-
Posts
1865 -
Joined
-
The Degenerative -Max HP debuff will stack up to 4 times total, even from multiple casters. Its normal debuff is 2%, meaning no more than -8% for most targets.
-
Brute Claws was recognized immediately as a particularly powerful set for the class; especially with Fury factored in. In practice, I believe it and Scrapper are rougly equivalent, though I might be missing out on some key information. I'm not sure you'd see much of a difference either way.
I had a Claws Scrapper once upon a time, at level 50, and re-rolled as Spines since the attacks are so similar but it has Quills and the tier-9 doesn't do knockback. As a Brute, however, you'll be taunting everything you hit, which is a MAJOR bonus because things won't keep fleeing after you kill off all their friends. -
-
I have an Ice3 Dominator, which is -Recharge to begin with, who has a -recharge proc in every attack (Basilisk's Gaze, Pacing of the Turtle). When I get around to it, there will be a Gravitic Interface as well. This is all on top of Arctic Air, Shiver and Chilling Embrace. I've fought arch-villains with it; didn't have enough DPS to beat them, but they didn't have enough DPS to beat me either, if you catch my drift.
If there's a lesson here, though, it's that while -Recharge builds can be very effective, it's one of those things where you have to know what you're doing or you're not going to see a lot of success. Per-Enhancement, you'll likely see greater benefits slotting for other things like Defense or, as is the case with Time Manipulation, -Regeneration (besides, Diamagnetic Interface is quite handy on Masterminds).
If -Recharge is what you want, then go for it and you won't be disappointed. If "utmost effectiveness" is what you want, even not from a min/maxing perspective, you may want to reconsider how you allocate your Enhancement slots. -
Quote:That's the spirit! Drive them market prices down!I bought.. quite a few of the 7.5% +Recharge proc... 30 I think... Almost all of my characters use at least 3 of them, and they're annoyingly expensive in time invested in-game for what amounts to like $1.40.
I got a couple of the Kin Combat Tris as well.
EDIT:
Hey lookie, I sold another. *Pockets the 100M inf... or rather, 94,750,000 after taxes* -
I sold four of the level 25 Gambler globals overnight and got more than I posted for each of them. Them and the level 20 Miracle globals sell like hotcakes, and I'm glad they continue to do so even during sales in the real-money market.
Having said that, despite my overabundant source of low-level recipes, I keep hoping that the people who dish out the big bucks will eventually just move onto spending real money on these things so the demand in the in-game market goes down and drags the prices right along with it. Here's keeping my fingers crossed! -
-
-
You need to let Sentinel know which badges you have; the server doesn't send them down until you ask for them. Try typing /info_self into the chat window.
-
We've successfully fixed the webservice issue with CIT. A new Build Manifest is available for Sentinel, and characters can once again be tracked.
-
Quote:I have received all of the tokens I am entitled to at this point, and I expect to get my next one around the 13th or thereabouts.I don't know a single person who's gotten all the tokens they're entitled to at this point, and no one knows when they can expect another one.
I didn't catch exactly when I got my last one, but it was right around a month after I21 went live, regardless of when my payment date is. -
Not sure we can do almost. The current design spec calls for better. Will that do?
-
Brand new code. Forum post data chunks follow a specific format, and the program routine for decoding it will not be taken from the Mids application.
In fact, I wrote a totally custom encoder for that format in Sentinel; that doesn't use the Mids code either. -
-
It's not; its secondary power sets are to help it deal with aggro. This makes them similar "support" sets compared to the Blaster secondaries. This is not to be confused with the buff/debuff power sets.
-
Definitely think it's your computer. These images are all uniform in size.
-
-
Round 2 for Hide replacements! I think what I previously suggested for Dark Armor, Electric Armor and Ice Armor are fine, so I'll just touch on the others.
Energy Aura
With the change from Repulse to Disrupt, along with Energy Drain, the set works pretty well for returning to Hide mid-combat as it is. Sure, only the minions are affected by Disrupt, but it keeps them busy not attacking you while you're in melee range. On a Defense-oriented set, that's important because of that 5% minimum hit chance clamp. The fewer total incoming attack attempts, the less likely you are to be interrupted.
Energy Drain grants +Defense for each enemy now in addition to its Endurance Drain. In a group of mixed enemies, this manifests itself as a reduced chance to hit, and minions are out of the picture. In fact, the more minions there are to get stunned by Disrupt, the more targets there are to get Defense from Energy Drain off of. But the one problem I've had with Oppressive Gloom is that enemies tend to wander away in a stupor, which is all too often not within range of the power.
So what I'm thinking, since the set already favors Hide on paper, is a countermeasure to the wandering effects of stun so that the minions in range of Disrupt stay there. It shouldn't be a super-awesome power, but it should mesh with Energy Drain and Disrupt, while at the same time preferably working on bosses, whatever it is. I think a momentary, strong debuff to speed might be just the ticket, and reducing recharge would also help reduce the total number of attack attempts during that time. So kinda like a short-duration, PBAoE version of Shiver. It's distinct from Chilling Embrace in that it's a one-off debuff, and its effect is much stronger.
Energy Aura's concept theme pertains to atomic matter and energy, so maybe write it off as some sort of molecular friction that slows everything down. So with that, I present to you:
Interference - Click PBAoE - Foe -Speed -Recharge
Ninjitsu
This set just rocks hard from all angles if you forget about Caltrops. It's positional Defense like Super Reflexes, but it also comes with an AoE Placate and a self Heal for when things get rough. Blinding Powder is something you'd generally only see in a Control set, so Ninjitsu in general really doesn't need any help. Finding a power to replace Hide isn't an easy thing to do.
Because of Smoke Flash in particular, I don't think the new power should have anything to do with returning to Hide. Instead, it should find something Ninjitsu doesn't already do and do it. That's the rationale I used with the auto power that grants resistance to Endurance Drain and Slow. I don't want anything too awesome, else we risk making Ninjitsu overpowered compared to the other secondary sets available.
One thing that ninjas do that Ninjitsu doesn't accommodate is that they jump around a lot, doing triangle kicks off of walls and stuff. Sure, there's Kuji-In Retsu, but that's only there because it's an Elude clone. So I think, in addition to the End Drain and Slow resists, something that gives the movement benefits of Combat Jumping without the Defense boost would fit thematically and work functionally. I can see people stacking it with Ninja Run for some displays of fancy footwork...
So what the hey, let's go for it:
Ninja Leaping - Auto - Self +Jump +Res(Slow, Endurance Drain)
Regeneration
Quick Recovery was the original WTF moment for Stalkers. Of all the powers to remove, why that one? Well, who knows? Point is, it's gone, and adding it back won't help you hide any more than a random dance emote will. Can't really give a mega Defense buff because of doubling up on Shadow Dweller... Can't grant insta-Hide because of the offensive advantage that'd give the set... Don't really want to do another PBAoE Placate for risk of it getting overabundant...
The only thing that really comes to mind is Invincibility. I don't know if an explanation was ever offered for that power, but I imagine your enemies are so determined to defeat you that they just start swinging wildly and begin to miss. For Regeneration, that works because the more you heal, the more reckless your enemies will get to try and wear you down; and the more likely they are to miss... or something.
Invincibility may promote a playstyle where being in the middle of the action is preferred, but it's better than Quick Recovery, so I'm going with it for now until a better idea comes along:
Invincibility - Toggle PBAoE - Self +Def +ToHit, Foe -ToHit
Super Reflexes
Super Reflexes doesn't exactly need help returning to Hide, since it's all about being dodgy anyway. My beef with the set is that it's entirely about being dodgy and doesn't have any support powers. And it doesn't really matter how you look at it--being dodgy won't much do anything to your foes. But it doesn't need help returning to Hide mid-combat... So it presents a pickle.
The only thing I can think of, which others have suggested, is that moving around so fast can be bewildering to your foes, causing them to strike where maybe they think you are and not only missing, but maybe hitting their own allies by accident. So you could thematically perform a gesture so quick and disorienting that it becomes a PBAoE version of Blinding Powder:
Astonish - Click PBAoE - Foe -ToHit -Perception Confuse
Willpower
Willpower's another one of those purely-defensive sets in the same boat as Regeneration and Super Reflexes. Unlike those two, it offers some moderate Resistance and Defense to all attacks and grants protection to Terrorize and Confuse. Its only real weakness is that it can't take sudden alpha strikes and, you guessed it, it does squat to help you return to Hide mid-combat.
I really like Vanden's suggestion about damage-less knock down. It's something that fits the Willpower theme of grit and determination, and gets the job done without being an attack. However, rather than be a cone, I think targeted AoE would be better. For a cone to be of best value, you'd have to jump back out of a group to use it, which means you have to partly run away before charging back in, and it'd be a power to help you get out of sticky situations from the outset, so AoE makes more sense to me.
Incidentally, the exact same logic was used for Shield Charge. In Issue 12 closed beta, the power WAS a cone teleport and it was changed to a targeted AoE because the cone wasn't as versatile for characters already in the thick of it who only cared to use the power for its offensive benefits.
So anyway, a ranged teleport knockdown that doesn't do any damage. Rather than "tackle," which suggests knock back, I opted for "bull rush" which, humorously, suggests knock up:
Bull Rush - Ranged AoE - Self Teleport, Foe Knock Up
EDIT:
Oh yeah, Bull Rush here requires a target, not a location like the other teleport powers. -
Quote:On my Stalker (Broad Sword / Ninjitsu, with a robot pirate costume), Parry functions as the last bit of my Melee softcap. Thanks to Parry, I was able to softcap to all positions with just Weave and a couple set bonuses that didn't chew into my frankenslotting. Replacing this power with an AoE attack, well... That's exactly the kind of thing the cottage rule protects against.As a note, I think it might be nice to simply replace Parry or Divine Avalanche with their sets respective PBAoE for Stalkers, but only for one or the other. This would allow the two sets to be a little bit more distinct. Of the two, I think replacing Parry would be more interesting, since it'd let Broadsword keep it's schtick of big up-front damage, while Ninja Blade got to be more effective in a scrapping situation.
Parry, Divine Avalanche and Follo--(drat, Stalkers don't get that one) are really self buff powers with damage as a secondary effect, so turning them into dedicated attacks by merit of "this set needs another dedicated attack" I think is pushing it a bit too hard.
In the case of the cones, they're AoE attacks already; just not 360 degrees. I think replacing them with the PBAoEs would be a simple buff without rendering my flying robot ninja pirate less awesome. (-:
Ah, so that's true of all Stalker enemy toggles currently on live? Suppression is exactly how I'd do it; limitations notwithstanding. Thanks for clarifying this. -
Quote:What's more is that .NET is, in a very real sense, Microsoft's answer to Java. C# in particular is nearly identical to Java save for the names of the built-in classes and a few method names (String.toUpperCase() versus String.ToUpper(), for instance).Cue standard rant: .NET is great if you know that your application is only ever going to be used on Windows systems and it provides a great base on which Powershell can operate, however, if you even think you might want your application to work on non-windows platforms than it's a terrible choice of language - this applies equally to any other platform specific languages.
But that's beside the point... The point is that Java is fairly cross-platform as it is, but it's specifically not supported on key mobile devices like iOS and Android (which is ironic, since Android apps are actually Java with a different GUI kit).
It wasn't really until around March-July of this year that HTML5 really took hold, so it happened to come along right when we needed it. The new planner's gonna rock. -
Quote:Inherent Powers are allowed Enhancements: I refer you to the Kheldian travel powers. Moving Hide into Inherent and allowing it to accept Defense Sets is totally doable and would in fact result in one extra slot on Stalker builds.Admittedly, having Hide as an inherent would be nice, but if I ended up losing the slot I have in it I'd be a little less than pleased (it holds my KB protection. /Nin
)
Quote:In case anyone isn't aware what I'm referring to, enemy affecting toggles break Placate and prevent re-entering Hidden status as long as there is an enemy nearby.
Well, I started reading the post, and saw that you posted one after it, but better luck next time. -
I want to make it abundantly clear that Mids is not being ported in any way. The new planner is a totally new system and won't even have the Mids brand on it when it comes out.
-
Well, tonight I got tagged with Disintegration. And while disintegrating, halted by a time freeze. And while time frozen, targeted by the Obliteration beam. It was really quite a spectacle. (-:
I was not defeated, nor was I hit by the Obliteration Beam. It raises some questions that I'll have to mull over. -
I only know of one place where the wild
can be found... You should definitely be playing redside to avoid stuff like this. (-:
-
Quote:The problem with giving AoEs to Dark Melee and Energy Melee is that you have to replace a genuinely useful power to do so. Maybe Shadow Maul could be replaced with something PBAoE, but I wouldn't want to get rid of Touch of Fear (aside from the cottage rule). And Stun, Total Focus and Energy Transfer are all sweet powers on their own; what would be swapped out for Whirling Hands?
Re: Soul Drain and Energy Melee
Quote:Re: Regeneration and Willpower
I don't mean to sound snarky, but let's not simply complain about Guy Perfect's suggestions. Come up with more suggestions!
Quote:I would propose a click +endurance so you still do not lose the endurance recovery tool, but have it re-enter you into Hidden. No Placate effect, but if used fast enough in conjuncture with an attack it can effectively be another placate. Since neither set gets much inherantly in the way of Defense (Regeneration moreso; Willpower's being very low however) I feel it'd be a nice tool to make up for the fact defense-based sets can return to Hide in combat by waiting (unless they are unlucky) yet the two sets in question have no real CC potential thematically, that I can think of anyhow.
...
Except, I'm wary about adding an insta-hide to those sets because of the bonus it would give them offensively. I mean, if you're in it for damage output and could choose between a combo with two auto-crits or a combo with one, which would you choose?
Quote:Incidentally, it used to be. It was considered a massive buff to make it a st attack again, because it means Evisc auto-crits from hide, making it the good followup to BU->AS->Placate.
How about if, for Stalker cones, the enemy that's actually targeted has a 100% chance for ctitical damage while Hidden, and any subsequent targets have the usual 50%?
Quote:And Super Reflexes was compensated for the lack of Lucky. If you check, you'll see that Evasion provides 21.38% AoE defense whereas both Focused Fighting and Focused Senses provide 13.88% AoE defense. That's a 7.5% difference, and you'll find that Agile, Dodge, and Lucky (on scrappers) only provide 5.63% defense. Giving Stalkers lucky would provide about 10% more Defense Debuff Resistance and more scaling resistances. Again, the set could be better served with a different power.
Quote:The problem I see with your suggested powers for Energy Aura and Ninjitsu is that neither of those powers would take any enhancements.
Quote:Basically I'm saying, Stalkers have Crits, which is the exact same thing Scrappers get for their ineherent.
Demoralized always applies a ToHit debuff and has a chance for irresistible Terrorize that even affects Arch-villains and Giant Monsters. That's somewhat useful for returning to Hide pretty much only if you already have good Defense, which you won't as a Resist or healing set. I think Demoralized was added as a sort of "See? It's okay to invite Stalkers to your team!" initiative.