Leo_G

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  1. Quote:
    Originally Posted by Aura_Familia View Post
    I really don't get why folks come in here thinking that when they post a suggestion up in this part of the forums that what they post is some how holy and should be endowed in a shrine where no one who disagrees has a right to post. That's just silly. (and this statement is not only for the OP, but anyone who thinks that way).
    Most likely to counter the d**ches that think their viewpoint is just as infallible, but declare themselves the 'winner' so the OP should shut up, slit their kitty's throat then hang themselves for ever thinking outside the box.

    Or what I'd like to call: Close-minded >_>
  2. Quote:
    Originally Posted by Deus_Otiosus View Post
    Shockwave has better DPA, half the cast time and better (100%) KB.


    Repulsing Torrent is so much worse, its not even remotely close.

    I'm curious to what you think the special purpose of RT is though, slightly longer range (40 vs. 30) and even higher levels of KB?
    Ahem, Shockwave is a tier 9. Also, Claws doesn't really get a high powered ST attack like Concentrated Strike. Also, Claws does only lethal damage. Also, outside of better endurance management and shorter recharge times, Claws doesn't have a secondary effect.

    Vs Claws, what's Repulsing Torrent's purpose? Probably being a throw-away power, or doing 50dmg to 10 targets vs Eviscerate's 125dmg to 5 targets...which isn't too bad considering one comes at lvl 8 vs lvl 26.

    Quote:
    Originally Posted by Hai Jinx View Post
    Fetish? where does that come from? are you trying to be rude?

    Burst's secondary effect outside of the normal -dmg; is knockdown, it has the area of effect, recharge and damage of Dragon's Tail

    If it weren't for the -dmg it would be the same, slower animating power.

    Sure Ill compare it to the other scrapper PBOEs -- it is lower DPA than all of them. Spin at 2.5 seconds does a lot more damage with faster recharge. Lotus drops is much faster animating with a dot component. Even Whirling Sword is faster .. with a DOT. FSC more damage, better radius.
    I think where he's coming from is, you basically compare Kin to 3+ other sets at once. Yeah, so Burst doesn't have animation speed of DT? Well MA doesn't have the range of Focused Burst...or the Energy Damage crits of the whole set...and Kin has better stuns...and capable of higher +dmg bonuses.

    Comparing Kin to *one* set, yes, you'll find disadvantages but you'll also find advantages, like the stuns and energy damage. If you compare the set to every set at once, yes you can make the set look horrible but you also make yourself sound like an idiot.
  3. If *that* was user edited, then the devs need to just pull and use those animations already. That's, what? 1/6 the work done right there. Now just need to make animations for the other 2 models and flying versions of the 3 and it'd be done!

    ...but then I'm leaning on this *not* being just user demorecord and perhaps someone pulling actual animations from the game to form a demo video (i.e. it's a project in the works, just maybe not finished). It looks too awesome and real to be faked.

    I'd love for this to be a *Scrapper only* set so that they can make a *Stalker only* scythe set
  4. Quote:
    Originally Posted by Jibikao View Post

    As long as the "good" combos are not tied to Assassin Strike, then it shall be good.

    I just don't want them to force us to choose like how they did in Dual Blade. You either start with Sweeping or Empowered but not in sequence.
    Well if one is to read the set's description, SJ doesn't have combos like DB. The set has 2 types of attacks: 'Builders' and 'Finishers'. You use the builders to increase your combo level (up to lvl 3) and the finisher is enhanced by the combo level.
  5. Quote:
    Originally Posted by Samuel_Tow View Post

    That said, I'll keep an "old" version of Xanta off-server just in case I end up hating Titanic Weapons after the fact, but I rather doubt it.
    Xanta doesn't know how to use more than one type of sword?

    With the possible release of some of the new sets, I may actually expand on my characters' capabilities properly.

    Such as my main pretty much trained in nearly every earthly type of hand to hand combat. He hasn't mastered them but he can put the hurting on some foos. So I may make him up as a MA/SR but lvl lock him at lvl 30. He may take Street Justice up to (but excluding) the goin attack ;-). And in his shifted state, have him using Titan Weapons up to 50. That'll leave me to incarnate his Katana...now if only we could 'bundle' these alts as being one character...

    My half-main and buddy/training partner of my main will stay Inv/Kin but may also do WP/MA.

    My other half-main is still pending depending on how SJ turns out. But she'll jump right on a staff melee set.

    My main's friend turned evil needs thrown weapons but spines works for now. But he also has a possessed scythe so if Titan weapons has one (or better still, adding a whole set for it) he'll use that too.

    Not every one of my characters gets this treatment but the ones that do very well can't use all these powers together in one fight. they'd have to stop and switch combat modes, right?
  6. Quote:
    Originally Posted by Fleeting Whisper View Post
    I was going to respond to Ossuary and Sam about the afterimages thing, but I think Leo did a better job that I would have. And in fewer words, too.
    Thanks! I tried not soundind like a d**che but probably failed.

    But those basics are kind of engrained in my brain since I ended up taking Drawing 101 at least 3 times, in high school, in junior college and again in university. I changed my major too many times...

    Quote:
    Originally Posted by Ossuary View Post
    It would only portray superspeed if the rest of the world slowed down. As it is, it doesn't. So if I turn on Walk and get afterimages, while the rest of the world continues at normal speed, it portrays nothing other than pretty afterimages. Same with Flurry.
    I think you misunderstand. It's not about the effect/animation in a vacuum. Speed is relative.

    Looking at something that doesnt remain in focus portrays the object moving with some speed or the viewer moving at speed. If a jet zipped by your window, the plane would be a blur. But to the pilot, your house would be the blur. The same is said for other methods. Something with after images can appear to be moving faster or slower than those watching. In still work, it's the pose that helps determine that but this can be blurred intentionally.

    All that said, I'm not disagreeing with the thread. Flurry doesn'f feel fast on my character either (Jump Kick feels more speedy to me). Sam's video looks pretty keen to me but that actually looks harder hitting than attacks in the Broadsword
  7. Oh, actually i think i remember something else. The 2nd place option for armor sets was Psychic armor(or something like that). Since Shields was the winner they wanted to give it to us but would take far longer than they expected. So they gave us the 1st place choice for melee (Dual Blades) and the 2nd place option for armor (what is now Willpower) because it was easy. Then later we got SD.
  8. Quote:
    Originally Posted by BrandX View Post
    Dual Blades came in first, with Psi Melee in a close second, with Street Fighting in a distant third.
    This is exactly right. That old powerset poll was actually 2 polls, one for an armor set and another for an attack set. The devs offered up a set of options with there being sets in both polls marked with a '*'. That mark indicated a set that was possibly workable but would present problems of some kind.

    I think Stretching was a melee set maked as problematic. There was also Lightening Hammer, Psy Weaponry (i voted that), Energy Blade (i voted this too), Street fighting and Dual Blades. There were complaints that staff fighting wasnt on the list. The votes were rather close with the order BrandX mentioned.

    For armor, Growth(i voted) was marked as problematic. There was Sonic Vibration, Shields (i voted), Force Field and there might have been 1 more but i can't recall. The votes on these sets weren't very close with Shields being the clear winner.

    Quote:
    Originally Posted by mauk2 View Post
    Well, I dunno....

    Both the Smashing sets we have now are pretty extreme mitigators.

    Martial Arts does large amounts of stun, knockdown, move debuff, and knockback, on top of acceptable damage.

    Super Strength does large amounts of stun, knockdown, move debuff, etc., etc.

    I think there's plenty of room for the smashing damage equivalent of fire melee. It's a set that doesn't care about defending itself (watch the movie Old Boy some time). It cares about wrecking the hell out of the idiots that have made it mad.

    If this is the approach taken, and I'm not forced into some stupid kabuki dance to get the BIG NUMBERS I CRAVE, then I'll play the hell outta this.

    If, on the other hand, its dual blades with punches, it'll get one test run from me, then shelved.
    First off, MA and SS aren't much for mitigators. They basically offer some stun and KB. They're far better for burst dmg than mitigation.

    From how it was explained, each finisher has a type of debuff or secondary effect. Using the builder powers (up to 3 times) just enhances the secondary effect of the finisher power used.

    Secondly, it be rather foolish to expect this new set to replace an old one just cause it doesn't meet your min/max expectations. I'm personally hoping the set is 'meh' for DPS, decent to good ST and AOE burst but does very well in debuff and control.

    I've been wishing for a melee MA defenderish AT or character and rather than needing a whole AT, this set might fit my kick-butt pressure-points kung fu girl quite well ^_^
  9. You can even see the little arc cone indicator on that Sweep attack.

    If I were to guess, SJ had a low dma AoE control power or maybe a utility endurance power which was replaced with AS.
  10. For Ice/Fire melee, I want beam swords like Zero/MM Zero use so that Fire/Ice keep something unique to them.

    But yeah, I could go for the elemental swords going to the lethal weapon sets.
  11. Quote:
    Originally Posted by Siolfir View Post
    Currently, some Stalkers can out DPS some Scrappers. However, some Scrappers can put up some numbers that no Stalker can touch due to persistent damage buffs - of a higher magnitude, and to a higher base damage - along with additional damage sources in a few secondaries which Stalkers don't have access to.
    And once both are damage capped, Stalker must only overcome the % difference in damage mods which it's varying crit rates + controlled crits can do.

    See? It's basically 'they *can* but it doesn't count!'. So it's thrown out the window and disregarded. And once a couple of more sets that close the gap for AoE crop up(have you seen the set-up for the new Street Justice set?), that's even *less* of an argument for you to stand on.

    Again, apparently the circumstances for the Stalker outdamaging the Scrapper are just not good enough for some so we'll just slide into Stalkers becoming Scrappers. Yeah, no reason to use AS (or AS will just be morphed into a generic attack). No conditions involved, no effort, no strategy. You just smash buttons and things will die very quickly.

    *Hands the players their Stalkpper*

    Considering I've been 'wrong' about so many other QoL changes like inherent fitness, the domination change, the assassination changes and defiance, I wouldn't put it past the devs to dumb down the AT so that it was a Scrapper analog with some stealth. >_>
  12. Quote:
    Originally Posted by Supernumiphone View Post

    As for OG, I tend to only take it with primaries that have stuns, even unreliable ones. My KM/DA can't reliably stun bosses 100% of the time, but it happens a fair bit.
    I'd suggest doing this, although I've never tried myself. I've yet to pair DA with a character with decent stuns yet...

    All in all, I'd suggest taking one or the other but not both on a Stalker. Turning off/on two toggles when you want to placate isn't as easy as just one and they really don't mesh all that well together, IMO.

    I used to have both on my Spines/DA but dropped OG for CoF. Without any stuns to stack, OG is only going to affect minions. With CoF, I took Presence Pool. It fits his concept and makes him effective to fear bosses. But yes, it will take some slots. Since they are conceptually thematic powers for the character, I 6 slotted both CoF and Intimidate. 5 slots of Siphon Insight + lvl 50 Fear/END IO in CoF gives a chunk of Def to smashing/lethal. In Intimidate it's 3 slots of Glimpse of the Abyss and 3 slots of Nightmare for 2 +fear durations, some +HP and energy defense.

    I usually manually switch off CoF when using placate. I like it alot because I can use Intimidate 1st, switch it off during Placate's animation (CoF doesn't tic super fast) then take a quick step to line up Ripper. OG is nice but foes tend to wobble around your cones...like a portable caltrops (if they get stunned) but CoF is like a portable glue patch (if they're feared). That's why I describe CoF as 'sticky'. Way better for lining up cones. And the upside is, even if the foe isn't feared, they're still debuffed whereas, if the foe isn't stunned by OG, you still pay HP.

    And Intimidate isn't that bad once slotted (I'd take Invoke Panic if there was room in the build). I can almost perma fear a boss. But yeah, it sucks up alot of slots...Thankfully, it fits my character's theme quite well so it's not really a sacrifice.
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    "After-images" don't look fast. They look goofy. I honestly don't understand how these ever became synonymous with speed, but they don't correspond to any part of optics that I'm aware of.
    Really? That's basic figure drawing.

    Blurred/incomplete figures, multiple depictions of an object at different points of action, dynamic poses showing direction/velocity...

    Quote:
    Originally Posted by Ossuary View Post
    They could put afterimages of my character while using Walk. Doesn't mean I'm superspeeding anywhere.
    That'd work opposite. It'd give the illusion time was slowing and your character with it. In effect, it *would* portray superspeed, but of the world around them.


    Quote:
    Instead of trying to convince me that my character is punching really fast by drawing floating hands beside his fists, why not just...have my character punch really fast? Of course, I happen to like the afterimages and certainly don't want them to go away, I just want the animation itself to be sped up.

    Yes, I can move my hands as fast as Flurry. No, little afterimages don't appear next to my fists when I do it, but I am "punching" just as fast.
    To toss another suggestion in the hat: Make Flurry a 8ft PBAoE and increase its recharge. Add 'ghost figure' FX so it looks like the character is also swinging behind and around.
  14. Quote:
    Originally Posted by Smiling_Joe View Post
    I find these remarks rather interesting, Leo. Not in the "I have a bone to pick" sense, but just in the "I've noticed the same thing" sense.

    Recently more than one archetype has been changed to the detriment of "theme" and in favor of "performance." You gave the example of brutes, and I'd add doms to that, as well. Too many people were complaining that their dominators weren't doing enough damage (verses those who could get domination up on a consistent basis) and so domination was nerfed in favor of giving more damage to the archetype as a whole.

    In other words, the Jekyll/Hyde theme was all but tossed away in favor of an overall change that made the archetype easier to play.

    In fact, the entire game has been getting ridiculously easy, lately.

    I have to say I agree with you here. Whole-heartedly.
    I was actually going to bring up Domination but I forgot in my effort to make a somewhat coherent post. Things get muddled while I'm typing them so I have to go back and reread to make sure it makes sense but I just forgot that part.

    But yes, I was actually one of the opponents of taking away the Jekyll/Hyde duality from the AT. But that was when I played doms alot...I haven't played much of them lately if only because they're alot less interesting to me. They're great, powerful and a boon to any team and I *want* to play them but I never get around to it.

    Quote:
    Originally Posted by Kioshi View Post
    Well that's kinda what I suggested in one item, you put it in better words.
    100% crit AoE from hide, TF critting for double, I didn't say anything about EC because frankly I'm not familiar with MA and didn't know it wasn't buffed like for scrappers (I wasn't subbed when it happened), but I don't want Stalkers being Scrappers that can hide, I want them to be great precision killers and better at burst damage, not minion munchers or pylon soloers. Sure the 100% crit from AoE helps clearing mobs faster but it's not OP in anyway, nobody's complaining about KM for having the only AoE that does it or saying it's 'omg the best stalker set ever by a mile', although certainly it seems like a set done right.
    I guess my previous statements were directed at those that were stating it would be balanced for Stalkers to plainly outdamage Brutes/Scraps. Honestly, all 3 ATs (4 if you count Blasters) really only bring damage. If one totally outdoes the others, you basically take away a reason to play the ones that don't do the same damage. That isn't to say I think we should keep Stalkers inferior, but that damage is just one thing among many that could change such as delivery, debuff, safety and so forth.

    Quote:
    Originally Posted by Zem View Post
    Assassin Strike's effectiveness drops the same way ANY other attack does. Mob hit points scale up by level faster than the power damage curve. This is just as true of your Eagle's Claw. If you're opening with BU+EC then you're doing less damage than opening with BU+AS followed by EC (or whatever the rest of your attack chain looks like). The only issue with AS is the potential for interrupt, so you don't use it when that is likely.
    Considering Scrapper EC was changed after the buff to Stalkers, and if I were asked to submit possible changes for the set, I'd probably suggest adding a +crit buff (around +20-33% crit rate. Scrapper EC gives +33% for 3sec) to Stalker Eagle's Claw *if it crits* for 8sec. And to give Assassin's Blow a bit more functionality, +20-33% crit rate for 8 sec. from a successful AS. So, like said, the reason to use BU+AS vs BU+EC from hide is so that one can use EC after placate later.

    For Energy Melee, I'd probably say chuck more AoE control into it. Make ET's stun splash and critting with TF providing an Auto-Hit PBAoE stun along with it's extra portion of damage. But then that's just me wishing to diversify sets. MA can be the quick hard-hitter melee specialist while EM can be the slow hard-hitter control specialist. And now that we've got 2 stun aura armors, EM (and to a lesser extend Electric melee) would be the sets providing the controls.

    DM would be for debuffs. I'd like to say a critical hit with any DM attack would splash some -ToHit around the target while a critical Assassin's Eclipse giving a 5sec time period of your attacks splashing -ToHit, but that might be too strong. But an alternate 'Soul Drain' type of effect, where killing a foe with Midnight Grasp instantly recharges BU would certainly give the set a new dynamic similar to KM's critting Concentrated Strike recharging BU.

    I could go on but we'd probably need to see if revisiting sets for revisions like this is even palpable. I figure since they did decide to revisit Scrapper MA even though it wasn't 'that bad', this can't be completely off the radar.
  15. Quote:
    Originally Posted by Zem View Post
    It can't be called power creep if we're not exceeding their damage level, can it?
    Quote:
    Originally Posted by Siolfir View Post
    *LOGICAL FALLACY ALARM!*

    There's no power creep when you increase the power of the weakest to perform up to the average.
    I think the problem comes with the method of doing so. Such as currently, Stalkers *can* out DPS Scrappers. But apparently it's too circumstantial for you guys so 'it doesn't count'. The only way, for the majority arguing for more power, is the most simplistic, straightforward, "screw theme just give me dmg" approach. The damage has to be here, all the time, no strings attached. It can't be tied down to AS. And if it is, we have to be "justified" for such 'limitations'.

    And that still won't quell many who say, since the AT has the lowers survival it should have the most damage. Their argument *hinges* on power creep.

    Quote:
    Originally Posted by Jibikao View Post
    To be precise, they nerfed Brutes that were used to be on the "top performance" but I actually enjoy the new change more because I gain fury faster in the beginning and lose slower. I no longer have to keep this "go go go" mentality" all the time. Sure, I don't normally go above 70% but my Brute doesn't need to.

    They may nerf Brute statistically at the top level, but the dev buff their gameplay (fun factor) for more players. A pure Nerf is losing something but get nothing in return.
    I have to agree that the new Brute Fury is kinda more of a buff for me. But then my playstyle is far and away from the 'go go go' nature of the AT. Then another question pops up: "Is it okay to flip theme the bird?"

    The new Fury, while advantageous to my gameplay, may hamper the gameplay of another who followed the theme properly. When I play Brute, I'm prepared for 'go go go' and if not I play a Stalker or Scrapper. But now it doesn't matter. Brutes are like Scrappers but with a bar that hardly matters anymore.

    I'd rather not Stalkers become Scrappers with that non-sequitur of a stealth power.

    Quote:
    Originally Posted by Jibikao View Post
    There are more ways to increase Stalker's damage. They can simply increase modifier to 1.125 (which I am not a fan of but I won't complain if it did happen).

    Or they can increase critical rate (which I prefer), introduce more circumstances that can boost Stalker's damage or modify current Build Up. Build Up exists in EVERY SET. They can start by increasing Build Up value to 100% or decreasing Recharge or increasing Duration (to 15s). All these can improve Stalker's burst damage potential.
    Personally, I wish they would have done something with the critical *damage* rather than the rate. Yes, give the Stalkers that 10% base rate but keep it static. Where Stalkers should shine is the resulting damage.

    But rather than increasing the ATs overall damage potential, they should balance the sets themselves before making any such sweeping changes. Kinetic Melee does so well with its 100% crit AoE and Insta-recharge BU tier 9...why can't EM *DO* something when it crits? Energy Transfer *DOESN'T* take HP when it crits and Total Focus only *half does* anything.

    Scrapper MA's Eagle's Claw does something cool by greatly enhancing crit rate for a short time, why can't Stalkers just get the same values for damage but have EC do exactly the same +crit that last longer?

    For damage, the devs might have implied that *STALKERS* were strong enough but that also says nothing about Stalker's sets. Just leave the AT where its at...give its sets some Kinetic Melee touch ups.

    As for the comment about me being inflammatory, oh well. If you don't like what I'm saying...

    When Angry_Citizen was here during the changes, even he admit it pushed us away from what the AT was meant to be but it improved Stalkers to be competitive with the other melees. Since none of the other melees were buffed since then, I'm going to go with his version of 'par' as I'm sure he knew a lot more than you guys do.
  16. Sam, it saddens me to hear you don't try to play in the game world. That is to say, it's not bad or wrong that you just play *with* the game world rather than *in* but it's just depressing. Like how AE is majorly used to farm (heck even i occasionally farm in the 30s for cash for basic IOs).

    For me, I can't say all my characters 'care' about the overarching story but the general feel, yes. When I make a character whose nemesis is the Council or Carnival, I aim their wrath that way. Some of my characters are affiliated with in-game groups or are conceptual figure heads for specific origin/power types so they'll literally have their hands in anything involving tech or thr Tsoo.

    Since all of my characters are linked somehow, then theres some links to the game if not directly, then indirectly.

    BUT...even though i do this, i keep the background loose enough (or have back up to the background) so in any instant i want to write a book or create something using these characters, i can erase any traces of CoX to avoid legal issues.
  17. Quote:
    Originally Posted by DMystic View Post
    Well we could do that.
    I'd say it'd shut alot of people up having Stalkers and Scrappers with the same mitigation potential.

    Quote:
    Or we could lower Scrapper damage potential.
    Then we'd have to lower Brute damage *again*.

    Quote:
    Or We could raise Stalker damage potential.
    *POWER CREEP ALARM!*

    Quote:
    Or We could raise Stalker HP/survivability.
    Never really argued with that except it starts to infringe on the ATs premise of an assassin creeping in the shadows, eluding detection because they're not that sturdy. Nothing in Scrapper's description says they have to be capable of being substitute tanks...and when I say substitute tanks I don't mean one that can run in and do the job, but take a Tanker's job. As is, I have plenty of non-tankers (several of which are Stalkers) that can take alphas or divert aggro but none do what a Tanker does.

    Or we could do something completely different and expand on alternative aspects of the AT. Devs already said Stalkers are 'as good as they're going to get' so maybe they could make Stalkers 'more useful'. Make a portion of the debuffs of their attacks unresistable. Greatly improve their debuff mods. Make their debuffs 'splash' like gauntlet.

    The way I see it, you guys are asking for damage and the devs said 'No.'

    So what do you do? Ask for more damage, I guess >_>
  18. Quote:
    Originally Posted by Supernumiphone View Post

    Stalkers have less survivability than other melee ATs. Based on the above logic they should do more damage than any of them. By that I don't mean in a specific set of circumstances such as an entire team huddled up on you. All the time.

    Soooo we should nerf scrapper HP/HP cap down to Stalker's?
  19. Quote:
    Originally Posted by JustBling View Post
    Actually, as I've expressed before, it's the exact metric the Dev's used to balance Brutes, Tankers, and Scrappers. Why Stalkers were left out of that particular rotation of balance changes is anyone's guess. If the Devs' own metric is off for Stalkers, I don't see it as unreasonable that members of the player community call them on the discrepancy.
    But the devs didn't use the 'metric' spoken here to reserve some observed dichotomy between Brutes, Tankers and Scrappers by *buffing* Scrappers. They *nerfed* Brutes.
  20. Quote:
    Originally Posted by Jibikao View Post
    Hey at least they don't have the attitude that if something is not working right, it is because the user is stupid or incompetent.

    You, Sir, have that attitude.

    I can name things I don't like about Stalkers but I never call the people stupid or give them the attitude that they are just incompetent.

    Whenever somebody say bad things about Stalker, you immediately jump in and say "that's because you are doing it wrong".
    When you're doing it wrong, you're doing it wrong. Same complaint people have with anything they find difficult like Knockback, Khelds or, for me Masterminds.

    But then that's when I express a means to *inform*. You can't use AS on a running target? Move ahead of the target and queue it as they run by. Is there something wrong with AS? Well, if there is something wrong with AS, it's *NOT* that it's unusable on moving targets, that's for sure.

    As for the rest? I'm firmly in the position that whoever deals the most damage currently 'On Paper' (most likely Blasters and/or Doms) is the *highest* any AT should be capable of standardly. Because if Stalkers start *clearly* outdamaging Scrappers/Brutes, where does that leave Blasters? Do you increase their survivability to match *at least* Doms? Then where do doms sit? Or Khelds? Or Corruptors?

    Yes, this argument is a slippery slope fallacy, but your WHOLE PREMISE to make Stalkers outdamage X AT is a slippery slope. It's power creep and you're just too naive or stubborn to acknowledge that.

    I'm as big a Stalker fan as you, and I want my Stalkers to shine as well, but not at the price of balance. I'd rather the AT be *balanced* than rely on a crutch of imbalance to make you feel good about yourself.
  21. Quote:
    Originally Posted by Jibikao View Post
    Stalker should CLEARLY OUT DAMAGE Scrapper/Brute if you ask me.
    Well good the devs aren't asking you. I'm pretty sure they put you on the same list as Johnny Butane and EvilRyu >_>
  22. Quote:
    Originally Posted by Siolfir View Post
    Because Lightning Rod doesn't mess up the critical on Assassin's Shock.
    Don't see how that's relevent. LR doesn't crit so it doesn't matter when you use it in your AoE chain. And if your trying to mow through fodder, you don't bother with AS.

    Quote:
    Originally Posted by Reppu View Post
    Stalker AoE is fine. They should not be on Scrapper level of AoE. Scrappers have their AoE prowess due to being pseudo-tanks when needed.

    Stalker (and Blaster) damage is NOT fine and should be addressed. Stalker (And Blaster) should, by a margin, out-damage the other ATs.

    And that's all.
    AoE is as much a part of damage dealing as melee is to Blasters. It's not a requirement but it's an advantage in a good deal of situations.

    That said, it still makes no sense to me when poster complain about low AoE on their stalkers and how that SS/Fire so outclasses them. Do you honestly think having that Whirling Sword/Lotus Drop, or Whirling Hands or Dragons Tail will suddenly close that gap? Why not use your brain, cut out the middle man, stop wasting your time pining over attacks the AT never had and ask for sets like Fire Armor and Super Strength?
  23. Quote:
    Originally Posted by Jibikao View Post
    I don't play Brute/Scrapper much but I've seen how a well slotted SS/Fire Brute performs or a Elec/Shield Scrapper/Brute. By the time my first Assassin Strike ends, they already kill most of the minions.....
    Then why aren't you using BU + Throw Spines/1K cuts/Burst/Thunder Strike and a follow up AoE if you're trying to have a 'who kills the fodder fastest' pissing match?
  24. Quote:
    Originally Posted by ClawsandEffect View Post
    It could go either way.

    Either A) It will stay the same pending a respec, or B) it will change automatically.

    Since Repulse was a Repel power and not a knockback power, I don't believe it accepted KB IO sets, and there is no such thing as a repel enhancement. If that is the case, then they can just swap it out and it won't break anything by people suddenly having IOs in a power that are no longer allowed.
    Oh it accepts KB IOs. I have a FF +rech proc in it now. I guess there's no harm in putting 3 more slots in it, 2 dmg procs and the KB proc...but currently Repulse doesn't take accuracy enhancements. I'm pretty sure Disrupt will require that. I'll just have to reserve one build with Repulse slotted out...maybe 4 slots. That way, I won't have to respec if I need the slots...or just leave one build open but with repulse taken to add slots when I choose the levels...Hmm...

    I guess I won't need to 6 slot Energy Drain. Just some recharge and defense and that can easily be covered in 3 or 4 slots...
  25. Quote:
    Originally Posted by UnicyclePeon View Post
    Here and there in this thread I have seen people mention that they start with concept first and never minmax or start with power effectiveness or what-have-you.

    Lewis
    Not sure if anyone actually said *that*. Min/max, even occasionally for me, comes with playing the character, really. I don't often pick sets *to* min/max but I *do* keep synergy in thought when picking a set combination.

    But then frequency also comes into play when making such choices too. How many Super Strength characters do you have? How many SS/Fire characters do you have? Can I just remake an old one into another concept or should I just choose different powers?

    Quote:
    Originally Posted by Winterminal View Post
    I have to agree with that second part. The sooner I create a bio for a character, the more likely it is that they will remain in existence. Giving them a bio gives me a story to follow, and usually, an eventual goal in terms of abilities. And I've deleted a number of characters simply because I had gotten them to the late teens or early twenties, put them on hiatus, then forgotten why I had created them in the first place.
    Can't argue with that.

    But just to clarify on my angle with starting from powers: I can't actually make the character until I have *ALL* the bits. I can't even start making a character with just a bio/name. My process often occurs over weeks after I decide I want to use a certain power. It's certainly commendable how some of you can start out with a name and have a nice full character in a day or so...but then I do feel pretty smug with just my intimate and comparatively small roaster of characters. Definitely not several servers full, but still enough to have the majority of the powersets covered.