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Posts
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Meh. My Stalker does fine on teams. Waltz up to the biggest baddie, punch it in the face, and then mop up whatever my team's alpha hasn't taken out one at a time. Use Shadow Meld to keep from taking damage, and slap on my Tier9 when the team is about to lose a fight in hopes of at least surviving and killing the mob in revenge for your less awesome team mates.
Wash. Rinse. Repeat.
'Course, I play a pretty Scrappy Stalker who can do that sort of thing. I love my DM/Nin. -
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Well, the OP said level 5, but they also said they rerolled; I'm guessing they still haven't hit 6 yet but that's just a guess.
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Gimme a break! It's late, and I'm brain-dead from homework. :P -
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It makes me cry when another player asks me not to speed boost them because "i kep runnin into walls lol".
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Dark Defenders, Controllers, and even some Blasters rely heavily on proper positioning to do their job with maximum efficiency. Speed Boost can _really_ screw with that.
And Speed Boost isn't good for ANYONE on that multi-tiered cave map *shudders*. A slightly faster refresh (on a generally already full attack chain by level 16 anyway) isn't going to help if you keep falling 6 stories below your target.
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I am Mr._Grumpums, and I approve this message. SOME consideration towards other players is required, especially when buffing someone may cause them to get into hot water, like SB in caves. Not everyone has the experience from back when travel powers were un-inhibited to call on. Heck, there are a lot of players who haven't even tried Siphon speed to know what it's like to zip around while blasting, the last remnant of a more glorious age.
Buffs are made to make players perform better. If a player can't handle it due to their PC or their playing style, I'm fine with skipping them. I'll even be considerate to the people who whine for cosmetic reasons. I was raised to treat people with respect.
It's rudeness I don't tolerate. If someone acts like a boorish oaf repeatedly, then I can only take it so far before deliberately adding them to my buff list. -
Maybe it's the 12 grownup beverages I had while perusing the forums, but I gotta say that I'm incredibly glad to see another in-depth DM/DA guide. My second character all the way back in issue 1 was a DM/DA scrapper, and both sets have gone from being two of the most deplored to two of the best in the whole game. It's kind of fun looking through the old guides and seeing how things have changed.
Anyway, I liked the guide, and it helped me plan through my second build. Thanks for going to the trouble of putting it together!
Edit: I wonder if you might want to address the advantages and disadvantages that a DM/DA Brute or Stalker has when compared to a DM/DA SCrapper or DM/DA Tanker.
DM/DA Brutes have access to a full Taunt, instead of Confront, which my be good for keeping enemies near your debuffs and Death Shroud. Not only that, but it can acquire both Soul Tentacles and Darkest Night by level 44, increasing its ability to lock down enemies and keep them where you want them, as well as keeping them unable to land a blow. Fury, however, may be harder to acquire for a DM/DA brute running Cloak of Fear and Oppressive Gloom.
A DM/DA Tanker gets its DA debuffs much earlier, creating a slightly different type of gameplay in the early levels. Its patron pools give the potential for controller-like powers that can keep enemies rooted in one place and debuffed.
A DM/DA Stalker is an extremely oddball build these days, but it seems to be interesting. You lose Soul Drain, Dark Consumption, Taunt, Death Shroud, and Cloak of Darkness for more Stalker-oriented powers. Using Cloak of Fear and Oppressive Gloom will still be of use, however, to limit the number of attacks from the enemy. Going the Soul Mastery Route and getting Shadow Meld will give you a 15 second invincibility switch (should you already have been slotting for a bit of defense). -
I end the fight as fast as possible. If it goes on for too long, I use Restore Essence.
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I think that they're rare on Virtue Server, mostly because there are a whole lot of people who already have an Ice/Cold corrupter. Like me.
Of course, I'm an altaholic. -
You can access your vet rewards by going into your badge menu, and going into your veteran badges. Click what you want to redeem from the badge list (there's a button to the side of the badges that unlock stuff. You can't miss it).
What level are you? At some point, you will probably want to grab your assassin shock power. I usually get mine at level 6, which is the earliest you can unlock it. Assassin Shock is a great way to deliver a HUGE hit to a lieutenant or boss. -
Be warned. Baddies will run from Caltrops, and get away within about 5 seconds. You get more from Tenebrous Tentacles or Web Grenade.
As far as powers you might not want, I'd avoid Fire Breath. I've heard complaints about Incinerate, but I like it. -
Nope. I can't see this one being a popular scrapper or brute import. Scrappers and brutes deal enough damage already with other sets that there isn't a real reason to fiddle around with Ice Melee. I mean, maybe is they crank up the magnitude on those mezzes to a degree that makes it worthwhile, it would be alright. Wouldn't be terribly popular, though, with all the more popular sets waiting to be transferred.
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Level 1 solo, as high as level 3 on a running mission team, as high as level 5 on a bank farm with an AWESOME team.
I usually ran at level 2-3 solo until level 26, and then I ramped it up to level 4 and stayed there until level 50. On tough missions, though, I would scale back down to level 1. -
I've gotten everything from "Nice shootin' Tex" to inquiries as to who the other TA is, when I'm the only one on the team.
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Can't complain about adding more control, I guess. Don't stop applying Touch of Fear, though. That ToHit debuff adds up and can prevent even AVs from slapping you around. At least is does for my DM/Nin stalker.
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My bother plays a Fire/EA that he swears by. He seems to do alright when playing it. He uses Tough and Weave, as well as Darkest Night and Soul Tentacles. He doesn't take damage in melee, and slaps Darkest Night and Soul Tentacles on ranged enemies or bosses. He crowed about having soloed an AV, but I don't know which one it was.
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In my experience with a BS/Fire Scrapper, I can say that Consume coupled with your armors will make you pretty close to invincible when you're soloing. On teams, though, you might want to watch out to not draw too much aggro. Just hang out with the Tank and be his buddy.
Damage-wise, I've seen enough Fire/Fire Scrappers to be very impressed. What the set lacks in mitigation it makes up for by killing things really freaking fast. My Broadsword Scrapper is not slouch when it comes to hauling off and demolishing enemies, but he ended up playing second fiddle to my friend's Fire/Fire scrapper. -
I suggest you reroll your character and get rid of Charged Brawl. Its damage is a joke compared to the rest of the electric set.
Sounds like your biggest problem is being killed before you can take out the bad guys. This will become less of an issue once you get your self heal and a few attacks. Get to level 12, slap on a few DOs, and see if it gets any easier for you.
Electric Stalkers are late bloomers. Their only non-AS Single Target attack worth noting is Havoc punch, so leveling can be a pain if you're solo.
Personally, I went from level 1-22 with only Havoc Punch and Assassin's Shock. It wasn't easy at all, but I grabbed Chain Induction at level 22, and Thunder Strike at level 26, and things became a lot easier. Once I hit level 32 and got Lightning Rod, it became a whole lot of fun. I'd use Lightning Rod out of Hide instead of Assassin's Shock in a big mob, and finish off what was left with Thunder Strike, Chain Induction, and Havoc Punch.
Ninjutsu starts to pick up its pace in the 20s after getting your self heal and slotting SOs. Once you start throwing out Knockback and Stun with Thunder Strike and Lightning Rod, a lot of enemies won't even be able to hit you.
This is a build I threw together in about 5 minutes. It isn't perfect, and you could probably get acrobatics earlier than I selected, but it it should give you an idea of what you're building towards.
And now, let the roasting of this build by more number-savvy and anal retentive players commence!
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Sample Elec Nin Stalker: Level 50 Magic Stalker
Primary Power Set: Electrical Melee
Secondary Power Set: Ninjitsu
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Havoc Punch -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Dam%(3), Mako-Acc/Dmg(5), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(42)
Level 1: Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), LkGmblr-Def(46), LkGmblr-Def/Rchg(50)
Level 2: Ninja Reflexes -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(11), LkGmblr-Def/Rchg(15)
Level 4: Danger Sense -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(9), LkGmblr-Def/Rchg(15)
Level 6: Assassin's Shock -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg(7), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(42)
Level 8: Hurdle -- Jump-I(A)
Level 10: Combat Jumping -- Krma-ResKB(A)
Level 12: Placate -- RechRdx-I(A), RechRdx-I(13)
Level 14: Super Jump -- Jump-I(A)
Level 16: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Heal-I(19)
Level 20: Stamina -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(21), Efficacy-EndMod/EndRdx(21), Efficacy-EndMod/Acc(42)
Level 22: Chain Induction -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Acc/Dmg(23), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(43)
Level 24: Kuji-In Sha -- Dct'dW-Heal(A), Dct'dW-Rchg(25), Dct'dW-Heal/EndRdx(25), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(43)
Level 26: Thunder Strike -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(27), Oblit-Dmg(27), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(43)
Level 28: Build Up -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Lightning Rod -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(33), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34)
Level 35: Blinding Powder -- CoPers-Conf/EndRdx(A), CoPers-Conf%(36), CoPers-Conf/Rchg(36), CoPers-Acc/Conf/Rchg(36), CoPers-Acc/Rchg(37)
Level 38: Kuji-In Retsu -- RedFtn-Def(A), RedFtn-EndRdx(39), RedFtn-Def/EndRdx(39), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(50)
Level 41: Acrobatics -- EndRdx-I(A)
Level 44: Dark Blast -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Acc/Dmg/Rchg(46)
Level 47: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(48), RechRdx-I(48), LkGmblr-Def(48)
Level 49: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination -
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I personally find the Brute AT to be VERY offensive, and should be removed from the game entirely. They should be replaced by a new AT, Ponies with rainbow auras a glitter spark powers.
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No! Then the rest of the ATs will need to be able to have pony shapes with rainbow auras and glitter shapes, and we'll be left with NOTHING!!!
I want to play a giant robot that can combine with other players' characters to transform into Brute-tron.
I'll form the head. -
I try to be nice about that sort of thing, but I don't have costumized keybinds designed for buffing, and most of the suggested binds on the forums don't work for me because I use my number pad for navigation (I'm left handed, so I use the mouse in my left hand and the number pad and directional buttons for moving, jumping, flying, Follow, Autorun, and toggling through targets through a system that is much simpler than it sounds), and can't assign numbers 1-8 on the pad to target team members.
So yeah. Sometimes I forget and buff the wrong person. If they whine once, I'll let it slide and apologize. Twice, and I buff them on every cycle on purpose until they either quit the team or stop crying. -
It's the shortage of slots that makes playing a PB so hard. They used to be fairly underpowered compared to everyone else, but recent changes to Cosmic Awareness and the onset of IOs have made them on par with everyone else, when built properly.
One thing you might want to do is pick only one of your peacebringer transformations and forgo the other (though I know some Warshades who only keep their nova form for a flight power). We nerds on the forums call that a Biform, and call a Peacebringer or Warshade with all three forms a Triform. Focusing on one transformation will give you extra slots, so you can focus on building up your Human powers and those of the transformation you've picked.
Also, picking powers at random may land you in hot water, and make you use up a respec before you really want to. Before choosing a power, think about how it might work in relation to your other powers, and the powers in your forms.
Oh, and I suggest not playing a Human form only Kheldian unless you respec into it later on. The forms are what make you strong in the early levels. Without them, you're just a squishy character with Defender-level damage. -
My Pew will turn a darker blue, just to take some of the edge off of that white.
A darker color might fit my PBs description, too. The human half is a former suicide hotline worker who likes to dare people to do things, and the Kheldian half likes to blow open holes in reality "to see what comes out." -
Of the two, Chain Induction is probably the better choice. Jacob's Ladder is neat looking with impressive damage (And I've had enough practice with Shadow Maul and Sands of Mu to make lining it up fairly easy), but it has a really long animation time that can slow down your fury building. Chain Induction is fast and a good way of taking down minions and lieutenants who have somehow survived Lightning Rod and Thunder Strike while still focusing on the bigger threats in the mob.
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I prefer Seeds of Confusion, and the Plant set as a whole. Mind is definitely a good control set, but I find Plant more fun to play.
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Stacked Trip Mines, Gun Drone, Caltrops, and Teleport Foe.
Stack Smoke Grenades on a mob and load Trip Mines in front of it, then throw Caltrops behind the mines. Shoot the mob from a safe position where you can duck around a corner and ditch the alpha strike, and then giggle when the mob sets off your traps. Drop your Gun Drone from around the corner follow it aroud the corner after it's been fired on. Shoot the survivors from a distance while continuing to stack Smoke Grenades to keep up the ToHit debuff. -
There are definite differences between Brutes and Tankers. For example, the fact that they're completely different ATs, and should be played differently.
So yeah. No. I won't be playing my brute like a tool. -
"Baseline survivability" for a defender is relative, depending on the power sets you pick. Some are pretty darn fast and effective, and others can't solo at all.