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Posts
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I've taken confront before. I had it, I tried using it, I found it completely unhelpful for anything the character needed to do. The uses being described for it now don't sound helpful, either, but apparently that's a matter of opinion. I don't doubt that some other players find it useful in some way. That's why, if it is ever changed, I think it should be in a way that preserves or improves the current function. Cuz hey, it does look cool, I'd love to have a reason to use the Confront animations for TW or DB.
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Yes, we should in fact not mention that, since capping damage with a Kin is not a tanker-specific problem. It's a bit dishonest to call it a "problem" at all, really, rather than "exactly what a Kin is supposed to do and what they are so widely loved for".
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Quote:True, but I've helped Brutes and Scrappers with the same issues on the same missions, so that's not a Tanker problem, just a build/knowledge/competence problem.As an anecdote, I have several friends who were unable to complete Ramiel on their own with Tankers because they were unable to overcome his regen and kill his clones fast enough. Granted, AFAIK he's been scaled back a lot since then. But I still get numerous help requests from Tankers regarding Hero 1 in that same arc (usually from people employing a Lethal damage based set). That I admit is less of a clear cut case because there's a 50-50 chance there's also a survival issue in there as well, meaning it's a particularly harsh encounter for some regardless of AT.
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Quote:That would be why I said "have to face", not "can face". The only place I can think of anywhere in the game that you have to face an AV or GM to progress, but is not team-mandatory, is the Ouro TFs, which are designed and presented more as "TFs you can start solo, but beware, because they're still TFs" rather than "solo content you can do with a team". Most scrappers and brutes can't solo AVs or GMs without similarly high-end builds to what a tanker needs to do it, anyway, so they're not significantly behind in that category either.OK, you may want to reword this because that would technically include AVs and GMs, and that's out for most Tankers.
Quote:When you're the worst, and trail behind your peers (the other melee ATs) by a good degree, I don't feel that is formidable, or "devastating". Nor do I when the same melee attacks do more damage on guys are technically aren't even melee combatants, like Dominators and Blasters. That's not formidable to me either. -
Quote:Or, more seriously, we could try to define what "formidable" actually means.Then you must be sitting in a cave. On Mars. With your head in a bucket. Tripping on space mushrooms.
If a character can defeat any foe they ever have to face in a timely manner, I consider that pretty formidable. If they can defeat enemies or even whole spawns that would otherwise pose a threat before that threat can materialize, I consider that formidable. If someone else on the team deals damage that is even more formidable, that doesn't mean I am no longer formidable. It just means they are even more formidable.
You are welcome to your own opinion of what "formidable" offense is, of course, but in my opinion and in my experience, Tankers already have it. -
I agree. Tankers should, indeed, have formidable offensive capabilities. And from where I'm sitting, they do.
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Heh... I look at it the other way, actually. DA seems pretty decent for unlocking slots - my latest 50 is at 37% on both Judgement and Interface after doing just Heather Townshend and a couple missions from Maharaj - but much worse for actually getting the components to make abilities.
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Fear effects shouldn't make enemies flee. In fact, they should do the opposite. Debuffs, however, CAN make enemies flee, so the -damage might be causing it. Since they're inseparable in this case, it's kind of an academic point, though.
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Quote:Then we'll probably see a surge in this kind of sentiment again, at least for a while, and it will still be absurd.Right, a lesson in perspective from the side who thinks Stalkers haven't become absurd? If people thought Scrappers were powerful before but now Stalkers do better, just do some simple arithmetic. What happens when Stalkers get Titan Weapons? What happens when Stalkers get Fire Melee? Fiery Aura?
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Stalkers having some meaningful pros vs their meaningful cons compared to Scrappers isn't a sign that Scrappers are a joke, though. That's a sign that Stalkers are no longer a joke. EG asserting that Placate & Hide more than make up for the health difference and etc does not make it actually true, at least not for every character in every situation.
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Whether people can look at it without migraines or seizures is not really up to them ;P It's such a widely disliked and frequently skipped power I wasn't sure it was even worth mentioning.
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The Stalker passive gives less total energy resist than the two passives for brutes/scrappers, and no endurance drain resist. On the other hand, Stalker /EA gets the defense bonus from Energy Cloak rolled into the shields, then gets defense from Hide on top of it, giving more total defense for less slots and less endurance, so it's easier to softcap, which is either a survivability bonus or a build flexibility bonus depending on perspective. Does that make up for the decreased HP (which widens in absolute quantity, but stays the same proportionally, at any level and for any amount of accolades/set bonuses, other than Stalkers reaching their hp cap slightly sooner) and lesser ability to wipe out a spawn quickly? Opinions vary, but IMO no.
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You mean an NPC? Yeah, some of them have Staff Fighting. Much like how Cimerorans had shields before we got them, it's completely WAI.
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Placate has an effect on survivability, obviously. It just has LESS of an effect than, y'know, actually being tougher.
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You've got about the same level of recharge my TW/WP has, which I've found to be plenty. The newly buffed Resurgence is cool, but /WP has been top-notch for years without a rez, so it's nice to have, but still far from mandatory if you can't make room for it.
Looks like a pretty frickin' solid build. If I were you, I'd swap one or both of the Brute's pieces Fury with endredux to Arc of Destruction, because it's a very expensive attack. A Kismet proc would be nice, maybe in Indomitable Will, but if you've got all your level shifts already, you won't ever really need it. -
Quote:You're right, it isn't a little phase. It's been around for quite some time, actually, long before the Stalker changes. It's seeing a bit of a surge now that it's not just Brutes competing with Scrappers, but it is not new, it will probably not go away soon, and it will become no less absurd.For the record, I had thought this may happen when first hearing about the Stalker changes. And I'm still perplexed because, even though I accepted the changes, that didn't change my stance on the subject. And here we are, rolling in the discourse I was talking about but still get scoffed at, like we're all just eventually going to sweep this under the rug.
Although I'm not accusing anyone of petitioning for changes, this shift isn't just a little phase that will stop in a couple of weeks... -
Quote:I did not consider those things because they are all false and/or irrelevant.@Hopeling
On your points, you neglected to consider so things...such as tier 9 would mean your widow would be unlocked. Also, by prepaying a year, you still wait on reward tokens, by spending the $15 monthly on points, you get tokens each month.
And then you forgot to consider the vet costumes and the packs you bought before Freedom. In my case, I had all but the wedding pack.
And...although as a VIP you have more slots available...you still have to spend points to unlock them.
And then consider this...buying the items unlocks them permanently, whereas prepaying a year only unlocks them for 14 months.
Tier 9 does not unlock EATs, as Roderick said, unless I happen to be one of those who benefit from the bug. Since I cannot guarantee that, and it's a bug anyway and thus ripe to get fixed in the future, I feel pretty safe in assuming I would have to pay to retain access to my Widow. Discount the cost of the AT by, say, half (which is probably very generous) if you want to account for that possibility; VIP still ends up ahead.
Paying a sub and getting a reward token every month is the same as spending $15/mo on points and getting a reward token every month, as far as reward tokens are concerned. In my comparison I was talking about the 12+2 deal vs buying large point bundles, so the points would get me the tokens up front, but since I'm already tier 9, that isn't much of an advantage. I will have exactly as much use for Enhancement Boosters later this year as I have for them now.
I have also bought lots of costume packs that I would retain if I dropped to Premium. That's why I did not name any of them. I specifically named only Imperial Defense and Olympian Guard, which have both been included in my VIP subscription, and so I have never purchased them, and would have to if I dropped to premium and wanted to use them.
As a VIP, I could potentially unlock up to 48 slots instead of 36, but I'm not using anywhere near 36 slots, so that's a non-issue. I'm talking specifically only about the 19 slots I already have unlocked right now. If I dropped to Premium, I'd lose some of them, and would have to pay to unlock them.
It is true that, when the 14 months ends, I'd have to pay for VIP again, while as Premium I'd keep everything. But in those 14 months, many new things will also have been added that are included in the subscription, which I would have to buy as a premium. And frankly, considering how both the game and my own situation and interests change over time, I cannot say with much confidence whether I'll even be here more than 14 months in the future.
So, I stand by my first post in this thread: in terms of just keeping the stuff I already have, VIP is a better buy for foreseeable future, and also includes several things that I cannot buy as a premium for any amount of points.
If you don't care for the VIP features and would rather have extra points, great, more power to you. That is the point of premium accounts. But you should actually sit down and compare what you'd lose and how much it would cost to re-purchase those things, including how you'd buy points ($15/mo? One large bundle every six months?) and how you'd pay for VIP (1 month at a time? 6? The 12+2 deal?) because VIP really might be a better deal. -
If sustained DPS wasn't their thing, and AoE damage wasn't their thing, and non-teamed damage wasn't their thing, it seems silly to claim they outdamaged scrappers without adding heavy qualifiers to such a statement. In certain situations, sure. In general, absolutely not.
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Quote:Right... so only out of Hide or with max saturation of team buffs did they do more damage even if Scrappers and Stalkers were otherwise identical, which they aren't, since as I mentioned, Scrappers have more AoE, a higher damage buff mod, better damage buffing powers, and damage auras/buffs in their secondaries that Stalkers do not get at all.Stalker
1.00*(1+.31)=1.31 - With max saturation of teammate buffs
1.00*(1+1)=2.00 - When coming out of Hide
1.00*(1+.5)=1.5 - For AoE/Cones out of Hide
1.00*(1+.1)=1.10 - In all other situations
Scrappers
1.125*(1+.1)=1.2375 -Against Lts and Higher
1.125*(1+.05)=1.18125 - Against Minions and Lower
With using just a few of the tools in the first three situations, Stalkers could outdamage Scrappers. Now, it's not even close. I wish this game had in-game damage meters.
If Stalkers outdamaged scrappers before the buff, why were they very rarely, if ever, posting competitive times in the Pylon thread? -
In theory-world where the team moves as an indivisible unit and nobody but the tank takes damage and all blasters do more damage than all scrappers, maybe.
In actual practice, Scrapper survivability is valuable both personally and for the team, even if you already have a tank, and Blaster damage not always far ahead, and sometimes not ahead at all. -
Uh, what?? Even on a full team with everyone close enough to provide the crit boost, 31% crit chance and 1.00 damage scale is only barely better than a 10% crit chance with 1.125 damage scale. And considering that Stalkers also lose AoE and many of the best damage-buffing powers, I don't see how they did more damage by any useful measure.
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If it would let me view stats of enemies on Incarnate Trials with characters other than my Bane, /signed.
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If you're asking how to remove the boosters, the trade window will suffice, as mentioned.
If you're asking for a workaround that will prevent the boosters from being removed, there is none, sorry. -
Frankenslotting does not usually give significantly better enhancement values than slotting sets. In fact, considering how set bonuses add up over your build, it tends to be worse. Frankenslotting is most useful for low-budget builds and for powers that need a lot of aspects enhanced (Siphon Life needs acc/dam/end/rech/heal, for example, and no single set provides all of those things).
Plus, many attack sets give their most desirable bonuses at 4-5 slots, so you can put whatever in the last slot or two to round out whatever the set doesn't enhance sufficiently. -
It seems to me that making Focus stacks last 15-20 seconds would mostly eliminate the problem. I guess it would make it easier for a Stalker to save stacks between spawns, but I'm not sure that's a particularly important thing to restrict.