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Posts
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Quote:Maybe give the new /ice a try? Immunity to movement and recharge debuffs (KoA's stack caltrops would no longer be concern), the ability to double stack energy absorbtion for around a +12% defense buffer (which makes the set's 43% DDR go quite a bit further), a combat toggle that slows enemy's attacks and movement and decreases their damage, unlimited endurance and a T9 that is up whenever you need it and will basically make you indestructable for 30 seconds.Specifically, my experiences with +0x4 spawns of Knives of Artemis and Awakened PPD. My Claws/SR Stalker had little issue with these, but my then MA/NIN Stalker was getting PWND.
The problem? Knives strip Ninjitsu's Defense completely and then burst it to death very quickly. Awakened strip its defense and wittle it down. The Heal is of little use in these situations
Mine's been at lvl 50 for a week now and I'm still amazed at just how durable he is. It isn't the perfect set (/psi damage is still dangerous), but allows my stalker to scrap it out with a -lot- less worry. -
Quote:Specifically what is being referred to in that post is PEACEBRINGERS being underperformers. The consensus of the Warshade community is that Warshades "don't need help" beyond their current status. There are some things which could be optimized (like transformation times), and adding Endurance Drain Resistance to Dwarf Forms (PB and WS), but the simple truth is that Warshades aren't "hurting" for a Buff ... unlike their Peacebringer counterparts, who *DO* desperately need more Buffing.
My bad then, I assumed "kheldians" referred to both species. -
Anyone know the name of the stalker set? It's one of the few I haven't seen linked yet (along with VEATs/HEATs).
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Except that it is the WS soloing the lvl 53 AVs that says they are underperforming. I just don't understand how players can brag about all their ingame achievments, and then say they are not performing at the correct levels. I understood the peacebringer's stance, but a WS's?
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Quote:Yeah, WSs can be true monsters, there are multiple posting on their board about them soloing lvl 53 and 54 AVs, taking on loaded +4/x8 maps and doing the simply otherwise impossible.Errr you ever looked at ingame numbers?
Eclipse caps your resistance, buffs recovery, mires and soul drain lasts longer than BU and are awesome buffs... In fact Warshades can farm quite well because of Eclipse and Mires, and solo AVs if they have mobs to fuel from
And yet at this very moment they have a thread running with the opening line of the first paragraph that reads "Basically, here's the deal. The Dev's are aware that Kheldians are under performing a bit...". Lol. -
A 20% chance put a stalker back into hide would be a massive damage boost for stalkers. Even if they set it at a 10% proc rate, when coupled with a stalker's innate 10% it would be considerable.
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I would say the primary would depend on what you enjoy playing, because outside of AS every one is a bit different. Do you want single target, AE or a mix of both? Some are single target heavy (energy, MA) others the opposite (elec, maybe DBs). The new Street Justice seems to hit that sweet spot between the two; it has both a cone and a PBAoE plus a T9 that out-damages AS on a combo 3 crit (I hit a lvl 50 freakshow tank with crushing uppercut for over 1800 with proc the other day, but this also had the benefits of a T2 muscular alpha slotted).
For secondaries, they all work IMO. Nin, SR, EA and Ice are all great out of the box because of the ability to placate and followup crit without much worry about interruption from an attack. Ice is unique due to it having a debuff aura, which works pretty well but interrupts placate if it is used defensively ---> but you still get a free crit, so I never worried.
I think even better though are the resist-based secondaries, specifically /elec and /dark. This is because how easy defense is to come by in the game plus the irresistable -tohit applied to critters after an AS. These sets both have heals and both also have resistances to uncommon damage types (psi and NE, although dark has these is spades where elec just has a moderate amount). Elec is 100% immune to recovery debuffs while dark has some killer soft control.
Oh, and shadow meld makes resist armors even more powerful: +30% to all defensive positionals/types? Yes please!
When you consider the role of a stalker, as a "precision damage specialist" or whatever, I don't think it ultimately really matters what build you pick. Of my 9 level 50 stalkers only one has been shelved: MA/regen (who is now just a spirit shark harrassment toon I log on in RV when bored silly). The rest were effective enough to hold my interest for at least a little while. So my best answer? Just pick what's fun to play and bide your time until the devs finally port over SS/FA.
Hey, a guy can dream can't he? -
... rules the planet. This is what a T9 armor ability should be like.
Quick activation, no end crash, fast recharge (slotted and with sufficient global haste we are talking about @ 80 seconds before incarnate's are applied), and it does a bit of everything. When fully slotted the combination of +50 hp/sec regen, +55% resist (to all but psi), and 200% recovery makes this a kind of "mobile hibernate" IMO: you activate it and for about 30 seconds you are effectively indestructible. They should have named this the "I Win Button".
Ice all around has been a surprise, but I thought this new T9 was worth mentioning. I'm not sure this set will replace /nin as the top performer, but it has so far been a pleasant ride. I just kinda think it's funny that stalkers got this crazy awesome power and tankers (brutes too when it gets ported) will have to make due with hibernate. I know the reasoning behind it, but honestly this should be the default T9 for -all- ice armors, it's just that good. -
Quote:Yeah CI's are great for melee attacks, and aren't too pricey either. Since you're /DA, I'd consider 4 kinetic combats and a quad mako (or just 4 KC's enhanced with boosters, which roughly comes out to the same value as the 4 + mako).I like crushing impact, it's cheap provides ED capped damage with 5 slots, and has good set bonuses without having to put a full 6 slots into it.
That's of course if you are wanting to try for softcapped S/L, what I usually do on resist stalkers is take the power pool defensives (CJing, weave, maneuvers), toss in the +3% defense IO and pick up shadow meld. This will put you at 45% to pretty much everything when SM is active. Assassinate also grants a 30' -7.5% tohit debuff for 15 seconds to boot, so my routine is shadow meld + BU + assassinate a nuisance target + placate + disembowl a second target (since it is a guaranteed crit rather than the 50% crit from headsplitter) and then start scrapping.
That's the great thing about stalkers: -you- determine when and how the fight will begin and which mobs will need to be dealt with first, which is a large part of why solo stalkers can be so successful. -
Street justice's crushing uppercut has a chance to apply a hold if it is set at combo level 3. Does that mean if I slot the a hold-specific proc (such as the purple's chance for smashing damage) will it only fire if the combo level is set at 3 (indicating there is a chance to apply a hold), or could it go off at any time regardless of the combo level?
Reason I'm asking is I'm aware pets can slot procs, but those will only fire if a power that is appropriate to the proc is used. Does the same pertain to player powers?
Thanks in advance guys. -
Thanks for the insight DSorrow, this calls for a visit to my friends the Knives of Artemis for further investigation!
Only question remaining is do I make a DM/ice ( <--- thematically this is a great combo and should be an unkillable with the spammable heal in siphon life and added soft control in ToFear) or StJ/ice (with better AoE, Achillies resist debuff proc and the potential for 1400+ damage CU crits)? Dang, gonna have to make both I think... -
I have never played an ice tanker so don't know a whole lot about the set. I messed with a permahasten /IA build on the new mids and the stats were impressive to say the least: slotted at 88% icy bastion showed a 82.5 sec recharge and it can cap a stalker's S/L/E/NE resistance (need tough to do this), put F/C/Toxic at @ 53%, hp regen @ 61/sec (if at the 1606 hp cap) and end recovery at 6+/sec. This is in -addition- to having softcapped defenses to S/L/E/NE, energy absorbtion and chilling embrace.
This seems like a completely potent armor set.
But what amazed me the most is under debuff protection it listed recharge and movement at 100% with all toggles up. Is this true? Caltrops/quicksand/glue arrows are a few annoyances I just can't stand, and the complete lack of psi defense in the set wouldn't bother me one bit if its secondary effect, the recharge debuff, became meaningless.
Anyone have ice armor experience that can confirm this? -
Yeah once you get powersink all your endurance worries will vanish. Before the fitness pool was an inherent my elec/elec stalker used -only- powersink to keep the build running (I needed to skip fitness to work in 45% S/L defense). Powersink by itself was able to keep my eight toggles powered, it's a great ability.
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Could you imagine if the set had a taunt power?
"You wave a slice of delicious bacon at your opponent, grabbing their attention for a moment"
Of course, it would have to be mag 30. And if used on Warwolves they would get a tohit bonus against you... -
Quote:Since it doesn't break hide, a stalker can follow up with an auto crit strike after a spring attack if they are hidden (one reason why elec melee stalkers are so wicked, BU + LR + crit TS). I haven't used spring attack with a stalker yet, but my night widow uses BU + spring attack into middle of group + crit spin all the time, works nicely.I was told it doesn't on a stalker because it doesn't break hide, but was thinking about getting it on my main MA/Regen scrapper.
As for the scrapper, I don't think pseudopets can crit (lightning rod, water spout etc), I've never seen it anyway. -
I think /FA is better on brutes than scrappers, mainly because brutes get a taunt in blazing aura. On a scrapper, you hit burn and the critters flee but on the brute they just hang around and happily melt into nothingness.
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It's pretty small, I'd say equal to spin's radius. I've used it to TP into large groups of critters and only only the mobs closest to my character would take damage.
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Quote:Best bet is run x8 missions on maps with bosses up as they have the best chance to drop a shard. If you want run teams for them I'd just go for ITFs, they seem to drop 8-10 per run for me and you could complete a "kill all" in 60-90 minutes with a good team these days.Are there some activities one could do solo to get shards or are the tasks with shards going to require a team? If so, where does one go to most commonly find a team?
TIA
Not that this pertains to your "solo" question but I was told earlier that you can now craft Alphas with incarnate trial drops ---> which would be waaay easier IMO then just nonstop solo farming for shards, then having to collect the weekly favor components for the T3s/T4. Just another option for you. -
Quote:I just finnished planning out a rough kat/FA build that, IMO, covers a lot of the weaknesses of /FA while capitalizing on its strengths. It isn't near as robust as Alexei's build, but -should- be quite capable. The cornerstone here is darkest night, but at 1.7 end/sec with toggles (before attack chains) this will require ageless core epiphany to keep the build fueled... something to consider I suppose if you malfactor a lot. I'm not sure how it will perform real world but here are its specs:I'm working on a Katana/Fire, but it won't be nearly as defensively uber as Werner's Kat/Dark build. On the other hand, it should have more AoE offense, or at least that's the plan. However, it'll be a several weeks, if not months before I have a definitive answer.
- With DN running the build is softcapped to E/NE/psi and ranged attacks, and one application of DA puts melee at @ 54%.
- Build has 65% global recharge, hasten, and uses burnout for 40 seconds of fiery embrace when needing prolonged burst. It will use T4 spiritual core and T4 and ageless core epiphany for further recharge and endurance recovery.
- Has one achilles heel debuff proc in the T2 attack and the FotG debuff proc in the T9
- Hitpoint should be north of 2k with accolades and has a 11.4 sec heal with the T4 alpha slotted
I'm not very familiar with /FA so am not 100% if these are desirable stats or if folks would rather just go barrier + purple insps for defense. The build also lacks consume, I had to sacrifice a key power to fit in everything I wanted ---> so sappers will be a priorty to take down. I'm also not sure how much fun it will be to toggle on DN for every battle. Guess I'll need too see how it all comes together after getting incarnates slotted. -
TY for the sword pic Lazarillo. Has me wishing I could somehow jump to T9 just for these pieces!
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Wow, amazing costumes guys. The axe/mace, pistols and rifle are nicely done, does anyone have a pic of the celestial sword by chance?
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I just got my kat/fire brute to 50 this morning (PLed by my son's claw/fire brute ironically), the combo has some synergy: you can cap vs melee attacks pretty easy using DA, and you have a taunt aura that keeps mobs in that melee sweet spot. Redraw is a little silly, things like the heal and fire's BU will cause you to lose your weapon but I don't really mind it that much. It doesn't do as much AE as claws or SS, but isn't too far off (this is /FA after all).
I only have generic IOs in the build now, not sure which direction I will go with it but if you are wanting a non farm-only toon then picking up darkest night from the soul PP should increase your survivability immensely: 3 slotted with enzymes will place -16.5% tohit and -21% damage on your targets. Use it to pull around corners into your damage aura, then DA + BU + FE and goto town. Add in tough, weave, CJing and manuevers + some IOs and /FA should be robust enough for most things. -
Quote:I have a custom "psi-farm" I made for my T4 fortunata, who has 45% psi defense and 70% psi resistance. I was thrilled to see the AE map come together and function properly on the first test, but it only took me a few runs to understand that it was not nearly as fast or profitable as my claw/fire brute ---> esp after seeing my recharge dip into nothingness after begin hit with a few psi attacks.I think just about any Alt can farm, just depends on power selections, what do you guys think? Or is the Incarnate system making us that overpowered?
I'm even beginning to wonder if I couldn't do just as well running simple +4/x8 paper missions with this toon, at least that way I could get drops.
Bottom line for me is that any toon can "farm", but the standard in this game seems to be the equivelent of zoning in and dropping a nuke on a fully spawned map, then rinse and repeat for xp and profit... something my fort is incapable of. There's just nothing in her arsenal that can match the deadly efficiency of a fury-fueled blazing aura/spin combo backed by fiery embrace.
Damn... now I wanna go tweak my AE map some more...