Leo_G

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  1. I actually never played a Claws Stalker, but I hear it's pretty scrappy.
    Claws Pros:
    -Looks sexy.
    -Scrappy.
    -Build Up naturally recharges faster (72 sec vs normally 90sec).

    Claws Cons:
    -Not very Bursty.
    -Eviscerate is single target.
    -Damage isn't compensated for the lack of Follow up.

    I also have no 'Ninja Blade' Stalker and I don't like Broadsword period.
    'Ninja Blade' Pros:
    -Very survivable with resist sets.
    -Also Scrappy and Bursty.

    'Ninja Blade' Cons:
    -It's called 'Ninja Blade' instead of Katana or even Ninja-to.
    -It loses an AoE and its tier 9 only has a 50% crit chance since it's a kinda-cone.

    Dark Melee is fun on a Stalker. While Katana makes resist sets really survivable, DM makes defense sets really survivable. With the heal, the fear/-ToHit/Placate, you're hard to kill. You've got lots of negative energy damage which you can crit on command and you've got a huge shadow skull in your Assassin's Eclipse! It's scrappy, it's bursty, it's got utility and it feels sneaky. IMO, it's the best basic function stalker primary.

    Martial Arts...my MA Stalker is still young (only 21) but she's surprisingly strong. You don't have any native AoE, but your ST is very strong. Eagle's Claw hits harder than its Scrapper counterpart and can crit on command but you lose the extremely cool looking Dragon's Tail...but hey, you get the most bad *** Assassin's Blow animation in Fist of Annihilation.

    Energy Melee...I have one in the 30s and I like it...but it's an acquired taste. I tend to focus on smacking stuff with AS from hide and then aiming at hard targets with TF and ET. They don't benefit much from criticals, but they are consistent (if they ever land). The control is rather meh unless you enhance it...all in all, I wouldn't suggest it unless you just like Energy Melee.

    Dual Blades...I do like this set. Having played my new DB/FA brute a lot, I noticed I don't like using the combos all the time. It frustrates me when I miss a combo (due to a miss or foe out of range or needing to use a heal or something) and it frustrates me more when I don't *need* a combo because, by the time Attack Vitals starts ticking, the foes are dead or would have been just as dead had I just used Blinding Feint + Burn + Sweeping Strike. Anyway, what I'm trying to say is, combos are overrated. If you like pulling them off every now and again, you should have no problem playing them on a Stalker. If you *must* use combos all the time then I pray for your soul, no matter which AT you choose to play them on. No, you don't get Blinding Feint or Typhoon Edge, but you gain things in return. Ablating Strike is a pseudo-PBAoE in that, if you put procs in it, they will check all foes within 10ft of you every time you click the power. Your Sweep combo is auto-hit 10ft PBAoE if you connect with your main target so use that wisely. Your 1kcuts is a few feet longer and you can combine it with an 80% +dmg buff and 50% crit chance for some great burst AoE dmg.

    Kinetic Melee...mine is young. I don't have Concentrated Strike slotted yet, but I hear its quite nice. It hits pretty hard and it will automatically recharge Build up if you critical with it. That said, you automatically crit with CS when using it from hide or after placate so use that to your advantage. Also, Burst, the PBAoE, will crit 100% from hide rather than the standard 50% that AoEs get. Use *that* to your advantage too. All in all, you lose Power Siphon (but lots of KM users express a dislike for the power...it seems quite nice to me) but gain Build up. The only other power you lose is Repulsing Torrent which is pretty cruddy for an attack and even cruddier for a utility/mitigation power. And your Assassin's Strike looks like a Kamehameha blast...use that to your advantage.

    Spines...I love Stalker Spines. It's slow, yes, but it's heavy. It's one of the few minion mower powersets Stalkers get (Dual Blades being one and Electric Melee being another). It's weak on ST attacks, meaning you'll have to lean on Assassin's Impaler more than other Stalkers would if you want to kill bosses. But the crits you get +BU plus the slows just makes for a cool feeling Stalker. I like to play mine from range until he kills mostly everything, then whip out Ripper to finish off stragglers and then placate/AS for the persistent ones.

    Electric Melee....this is the only powerset across the melee ATs where it's actually stronger for the Stalker. What you lose (Thunderclap) in the set is made up for by giving you more damage (Assassin's Shock). That's it. Not only that, but Lightning Rod doesn't break hide when you use it so you can follow up with another critical hit. However, LR also doesn't ever crit (not even for Scrappers). It's also weak on ST attacks, like Spines, but not as bad. Thunder Strike will 100% crit from hidden on the choosen target and 50% crit on the targets around it. Chain Induction will crit the target 100% from hidden and then jump to other nearby targets. And for those persistent targets, the other melees have to look for other powers while Stalkers get AS. Oh, and Assassin's Shock looks pretty cool with all the lightning arcing from your hands as you charge it.
  2. Quote:
    Originally Posted by DeviousMe View Post
    Huh. I thought they did. Learn something new every day, heh.

    Anyways, I agree. There should be a way to enhance the range of aoes. They're already target-capped, so I don't think it would unbalance things.
    Yah, AoEs, while you can increase the range in which you can cast them, you can't increase the effect's area. Cones work by principal of hitting whatever is between you and your target (and the targets next to that target if the degree of the cone is wide enough) so while it doesn't increase the actual degree of the cone, it increases the effective area it affects by being able to cast from further distances.

    As for the other part, I was all ready to post saying "No, it wouldn't be balanced to increase the area of powers". But actually considering the target caps....Hmm, it actually doesn't seem that unbalanced now.

    I actually suggested, for a new Tanker Inherent to Gauntlet (before they got the -res effect) that they have naturally wider cones and larger AoEs. So while Brute Footstomp is 15ft, Tankers would be 22ft or something. Yeah, they wouldn't do as much damage, but their Shadow Maul would hit the target cap more reliably and their buff Auras would hold better/more aggro and reach the maximum buffage despite foes spread out more. It didn't seem unbalanced to me.

    For an enhancement to do it? Eh, it doesn't seem like it'd ruin the game now that I consider it. But it sounds like it'd be difficult to balance. Boosting the area on a small cone like Shadow Maul would get what result? Now apply that same percentage to something like Lightning Rod and Footstomp and it starts feeling less fair.
  3. Quote:
    Originally Posted by MisterD View Post
    Storm Summoning
    Tornado/Lightning Storm
    Very thematic powers, helps with the thunder god type image. Still on the fence about tornado, I love it on my mm for the pet uniques..don’t have it at all on my storm troller. Without some source of –kb (like an immob) it just annoys the hell out of everyone. LS is fuun..and so pretty. And does decent damage and the kb can be handy. Love it to bits. But why..since we can summon said storm..can it not MOVE with us? Maybe it would be a lil too good..and make Voltaic Senty seem more crappy..but still!
    Tornado...yeah, it is a situational power. But it's still awesome. There's just so many times that battles just get retarded chaotic and it doesn't matter if the foes are scattered, as long as they're on their rears. Outdoor events, speed runs, solo. These are when you unleash tornado(S!) as fast as you can. It also does some decent constant damage vs those KB resistant foes like AVs, GMs and EBs.

    Lightning Storm...wow. Yeah it sucks that it doesn't follow you around but then it'd be really unfair. I mean, when I started up my Fire/Storm, I didn't even *know* its lightning strikes actually had a bit of AoE to them. Basically, when foes are huddled together, every strike hit everything close to its target. Vs +4s, it basically perma knocks a huddle since by the time they get up, they get knocked down by another strike. And the visuals are so AWESOME looking! Seriously, electric blast looks/sounds dinky by comparison.

    Are they set changing powers? Definitely! Equally or moreso than Kinetics. Why? Because what kinetics gets in offensive tier 8/9s, Storm gets in defense + some offense. You piss a kineticist off, they fall over but you don't wanna piss off a storm summoner
  4. I made an arc with a foe-turned-ally named Fire-Kricket which was an insect-looking woman (and insect wings) with sonic blasts and the vanguard blades colored red (cause they're made of fire). It was unintentional, but since she pretty nearly flew everywhere, she looked pretty dancy using those dual blade moves. And she resembled a fairy to me when I played through it with various characters.

    Long story short, an always-flying dual blader with glowing magic swords sounds pretty fairy-like to me...just putting that out there.

    [EDIT]*and reads more of the thread*

    I guess many had the same idea in mind...

    But that gives me an idea. I was actually thinking of making a Kinetic Melee Scrapper with nice and bright fx (my Stalker has his colored pink for psi and my tanker has it colored subtle for min-fx). A Pixie Kinetic would fit that bill...and I don't have any characters that use those wings or theme yet (yeah, it took me a while to finally commit to my one werewolf and my one dragon I have on my rooster so now I'll add probably be adding a pixie).
  5. Quote:
    Originally Posted by Jibikao View Post
    You can't stack Build Up twice but there are times you can score two Build Ups (using Concentrated Strike after placate gives you a chance to score two Critical). It just refreshes Build Up recharge twice... as far as I can tell.

    Concentrated Strike only recharges the timer. It doesn't give you a buff directly. You still need to click Build Up so scoring two criticals doesn't mean you get two BUs.
    It doesn't say anywhere that BU doesn't stack with the same caster, so as long as you Hit BU first, then use Concentrated Strike from hide, you can hit BU again, placate a target and activate AS within 8 sec of the 1st BU timer.

    It's all theoretical though, since I haven't actually played my Kin/EA stalker since the change. But I see no reason BU's effects wouldn't stack...and slot it with the BU proc for triple BU goodness

    The downer is, you're ultimately doing less damage trying to do this. You could pump out more attacks and simply hit BU when it expires and do better DPS than trying to stack it then hit your longest activating ST attack for a big orange number. That said, I'd still do it because it's fun.

    Quote:
    Originally Posted by Antares_NA View Post
    Well, I'm thinking of making a Radioactive-themed character.

    Messing with the customizations, I have a nice KM Rad effect. Secondaries, I was thinking Regen Scrapper...How is Regen for Stalkers?

    Or KM/Invlun Scrapper/Brute. I threw Stalkers in just /cause they have it, as a joke. Didn't realize that KM seems to be awesome on Stalkers!
    I'd also echo another posters suggestion and say Dark Armor. If you're using IOs and build for defense and use Oppressive Gloom, you're pretty much going to be one-shot stunning stuff alot. However, you'll have to still keep turning it off when you want to placate since placate doesn't unsuppress hide and therefore suppress your offensive toggles.

    But, IMO, and built for team play and defense, you'll be more sturdy than any other Stalker if you go the DA route. You've got defense, a heal that tops you off, resistance, damage debuffs, controls and a self rez. If you need good defense, Shadow Meld is an option. If you need an 'oh s***' button, there's always Hibernate instead. And you can color your powers green for a radioactive feel.

    [EDIT]Heck, even with a Scrapper, I'd probably say lean toward Kin/DA. It sounds like a super fun combo, IMO. And you still have the option of going Soul/Leviathan mastery for Shadow Meld/Hibernate.
  6. Quote:
    Originally Posted by Zyphoid View Post
    Rob was bigger in the early 90's if I recall. I don't want tooth pick ankles....
    Although we have the feet down.

    *cries T_T*
  7. Quote:
    Originally Posted by Johnny_Butane View Post
    Oh that big bad ol' Rage. Even with it, SS is still inferior for dealing AoE and ST damage than sets that don't have a crash at all. How dare there be circumvention of a penalty for the benefit of being brought up to average.

    If this game had a boogeyman...
    Quote:
    Originally Posted by Johnny_Butane View Post
    I didn't say that at all.
    Well, considering no other set has a crashing power...

    That said, I still don't quite understand why posters clamor over SS's AoE dmg or figure it's that competitive with ST sets when all it's really got is Knockout Blow...

    ...but then I don't have any Super Strength characters at all. I've got a Stone Melee, so I know how the whole 'need to be on the ground' works, but I do know that Rage is broken. The ability to negate its crash and even *stack* its effects is the definition of broken. The End.
  8. Quote:
    Originally Posted by Socorro View Post
    I'm at S/L softcap. If I took fly, I'd have to give up another pool (either jumping or leadership, thus losing combat jumping or maneuvers) and I'd then be a few points from softcap (and that matters - look up several threads on the topic of you don't believe me).
    The way I see it: since you can bypass the -def of the Rage crash, you can eat up a 3% def deficit for cutting off Hover.

    Have a nice day.
  9. Leo_G

    In Your Element

    The basic idea is an enjoyable suggestion to ponder in a new hypothetical game but not sure how viable it'd be in this game.

    I like the idea of having advantages and disadvantages depending on environment. The main resistance to such ideas is that, just because an advantage is possible in certain circumstances, readers will equate it as a buff across the board. And when they see a disadvantage, the readers will take that as insurmountably no matter what the effect. And if whatever advantages or disadvantages are present in the game, the readers will believe they are gameable no matter what they are or how varied the circumstances.

    It's a fun thought. Beyond that, YMMV.
  10. Quote:
    Originally Posted by Techbot Alpha View Post
    Dominator assault set. Sorted.
    Smeg, it's not like they HAVE any natural options at the moment as it is.

    Or they should just make a damn Assault/Armour AT already. It's the only type (I can think of) missing from the game that makes decent sense.
    And no, its NOT tank maging. HEATs and VEATs have Assault/Armour, and they are not tank mages. End.
    If Doms got an assault set with a Katana, I'd rather they pair it with shuriken for ranged since that requires less animations and it's actually thematic.

    If Doms got an assault set with Pistols, I'd rather they pair it with Martial Arts since it would require some animation work to keep the pistols drawn, but wouldn't need as many custom options and is more thematic.

    Or, I recall in the past suggesting a 'Weapons Assault' set for dom that basically used Martial Arts, Pistols, Katana, Dual Blades, Archery and Throwing Stars all in one set but limited in that you can only use one type of weapon mix at a time. The 'Build up/Aim/Power Boost' of the set would be 'Equipment Change' which would create a burst of smoke + PBAoE minor placate and would recharge all your attacks instantly while equipping a new set of thematic weapon mixes.
  11. Quote:
    Originally Posted by Techbot Alpha View Post

    If KB was handled the same as NPCs, then maybe. But PCs can be juggled an insane ammount, and KB isn't fun, its just frustrating.
    By the nature of super knockback, it'd be impossible to be juggled because the range of monster attacks is like 140ft but the super knockback attack would knock you over 100 yards (for you non-Americans, 140ft = around 45yr).
  12. Quote:
    Originally Posted by Premonitions View Post
    Claws and KM have two ranged attacksd but errrnyvais
    Don't forget about Spines. Focus/Impale/Focused Burst all have 40ft ranges and Shockwave/Throw Spines are cones that have 30ft ranges. Repulsing Torrent on the other hand, is a cone with a 40ft range but most likely sacrifices damage and KB chance for that extra 10ft.

    Like I said, I'd probably just lobby for more animations rather than new sets.
  13. Quote:
    Originally Posted by Socorro View Post
    I'm with Johnny on this. SS and Fly not syncing well together only ruins about half the iconic superhero examples out there. And it has kept me from modeling toons after them. I've got a SS Brute that would used Hover and Fly *IF* footstomp could be used while they're on, but nope, she run and jumps instead.

    If aethetics is the problem while in the air, let Footstomp be a 'handclap' while flying, more forceful that the other handclap so that it causes damage, and let Hurl be superbreath, some sort of directed shockwave, or whatever. But let them be used.
    SS and fly aren't incompatible. You can pick flight on a super strength character, still fly around and punch things. If you want to use the 'effects' of super strength, like lifting heavy things or causing a seismic disturbance with your power, you need 'those things' to make such techniques to work. You're not pulling objects out of time and space to throw, you're ripping up the ground. If you can't just toggle off hover every now and then to use such attacks, I wonder just what you're actually doing in combat that *requires* you never touch the ground.

    Would it be nice if Footstomp while flying was another type of attack? Or that Hurl was a super breath? Yeah, maybe. But so would giving me a scythe set for my Stalker and ice powers for Scraps/Stalks/Brutes.
  14. Quote:
    Originally Posted by BrandX View Post
    Seeing as how Spines/Claws/Kinetic have the same thing, I don't see why it wouldn't be a problem.
    You don't see why it wouldn't be a problem? You don't see why it would be a problem? Or You see why it wouldn't be a problem?

    Personally, I think the concept is too niche for a complete set. Probably be more likely to just add alternate animations to claws where you have the option to have a pistol in one hand and a blade in the other.
  15. Quote:
    Originally Posted by Oliin View Post
    I'm going to guess it's not a surprise to people that I'm excited to hear this news?
    Hmm, I couldn't imagine why

    Quote:
    Originally Posted by rian_frostdrake View Post
    wolfwood is in it, i'm there.
    My thoughts exactly.
  16. /activate mid-quote swap!

    Quote:
    Originally Posted by LittleDavid View Post
    You're comparing apples to oranges there. Primary/secondary powersets aren't the same as Incarnate powers.

    Ultimately, what Anti Proton is asking for is more thematic compatibility in Incarnate powers. Why is that so bad or hypocritical to you?


    Alternatively, since Incarnate Powers are customizable, what about the ability to select different attack animations?

    I imagine Super Strength would be like what Remaugen said, a massive foot stomp or ground punch.

    Martial Arts could have some kind of Matrix-style wire-fu where the character attacks their targeted group of enemies in a blur of multiple selves. (Dual PIstols already uses "multiple selves" to create trail effects in certain powers, it could work!)

    Broadsword, War Mace, Battle Axe, Dual Blades could all have one massive swing that creates a swath of razor wind to cut through a group of targets.

    Assault Rifle could do something like the LRM, only fired upwards so that the missiles rain down. Or heck, go Rambo and pull out a gatling gun.
    I know I know. I'm also behind generic themes that can cover more basis with the incarnates. It's just funny to see smashing/lethal commented on as 'missing' when many have in the past brought it up as a weakness and gladly shoot it down. Me, personally, damage type doesn't really bother me, just the overall feel. Even with a Claws Brute, I still feel like a rampaging werewolf even ripping through robots...

    As for the actual suggestion, yes, I'd like more animations for current and new judgement powers that cover more ground for concepts.

    Adding a 'Whirling Hands' animation to Void Judgement could suffice for an area strike either with hands or a weapon (although you can't see the weapon). A 'pulse' (think Frozen Aura) particle fx with a ground punch too.

    For Cryonic, just a 'slash' accompanied by a shattering glass sound fx would be the perfect 'lethal weapon' judgement as it's fast (yeah, multiple selves sounds great, but it will be slow and people will complain) and, if the slash is visual and striking enough, will be more noticeable than some of the judgements we have now.

    Pyronic and Ionic just need more alternate animations too. A ground punch added to that could easily be conceived as smacking the ground so hard, you just created a mini-volcano. You'd just need to remove the traveling projectile for it to look right.
  17. Quote:
    Originally Posted by Anti_Proton View Post
    I have a lot of "Punchy" characters who would be out of character having "Zappy" powers. It would be nice to have melee powers that address smashing/lethal powers.
    I find it kind of funny how, when Dual Blades came out, one of the major complaints was '*sigh* ANOTHER smash/lethal set "

    Then Dual Pistols came out but with the option of changing part of your damage into other types. Nope, not enough >_>

    Then we get ice, energy, fire and neg.energy nukes and what does the player want? Smashing/lethal
  18. Quote:
    Originally Posted by DarkSideLeague View Post
    you can't click a glowie while "Only Affecting Self"
    Oh yes you can.
  19. Also, if you think about it, while defense and recharge bonuses are quite prevalent, how often do you face -def and -rech? Vs -res and -dmg?

    One thing that really annoys me is how spread out glue grenades and things like that are over enemy groups. Ice isn't so bad, but the glue! THE GLUE!!!
  20. Quote:
    Originally Posted by EmperorSteele View Post

    So I guess my question becomes this: is the -threat enough of a mitigating factor to justify Invis over Stealth + Proc? Or will enemies see me the moment i bump into them?
    Well, one advantage of Invisibility is it doesn't suppress unless you click on a glowie. With Stealth, the moment a sniper gets you in line of sight and pops you or you run into a foe with a damage aura or some AoE goes off near you, you're perfectly visible to everyone in range. But not with Invisibility.

    But that's up to you if its worthwhile. On my squishy corruptor, I favor invis over steamy mist + proc when trying to keep up with teammates on SF or trials.
  21. Leo chiming in,

    First of all, I'll just say don't give up. You don't have to get your first 50 and stick with it and if you're trying for a really creative, cool character that people will smile and nod to, it takes time. It's a skill, really. You just have to try, revise, retread, edit, compile, revamp, throw away and retry. The first dozen or five dozen characters won't be gold, but most likely they'll be better than your first attempts. Unless you're a writer, concept artist, historian, avid reader of fiction, anything that you can draw from creatively, some of your creations just won't pop so you have to try something else.

    Even though I've played for how-many years, I still think my concepts are kind of corny but I like them dearly anyway. And I don't really have many inspirations to draw on creatively except my Bachelor's Degree in CoX.

    It takes longer to get than a regular degree but hey, you can give advice about stuff on the forums with it! That's about it though...
  22. But all I wanted was to be able to punch the ground, send a guy popping high into the air and as they're falling, chuck a boulder at them to send them FAAAR away.

    Is that so much to ask for?
  23. Alright, can someone give me a reason to *use* Stone Spears?

    I'm about ready to create a build for my /earth dom and I'm read to just take the few slots that I had planned for it out. But I *do* like how powerful it looks...it's just the build already feels stretched for power and with Hurl Boulder (buh >_>) as it's sole ST ranged attack taking up a good deal of slots already.

    Is there some good use, tactic-wise or slot-wise, for this power? Just for reference, both Stone Spears and Hurl Boulder are competing with Poison Ray and Disruptor Blast for space/slots.

    I want to use Stone Spears (not so much the boulder but gotta use something while lvling) but it's just *that* *bad* >_>
  24. Quote:
    Originally Posted by Memphis_Bill View Post
    Then again, it's balanced (there's that word again) by *having* more powers to select... thus having more stuff burning END earlier and harder.
    I depends, really. You see, my Kat/SR scrapper has *more* endurance now because all he did was pick up Calling the Wolf (cost no endurance), Physical Perfection, Elude (because he already had capped defense but adding some +recovery wouldn't hurt even with a momentary crash) and Focused Accuracy (because he needed *something* to burn the extra endurance while running Elude...the power is only slotted with a BU proc).

    Several of my characters that didn't have Fitness to begin with simply have it tacked on.

    Many that add powers to replace old Fitness are things like Recall Friend or something they may have passed over before like a taunt or low cost power like hover.

    If you mean while leveling, yeah, I still look for low-slot powers like Recall or a passive like Temperature Protection to round out my slots moreso than my endurance.

    Quote:
    Originally Posted by CommunistPenguin View Post
    I actually was against inherent stamina...
    When inherent stamina was announced, I was sort of against it because it just forces everyone to take it despite concept. I actually like the idea of inherent pools. My Kat/SR would be inherently fit, but some of my characters are inherently tough (Fighting Pool) or inherently good leaders (Leadership) or have inherently enhanced presence (Presence). I feel it would have been better for concepts to allow players to choose which pool became inherent to their character.
  25. Quote:
    Originally Posted by Jibikao View Post
    For an AT that can't out-damage most ATs, I think Stalker should get Ice Melee just so Stalker can offer more than just damage.

    And don't you take out Ice Patch!

    Ice Sword (4s recharge)
    Frost (11s recharge)
    Ice Slash (8s recharge)
    Assassin
    Build Up
    Placate
    Ice Patch
    Frozen Touch (16s recharge)
    Ice Sword Circle (20s recharge, larger radius like Dominator's)

    I guess Frozen Aura is fine too but I kind of want to keep the theme "ice sword" as that fits an Assassin better than trying to stomp the ground with frozen aura.
    I'd, personally, like to keep Frozen Aura for the control. On teams, it might not be much but solo it'd be pretty devastating and paired with /nin, you could sleep an entire spawn + bosses. Take your set-up, swap Frost and Ice Slash, remove Ice Patch for AS and keep in Ice Sword Circle as the tier 8? That'd probably be too good...but then that's how I'd want it for Brutes too.

    Quote:
    Sub-Zero Decoy
    Quote:
    . Stalker summons a frozen copy of himself on the battlefield which generates aggro (10' radius taunt) for the team. The ice decoy dies as it reaches zero health. The decoy has chilling embrace around it to slow things and it lasts 30s.


    PS: Just watch Mortal Kombat Sub Zero. That's an Ice Melee Assassin for ya!


    PS2: Oh, I forgot that Ice Armor should be ported to Stalker as well. It's a mix of Defense/+HP/Resistance set which should fit very well on Stalker. Just get rid of pbaoe aura and it's done. Chilling Embrace can stay because it's not like Ice Armor is the only set with toggle (ie: Dark Armor).
    Since the Leviathan patron pool has Hibernate already, replacing it with a Ice Sculptor Decoy would be viable, IMO. Although auras suppress with Hide, I'd still find Chilling Embrace clunky to use because you would *NEVER* be able to placate anything unless you turn it off. With CoF or OG, they don't tick as fast as Chilling Embrace so you have a chance to get a crit in after placate animates...so my suggestion would be to add the taunting decoy with built in Chilling Embrace, and then swap Chilling Embrace with Ice Patch (and Icicles with Hide).