for me are the fantastic set bonuses once catalyzed, mainly the 5% AOE defense. I'm thinking of throwing the whole thing in either HB or SB (the former loses me 3.75 melee defense and the later loses Achilles Heel... decisions...)

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Grim Saint: Level 50 Natural Stalker
    Primary Power Set: Street Justice
    Secondary Power Set: Ninjitsu
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Heavy Blow -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Acc/Dmg(3), T'Death-Dmg/EndRdx(3), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dmg/Rchg(5), T'Death-Dam%(7)
    Level 1: Hide -- Krma-ResKB(A)
    Level 2: Ninja Reflexes -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7), LkGmblr-Rchg+(9), LkGmblr-Def/EndRdx/Rchg(9)
    Level 4: Danger Sense -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Rchg+(11), LkGmblr-Def/EndRdx/Rchg(13)
    Level 6: Assassin's Strike -- SStalkersG-Acc/Dmg(A), SStalkersG-Dmg/Rchg(13), SStalkersG-Acc/Dmg/Rchg(15), SStalkersG-Dmg/EndRdx/Rchg(15), SStalkersG-Acc/Dmg/EndRdx/Rchg(17), SStalkersG-Rchg/Hide%(17)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def(48)
    Level 10: Fly -- Zephyr-ResKB(A)
    Level 12: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(21), GSFC-Build%(23)
    Level 14: Kick -- Empty(A)
    Level 16: Kuji-In Rin -- RechRdx-I(A)
    Level 18: Spinning Strike -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(23), Ragnrk-Acc/Dmg/Rchg(25), Ragnrk-Acc/Rchg(25), Ragnrk-Dmg/EndRdx(27), EndRdx-I(27)
    Level 20: Kuji-In Sha -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(29), Panac-Heal/Rchg(29), Panac-Heal/EndRedux/Rchg(31), Panac-Heal(31), GA-3defTpProc(31)
    Level 22: Tough -- HO:Ribo(A), HO:Ribo(33), HO:Ribo(33), S'fstPrt-ResDam/Def+(34)
    Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(34), LkGmblr-Rchg+(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 26: Shin Breaker -- GS-Acc/Dmg(A), GS-Dam/Rech(36), GS-Dam/End/Rech(37), GS-Acc/Dmg/End/Rech(37), GS-%Dam(37), Achilles-ResDeb%(39)
    Level 28: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(39), LkGmblr-Rchg+(39)
    Level 30: Caltrops -- Ragnrk-Knock%(A)
    Level 32: Crushing Uppercut -- EndRdx-I(A), Hectmb-Dmg/Rchg(40), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(42), Hectmb-Dam%(42)
    Level 35: Superior Conditioning -- P'Shift-End%(A), P'Shift-EndMod(42), P'Shift-EndMod/Acc(43)
    Level 38: Assault -- EndRdx-I(A)
    Level 41: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(43), P'Shift-EndMod/Acc(43)
    Level 44: Blinding Powder -- CoPers-Conf(A), CoPers-Conf/Rchg(45), CoPers-Acc/Conf/Rchg(45), CoPers-Acc/Rchg(45), CoPers-Conf/EndRdx(46), CoPers-Conf%(46)
    Level 47: Vengeance -- Krma-ResKB(A)
    Level 49: Kuji-In Retsu -- SW-ResDam/Re TP(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- Heal-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(46), Numna-Heal(48), Numna-Regen/Rcvry+(48), RgnTis-Regen+(50)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50), P'Shift-EndMod/Acc(50)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 1: Assassination
    Level 4: Ninja Run
    Level 0: Marshal
    Level 0: Invader
    Level 0: High Pain Threshold
    Level 0: Born In Battle
    Level 50: Musculature Core Paragon
    Level 50: Reactive Radial Flawless Interface
    Level 50: Assault Radial Embodiment
    Level 50: Robotic Drones Core Superior Ally
    Level 50: Rebirth Radial Epiphany
    Level 0: Freedom Phalanx Reserve
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    ------------



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  6. Quote:
    Shapeshifting.

    Not like [Blank], more like shifting parts of your body into things like blades, spikes, mallets. Throwing a chunk of your arm or something to wrap around an enemy as a hold (sort of like Bull Natterling's hold). Single attack-style body morphing.

    The logistics of how? Beats me, but it's pretty common in comics and animation.
    Six thumbs up for this. I'd love to see a higher level power that alters your form a la Granite Armor, only it would be a new "blob" rig that moves by slugging along the ground, leaving trails of color tintable goop behind it.

    Arms turning into mallets/axes/knives... you could make everything from Clayface to Judge Doom from Who Framed Roger Rabbit?

    /signed
  7. Quote:
    Originally Posted by Sunshine_n_Rain View Post
    This has been super helpful! Can I also ask what your thoughts are on Hasten?
    Your DPS basically hinges on how often you can use out-of-hide AScrit (followed by CU, or SS if you're facing a large mob). Hasten can be helpful with this but you ought to carefully consider your chain before getting married to it. If it allows you to pull off something you wouldn't normally be able to achieve then go for it.

    The trick with developing a chain is balancing the Street Justice combo system with the AS combo system in a way that takes advantage of both while still using AS and CU as often as they're available. The chain I use wouldn't benefit from Hasten so I don't use it.

    Keep in mind that if your chain is dependent on Hasten you're probably looking to make it perma which requires at least 110% recharge. The above build will have 95% after the new ATO set is released. It's close, but would require some sacrifice elsewhere to achieve.
  8. Grim Saint

    Locator Device

    This is something I've wanted for a long time. I'd drop a lot of cheddar on the market for it (it would also make a nice VIP reward if they ever add new tiers).

    Every now and again I'll find myself in a Council base desperately searching for a glowie that ends up being hidden around some obscure corner. Even after killing every mob on the map it will occasionally fail to show up and I end up spending 40 minutes agonizing over every nook and cranny with the volume cranked up. I often just restart.

    Between this and Reveal I can see how it might trivialize a lot of maps, especially for dedicated stealthers. Still, I've always wondered - for missions where you're planting bombs, wouldn't your character know where to put them instead of turning over tables and garbage cans looking for a sweet spot?
  9. Quote:
    Amazing to get such a quick reply! I really appreciate. Can I ask, is vengeance absolutely necessary for instance? Or Flight? Are any of the powers in this build set mules? Any misc. tips for it?
    They're not essential, no. I like fly but feel free to take whatever travel power you like best. They all take Zephyrs (more on that below).

    I took vengeance because it's useful on leagues and can be slotted with a number of useful IOs. Kuji-In Retsu does too so you can take that instead if you prefer. I find it to be largely useless since you'll be sitting at around 51% positional defense. It will boost your DDR for a little while, sure, but you have to deal with the crash.

    One thing you definitely want to do is slot enough KB protect since KB is the only thing your mez shield won't protect you from. 4 will cover most basic KB from minions but for complete protection go for 12 (anything in between is useless). Lots of people take Acrobatics for this but honestly the last thing you need is another toggle. 3 Zephyrs and/or Karmas are the way to go. Slot 'em and never think about it again.

    Blinding Powder can be considered a mule since you'll rarely use it. It can occasionally be handy for causing a little chaos in a large mob before striking since it doesn't break stealth, but mainly it's for slotting a cheap purple set whose bonuses are ALL useful to a stalker - a 5% ranged defense boost most notably.

    Just a random note on incarnates: you should always play to your strength, which in our case is damage. Musculature Core, Reactive Radial, Assault Radial... these are what you should be going for. For Lore go with whatever fits thematically, preferably on the Core branch. Destiny I'd go Rebirth Radial and Judgement is personal preference.
  10. Glad you asked!

    First of all Stalker's Guile should always be put in AS without question. Slot the whole set and never look back. Because of PPM mechanics and AS's base recharge the hide will proc EVERY time you use it. Well, in reality it becomes every other use when your recharge is high enough due to the way the Stalker's Guile status works. The key is hitting CU as a follow up for the devastating crit. AS (with proc) --> CU is the reason StJ is such a truck.

    It does suck up endurance though which is why a few things are essential. Take Body Mastery and three slot Stamina, Superior Conditioning, and Physical Perfection with three P'Shifters (+End, End, End/Acc). You may also want to throw a single common end io in CU and SS since purple sets skimp on that attribute and those two attacks are very expensive.

    Consider the following build. In addition to great recharge, regen, +health, acc, etc. it is also completely endurance neutral - quite a feat for StJ. Try wailing on a training dummy without pause in RWZ. You'll never run out of gas. It's a thing of beauty.

    In fact you won't really need inspirations period. The StJ/Nin stalker is simply that self sufficient. I regularly solo pylons at around 1min50sec (no pets, temps, or destiny) without using a single one.

    I personally don't take SC because with enough recharge CU or SS will always be up to finish the combo. SC does roughly the same damage as SS but to far fewer targets. It costs a lot less but with the stamina slotting I mentioned it won't matter.

    PS - when the new ATO set comes plan to put the whole thing in Shin Breaker, replacing GS. You'll get much better bonuses and a somewhat handy proc.

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Grim Saint: Level 50 Natural Stalker
    Primary Power Set: Street Justice
    Secondary Power Set: Ninjitsu
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Heavy Blow
    • (A) Touch of Death - Accuracy/Damage/Endurance
    • (3) Touch of Death - Accuracy/Damage
    • (3) Touch of Death - Damage/Endurance
    • (5) Touch of Death - Damage/Endurance/Recharge
    • (5) Touch of Death - Damage/Recharge
    • (7) Touch of Death - Chance of Damage(Negative)
    Level 1: Hide
    • (A) Karma - Knockback Protection
    Level 2: Ninja Reflexes
    • (A) Luck of the Gambler - Defense/Endurance
    • (7) Luck of the Gambler - Defense
    • (9) Luck of the Gambler - Recharge Speed
    • (9) Luck of the Gambler - Defense/Endurance/Recharge
    Level 4: Danger Sense
    • (A) Luck of the Gambler - Defense/Endurance
    • (11) Luck of the Gambler - Defense
    • (11) Luck of the Gambler - Recharge Speed
    • (13) Luck of the Gambler - Defense/Endurance/Recharge
    Level 6: Assassin's Strike
    • (A) Superior Stalker's Guile - Accuracy/Damage
    • (13) Superior Stalker's Guile - Damage/Recharge
    • (15) Superior Stalker's Guile - Accuracy/Damage/Recharge
    • (15) Superior Stalker's Guile - Damage/Endurance/Recharge
    • (17) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge
    • (17) Superior Stalker's Guile - Recharge/Chance to Hide
    Level 8: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (33) Luck of the Gambler - Defense/Endurance
    • (48) Luck of the Gambler - Defense
    • (50) Luck of the Gambler - Defense/Endurance/Recharge
    Level 10: Fly
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 12: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (21) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (23) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 14: Kick
    • (A) Empty
    Level 16: Kuji-In Rin
    • (A) Recharge Reduction IO
    Level 18: Spinning Strike
    • (A) Ragnarok - Damage
    • (23) Ragnarok - Damage/Recharge
    • (25) Ragnarok - Accuracy/Damage/Recharge
    • (25) Ragnarok - Accuracy/Recharge
    • (27) Ragnarok - Damage/Endurance
    • (27) Endurance Reduction IO
    Level 20: Kuji-In Sha
    • (A) Panacea - Heal/Endurance
    • (29) Panacea - Endurance/Recharge
    • (29) Panacea - Hea/Recharge
    • (31) Panacea - Heal/Endurance/Recharge
    • (31) Panacea - Heal
    • (31) Gladiator's Armor - TP Protection +3% Def (All)
    Level 22: Tough
    • (A) HamiO:Ribosome Exposure
    • (33) HamiO:Ribosome Exposure
    • (33) HamiO:Ribosome Exposure
    • (34) Steadfast Protection - Resistance/+Def 3%
    Level 24: Weave
    • (A) Luck of the Gambler - Defense/Endurance
    • (34) Luck of the Gambler - Defense
    • (36) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense/Endurance/Recharge
    Level 26: Shin Breaker
    • (A) Gladiator's Strike - Accuracy/Damage
    • (36) Gladiator's Strike - Damage/Recharge
    • (37) Gladiator's Strike - Damage/Endurance/Recharge
    • (37) Gladiator's Strike - Accuracy/Damage/End/Rech
    • (37) Gladiator's Strike - Accuracy/Endurance/Recharge
    • (39) Achilles' Heel - Chance for Res Debuff
    Level 28: Maneuvers
    • (A) Luck of the Gambler - Defense/Endurance
    • (34) Luck of the Gambler - Defense/Endurance/Recharge
    • (39) Luck of the Gambler - Defense
    • (39) Luck of the Gambler - Recharge Speed
    Level 30: Caltrops
    • (A) Ragnarok - Chance for Knockdown
    Level 32: Crushing Uppercut
    • (A) Endurance Reduction IO
    • (40) Hecatomb - Damage/Recharge
    • (40) Hecatomb - Accuracy/Damage/Recharge
    • (40) Hecatomb - Accuracy/Recharge
    • (42) Hecatomb - Damage/Endurance
    • (42) Hecatomb - Chance of Damage(Negative)
    Level 35: Superior Conditioning
    • (A) Performance Shifter - Chance for +End
    • (42) Performance Shifter - EndMod
    • (43) Performance Shifter - EndMod/Accuracy
    Level 38: Assault
    • (A) Endurance Reduction IO
    Level 41: Physical Perfection
    • (A) Performance Shifter - Chance for +End
    • (43) Performance Shifter - EndMod
    • (43) Performance Shifter - EndMod/Accuracy
    Level 44: Blinding Powder
    • (A) Coercive Persuasion - Confused
    • (45) Coercive Persuasion - Confused/Recharge
    • (45) Coercive Persuasion - Accuracy/Confused/Recharge
    • (45) Coercive Persuasion - Accuracy/Recharge
    • (46) Coercive Persuasion - Confused/Endurance
    • (46) Coercive Persuasion - Contagious Confusion
    Level 47: Vengeance
    • (A) Karma - Knockback Protection
    Level 49: Kuji-In Retsu
    • (A) Shield Wall - +Res (Teleportation), +3% Res (All)
    Level 1: Brawl
    • (A) Empty
    Level 1: Prestige Power Surge
    • (A) Empty
    Level 1: Prestige Power Dash
    • (A) Empty
    Level 1: Prestige Power Quick
    • (A) Empty
    Level 1: Prestige Power Rush
    • (A) Empty
    Level 1: Prestige Power Slide
    • (A) Empty
    Level 1: Sprint
    • (A) HamiO:Microfilament Exposure
    Level 2: Rest
    • (A) Healing IO
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Health
    • (A) Miracle - Heal
    • (46) Miracle - +Recovery
    • (48) Numina's Convalescence - Heal
    • (48) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (50) Performance Shifter - EndMod
    • (50) Performance Shifter - EndMod/Accuracy
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 1: Assassination
    Level 4: Ninja Run
    Level 0: Marshal
    Level 0: Invader
    Level 0: High Pain Threshold
    Level 0: Born In Battle
    Level 50: Musculature Core Paragon
    Level 50: Reactive Radial Flawless Interface
    Level 50: Assault Radial Embodiment
    ------------
  11. Sitting at 1318.

    I only started playing back in March which means I'm waiting on 21 Holiday badges and 41 Day Job associated badges (which puts my "done date" about a year and a half from now, groan).

    Aside from those I just need the Really Hard Way and Partner. The later I plan on grinding with Treespecs when the high level version becomes the WST. I've decided against the X Times the Victor trick. Just doesn't feel right.

    My theoretical max is 1382 figuring 22 "unobtainable" badges:
    -8 Veteran
    -7 Anniversary
    -2 Loyalty
    -Defender of Primal Earth
    -Doorbuster
    -Passport
    -Bug Hunter
    -Moral High Ground (because I stupidly missed one moral choice during my naive days in Praetoria...)

    Now I'm grinding Supergroup badges for my solo SG. I think I have a problem.
  12. It's been some time since I picked up an MM but I wanted to give this old classic a try - mainly for the notorious Noxious Gas/Bruiser combo. I'd like to maximize the strengths of the /poison by making him a pure debuff monster capable of soloing AVs and GMs while sleepwalking.

    How useful is the ATO set? Should I just take the global for the +AOE defense? Where to put it?

    Price is no object. Looking for a high-end, high-octane 50 incarnate build and all suggestions are welcome. Thanks!
  13. I love the high collar capes, though I wish we had the option to use them without the actual collars. I'm thinking of large, voluminous draped "cloaks" - the sort that Batman would wear. Doesn't seem too complicated does it?
  14. Count me in. Bringing:

    Grim Saint, 50+3 StJ/Nin Stalker

    T4 Void Radial
    T4 Reactive Radial
    T4 Longbow Core
    T4 Rebirth Radial

    Will come packing teams and ultimates too.
  15. Quote:
    /Unsigned as it directly is selling badges. No matter how much you think you are avoiding it, it is selling a badge.
    Yes I suppose you're right. Nix the badge then. I still like the idea of a hidden/unlockable arc, though. It would give a unique incentive. As much as I liked the Super Packs if round two offers more of the same I probably won't be dipping into my wallet for them. I have enough restores/team inspirations/dual inspirations/catalysts/merits from the first round to see me to the grave.

    They ought to make the rewards different enough to make buying BOTH versions appealing. If they make them a recolored clone I'll just get enough to unlock the costumes I want and buy the ATEs at WW.
  16. Quote:
    Base Raids aren't dead because PvP is dead, they're dead because pathing was broken to allow people to be creative with their bases.
    True, though I think the simple fact that Base Raids were part of the PvP system means they're almost certain not to receive any dev love because of that designation. Making them entirely PvE would open them up the vast majority of players, and therefore the devs.

    Pathing would certainly have to be revisited but it wouldn't need to be as rigid as it was when players were the ones doing the raiding. I'd give a pass to NPC mobs doing a bit of light wall-phasing when encountering blocked or narrow passageways, within reason of course.
  17. We all know PvP Base Raids aren't coming back. Even the most basic aspects of PvP are unlikely to be fixed or reworked for a very long time because of the "Pandora's Box" it would open, and the PvP community is too small to make such an effort worth it.

    It's a real shame in the case of Supergroup bases because the infrastructure is all there. The devs went to the trouble of designing an entire stable of unique defensive items with their own crafting system and even badges to unlock the more powerful versions. They work too, (as evidenced by the most entertaining bug ever).

    And yet it's all vestigial. Like a tailbone. You can go through the immense trouble of obtaining a badge that allows you to craft an expensive decoration that costs both control and energy.

    So make base raids PVE.

    Allow bases to be flagged for invasion by NPC mobs. Should a Supergroup decide to flag their base in this way, there would be a small chance for an invasion to occur when there is at least one member online who is not in an instance. A countdown will begin, lets say three minutes, after which the invasion starts. Mob sizes would scale to the number of players inside the base with a small modifier applied for plot size so even an adept solo player could succeed with adequate defenses. Difficulty could be set beforehand along with the flag itself by a member with sufficient privileges.

    Team level and alignment would determine the kinds of mobs eligible to invade you. Higher difficulty could see the inclusion of signature EBs and even AVs leading the charge onto your home turf. Imagine having your base breached by Arachnos forces with Captain Mako or even Lord Recluse at the head! They would attempt to knock out key base items with victory determined by a set number of objectives. Separate contingents of enemies would gun specifically for control units, power generators, resurrectors, etc.

    Fending them off or defeating all invaders grants you experience/influence/prestige/merits or a unique temporary power or reward, along with immunity from invasion for perhaps 36 hours. Failing to do so could see the loss of prestige, stored items, or your Item of Power...

    Yes, Items of Power. Allow them to be obtained from the Cathedral of Pain as they were meant to be. Acquiring one would then flag your base for invasion without the option to turn it off and also set a higher minimum difficulty. Having more than one would increase this minimum difficulty and perhaps even the frequency of invasions.

    New craftable/unlockable items could be included such as...
    -Advanced Warning System: Increase the duration of the invasion timer
    -Door Alarm: Alert players to the presence of enemies in rooms in which it is placed, ie "Enemies have breached the control room!"

    This system would allow base raids to be entirely optional and entirely free of the burden of PvP. The most highly equipped bases could even try their luck relying on base defenses alone to win the day should they wish to. Oh, and anything destroyed during a raid would regenerate after its completion - no questions asked. I'd recommend a button that starts the raid so players have the option of scheduling them ahead of time, or just experiencing it at their leisure.

    That's my two cents
  18. Super Packs were probably the devs' most recent definitive success. The Plummit survey asked players for their most wanted items for the next round of packs so I thought I'd start a new thread to generate ideas. What are MY most wanted items?

    -A rare contact drop that gives access to a hidden story arc, as well as a badge for that arc's completion. I think players would salivate over this - more so than the black wolf pet - especially badge hunters. It's also gray enough to circumvent complaints of "paying for badges." Perhaps only the team leader would be eligible for the badge to prevent people from simply teaming with recipients in order to receive it.

    -Rare drops for new capes and auras. I personally know a lot of players, myself included, who would drop a lot of change for a chance at a "draped cape" option - ie: High Collar without the collar.

    -New costume set (Golden Age/Pulp gets my vote)

    -New emotes/costume changes

    -New vehicle options for the recently released Team Transport power (I want a Batmobile dammit!!)

    We know of course that new ATEs will be included, but there's a LOT of room for exciting new items. What do YOU want to see included?
  19. Quote:
    In all seriousness... on almost every toon I have I'll be getting both melee and assault and use whichever one is most useful for the situtation... usually assault.

    Will I build to be able to run assault 100%... lord knows I'm gonna try.
    My thoughts exactly.

    In accordance with min/max doctrine a stalker (being a damage AT, made even more so by the last issue), Assault is the choice du jour since we would gain more by it than most other archetypes. However, one cannot negate the usefulness of Melee when facing large masses, especially when they sport -def or -res.

    As a defense based character having the extra 30% resistance (not to mention regen) would be an incredible boon when faced with troublesome mobs like Soldiers of Rularuu or Cims. Even Radial would be useful for providing a significant buffer against -def attacks, thereby negating cascading defense failure in all but the most extreme situations.

    Come i23 I fully expect to run Assault Radial 90% of the time, with Melee held in the pocket for extra-special situations.
  20. Quote:
    I hope they don't change the end, and keep it to the "activate sparringly" route they want. But that doesn't mean I don't expect people to build for keeping it on 24/7
    People are naturally lazy, and by people of course I mean me If there's a way to rig my endurance in order to turn a toggle into a passive you should be damn sure I'll do it. Same goes for click powers. I never take hasten unless I plan to make it perma and on auto-cast.

    I put a lot of time and money into making my stalker endurance neutral while running 7 toggles and a continuous attack chain (no Cardiac/Vigor or Ageless necessary). 0.5 end/sec would tip that fine balance, though considering the benefit I'll happily find some way to make it work.

    I find my overall performance goes down when I am juggling too many situational powers. I see what the devs are trying to achieve with the high endurance cost but whenever I see a toggle my first thought is always "how can I make it so I never have to think about this again?"
  21. This discussion might be premature considering the overwhelmingly negative beta feedback regarding the new incarnate slot, but even after revision I think the fundamental concept of each tree will remain largely the same. In case you want to take a look at the current numbers:

    http://wiki.cohtitan.com/wiki/Hybrid_Slot_Abilities

    Even in their current state the Assault and Melee trees are quite tantalizing for stalkers. Looks like we got lucky again

    The obvious choice IMO is Assault Radial (a potential 75% damage buff on top of post-i23 stalker carnage = yes please), but I can't help but be intrigued by Melee as well. As a /nin the prospect of 300% regen and an extra 30% resist is attractive to say the least. With soft-capped defenses that's nigh-unkillable. Of course it DOES require at least 10 enemies within 10 feet of you, which makes Melee's utility considerably less universal than Assault's.

    As it stands the 0.5/sec endurance cost is unreasonably high. Yet even if the devs decline to reduce it, swapping Musculature Alpha for Cardiac so you can pick up and pay for Assault will still net you considerably higher DPS overall.

    So. How will YOU use the slot? Or will you?
  22. Quote:
    Also - is anyone still using placate? I haven't used it once since i22. I mean, I *could* use it for the crit but I just don't feel the need. It's no good for a set mule so I'm debating dropping it... I was thinking it might still have some use as an OSH#$ power or vs EBs/AVs or something. Eh, I'll probably hang on to it with the initial slot, maybe respec and grab it at 49.
    There's been some debate, but for my money the utility of placate has decreased enough to make it worth dropping. If you put the ATE proc in AS and always follow it with your most damaging attack (Crushing Uppercut, Eagles Claw, what have you) you'll find placate does next to nothing for your overall DPS since you'd be using it to get a crit on a less damaging power. It's only really handy as an "oh ****" button when you're soloing an AV, like you said. I dropped it and haven't missed it one lick. I picked up fly instead so I'm not reliant on jetpacks and put a Zephyr in it to bring my total KB protect to 12, effectively plugging the only hole in my mez protection.
  23. Couldn't agree more. Stalkers have been my AT of choice since I started playing - I'm a rogue-er at heart and always will be, but prior to i22 and Stalker's Guile it was generally accepted that stalkers filled no role in a team that couldn't better be covered by a brute. Soloing they were fun but they served little purpose in a group. Now...

    Well damn. Stalkers are actually an asset. They burn through bosses like butter and sport decent AOE if you pick the right primary. Advocates of stalkers have always said their role is to drop hard targets but now they actually CAN, and do it far more efficiently than other ATs.

    What I've found even more gratifying is the way stalkers can shine as team LEADERS. I've been leading Mo runs lately with my StJ/Nin and it's amazing that I can stay at the head of the group, scout/lead in stealth, toss blinding powder in the eyes of the largest cluster, position behind the hardest target, then drop him like a bag of bricks just as my team rounds the bend and I toss caltrops on the ground. With Incandescence/Recall Friend/ATT I can also sneak to wherever the team needs to be and TP it there at the drop of a hat.

    It's nice too that they don't feel OVERpowered. They simply excel in the field they're meant to excel in.
  24. Grim Saint

    Placate on MA/SR

    The 100% proc chance in AS is indeed WAI since it has a base 15sec recharge (exactly 4 procs per minute), though there's a strange caveat.

    Prior to the last patch there was an issue with hide "stacking" if AS was used in rapid succession, which can easily happen if you pack any decent amount of recharge. It happened because the proc grants a ten second status called Stalker's Guile. If you were to use AS again before the first proc expired, the second proc would stack and not take effect until the first one wore off, so you'd actually drop into hide several seconds after AS was actually used, usually at an unhelpful time.

    Stalker's Guile has now been fixed so it will no longer stack, though it does mean it can only occur every 10 seconds at most. Long story short - slotting the ATO proc in AS means it will go off every time you use it, so long as you only use it once every 10 seconds

    In my chain AS will fire once every 7 seconds or so, meaning I will hide on the first use, then every OTHER use after that. Keeping track of it is easy, and I arrange it so my most damaging attack comes right after the appropriate AS for a devastating critical.

    Because of this mechanic I ended up dropping placate completely. Good riddance I say!