Pyro_Beetle

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  1. Quote:
    Originally Posted by Angry_Citizen View Post
    I'm just saying that any person which focuses entirely on single target damage, or even primarily on single target damage, is going to be less worthy to be on a team than an AoE damage dealer - by a wide margin.
    Its not by such a wide margin to be more than barely noticeable, especially when you consider melee toons. It takes a fair amount of effort for a melee AoE-centric toon to be effective. While they are trying to gather their mob together to leverage their PBAoE powers and cones, you should have already put down several enemies with your strong single target powers, especially the bosses. So they are flashy, you are effective, and the team marches on.

    Quote:
    Originally Posted by Angry_Citizen View Post
    So, fellow advocates of stalker buffing, do you run around in teams whining about how weak you are to the point where your functionality begins to suffer? No? Didn't think so. Guess that makes the person I'm quoting.. well, it certainly makes him something.
    I certainly do not whine about my effectiveness, either here on the boards or in the game. I am perfectly happy to be playing the toon that I am playing, or I do not play them. I see nothing but good things in the proposed buffs to Stalkers. Your whining here on the boards does not accomplish buffing, instead it merely points out that the game doesn't perform as you want it to. You want to have your cake (the stalker) and to eat it too (having the stalker be the best and most required toon, as based on your proposed changes to the entirety of the game). Try playing the toon you like and being happy with it. If you are not, rather than ******** about it, why not try changing toons.

    Quote:
    Originally Posted by Angry_Citizen View Post
    So what's my MA or DM stalker supposed to do, curl up and weep?
    Absolutely not. However, if you choose to play a toon that does not have the capabilities that you wish it does, do not blame the game in its entirety. You have made a thematic choice rather than a mechanical one. Enjoy your theme, but realize that almost always a thematic choice is going to be weaker in a game than a mechanical one. ElM/Nin, StJ/WP, KM/EA are all very effective toons that I have tried. Personally I try to pick effective toons and then fit a theme around them, but if you choose to take less effective sets for thematic reasons more power to you. You just shouldn't expect the entire game to change to suit your thematic choices.

    Edit-please note that every AT in the game has powersets that are less effective than the rest. Some sets are awesome and some are less so, but for thematic reasons still get played. Tried playing a Battleaxe toon recently? How about a Psy blast, or electric blast set. How about a Trick Arrow. The fact is that some sets are going to be more powerful than others because of specific powers, and some combinations are going to be awesomely effective because of game mechanics. Purely thematic choices are never going to be as effective as min/maxed ones, and even if you change the game like you want to, that is not going to change that fact. People who play min/maxed toons will just change what they are playing to have the new min/max FotM.
  2. Quote:
    Originally Posted by Angry_Citizen View Post
    Realism. Stalkers will always be broken. No amount of nifty new features will make them any better until the game itself is made to accommodate single target damage. That means bosses not being curbstomped so easily. I haven't the slightest doubt in my mind that my suggestion will not even be considered by those whose opinions matter, and probably not even by those reading. You are likely already typing a diatribe explaining why I'm a crackpot for even suggesting the things I've suggested. But that's what it's gonna take for stalkers to have a use in teams while still being relatively balanced. Yes, they will be gods solo against single targets. But they won't have much of a prayer against big mobs without very good tactics - which is exactly as it should be. The assassin fears the crowd. He does not fear the isolated individual.
    Quite frankly you are wrong.

    ST damage is quite viable in 95% of the game. The only part of the game that ST damage is not strong in is the top tier steamroller groups. This type of group represents roughly 5% of the game, at a maximum. A regular group throughout most of the game will value whatever contributions its members can and do make. Especially if they don't whine about their AT, how weak they are, how they are not contributing etc. and buckle down and do the damn job however they can.

    This is not to say that stalkers are not an AoE capable class, because they are. My StJ/WP and KM/EA stalkers are both quite viable (and dare I say, even good) in an AoE environment. They both just happen to shine in a ST environment as well, and will do so even more if the dev proposed changes make it to live.

    Not only that, but I would say that fully 90% of the possible builds in this game, across all ATs, function at least as poorly as a stalker in the 5% of the game that represents the top tier steamroller groups. Toons that are awesome to play, but slack in the steamroller game are common. And high end groups that will turn you down because you are a stalker are not that common, especially if you are a player that is known to contribute to the maximum of your ability, whatever that maximum might be.

    Edit-Changing the entire game because you feel inadequate in the top 5% of the game is a bit ridiculous, and the changes that you do propose are completely out of line and overpowered, and would almost REQUIRE a team to take a stalker to be viable. That is going overboard, and reminds me of CoH in I3, when a team had to have a tank to survive and be viable. The modern game is about flexibility, and although a team might not be optimal, any combination of toons that are willing to work together can be effective, the stalker included.
  3. Quote:
    Originally Posted by EvilRyu View Post
    For me its a matter of just using it for AoEs. I love critting from an AoE attack. Which is why I love StJ so much more. Even the non-combo buffed aoe hits hard enough to take out some minions. I still think overall the stalker issue might not fully get solved unless we get the aoes back in the sets that lost them.
    Or people could play stalker sets that have AoE. As I have said multiple times, if you pick a set for thematic purposes, you are stuck with using that set, and shouldn't complain because the set is not as numerically superior as another set. Yes, there are multiple uses for placate and the hide mechanic, and AoE crits are a great part of it for me...

    Personally I am really looking forward to the better ST chain, especially when it comes to leveling up a new stalker.
  4. Before you ask for something like this, I would suggest you play some of the existing Psi sets in the game to high levels.

    Every single robot you meet...every one, and things that do not have a brain, again, every one, resist psi like a mother. Good luck fighting those arachnos bots, not to mention nemesis. You might as well toss kittens at them.
  5. Quote:
    Originally Posted by FourSpeed View Post
    Sorry. You must work with complete buffoons (assuming you're in the software
    industry).

    I personally know of several actual, tangible examples from at least two companies,
    right off the top of my head, where quality was very much in the forefront of procedure,
    review, and in some cases, enforcement.

    I'm pretty certain I'm not the only programmer in the entire world that has ever
    had that experience.

    I find your assertion of "vanishingly small" highly suspect, especially when you
    preface it just a few posts earlier with mutually exclusive and contradictory
    statements.

    Sorry, I'm not buying the Wild West programming standards you're implying are
    the norm.

    Of course, this is starting to get pretty far afield from the original post.

    If you're pleased with the quality of recent releases, good for you.

    I'm not, and I believe they can and should, pay more attention to the quality
    that they're pushing out the door going forward.


    Regards,
    4
    Let me guess, you are one of those people that peruse an entire newspaper just looking for typos and poor grammar, and then say "This is all crap" without even reading the content of any of the stories.

    It is quite simple. There is only time to fix so much stuff before a patch has to go live. I have played on a game where the player community was much like you, and hounded the game mercilessly about every single bug that was in every patch. You know what happened. Patches slowed down, and eventually they stopped. The game died and went away, despite being a great and enjoyable game (Earth and Beyond for those of you that remember it).

    As long as none of the bugs that exist are game breaking (and none of the ones that you have listed are, the game still functions just fine), and remain quality of life issues, then the vitriol and insanity that you spew is quite misguided. They fix the QoL issues as they can.
  6. Quote:
    Originally Posted by Vauluur View Post
    Please explain to me how exactly a Stalker with the Dev's proposed changes will not be able to fill the same role on a team as a Scrapper or, for that matter, a Brute. A Stalker has a 10% base critical chance against every foe when they are not hidden. That's twice as much as a Scrapper against minions. Then, with Assassin's Focus, the Stalker gets a Superior damage power that gains even greater critical chance. That will put Stalkers at the top of melee damage, but with the lowest survivability of melee ATs. That's the way it should be.

    The things you are talking about, changing bosses to be more powerful and making Stalkers the tool to dispatch them, those things are just not possible. That's making a new game. If you truly hate the way this game works as much as you seem to, then I suggest you play another game. Personally, I have been playing my first Stalker all night - just to compare it to playing a Scrapper. I find it to be more enjoyable already. With the changes, I might not make a Scrapper ever again.

    I'm failing to see how someone can read "Stalkers will do more damage" and be like "I want them to not do that, it'll make them better."
    I was going to type a long diatribe, but then I read this...

    Signed

    edit: Please, please, please stop complaining about outlier powerset combos. The fact of the matter is that the entire stalker AT is like a thematic choice. If you want to play a theme character in CoX you are not going to be optimal from a min/max standpoint. The thing that makes CoX enjoyable and playable is that you can be suboptimal and still be successful, allowing one to create and play toons that are fun and different. Lets face it, unless you are a Fire ranged or a SS/Fire/Soul brute or Fire/SD scrapper you are going to be suboptimal and there is really no point of playing the game anymore if your goal is to min/max and you want to be something different.
  7. Pyro_Beetle

    New to Stalking

    I have limited experience with either of the combos that you recommend. I will point out that Stalkers have such a low HP cap that Regen is particularly ineffective.

    The 2 combos that I have experience with beyond just starting and then quitting them in frustration are:

    KM/EA which works very well, but is a bit intense on the video card
    StJ/WP which I enjoy even more, and I find to be quite viable on teams and solo

    Both of the primaries listed have very good ST damage and AoE capability, though not so great as a Stalker/Brute. Both of the primaries listed actually have a power (or two) that allow Placate to be used effectively for another power besides AS mid-combat, meaning that if the proposed I22 changes go through, Placate will continue to be directly useful.

    EA as a secondary is easy to cap to all damage types other than Psi. Its AoE stun on the other hand, may make you have seizures and does not work well with placate.

    WP as a secondary has been the most fun, I run capped to S/L/E/N with a purple capable to the rest of the damage types.

    Both of the secondaries listed have a click heal, but WP of course does not enjoy the same 20% global recharge that EA does. However, it does enjoy a significant resist to S/L and some to the rest.

    Personally I have found the Stalker to be a great amount of fun solo, and I hold my own in TF and teams, without listening to the general whining that you will hear if you continue to peruse these boards.
  8. So, I have been having alot of fun with my TW/Regen scrapper, and thought that I would take a little bit of time to debunk some of the myths that I have been reading about this particular pairing.

    1. A click intensive set will not pair well with Titan Weapons.

    Actually, the way that Titan Weapons is currently working (and I hope that it continues to work this way) Titan Weapons works better than any other weapons set with a clicky secondary. This is because there is no redraw during Momentum, which means that clicking a heal during your momentum barely causes you to miss a beat in your attack chain. I could see this as being a benefit to using FA as a secondary as well, but I have several FA toons already.

    2. People will take Regen because Quick Recovery will allow them to solve their end issues with TW.

    This is most certainly not true. Although it does help, if you try to get by without slotting for some end reduction in your powers, even with Stamina and QR slotted, you are going to be sucking wind between fights, and if you are in a longer fight (rare with TW, but EBs and AVs) you will need to start eating blues like they are candy.

    Thank you for listening, and I hope that these two myths can be considered debunked.
  9. Pyro_Beetle

    TW/Reg

    This is what I have gone with as well, and it actually works quite well. You will have to worry about the redraw issue, but if you are at all experienced with Regen you will not be clicking your heals so much in the middle of combat.

    Actually I would consider TW an ideal set to match with Regen, when you are without momentum is an ideal time to click a heal, even if it wouldn't be for the maximum amount, and Defensive Sweep can stack 2x easily which will give you 22% defense to melee, and any defense on a Regen is pure win.

    At higher levels with MoG and Shadow Meld, you will have the option of clicking either before you jump into combat, which will once again reduce the amount of clicking that you will do in the middle of combat, and the AoE-centric nature of TW will ensure that everything is dead long before that 15 seconds is up.
  10. Quote:
    Originally Posted by Leo_G View Post
    Basically, you're practically penalized every time you try to use them as a pair...not trying to cradle the Placate > AS combo, but for mid-combat Demoralize, you shouldn't need to sacrifice so much...especially if they're just handing out free-crit AS >_>
    Quote:
    Originally Posted by Leo_G View Post
    Okay, now step back and stop looking at it from a selfish perspective.

    What about other players' stalkers? What about the primaries that aren't Street Justice or Kinetic Melee? What about the stalkers without high-end IO builds? What about the Stalkers under level 13 or 26 or 32? How you use your characters isn't always how others use theirs so singling out your perspective purposely ignores other variables and that's not something we should be doing when making fundamental changes like what is about to occur.
    I personally don't like to speak out of turn, which is the reason why I do not speak on any other sets other than KM or StJ as a primary. I have limited to no playing experience with any of the other sets. I would say from a general perspective though that using placate combined with a tier 9 (or 8 with ElM) attack mid-combat is going to probably be far more effective than using placate with AS mid-combat, even under that current model. I was merely pointing out that if you only wish to use placate in such a limited role, then it is you that are limiting its effectiveness, not that its effectiveness is limited.

    The proposed changes allowing AS to be used mid-fight without having to use placate is a win for all powersets in the AT. It allows for a dramatically increased single target damage, the ability to use AS outside of hide which will make AS viable on teams as well. For those sets that do have AoE, it will allow them, in a team environment, to just open up with their AoE attacks like the rest and then AS a boss with full effect in the middle of the fight. This will allow them to function as well as a scrapper or a brute in a team (although without the damage aura from the secondary) while still enjoying the benefits of being a stalker on a team (increased crits, ability to crit from hide, the ability to ghost missions).

    Where is the downside for any powerset in the AT? All that is required is a revision in how you use placate.
  11. Quote:
    Originally Posted by Leo_G View Post
    On paper, this seems less outrageous than what was proposed and still keeps the suggested idea of boosting the capabilities of a stalker in ST damage. The attack is supreme while hidden and situational when not, but with focus, you can make AS a more viable basic attack.

    Not only that, it still puts the player in a position to need to make a choice in utilizing placate. This choice is also a part of what I'd consider Stalker tactics.
    Okay, I hate to disagree again, but personally I do not use placate to add to effectiveness of AS on either of my stalkers.

    Uses for placate:

    1. Solo I will use placate from range before closing on a group of Rikti with a drone so that I can still open the fight on my terms.

    2. On my Street Justice stalker placate is used before Crushing Uppercut, guaranteeing a critical hit. Please note that CU hits a bit harder than AS.

    3. If there is not hard target with significant hit points left, placate is used prior to Spinning Strike for a 50% chance of critical hit.

    4. I haven't been playing it as often (because of the failure on the devs part to give EA a min FX graphic) but on my KM/EA stalker placate is used either prior to burstto guarantee 100% AoE crit or prior to the Tier 9 (if I have used AS from hide to open) to reset Build Up.

    None of these are marginal uses of the placate power. The first one may be purely a comfort thing, but the last three are significant increases to burst damage. While it may not be the mythical "taking out a boss with one blow" that will never happen, opening a fight with a AS, SB, Placate, CU ends things right quick against most +2 bosses and against +3 leaves a sliver of health that is taken out from my followup Spinning Strike after the minions have gathered into melee range.

    Again, while the proposed changes may not be so great for all stalkers, I am seriously looking forward to them, because on my primary stalker (StJ/WP) I will see significant improvement from all of the proposed changes.

    Again, in my feeling, we need to stop comparing an entire AT against outlier sets. Yes a Fire/SD scrapper is going to kill us on damage, both ST and AoE. It is an outlier set, it destroys other scrappers on damage too. Same thing on a SS/Fire brute. Ditto a Fire/Traps corruptor (or Fire/Dark). Anybody noticing a theme here? It is not so much a problem with the stalker AT, its that with the introduction of IOs in I12, the lack of secondary benefits in Fire (that being that Fires secondary benefit was more damage) became no hinderance at all. IOs completely made up for the lack of a KB, Slow, -def, -res or what have you.
  12. Quote:
    Originally Posted by Leo_G View Post
    I swear I didn't make a 2nd account, make 40 posts then posted this here.
    Lol, yes and I am sure that people could tell that by the fact that my join date is almost a year ahead of yours. I post only sporadically, and for the most part spend my time in the game rather than on the boards.

    Quote:
    QFT

    Though the proposed change does make Assassin's Strike relevant again, and makes Stalkers a bit sturdier, it doesn't really address the core issue. My fear is for this buff to go through, then still see Stalkers selected out of high-end teams.

    Stalkers don't need more survivability, they need more damage, because it is the damage output they are criticized for.
    Again, I do not think that the issue is an AT issue, so much as it is a powerset issue. Certain powersets just outperform all others (I am looking at you SS) because of a broken mechanic. A broken mechanic (I am looking at you Fury) makes some secondaries perform like monsters (I am looking at you Fire). If you are talking about AoE (and for that matter all around competitiveness) there is nobody going to be selected on a high end trial ahead of a well built SS/Fire Brute for the melee damage slots. The same thing can be said about anything Fire for the ranged slots.

    If you stop comparing the entire AT to outlier sets Stalker damage as a whole seems decent, and these proposed changes seem only good.
  13. Quote:
    Originally Posted by GavinRuneblade View Post
    Honestly, I'm glad they did something, but wrapping it into hp and AS means we still have no AoE, and I'm not sure that the AS changes mean that stalkers can compete with scrappers. That's why I was in the other threads saying don't buff hp, infact roll them back. But we'll see how it goes. Technically a pure buff is a pure buff, so hope it makes more of a difference than I think it will.

    I just don't want them to throw us a crappy bone and then say "well those guys are just whiners who are never happy, we gave them a buff and they still don't appreciate it". I'm not sure this puts stalker st damage far enough over the top of scrapper/brute damage to make up for the loss of aoe. So I'm not sure it really addresses the core issue. Again, hope I'm wrong.
    Sorry, but several Stalker sets have AoE. This is a misconception. While it would be nice to have Spin on a claws stalker, if AoE is your goal, don't play claws, the same for Ninja Blade and Broadsword. Spines has AoE. Electric Melee has AoE. Street Justice has AoE. Kinetic Melee has a very awesome and viable AoE. It sounds to me more like a set choice issue than a lack of competitive AoE issue. Other ATs face these same issues. Lets face it, a dark scrapper or brute isn't exactly cranking out the AoE damage either. Primarily outside of the sets listed for Stalkers AoE, you have Fire and SS, and you have secondaries that add to that AoE as well, especially for brutes with the fury mechanic. Without changing the whole design of Stalkers you are not going to be able to address that, and if you change the whole design (i.e. make hide inherent and give us full scrapper secondaries, and the same thing with the primaries and AS and placate) you might as well just make a scrapper because they would be the same thing.

    Personally I love the sound of these changes. Having AS on my Street Justice stalker available for use in mid-combat as a builder would be awesome. And personally I use placate to make my uppercut autocrit against a hard target, so at least on my stalker these changes are pure win.
  14. I would definitely not make AS an AoE power. Removing the interrupt and cast time of the power would be more than sufficient. Also making it inherent and returning a sacrificed power would fix the lack of AoE in most of the Stalker sets.

    As far as AoE goes, some sets are always going to better at AoE, for a stalker those are Electric, Spines and Street Justice right now. Beggars can't be choosers, and if you wish an AoE set, choose one, instead of ******** that the set that you did pick doesn't have AoE.

    Again, it seems to me that the single most important thing to fix for the stalkers would be to remove the interrupt time from AS. This would make AS a practical power to use in an attack chain (with placate of course).
  15. I do not think sweeping changes are needed. Outside of outlier powersets in brutes and scrappers, and using the placate and AS mechanic, I think stalkers DPS versus single targets is just fine. The mechanic, however, is somewhat clunky, and does need to be tweaked. AoE needs to be addressed for many of the sets (lets face it Dark, Electric and Street Justice still have as much AoE as the scrapper/brute versions)

    1. Make AS (outside of PvP) a normal attack power, 1.07 sec cast time, ditch the interrupt time.

    2. Make AS a slottable inherent (unlocks at 6). Return the sacrificed AoE, or with StJ, give me back my nut-cracker.

    3. Fix the issue causing some toggles to mess up the placate mechanic.

    4. If the above changes do not make stalker DPS slightly above scrapper and brute (and I suspect it would, because nobody debates that stalker ST damage is just fine for the first 10 seconds of the fight) an increase of the damage scalar to 1.125 would certainly finish the fixes.

    It is more of a problem with fixing the mechanic in place than changing everything. By allowing AS to easily be usable mid-fight, from hide with placate. ST damage would be sustainable while keeping the mechanic in place that separates stalkers from scrappers.
  16. Pyro_Beetle

    New Archtype

    Quote:
    Originally Posted by BrandX View Post
    If all it took to make a tank Mage was defenses and long range attacks, WS, Crab, Fort would all be tank mages.
    My point exactly, these are all tankmages already, though the WS comes with a few too many button mashes to reach peak effectiveness for my tastes. And if you would read my posts, my objection is twofold.

    1. The game design is such that most mobs fight in and do their best attacks in melee range. By giving a ranged class scrapper level defenses you would literally be going through the game fighting kittens. This can be shown by any of those tankmages you mentioned before, as well as any decent ranged capped blaster.

    2. Giving the fury mechanic to the proposed class would obviate the limitation of reducing their damage levels. Remove that mechanic and the class becomes more balanced. If it were a straight trade-off of buff/debuff for defense, keeping damage at defender levels, go for it, but giving the fury mechanic would enable the class to reach blaster level damage in spite of the starting damage levels at defender levels. This is quite clear from the example of how brutes surpass scrappers in damage for a majority of the game (and if you exclude high-end SD scrappers from this, the effectiveness of brutes becomes even more magnified).

    None of the posts in support of this new proposed class address either of these points.
  17. Pyro_Beetle

    New Archtype

    Quote:
    Originally Posted by Eldagore View Post
    Please do not put words in my mouth. if I wanted a tank mage I could make one of several with IO's and incarnate powers etc in game. If I wanted a tank mage I would not have proposed several limitations to both primary and secondary in my OP.
    The fact is that the limitations that you proposed in your original post are all obviated by what you want to give this new class. By proposing to give it the Fury mechanic you completely bypass the fact that you reduce its damage cap. If you built it so that you had a straight defender level damage, fine. However, by proposing the fury mechanic, you want your new class to go beyond that. As all people who have played the game know and understand, the fury mechanic is extremely powerful. Drop that from your proposal and I would agree that you are not trying to create a tankmage.
  18. Pyro_Beetle

    New Archtype

    Quote:
    Originally Posted by SinisterDirge View Post
    Yep, that's right Claws. However, Silverado used tactics and carefully thought through what exactly he wanted to do, and how to go about it. The Op is not interested in that sort of playstyle for this AT.
    That is the point. The OP is not interested in putting in any effort and wants a tankmage right out of the box.
  19. Pyro_Beetle

    New Archtype

    I gotta say that it would be an interesting idea, however, it is extremely overpowered with the way that the game dynamics are currently set up.

    A vast majority of mobs in the game, from low end to high, do most of their damage and special effects in melee range. That is why the melee range ATs enjoy armor and at least some form of status effect resistance. The proposed AT would completely invalidate the above model, and would literally bypass by creation any real danger presented to them. They would enjoy the lower level blaster overpowered feeling for their entire career.

    Can any ranged AT achieve this type of feeling with time, effort and influence. Absolutely. However, if this AT were to be introduced, what would be the point anymore. The comparison between scrappers and brutes in the original post is what makes this laughable. Yes, a scrapper can still out-damage a brute, over a long-time, due to way the mechanics of the sets work, but by-and-large a brute will out-damage most scrappers in most situations, and oh by the way, enjoys better survivability as well.

    Yes, what you are asking for is a TANKMAGE, made so by the game dynamics.
  20. What I find most humorous is the fact that there is a thread for this on the front page still
  21. Yes, I actually used only those attack powers, and outside of swapping hasten and combat jumping at 49, that is my leveling build. I am unsure if the slots are assigned at the appropriate levels, but slotting is a matter of choice. It is not that expensive of a build either, I got all my LotG and KC through Hero Merits. To be honest, I never lacked for a button to be mashed, with the LotG recharge boost, and the inherent 20% recharge in Entropy Shield. Up until 22 (when I slotted the LotG) things pretty much died between BU, AS, placate and the 2 Single attack powers. It was then rinse repeat and move on to next mission.

    Keep in mind too that Focused Burst is a single target attack, so technically I only waited until L26 for my 3rd single target attack. Remember as well that you are a stalker, not a scrapper, and it is about high burst damage, not always having a button to mash. The Tier 1 attack is not necessary in KM, leveling or no.
  22. My take on the KM/EA is a bit different than yours, this is the build that I have and am currently running. Please note that if you are rich you can remove the 4th slot from Power Shield and run a Gladiator's Armor in either Tough or Kinetic Dampening. In any case, you will be soft capped to S/L/E/N/F/C either way, the GA just gets you close to the 59% when using a maxed out Energy Drain. This is not the same build that I use leveling, for leveling I swap Combat Jumping and Hasten, but for slotting reasons with the final build, I had to swap them...

    In any case, good luck, this combo is the one that sold me on stalkers as a viable class.

    edit: Also keep in mind that when looking at it, that most of those numbers from hide will suppress when you attack. I also plot out my stalkers defense numbers without using hide.


    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Veritas: Level 50 Technology Stalker
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Energy Aura
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Body Blow -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(3), P'ngFist-Acc/Dmg/EndRdx/Rchg(3), P'ngS'Fest-Acc/Dmg(5), P'ngS'Fest-Dmg/EndRdx(5), P'ngS'Fest-Dmg/Rchg(7)
    Level 1: Hide -- LkGmblr-Rchg+(A)
    Level 2: Smashing Blow -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(7), P'ngFist-Acc/Dmg/EndRdx/Rchg(9), P'ngS'Fest-Acc/Dmg(9), P'ngS'Fest-Dmg/EndRdx(11), P'ngS'Fest-Dmg/Rchg(11)
    Level 4: Kinetic Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
    Level 6: Assassin's Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/Rchg(15)
    Level 8: Build Up -- RechRdx-I(A), RechRdx-I(23)
    Level 10: Entropy Shield -- EndRdx-I(A)
    Level 12: Placate -- RechRdx-I(A), RechRdx-I(23)
    Level 14: Power Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(43)
    Level 16: Kinetic Dampening -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(40), Aegis-ResDam/EndRdx(40), Aegis-ResDam/EndRdx/Rchg(40)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(50)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/EndRdx/Rchg(39)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(46)
    Level 26: Focused Burst -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(27), Thundr-Acc/Dmg/Rchg(27), Mael'Fry-Dmg/EndRdx/Rchg(29), Mael'Fry-Acc/Dmg(29), Mael'Fry-Dmg/Rchg(31)
    Level 28: Energy Drain -- LkGmblr-Rchg+(A)
    Level 30: Burst -- Erad-%Dam(A), Oblit-%Dam(31), Erad-Dmg(31), Erad-Acc/Dmg/Rchg(34), Oblit-Dmg/Rchg(34), Erad-Dmg/Rchg(37)
    Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34)
    Level 35: Energize -- Dct'dW-Heal(A), Dct'dW-Rchg(36), Dct'dW-Heal/EndRdx(36), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(37)
    Level 38: Physical Perfection -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(39), P'Shift-End%(39)
    Level 41: Targeting Drone -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 44: Exploding Shuriken -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Disrupt -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(50), Stpfy-KB%(50)
    Level 49: Combat Jumping -- ULeap-Stlth(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A), Heal-I(17)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(17)
    Level 1: Assassination
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
  23. Pyro_Beetle

    New To Stalking

    I recently decided to try this AT as well, and have had a great deal of fun with two different types.

    From everything that I read, Ninjitsu seemed to be the overall best choice for somebody new to Stalking. As such, I created a MA/Ninjitsu stalker as my first one, both for the thematic reasons, and for the fact that MA has the greatest single target attack chain. As a stalker tends to be a single target specialist for a majority of their career, it was my planning to exploit that. This one is now in his 30s and still alot of fun.

    With the revamp to Energy Armor, I decided to try that one as well. Kinetic Melee seemed to fit well with the concept, and is a fun set too, so my last creation has been a KM/EA stalker. This one plays a little bit different than the MA/Nin, but is even more fun. Even as a long-time altaholic (non-PL) I have decided to make this combo my main toon on the new server, and will take him up to 50 and through the incarnates.
  24. You are missing several key ingrediants in that build...I am at work right now, so do not have the ability to log into Pyro Beetle, but let me just say this...

    Consider what you need in a single target attack chain, then eliminate all else...

    Consider what you need in a AoE attack chain, then add those powers...

    Fire/Fire tanks are great AoE tanks, your goal is to kill things before they kill you. If you are relying on single target attacks, then you are going to have problems.

    I may have posted an IO build (can't remember if it was here or on the SG website) about a year ago...not much on the budget side, but it does the trick.
  25. I realize it may be late in I6, but I had left the game (for Imost of I4, I5 and I6) and I find the state of the Fire Tank guides seriously wanting.

    Conceptions need to change, thus I reworked my build...post is here.

    http://boards.cityofheroes.com/showf...c=#Post4957778