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Posts
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Joined
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Thanks to TheDarkeOne and War Torch for the smooth trades. I am all sold out for now.
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Thanks for the smooth trade Fulmens. I have two of these IOs left for sale:
Level 50 recipe: 2.5 Billion or best offer. (1x)
Level 10 crafted: 2.65 Billion or best offer. (1x) -
Thanks for the smooth trade BurningChick. I have for sale:
Level 50 recipe: 2.5 Billion or best offer. (1x)
Level 10 crafted: 2.65 Billion or best offer. (2x) -
Hey Fulmens, I will gladly trade it via email if it works better for you-- as I am on at scatter shot times throughout the day as well.
My global handle is @Jokulhaups so just let me know which you want and I will send it your way. -
I was away from the game for the weekend due to RL issues (and it appears that Hazian got one from another seller). If anyone still needs a Glad Armor 3% def, I have several for sale.
Going rates are:
Level 50 recipe: 2.5 Billion or best offer. (1x)
Level 10 crafted: 2.65 Billion or best offer. (3x)
I prefer to trade these via the player-to-player trade window, but am willing to send them via Emails if neither of us have a level 10 on the same server. -
Thanks for the smooth trade Suffer.
I have one Glad's Armor left, selling at 2.5 billion if anyone is interested. -
I have two level 50 Gladiator's Armor teleportation resistance/3% defense recipes for sale. Looking for 2.5 billion per recipe, or best offer.
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Quote:That difference is even lower you factor the 1.0 self buff modifier for Scrappers versus the 0.8 self buff modifier for Stalkers, and the 15% critical rate on some tier 9 and tier 8 attacks for Scrappers. Certain sets like Claws, Dark Melee, Dual Blades, and KM will pull even farther ahead for Scrappers with their perma-duration self buffs. A Stalker probably has no actual damage advantage even with a full team of 8 augmenting their critical rate.This is where the problem lies though.
Stalkers can do more damage than a Scrapper, but only by a little.
Scrapper: 1.125 * 1.1 = 1.24*
Stalker: 1.00 * 1.31 = 1.31
* = For the sake of argument, Scrappers have 10% crit rate on anything that actually matters. Especially since the argument is mostly based around AVs. Doesn't really matter about minions, and even if it does, well, AoEs take those out and Scrappers have those.
Okay, so a Stalker is doing more than the Scrapper. By a measley 5-6%. Only when the entire team is huddled very close. -
I haven't tested this, but the OP may be right. Brutes rely on +damage from Fury to augment a very low AT damage modifier. PvP has global diminishing returns on recharge, damage, defense, resistance, etc. If Fury is affected by diminishing returns in PvP just as all other sources of +damage are, then 75% Fury / 150% enhanced damage could essentially be adding very little overall performance.
I haven't tested this, but Brutes could well have less HP and less damage than a Tanker. -
This is really confusing for me. Tar Patch has the same movement debuff value as Glue Arrow. It is also 50% to 100% more effective, depending on AT, at debuffing resistance than Disruption Arrow. On top of this, Tar Patch can stack the -Resistance debuff, which Disruption arrow can not, making it 3 to 4 times better at providing -resistance against AVs/GMs.
Why is Tar Patch flat out superior to the two Trick Arrow skills that combined cost nearly 300% more endurance to cast? It seems the only thing that the Glue/Disruption does better is a 20% recharge debuff for nearly triple the endurance cost. -
If 8 players use Group Fly at the same time, would that debuff the teams ToHit by 200%?
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Quote:The difference is internalized +damage buffs-- cycling Build Up, Blinding Feint, Follow Up, etc. These heavily favor the Scrapper and put it well ahead of the Brute when it comes to damage comparisons. The comparison is flawed if you ignore self buffs and their disproportionate affect on Scrappers.
Remember, though, add any amount of damage buff and the scrapper pulls ahead by a clear margin.
Is there anything I'm missing here?
You kinda acknowledged it, but things like Build Up which may only have a 33% up time in constant DPS comparisons can easily have something like a 45% uptime in actual combat given the way that spawns melt in this game. Build Up recharging between spawns while Fury decays is a swing in favor of Scrappers.
Regarding Stalkers, I am really beginning to think they need to bring something more to a team-- something other than DPS. I wonder if Assassin Strike could somehow allow allies to critical on a hard target for a narrow window? It would be pretty sweet of the Stalker increased the burst damage of the entire team... -
Quote:You can receive multiple heals from the Proc-- so if it procs 3 times, you would get 15% hp returned.If you slot a chance for heal into Flash Freeze, or any AoE sleep, does it have a chance of proccing once per every enemy hit for multiple heals, or is it just the one heal but a higher chance of it happening due to so many hit?
Similarly, does the placate work if the sleep also deals damage?
I'm planning on Flash Freeze for a Blaster to use as a panic button on top of Hoarfrost and Hibernate, but this is useful info for sleep powers in general.
The Placate should come after damage is dealt, wiping you from the agro list, but i can't say for sure with this particular skill. -
Quote:I think Warshades don't team nearly as well as VEATs. They are wonderful soloers, but take quite long to setup their mires and other tactics. The VEAT is far and away the superior teaming AT.
A warshade though? One that is well built and well played? Right there with the very best builds in the game. You are welcome to apply preference, but if you don't think Warshades match up with the best of the best then you clearly haven't seen a well played shade.
Warshades are similar to Fire/Kins-- amazing while solo, but very average on a large and chaotic team. -
Kahn is so much easier than Baracuda-- but also less enjoyable while granting less rewards (shards, inf/exp, etc). I think they are balanced.
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Quote:All of those players asking for "debuffs" when forming Task/Strike forces are often asking for one thing in particular: -regeneration. It really would be nice if players could say "looking for a Rad, but a Stalker would suffice if necessary."Could add a fat chunk of unresistable -regen to AS. Stalkers are not going to replaces the real debuffing classes, but they'd have a trick that the other melee classes couldn't trump.
Eight Rad defenders are better, yes, but they already were and always will be. The stalkers just need to have an edge on the melee people. -
Quote:I kind of agree with this even though I think Stalkers need a buff. More damage isn't necessarily needed. Two things should happen, however:Back before he left, Castle came out on the stalker forum and basically said that stalkers were SOL if they expected to be supreme in damage.
1: Assassin Strike should offer some kind of debilitating debuff against AVs/EBs/GMs. Stalkers don't necessarily need to do more damage, but when they take the time to attack the vitals of a powerful opponent it should hinder them drastically. If it were up to me, I would basically attach [Benumb] to the bonus damage from Assassin Strike, but limit it to a 5-10 second duration.
2: A Stalker has very little control over Assassination's ability to augment your critical rate by having players nearby. Allow for the first player within 15' of the Stalker to add a 10% critical rate. Allies 3 through 8 within 30' should add 2%. This would allow players to "flank" enemies and offer a sense of reward for strategically attacking foes that are distracted by a nearby ally. Front loading 10% and having 2% added by other allies would leave maximum performance pretty much the same-- 32% versus 31% under ideal situations, including the 10% base.
Now wait, didn't I just say that increased damage isn't needed? I personally view this change as a QoL enhancement, giving the player more control over one aspect of the Assassination inherent. It never made sense to me that Assassination wasn't implemented in this fashion from the get go. -
I have found that a Stalker is superior on newer content-- such as Apex and Tin Mage. These missions have broken the mold of AV fights being reduced to facing an enemy with high HP and regeneration and melee ATs standing still for optimal DPS. The stalker truly shines in Tin Mage and especially so on the Apex TF where burst damage is actually useful against Battle Maiden. When you are forced to be mobile, burst damage has a very significant role.
However, on almost every other Task/Strike force, I would say that the Scrapper is better-- and this comes from a person that prefers the Stalker AT. Scrappers do more base damage than Stalkers AND they have a 1.0 self buff AT modifier while stalkers are limited to 0.8. Many tier 9 skills for Scrappers also have a 15% chance for critical. The end result is that Scrappers will outperform most Stalkers even when 4-5 ATs are augmenting the critical rate of a Stalker (+12% to +15%).
It's silly that even during those moments where a stalker is optimized, ie there are 4 to 5 allies within 30 feet of the Stalker, they still have lower DPS, lower survivability, and lower AoE than a Scrapper. -
"STF needs emp, debufs, stoner"
I had a blaster say that our STF team had too much melee-- at 1 scrapper, 1 Brute, and 1 Tank-- and that the team was destined for failure. He got the boot, and someone else completed the STF with us.
It is hard to find teams outside of 50 though right now. I agree. -
It's more important to have End Mod than damage-- especially because of the way that Fury dilutes damage. My Musculature alpha slotted DM/ELA just uses 3 parts Efficiency Adaptor and the Armageddon damage, which equals 88% damage, 115% End Mod, 26% acc, and 26% end reduction.
Draining 6.5% endurance every 2 seconds is very noticeable with Power Sink. It should be even more potent with the sapping ability from your primary. -
You can only have one Alpha ability active. What some people are doing is building several different types to have build variety-- like a Spiritual for better heals/recharge and a Musculature for more damage. It's kind of like switching gears for some builds.
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Mercs being a bad set is really just a meme propagated on these forums by people who are miffed over being unable to slot all 4 pet IOs and can't stand Sm/L heavy sets. The set is very good, especially with /Pain. Could it use a slight buff somewhere? Sure, especially with the long recharge controls on Spec Ops. But is it a bad set? Definitely not.
Most of the set's damage comes from the tier 3 Commando, who has massive AoE potential. One of the downsides is that he draws a lot of agro and runs out of endurance quickly. You will be very happy once you get Pain Bringer (+regen +recovery +damage) and keep it on him.
One of the advantages of Mercs is the prevalence of -defense. This allows your pets to socket Achilles Heel % chance for -resistance, but also makes them exceedingly accurate as all of the machine guns whittle away defense.
I will gaurantee this much: if you have a fun character theme in mind, then Mercs will be more than adequate in performance to keep your interest. Concept is paramount.
Quote:Anguishing Cry compares very favorably to Freezing Rain in my experience. Freezing Rain has higher -resist values, but it also has a bug where any enemy that is in the debuff patch when the rain stops falling has all debuffs removed. That means that Freezing Rain is often only applying its debuff for 15 seconds versus a full 30 seconds for Anguishing Cry. They actually have the same unsocketed uptime because of this bug (25%).I am not sure about pairing with /pain, however, as I think that the mercs would benefit from a secondary with more debuff due to their lethal damage.
Pain also has World Of Pain granting all pets +resist, +acc, and +damage, and can keep Pain Bringer permanently on the Commando. -
The most awesome aspect of Grant Cover is that it also passes DDR to to your allies-- and is the only skill in the entire game that does this.
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Quote:I'm really beginning to agree with this, despite the vast changes that were made to the Stalker AT recently. The most bothersome for me is that it takes 4 players to be within 30 feet of me while on a team to roughly equal the AT damage modifier of a Scrapper (1.1+0.12 vs 1.21).Something's bloody wrong with the AT and how it performs in teams.
Then there is Assassin Strike, which I have tried to use primarily for concept reasons. The problem is that I am more useful employing Throw Spines from hide than using Assassin Strike. When I do want to Placate->Assassin Strike, it tends to both get interrupted and feel underwhelming; the net animation of those two skills is over 5 seconds, which means that big tasty number is easily surpassed by most Brutes and Scrappers that have been simply hammering out an attack chain.
If I could change anything, I would suggest that Assassin Strike employ a mechanic that Arcanaville suggested for Martial Arts: the increased critical chance found it Eagle's Claw on Scrappers. When a Stalker chooses to employ an Assassin Strike, no other AT in the game should have higher DPS or burst damage against that target. The problem is that burst damage isn't just about a single massive strike, it's also about layering damage during a buildup phase, which Scrappers are flat out superior at doing. I would like to see Assassin Strike grant a period of increased critical chance following a successful Assassin Strike from the hidden state, something along the lines of 30% for 5 seconds.
I have also noticed that Burst from Kinetic Melee has a 100% chance to critical from hide-- which makes the skill incredibly fun to use, but no more potent than Foot Stomp on a Brute that can be spammed without consideration of Hide/Placate. If it works for KM, why shouldn't it be applied to at least one AoE attack from the other stalker primaries? (And yes, this unfortunately does nothing for the primaries that lack any AoE attacks...) -
Ninja/FF/Mace Mastery works really well. With the 5% defense aura IO, Manuevers, and Power Boosted bubbles, your Genin and Oni will have about 55% defense to all positions, and the Jounin will have 65% while under your Dispersion Bubble. Even without Power Boosted bubbles, all of your pets will be softcapped. However, I recommend the excess defense from powerboost as protection against defense debuffs, and for when you fight +4 foes in the new task forces. These +4 foes are actually +6 relative to the Genin and +5 relative to the Jounin, which means they will recieve +ToHit.
Perhaps more importantly, your MM with Scorpion Shield can very easily softcap to Sm/L/Range/Energy, and have all other values extremely high. This of course requires the use of IOs.
I use Provoke, Fistfull of Arrows, Force Bolt, Snap Shot, and Repulsion Bomb to mez and generate agro on myself.
Is this set the best MM pairing? Certainly not. But it does some things extremely well, particularly when you need a single powerful opponent killed quickly. Your softcapped ninjas will simple weave their way between foes in a large spawn and deliver astounding DPS. I treat the Jounin as an assassin squad, and use a macro to have them enter "Target/Aggressive" to eliminate particularly troublesome enemies. This keeps the Oni and Genin in BG mode, which is more than enough protection.