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Posts
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Joined
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Quote:Very interesting. Sounds promising, like back when Castle tried to change it to a % based (mentioned earlier in the thread), only better.Actually, with the way max hp changes already work, it would not be illusory damage, nor would it be -regen. Instead it works much more like -resist.
Remember, when maximum hp changes, current hp changes proportionally as well. So suppose a target with 1000 hp. You hit it with a -10% max hp effect, reducing it to 900. Then you deal 100 points of damage, reducing it to 800/900, or 88.88%. If the -hp then wears off, its maximum will return to 1000, and its current hp will change to maintain the 88.88%, leaving it at 888.8/1000 health. So your 100 damage attack effectively removed 111.2 points of health.
Similarly, and since health regen is always in ticks of 5%, it doesn't matter how much max hp the target has - when it gets a tick, it recovers 5%. If its max hp changes, that 5% is 'stretched' or 'squeezed' to become 5% of the new bar. So if the previous target is at half health (500/1000) and regenerates a tick, it will be at 550/1000. If you reduce its max health to 500, it will be at 250/500, then regenerates a tick to 275/500, then the hp debuff wears off and returns it to 550/1000, exactly the same as if you had not debuffed it. Yes, its hp/sec displayed in Combat Attributes will be smaller, but each point of health regenerated is stretched to be worth more when the debuff wears off.
Gimmicky, but if it works, I'd take it! -
Quote:They do have the little glowy circle outside the hospital that will take you to the last 'level' the team was on. It still takes a minute or so to get back to the team, but you don't have to run the whole thing.No sure if this has been added but one thing I found annoying is getting to the end of map, getting short on inspirations then dying, if you decide to go to the hospital it takes about 1/2hour to get back to the team.
I know I missed it the first time until someone said something. -
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Quote:Seemed like the simplest way to explain I was the only non-Blaster/Corr on the team. *shrug*How is it an all Blaster/Corruptor team if it has a Mastermind on it? That would be like bringing a Defender on an all Tanker team, and still calling it an all Tanker team...
"I was on an all Blaster/Corr/MM team, with me being the only MM..." -
Quote:Try testing a Stalker versus a Scrapper on an Elite Boss or an AV. And even then, I don't believe single target DPS is the heart of the issue with Stalkers.If by that you mean the chance of being interrupted then yes, I am not counting interrupts. It is extremely rare that I am ever interrupted on an opening Assassin Strike which is about the only time I ever use it. If you're not interrupted, you will jump out to an early lead in an ST damage contest vs. a Scrapper that the Scrapper's higher base damage has to catch up to. All depends how long the boss lasts. Also depends how much of a crit boost the Stalker is getting as to how fast (or even if) the Scrapper can catch up.
I'm not saying it's a huge difference. Anyone can do damage. It's not a unique or special role to fill on a team. But it is a role you can fill. And practically speaking, I am usually not in a race with ANYONE to kill a boss because everyone else is usually in a race to see who can overkill the trash minions with their AoE first.
The DPS a Scrapper provides is only about 1/2 of their effectiveness to the team. The majority of them also provide a taunt aura that causes that elite boss or AV to target them instead of the squishy Corr or Blaster behind you. It always amazes me how the debate around Stalkers never mentions taunt auras or aggro control.
Now, Stalkers shouldn't be given a taunt aura, mind you, but they should be given something equally as advantageous to teams they are on. And I wouldn't want to see them be made the kings of AoE either, that's not the role. The issue always has been rooted the fact that they underperform at the role they've been given, zero aggro control single target assassination.
Make them a true 10/10 in Melee on the AT chart shown in the character creator screen. Honestly, I don't think that would upset the AT balance in the slightest.
And again, they work well enough in their current state, I'm just advocating a buff to the AT. Scale their AS up based on the rank of the target. Make it animate faster. Make them the undisputed highest ST DPS AT. If they're going to shed aggro to other members of the team, and not going to leverage the advantage of AoEing multiple targets at once, make them shred through single targets. -
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My issue with Stalkers has never been the lack of HP. It's the lack of AoE damage, their low threat will gives more aggro to teammates, and their lack of aggro control to pair with their self buffs (and lack of team buffs).
They do bring something unique, an alpha strike, and it's included fear/to-hit debuff. However, I often find it doesn't make up for the disadvantages of the AT. Being that the usefulness of taking a certain foe out of the fight is so easily replicated with a single target hold, it's often unneeded.
That said, I still roll and play Stalkers all the time, and have fun doing so. I just wouldn't mind if they ever did get a buff.
Personally, I would love to see them become true assassins in that they can really dish it out versus tough targets, and not be outclassed by a Brute just charging in. (e.g. make them AV/boss killers with Assassin's Strike doing massive damage versus really tough targets) -
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So....much...red....on the villain theme
it makes me want to steal purses and make doomsday devices! -
People like Brutes. *shrug*
/EA is not that squishy anymore, at least, once you get soft capped defense. It's strong and pretty now. The less then optimal ~55% Def Debuff resistance though means you can always use a little bit beyond the cap in case things start debuffing you.
As for skipping Hasten or Tough, not for any of my builds. :P -
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Quote:I've done several Stalkers with Provoke. It works great!I knew someone who had both presence pool taunts on their blaster, so that they could tank AVs with it. I'd recommend both if you're building your blaster to do such things with it. I plan on trying it out on a Stalker sometime I just haven't, not a case of making one that can spare the slots, its a case of leveling it. Stalkers tend to get the backseat with me.
It's especially handy on /Ninjitsu as you can take aggro (Provoke) and give away aggro (Smoke Bomb) at will. One of my favorite tricks is the Provoke and hide around a corner. The mob will chase you giving the team a good 5-6 seconds to wail on him while he is attacking -nothing- and running to catch you. -
Quote:Being that my Masterminds ususally have Challenge or Provoke, I've done it. :PYou know, I'm aware masterminds were designed to tank, but I have never seen a Mastermind tanking.
The last Mort Kal SF I ran, my Thugs/Pain kept the AVs challenged since I had the best survivability on an all Blaster/Corr team. -
It is extremely effective for allowing a Mastermind to stay in bodyguard mode and get their pets attacking as fast as possible, since they won't attack until something attacks you.
Most of my Masterminds take either Challenge or Provoke for this reason, to avoid having pets stand around for 3-5 seconds at the start of every fight, especially in sitautions where there is great aggro control (e.g. following a tank). Allow, it's very handy when handling squishy pets as they die very easily, by taking the hits yourself in BG mode means you can easily patch up the small loss of HP and you don't have to resummon/buff all the time. -
Love Provoke. Nearly every one of melee characters (e.g. characters will self buff/heals) without access to taunt takes it, as it will often let you save someone's hide (e.g. that /Cold Corr who just shielded you).
It is a shorter duration, but is plenty effective to allow you to tank, esp with a taunt aura. Take it, and love it! -
Anything via the new LFG tool is pure win.
It was fun, short, and quick and easy to run without having to build/form a team.
The atmosphere was great, and made me feel like I was taking a ride through the Haunted House at Disneyland or something. Excellent design, and the bonus EB was a great touch. -
And all the Peacebringers and Energy Blasters would rejoice! Well, mine, at least.
Allow me to swap to knockdown, and I would love those sets. As is, teaming can be problematic when using the AoE attacks is counterproductive to the effectiveness of the team. -
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Being that temporary powers simply use base accuraccy, I never use them anyhow, as they will often -miss- versus anything, but an even con, which I rarely ever fight.
Being that I skip all consumables, esp. ones that would last less than an hour if I simply 'used' them like I had them to burn, I've passed this one up. Though I suppose making them a permanent temp power would have brought you flack from the 'pay to win' arguement.
Saving points for next week. -
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Quite simply, we need a 'team advertisment' channel available to F2P players. /Help should remain for help.
Make a LFG channel. -
For Dark Armor, I always go with the 'black blob' is my costume theme.