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Posts
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Quote:You're saying it's possible to increase the effectiveness of Power Boost by slotting HO's into it? That is not a behavior I would expect. Can anyone confirm this?If you have the money, you can also slot Membranes into PB. Slotting three of those into PB will increase the Defense and ToHit enhancement of PB by 60%. Also, there is no ED cap on that for slotting HOs into PB. If you wanted to go nuts and slot six Enzymes in there, PB would increase the effectiveness of Defense buffs by 200% and ToHit buffs by 120% .
I last tested this with Golgi, Membrane, and Enzyme HOs on the test server several months back, but I'm pretty sure this still works.
Edit:Quote:Without PB, fortitude gave my pet 17.5% defense.
With PB, fortitude gave my pet ~31% defense.
With 3 Enzymes in PB, fortitude gave my pet ~44% defense.
With 6 Enzymes in PB, fortitude gave around ~46% defense. -
Sometimes you have give the forums here a little time for someone with specific knowledge to respond.
In regards to your build and set bonus questions: 1) try the Builds Workshop forum; that should be the best place for this and will get more knowledgeable answers. 2) Dual Blades and Fire both love recharge bonuses, so try for those. Also you would do well to try for s/l defense bonuses for Fire. I haven't looked at your actual build, but those are the two most important things to shoot for. Kinetic Combats are probably the best way to get s/l defense.
Edit: I should say Dual Blades only loves recharge bonuses if you are trying for the very highest dps chain. If you want the next best, it requires very little recharge at all. -
Quote:Well stamina now works in forms, which would largely offset it. If it was actually a problem they could just make a very minor increase to recovery bonus already given to the forms.I'd love to not have to retoggle after returning to human, but I don't think I'd want to pay continuous endurance for the toggle shields while form shifted.
Maybe the tech used for DP's swap ammo could be used here? I suspect the +RES portion could be coded to work only while human, and the powers themselves could be set to stay on while shifted. Those two changes would allow the +RES to resume as soon as you dropped to human form. However, you'd still be paying endurance to maintain them while shifted.
To work around the continuous end problem, perhaps the powers could get a +recovery aspect that only worked while shifted? That way you'd still pay the end cost, but your recovery could be boosted to offset? -
If the shift times were shortened and toggles suppressed, I would pick dwarf for a quick mire or taunt, but I still would not actually use the form because I would be losing both damage and survival in doing so. The forms should be worth using for more than a quick buff.
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They are blasters in the sense that they are more fragile, but very much not blasters in the damage department. Even if that was the intent it was a failure.
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/Signed...except the Death part.
I would say take it a tiny bit further and allow pool powers to continue working in forms, not just suppress, but suppress clearly 'human' toggles like Orbiting and Inky. I know some people think that might possibly be overpowering, but I cannot justify taking dwarf form otherwise except as a mule. If I simply have combat jumping and maneuvers running in human form with its shields, by switching to dwarf I am losing mitigation along with lowering my damage potential; all I gain is some hp and mez protection, the latter of which I can get elsewhere easily enough. -
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I have figured out the most durable scrapper: DM/Ice...which doesn't exist yet.
Seriously though, when ice gets ported from stalkers I will never play another secondary again.
-Capped HP
-easily softcap s/l/e/n with only one opponent
-a toggle slow/-dmg
-resistance cap cold (that one's not a big deal, but it's nice)
-immunity to slow
-all the endurance you could ever want +the active mitigation of /ea and /elec
-extra defense when surrounded to help get closer to incarnate softcap or for help against debuffs
That alone wouldn't sell me, but the new power, Icy Bastion, is amazing. It will hard cap s/l/f/c/t with a significant chunk of e/n, and give you a sizable amount of +regen and +recov. It can be active a little bit less than 50% of the time with a good build (it's crashless) or you an use it with burnout and hibernate to be as tough as possible for a scrapper to be for 2 minutes straight.
All that and it will still have a damage aura!
Ice does have a similar hole to psi that invlun has, but it has more tools to take care of that with its slow/-dam aura, enddrain, and Icy Bastion. -
Quote:The standard schema of demons is horribly disfigured and grotesque. If I wanted "pretty" I'd go play my little pony wonderlandDemons, as they are, are ugly.
Nobody who has style would play Demons, as they are. It is a tragedy! They could have send in all these nice looking Demons, think only about a Succubus.
But what did we get? Dead Cow Face everywhere and they ... make a noise. -
Quote:Absolutely 100% agree.I think as of right now, the biggest concern to me for Khelds is TOGGLE SUPPRESSION. Seriously. I have no reason whatsoever, performance wise, to take forms on my level 50 Peacebringer, when doing level appropriate content.. Besides as maybe set bonus mules.
However, I could think of a crapload of situations where I would love to shoot off those Nova AoE's, but I'll be damned if I'm gonna die while I turn my defense toggles back on. -
Confirmed that it's a chance of stealth (don't remember the %), but as the AT specific enhancements aren't live yet there's always the possibility of change.
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Quote:You would need a large retweaking of certain sets, but not the AT as a whole. Several sets would work just fine with a simple damage increase to make them do more damage than the other melee AT's (electric, kinetic, claws, spines). Other sets (dark melee, martial arts, energy melee, kat, bs) need to get some things back that they lost (usually AoE's), which requires a power substitution. There have been several threads that discussed how to do this in the past, like the "So...Stalkers" thread. The only thing I'm not sure is fixable at the moment is Dual Blades, as that set really got hosed in its port to stalkers.The issue with any Stalker changes is simple: the archetype's not designed for the style of play this game rewards most - Stalkers are a burst single-target archetype in a game which, for the most part, rewards sustained AoE damage. Nothing short of a very large-scale reworking of how the AT plays would solve that problem.
EDIT: The HP problem could be solved, however, by increasing max HP from scale 1 (1606.4) to scale 1.25 (2008). Not as much max HP as Scrappers, but still some wiggle room for those with +HP buffs. -
Quote:Meh, bots bore me, even post-32. The burn patches were nice and all, but still boring. Demons, however, became really awesome at 32 for me.WHAT?
There is only ONE MM SET in the whole World, errr, Universe, that let you say "WOOOOOOOAHHHHHLOOOOOOHOOOOOO!!!!!!" once you hit Level 32 and this is Robots!
I think Bots are a little slow in the beginnig, even when you get the Fat One with 26 you are not really impressed - but then comes Level 32 and you get their 2nd Upgrade
A Light Show, Burning, Terror, POWER, AoE, everything! No other set impressed me so much. -
The only thing that keeps me from doing /dark ever is how extremely weak all the -tohit becomes against an AV which can resist it up to 87%. In order to match a defense set that softcaps in that situation you would need to stack impossible amounts of -tohit, or unresistable -tohit which is extremely rare. Otherwise /dark looks extremely good all around.
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I'd rather they leave hp lower than scrappers, raise the damage so that they actually fit into the melee AT continuum, and change the +hp powers to not be wasted. If they raise hp to match scrappers, they would probably never raise damage, and we would end up with relative survival parity but lower damage. That would put us right back into the underperforming camp we are in now and let the devs believe they "fixed" our problems.
Quote:Yes, they tend to not really worry about stalkers, but we should still be vocal about fixes. Giving up is basically guaranteeing they will never get fixed. PB's just got a sizable boost, which wouldn't have happened if the players just rolled over.The devs really don't care about the stalker disparity.
This gets proven time and again during Ports to stalkers, primaries and secondaries.
There is no point to this, as its all been said before and it has been ignored before.
Honestly I am waiting for ninjitsu to be ported to scraps (and buffed) and calling it a day.
Quote:But devs don't care, why the hell would they introduce a set that has a 100% crit AoE (KM), then revisit the set (to correct the insta-BU), still leave the AoE at 100% chance and then releasing StJ with a 50% AoE crit like the others? Either one or another would be consistent. -
"Taken by itself" is probably not very useful. It's all about synergy between primary and secondary. But if you just want to know the pets' inherent resistance/defense numbers, you can check them all here.
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Quote:Yes, but I still hold out hope (though futile) that someday they will actually balance stalkers with the other melee ATs by giving them higher damage for their lower HP. If that dis happen, retooling of the +HP powers would be the way to go.i think the pitiful stalker max hp cap is the base of the problem since regen stalkers run into this problem too with dull pain
Well, you would get better healing over time if it was retooled not to waste its effect, either by mimicking kuji-in sha or giving it lower +HP on a much shorter timer. The latter suggestion would still give you your big heal just more often. -
Completely unslotted and with no IO bonuses or accolades it takes you well over the stalker cap, meaning at absolute base part of the power is wasted. That is bad design. If they wanted to lower the +HP so that it would almost barely reach the cap with accolades, then significantly lower the recharge (along with duration) so that it could be actually used as a heal too, that would fix it. As it is, I feel embarrassed for the devs that they would allow this to remain in the set as is.
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Having one pet that periodically summons a photon seeker is something Smiling Joe has mentioned in the past, and I think that could work. I really don't think they would give you mastermind controls or a summons like Dark Extraction's though. One non-expiring Light version of Dark Extraction (that is basically the old Lightform animation) that can also summon the occasional photon seeker would do a heck of a lot toward closing that damage gap. It would be better than Dark Extraction in certain situations and worse in others, following the basic theme of the two AT's as they currently stand.
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One sold, but have another. PM if interested.
Edit: Sold -
I agree. In fact, /ice would be my new favorite if Hoarfrost weren't so freaking and utterly awful for a stalker. Seriously, turn it into a clone of kuji-in sha (still a heal and still gives toxic resistance) and the set would be practically perfect. Also, chilling embrace shouldn't actively keep you from reentering hide while around enemies...
But ya, the set is like "Hello, I'm kind of like /sr. Wait, no, I'm kind of like /electric. Wait, I think I'm like /regen."
This set will work great on scrappers once it is ported over, as they won't have problems with hoarfrost and will also get icicles. -
The damage problem is entirely the fault of photon seekers. Without pets, pb's easily do better damage than warshades. With pets, warshades outclass them by a very large margin. Fix photon seekers in some way to actually be worthwhile dps (perhaps summon one or two light versions of Dark Extraction, no bodies required but can't do more than two) and your damage problem is solved. Well, that and the option of kd instead of kb for some powers.
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Gladiator's Armor +3% defense unique lvl 50 for sale, 2.7 bil. PM me here if interested.
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