Nalrok_AthZim

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  1. I've found the best way to overcome Psi is to avoid the heck out of it.
  2. Want thematic? MA/Regen Scrapper, Ninja/Pain MM.
  3. Nalrok_AthZim

    RTTC - Change?

    Quote:
    Originally Posted by Redlynne View Post
    RttC *IS NOT* allowed to self stack its ToHit Debuff. THAT Effect does not stack from same caster.
    We established that.
  4. Nevermind then, I guess.
  5. Quote:
    Originally Posted by GavinRuneblade View Post
    Have you seen the math on what happens if you give /regen to brutes with their higher hit point numbers?
  6. Quote:
    Originally Posted by Velkro View Post
    I have to admit, I'm not a big fan of the fury mechanic. So I started playing a Bane Spider, and he's really strong. Like, really really really strong!

    Something still bothers me about that character though, and I have finally figured out what it is. So now I turn to the experts here:

    Is there any way to make a Bane Spider prettier?
    Fuschia.
  7. Quote:
    Originally Posted by seebs View Post
    Maybe I am confused. I thought electrifying fences was an AoE immobilize...?
    It is, I'm just saying there's more than one AoE immobilize and that you should include one no matter what. Sorry for the confusion.
  8. Quote:
    Originally Posted by Deus_Otiosus View Post
    As much hate as it will probably generate, I hope a handful of sets do not get proliferated.

    Now that Brutes and Scrappers all play in the same sandbox, it would be nice to let them each keep some unique possibilities in their powersets.
    Long live Brute Energy Melee.
  9. Quote:
    Originally Posted by Jazra View Post
    I was thinking of putting a pile of EndMod into Chain Fences, and obviously into Conductive Aura. I was asking about Static Field mostly for the team recovery buff, which I'm still not sure it will affect or not (though I am inclined to agree with Raptis that increasing the Sleep would probably be more beneficial)

    Mmm... so much fun!
    I'm putting EndMod in everything I can, to be honest. Especially Conductive and Static. Putting those two together is like having nuclear Stamina.
  10. I've played Thugs to 41, and Pain to 39, but not together. I can easily imagine combining them though.

    WoP 1: Yes. It's also a nice ToHit buff for them, so their attacks land more often. And harder, thanks to the slight damage boost.
    WoP2: I've actually laid down World of Pain on a Gang War as another MM summoned them. They're still Gang War minions and they still die easy, but it was easier to heal them and none of them missed.

    Bruiser: Yes. I would throw it on the Arsonist, though. He's a bit of a doorknob when it comes to AI but he does incredible AoE fire damage. Painbringer (with a watchful healer) would be a great buff to the Arsonist as it'd greatly increase your AoE.
  11. Echoing what the others have said: Get an AoE immobilize from your patrons. If you lock those suckers in place, Line-of-Sight, and tell your bots to attack you'll see the entire mob explode in flame and DIE.

    It's beautiful.
  12. Quote:
    Originally Posted by Hyperstrike View Post
    Old game mechanic. Kiting. If you can't immediately kill a group of enemies, kill a few and GET THE HELL OUTTA DODGE until you heal/recover end. Take a few more. Rinse and repeat until done.

    That's how I got through the TNN mission. I ran my tank's little hiney off! But I didn't die!
    I was on a Claws/SR brute for that one. What ended up happening was, one Destroyer would run to me and die and the other 4 would cap out at the northwest corner of the map where they spawned. So after about 10 destroyers, there were 90 clustered together. I popped 3 purples and 7 reds, ran over and threw the Heavy Grenade temp power in and splatted them all (and killed off the rest with Spin).

    On the subject of Tankerlock, yeah. I made an Elec/Kin tanker for going redside and I keep using the mentality of my 42 Shield/Axe. I will also add that I keep dying. xD
  13. Quote:
    Originally Posted by Ben_Arizona View Post
    I've played kin defenders and I've played elec controllers and it really is a very different sapping experience, though. Elec controllers apply a steady drain and are much more able to keep an enemy down at a "can't do anything or can only fire off Brawl occasionally" level, while a kin can drop enemies to nothing very quickly but can't do much to keep an enemy there for long. While I'm not certain how well an elec controller could sap an AV, I'm not ready to discount the idea on the basis of kin-based theorycraft.
    This is exactly right. Elec controllers are solid, steady drainers where Kins are one-shot-wait-for-the-second drainers. I believe I posted earlier in this thread that my 50 Ill/Kin can shave off most of an AV's endurance with a Power Boosted Transference, but it comes back in a matter of seconds. On my Elec/Rad controller I can herd entire rooms (entire missions if I bring my Elec/Rad controller's friend, another Elec/Rad ) and just sit there doing whatever. Granted it's not a fast way to level; Fences Containment damage only goes so far, so fast in that situation. But I don't die, I don't.

    Quote:
    Originally Posted by Carnifax_NA View Post
    This is one of the reasons I hate people advocating the "Pseudo-hold" maneuverer Fire and Earth can do. There's no particular need for the Cage part and anything which is capable of avoiding the Stun (like a Boss) is now either aggroed at you or if there's someone laying down a Slip Patch you've just made them immune to it.

    Mind you Earthquake also has a tasty ToHit and Defense Debuff and hopefully the knockdown will get a chance to kick in in around 10 seconds, so I lay it anyway.
    This is exactly why I still lay it down. Even solo on my Earth/Earth Dominator I lay down Earthquake and Quicksand just so I have the gigantic defense debuff in place before punching in my AoE stun/AoE attacks. It makes the entire congregation a hell of a lot easier to beat on. Drop that quake anyway!

    Back to Electric Control, I've found my aforementioned level 19 Elec/Rad controller... doesn't really need Paralyzing Blast. I mean, I'm gonna take it, but not immediately. The rest of EC is enough 'pseudo-hold' as it is (fences/drain-lock).
  14. 34 views and not one suggestion? I mean, I know this build can't possibly be one that's so well made no one can offer advice. I'm fairly sure it's so whacked out it needs at least one protip from a professional stalker forumer. Any takers?
  15. This will be the first build I've ever posted. I tried to go for recharge, but ended up with a hodgepodge of across-the-board bonuses, if you will. Anyone willing to take a look?

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Seventh Wonder: Level 50 Natural Stalker
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Regeneration
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Villain Profile:
    Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(37), Acc-I(42)
    Level 1: Hide -- Ksmt-ToHit+(A)
    Level 2: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(37), Acc-I(43)
    Level 4: Reconstruction -- H'zdH-Heal/Rchg(A), H'zdH-Heal/EndRdx/Rchg(5), H'zdH-Heal(5), H'zdH-EndRdx/Rchg(15)
    Level 6: Assassin's Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 8: Build Up -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Swift -- Run-I(A)
    Level 12: Placate -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Health -- Heal-I(A)
    Level 16: Integration -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx(17), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-EndRdx/Rchg(46)
    Level 18: Burst -- Oblit-Dmg(A), Oblit-%Dam(19), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21), Efficacy-EndMod/Rchg(21)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 24: Super Speed -- Clrty-Stlth(A), Clrty-RunSpd(25), Clrty-EndRdx(25)
    Level 26: Focused Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(27), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(40), Decim-Build%(46)
    Level 28: Instant Healing -- Mrcl-EndRdx/Rchg(A), Mrcl-Heal/EndRdx/Rchg(29), Mrcl-Heal(29), Mrcl-Heal/Rchg(46)
    Level 30: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31)
    Level 32: Concentrated Strike -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dmg/EndRdx(33), Mako-Acc/Dmg(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34)
    Level 35: Revive -- RechRdx-I(A), RechRdx-I(36), Heal-I(36), EndMod-I(36)
    Level 38: Moment of Glory -- DefBuff-I(A), DefBuff-I(39), ResDam-I(39), ResDam-I(39), RechRdx-I(40), RechRdx-I(40)
    Level 41: Superior Conditioning -- EndMod-I(A), EndMod-I(42), EndMod-I(42)
    Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45), P'Shift-End%(45)
    Level 47: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 49: Focused Accuracy -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(50), AdjTgt-ToHit/EndRdx/Rchg(50), AdjTgt-ToHit/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
    Level 2: Ninja Run
    ------------
    Set Bonus Totals:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 13.1% Defense(Smashing)
    • 13.1% Defense(Lethal)
    • 1.88% Defense(Energy)
    • 1.88% Defense(Negative)
    • 9.38% Defense(Melee)
    • 3.75% Defense(Ranged)
    • 2.25% Max End
    • 16% Enhancement(Heal)
    • 21.3% Enhancement(RechargeTime)
    • 25% Enhancement(Accuracy)
    • 153.6 HP (12.8%) HitPoints
    • MezResist(Confused) 1.65%
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 18.7%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 4.4%
    • 5.5% (0.09 End/sec) Recovery
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 1.58% Resistance(Toxic)
    • 4.08% Resistance(Psionic)
  16. Quote:
    Originally Posted by Head_Kracker View Post
    Sooo I'm messing around with mids and recalled that they gave scrapper epics to us......so now my actual ninja charector has access to shuriken. Now overall I know shuriken are semi bad as they are more leathal damage on a otherwise leathal damage charector but I've dreamed of throwing stars of doom at npc's on my very ninja charector. way to go devs.
    DOOOOOOOOO-

    Oh. Oh, a praise post. Sweet!

    On a more serious note, yeah. NB stalkers around the globe are rejoicing, especially considering the dual Physical Perfection option.
  17. Quote:
    Originally Posted by Raiton1 View Post
    Bah just realised energy aura apparently sucks? Oops. Erm, doh! Not going to invest in him then ffs. When will i get to really carry on with one! Any tips on a good brute combo!
    Pop around the Brute forum a bit more, read some guides, play some sets. A few good starter sets are /Invulnerability, /Willpower, and /Electric.

    Good Melee sets? All of them.
  18. Superspeed is always a good choice. Hasten is one of the most convenient powers in the game. Never Flurry though; you're a brute!
  19. And when wouldn't you do that on a Brute? :P
  20. Quote:
    Originally Posted by CuppaManga View Post
    Yes, that's the memory leak. Unfortunately there's nothing to roll back to, it's been there since the first one.
    Really? That strikes me as odd since before the last Cider release they patched us to I never crashed macside. D:
  21. Q: How many Electric Control controllers does it take to change a lightbulb?
    A: One to hold it and grin.
  22. Quote:
    Originally Posted by Hart View Post
    Wouldn't you bump into AV resistance issues? I would assume that Elec/ would fare as horribly as any other control set against AVs, i.e. they'd totally ignore you.
    Pitting two to three Elec/Rads against an AV would be an interesting fight. Have to see how it'd all turn out. I'll post about it in the future. As for the post made by Mr. Arizona, he's pretty right. With Power Boost, my Ill/Kin troller can knock out 50% of an AV's endurance with Transference. Granted, it comes back in a matter of seconds, but that's cause it's a one-hit, not a pulse.
  23. Quote:
    Originally Posted by Ben_Arizona View Post
    What do you do on any control set when you've already used your every-spawn control power, your other every-spawn control power is not absolutely perfect for the situation, and your long-recharge AoE hold is still recharging? I mean, other than "play mind control so you still have an AoE control for that ambush plus the next one".

    There are valid criticisms of Elec Control, but "if every power you have is still charging there's not much you can do" is a pretty weak one. Especially since Elec Control's every-spawn control is a persistent patch you can draw new ambushes onto.

    For my part, I don't think Elec Control is the new top set for control: Earth Control is as solid as ever, and Mind Control is drastically underrated for some reason. It's up there, though, and it especially excels at low levels. I don't think any other set can area-control nearly as well on DO enhancements, with the possible exception of Plant (and even then, the recharge on Seeds of Confusion is just a little too long to be entirely comfortable on DOs.)
    IMO it's a great set for sapping the pants off anything you target. Can't wait to take my Elec/Rad up against AVs.
  24. Quote:
    Originally Posted by kinaki View Post
    And when you get ambushed immediately after using your sleep elsewhere for its debuff, what do you do then? Synaptic Overload takes too long to run its course and Paralyzing Blast might be down. Whereas something like ice might have ice slick to back you up, you're left wishing you had another AoE control on electric. This is not theory, this is what has been happening to me.

    Edit: response to previous posts, DogTags - though could be a response to your post as well; what if your SF had been down?
    My SF has enough recharge in it that I can chain it indefinitely. Also, if I use Accelerate Metabolism and Hasten at the same time I can usually stack two on top of eachother for about 15 seconds. Makes for incredible sapping and phenomenal endurance return. Teams LOVE me, especially tankers! "I'm out of end, hang on." *Static Field on his herd* "... Dude, what? Thanks!"
  25. Nalrok_AthZim

    Stalknetic melee

    I've been playing for four years as of August 18th.

    I have rolled (according to my old files) over 22 stalkers. None of them made it past 10.

    I rolled a Kin/Regen stalker two days ago. He's 16. Thank you, Kinetic Melee. You've made me a believer.