Ryougi

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  1. Soo, quick pop in here with two quick questions.

    1.) guessing the post on the latest page is the most recent version of the build? guessing since you are talking about slotting the ATO's, that when you get around to that we'll have some sort of update? I mean, venom grenade seems the best choice, as noted, aoe debuff into HUEG AOE DEBUFF, at very little cost.

    2.)Any advice on incarnates, now that you've been one forever? I know it's kind of a personal choice thing, but.. i'd trust the judgement of the person playing the build for two years over my experience 1-50 when it comes to picking an alpha, for isntance.

    That said, thoughts on the control hybrid? 100% chance to stun immob'd/terrified enemies on damaging attacks turns your WAWG -> attack chain into a passive aoe control chain... seems to have the most potential of all the hybrids.
  2. Quote:
    Originally Posted by Redlynne View Post
    Huntsman is for you. Single target damage "isn't a problem" simply because Single Shot and Burst animate and recharge so quickly. With a high recharge build, you can practically make an attack chain out of Single Shot and Burst ... occasionally throwing in something else just for giggles to round things out (if you want to). It isn't "spiky" damage, but it does make for a nice, steady, DPS throughput.
    that's fine, I don't need big shiny numbers, as long as I feel like i'm doing "something", that was always my problem with fire blast, aoe is nice, but give me one target and i'm like a kitten scratching it.. an annoyance, not a threat.

    I've honestly never grouped with a huntsman, but from reading that i'm getting the feeling that you can tell the difference between a group with one and without one, which is just what I want :3
  3. I recently returned from a year long break, coming back to enjoy incarnate content but all of my old characters feel... old. my brute, while I still love conceptually, just.. doesn't feel right to play, all powerful and slotted up out of the box. My scrapper is still a blast to play, but.. feels.. less-than-useful/

    I've made a bunch of alts.. but none really feel right, mostly because I think i'm trying too hard to pull the impossible out of my hat

    What i'm looking for needs to fit two criteria

    1.) an asset to the team, I want to feel like I'm contributing, that when I leave the team feels it, on my brute and scrapper if I leave.. they can replace me with anything, keep smashing, one melee means nothing.

    2.) not be boring to play -- i've tried defenders, the damage numbers leave me feeling like i'm a rabbit gnawing on their heels, things die, they just take forever. Corruptors.. no corruptor but a fire corruptor feels right to me, and.. they just.. fire blast has never set well with me, I don't know why, I always get toabout 25 and just.. lose all desire to play it.

    So looking around and.. the VEAT's seem to fit my criteria. Bult in leadership, means that 15% I drop from built in manuevers (plus more from normal manuevers!) means I join the team, our chances of getting hit plummet.)

    Meanwhile on the damage side of things.. AOE, EVERYWHERE, debuffs, it's like playing a corruptor just.. less.. defender with a new hat.

    So as I boiled down to it, I'm looking at either a widow -- which looks fun, though lack of aoe hurts me on the inside a little.. or a huntsman, which seems perfect in every manner short of possibly single target damage, can't find much info there.

    So.. TLDR; Is the huntsman for me if i'm looking for a decent damage dealer who is an asset to the team (i.e., force multiplier), or should I look at another VEAT, or another AT altogether?
  4. I've recently come back to CoH and am attempting to resurrect and climb the incarnate ladder with my favorite character, my SS/WP brute, thing is.. this character is.. old, pre-GR, pre-Innate fitness old.

    So she obviously needs a respec -- thus not much point in me posting my build, I have no idea what's good these days.

    However, I'm trying to buld her properly, so she's not just a burden on everyone she runs with.

    1.) I have about 200 mil across all my characters to work with, I can get more fairly easily (I have a 50 fire/kin, who just looooves to farm.) -- but honestly i'd like to get some work done on my brute first, so working within the confines of 200 mil for now.

    That said, I have no idea what a /wp should be building, melee/ranged defense? S/L defense? max hp? /mystery.

    2.) Alpha is unlocked, but I just stuck a cardio in there -- now realizing that as a WP brute with stamina.. I really don't need end, gogo quick recovery, so incarnate advice (for all slots really) would be appreciated)

    3.) finally, with the change to powerpools, not sure how things work out -- I'd like to keep fly, it was thematic (She's a mage specializing in reality magic, her mutant ability of unbreakable will allows her greater control than most.-- what kind of poor reality-controlling mage can't fly), but I had Air Superioirity (in place of jab, knockdown chain, woooo), but that can change..

    Anyhow, open to any and all suggestions, and thanks for the help in advance.
  5. Ryougi

    What Primary..?

    So, I just came back to the game -- typically more of a brute/scrapper player (all 4 of my 50's are of the brute/scrapper variety, well, save for my 49 fire/kin controller, but she doesn't count) -- and i've always been interested in MM's, never really managed to raise on properly though.. figure now that it's been a year, i'll just latch onto an MM and not have to worry about getting pulled to the face-punch dark side.

    PRoblem is.. I dunno what primary to use, I have atm

    I have 100% confirmed (barring any compelling arugments) that i'm going /Time for my secondary, it's new, it's shiny, it's got heals, it's got nice buffs, it's got slows and it's got -res/def, it's got errything.

    40 Bots/Traps
    33 Thugs/Dark
    various others 1-25

    What i'm looking to do with it:

    1.) (most importantly): Incarnate trials, I'd prefer to feel like i'm actually contributing somethign to an itrial, instead of filling in a spot.

    2.) Farm-ish, soloing on x8 is fine -- but doing farm maps solo is always a fun experience.

    3.) (really is just #1) -- Be a contributing member of a team -- my bots/traps is powerful, but PGT doesn't STOP most mobs, an caltrops is tiny.. so my assault bot spreads the mobs, which is more of an annoyance than a help.

    4.) Be able to solo efficiently/quickly


    So, from what i've gathered. (again, all speculation, feel free to point out any mistakes in logic)

    Ninja, Necro: Fits #1 (high dps output, at least from ninjas), doesn't really fit #2/#3 (lack of AoE dps hurts theme in these two areas.) #4 is iffy,

    Mercs.. no.

    Robots/Thugs Both possible, between the thugs manuvers and the bots bubbles, foresight + TJ will cap def, TJ + TD will cap mobs on slow allowing burn patches to.. burn, seems to be the best fit.

    Demons.... I don't know about, input would be welcome on demons.
  6. Quote:
    Originally Posted by BellyButtonJelly View Post
    LOL! MIDS!.. oh ya everything in mids is exactly right..LOL!

    Have you ever built a toon in mids then made it exactly as such in game and then found out its not playing the way you thought it might?

    You trust your math to much and you always forget something.
    >Trust my math so much I forget something

    .. what did I forget? That I can log into the game and check the numbers like I just did, or how they remained the exact same? Oh wait, no, you are probably going to tell me the devs put the wrong numbers on the powers too! gasp, whatever shall I do.

    Yea, this is me walking away from this conversation because you make zero sense buddy.
  7. Quote:
    Originally Posted by BellyButtonJelly View Post
    So are you.. sorry what suppresion period? Also again you forgot the alpha slot.. there are no diminishing returns there. Yes I always have an attack up

    Your math is cool but in it you forget that it never plays as well as your math says because they are just numbers.. and you can make your numbers say whatever you want but they do not apply to what its like to play. It's as you say "completely unrealistic"

    I think that about sums up your math to. So I should assume that your build has FS at about 8 seconds or is it 9? Would that change your math?

    I never said my build was Bestest as you say, I am saying ss/fire is not as good as you make it out to be.
    Uh, right. You sound like the guy I was in a group with the other night who said defense was worthless (was a WP tank who wouldn't pick up heightened senses because defense was worthless and it was a waste of power), and his softcapped ninjitsu stalker gets hit all the time, so numbers mean nothing! Yea, we pointed and laughed at him too.

    As I said, I don't have a SS/Fire brute, as such, I don't have a build, but if you would read instead of ignoring half the post, the build that hits 27 second on LS, recharges FS in 6 seconds. Still four times Pretty much no matter how you work the math, there you will be using FS four times per LR, with a 2-3 second gap (so.. nine times per two LR's) between the fourth and LR.

    So yes, dismiss the numbers all you want, just because you don't believe them doesn't make them any less real. AS I said, the numbers don't lie, no matter what you think of them.
  8. Quote:
    Originally Posted by BellyButtonJelly View Post
    I guess you "would" know right? Since you use it in TS?


    You know it would not be so hard for you all if you would just admit that you embellish the truth about ss/fire. Sure its great but you all make it sound so much better than it is. I guess I would think that to if that's all I knew.. mm no maybe not.. I like to try different things.. unklike the ss/fire ONLY community.
    I'm not embellishing the truth, I'm giving hard numbers, which are. .completely refuting everything you say, you are just flailing and going LALALALLA I DON'T WANT TO HEAR IT

    I don't even HAVE an SS/fire, though doing this math is seriously making me want to make one.

    All of these numbers are pulled straight from mids. all of the math is just looking up caps on paragon wiki and doing grade school algebra and arithmetic.

    and go ahead, try something different, we never said it was the ONLY build, if you'll notice the thread title.

    Very Best Farmer

    We're answering the guys question, mathmatically, SS/Fire has a much higher sustained dps than Elec/fire, therefore is the better farmer.

    Elec fire works for you, pishposh, happy for you, but it's not the best, therefore it's not answering his question
  9. Quote:
    Originally Posted by BellyButtonJelly View Post
    You forgot the chance for +Recharge in TS which fires pretty much all the time for me. My global recharge in mids is at 75%. You are also leaving out my alpha slot(Spiritual). I don't franken slot either then I again I can't be sure what you are talking about, I use the +recharge in TS.. I guess that makes me a minor frankensloter. Also I use FA, FE, BURN, BU, LR, TS, BL, and even CI. I can get 3 sometimes 4 attacks off on one buildup and I am hitting more targets with my LR in its larger radius.

    RAGE does not do so well triple stacked I don't even think its worth it to do it so you can throw that calc out the window. Someone already did the math on that one. Or am I just plain wrong about that?

    If I turn on rage, the first crash will occur 120 seconds later and last 10 seconds. Right? If rage fires again at 60 seconds, then I still get the rage crash from second 120 to second 130. 50 seconds later... ohhhh. Ooo, that's bad for the doublestackers.

    Really what makes the most sense for Rage..? is it double or single that is really the most effcient over time?

    The point you are missing on the recharge, is there is this wonderful thing in math called diminishing returns. "The more you get of something, the less it's worth"

    hasten + 3recharge IO's +67 % = 227% recharge in that power.

    IT drops it from 90 seconds to 27 seconds, a 63 second gain

    if I you were to go from 227 -> 400, it'd drop from 27 to 18, a.. 9 second gain.

    Now, assuming you have teh 100% up EVERY TIME the suppression period ends, you are looking at a ~50% total gain, that's just rough math in my head, and someone can correct me. either way, it's still sitting at about 24 seconds, which, otoh, doesn't change my calculations at all. (EF/FS 4 times an LR, BL 3 times an LR)

    and as noted, you can easily add the same proc to FS and get a much more reliable boost, so.. moot point is moot? Second post proved that with everything capped, SS still does more damage over the same period of time.


    As for the rage, that's.. hilarious, cute even.

    Bu is 80% for 10 seconds

    Rage is 80% for 120 seconds with 10 seconds of no damage. Net gain? Rage is 11 times as effective as BU, double rage? 18 times. IT crashes because it's so effective it makes buildup look like a little girl in comparison, it's called balancing.

    That said, you forgot procs are completely uneffected by the crash, slot those bad boys up and keep swining to maintain fury -- I do ~200 damage a crash with them.

    (Also to answer your question, some psuedo math: 50 damage every 2 second unrealistic, but it's just flat math to show something, not a test, rage by itself: 50*1.8*60 - 5400 damage; 50 * ((1.8*40) + (2.6*25)) = 6400. ((Techinically there should be another 1.8*60 because you have 10 seconds of crash at 120, then another 60 seconds of 80% boost)

    Either way, the same situation with build up.

    50*(1.8*20) (Assuming you've twinked out os it's up every 30 seconds, that's four times in a 120 second period, attacks every 2 seconds splits that in half = 1800.

    Now for some even more mindboggling psuedomath! How's the crash work ryo!

    Build up, over 130 seconds: (130, so we can work the crash in)

    50 damage every 2 second for 90 of it, 90 (50*1.8) for 40 of it.

    (50*90)+(90*1.8) = 4050

    Rage, single and double stacked over 130 seconds are as above.

    5400 single stacked
    6400 double stacked

    net loss of 450 damage double stacked, (50*1.8*5 -- 90 damage every 2 seconds for 10 seconds) 250 single stacked. Either way, double stacked wins, and they both completely destroy build up.

    Of course this is completely unrealistic, I don't think there is any build in the game with a full attack chain that has no gaps and no attacks under 2 seconds animating; and build up/rage have animation times which skewer the numbers

    But as I said, flat math to illustrate a point -- once again, you can throw your hands up and go MY BUILD IS THE BESTEST all you want, numbers can't lie.
  10. Quote:
    Originally Posted by Pyro_Master_NA View Post
    Thank you.
    Np, just surprised no one else did it first, took me all of 5 minutes with mids to pull out those numbers. Opinions have bias, numbers do not.
  11. *breathes* Part 2!


    You can go BUT MY ELEC/FIRE KILLS FAST!11! all you want, the numbers don't lie. SS's -sustained- dps, thanks to FS doing roughly double the damage of TS, and the fact that rage is like buildup on steroids that stacks -- is much higher, and it's now about how fast you can kill a SINGLE group, it's about how fast you can -clear a map-

    and in clearing a map, being able to take down group after group without being hindered by the recharge on your 'big' power (LR) is important.



    and one last tidbit of fun, cap on recharge is 400%, assuming you have ULTIMATE SUPRA buffs, your powers will recharge in 1/5th of the time.

    LS: 18 seconds (90/5)

    FS: 4 seconds (20/5)

    Now assuming you've hit some sort of group with 7 kins who are rubbing themselves all over you (as that many SB's is about hte only way your hitting that much recharge anyhow) you are at the damage cap! wee!

    LR: 133.45 * 7.5 (100% base + 750% in buffs, if I am mistaken and the 100% isn't counted its 1134.41) 1000.95 damage

    FS: 59.22 * 7.5 (again if mistaken math it's 503.37) = 444.15 * 4 (how many times you are using it in that same timespan) 1776.6 damage in two seconds less than it requires your LR to recharge

    But wait Ryo, what about targets! LR hits 6 more!

    Lets assume you are magically in a full saturated group, 16 targets, that somehow survives the entire ordeal

    LR 1000.95 * 16 = 16015.2 damage

    FS: 1776.6 * 10 = 17766 damage.

    Over The same period of time, even somehow magically surrounded by more targets than it can handle, SS does more damage (And in reality, almost any mob in the game would die after two FS's, so you are realistically hitting 20 targets with SS)

    Now, this is a SOLO farming thread, so how's this matter?

    It proves that under optimal conditions, SS does more sustained dps; but SS has an ace in the hole: Rage, triple stacked that's 240% + 90% + (~270%, 100% fury is rare, after all) = 600%, 150% off of the cap by itself.

    Meanwhile LR is stuck with 440%, and only for the 10 seconds BU is up. (Rage is up for 120 seconds gents, 20 of that is triple stacked, 80 or so double stacked.)

    Yes, you can moan all you want that MY FARMER IS THE BESTEST!11!1!11! but the math clearly proves that in a situation like farming where sustained dps is more important than burst dps -- SS wins, hands down.
  12. Quote:
    Originally Posted by BellyButtonJelly View Post
    If your LR only comes up every 30 seconds "you're doing it wrong". TS is not useless.
    Honest to god please tell me this isn't your best troll attempt

    'doing it wrong' is a stretch.

    3 50 recharge IO's + hasten + 5 LOTG's = 29.76 seconds, and you've pretty much hit the hell of diminishing returns by that point, adding five purple sets drops it to 26.76.

    in other words, 25-30 seconds is the BEST you are going to get.

    Not going to go crazy with the math, so just doing what I can in mids atm: 67.5% global recharge -- reasonable amount, assuming you want to softcap and aren't going for hundreds of recharge bonuses

    27.07s recharge (hasten + 94.93 (IO's, assuming you've frankenslotted for max recharge) + 67.5%) on LR

    Same amonut of recharge?

    9.773s recharge on ball lightning

    6.108s recharge on electrifying fences

    6.016s on footstomp.

    ball lightning, twice a FE

    EF and FS three times a FE.

    You can use the entire chain 3 times per LR (FS and EF four times)

    Rage is triple stacked, FS does 215.03 damage -before- fury.

    LR, according to mids (and granted, probably wrong) does 265.7 (372.47 with build up) -- so, furyless, SS is about 2/3rds of your LR, with fury this'll change because of LR's higher base damage, but the point stands, that's formidable..

    Oh and TS is not useless, it's just uselessi n comparison to FS

    Same setup as before: 7.01s recharge, 111.74 AoE damage (only the energy portion is AoE), under half the area and twice the cast time of FS.
  13. Quote:
    Originally Posted by Doctor_Kumquat View Post
    On a Scrapper, I'd give the nod to KM, since they get larger damage buffing, more of an impact from damage buffs (higher base damage numbers, no Fury to dilute the effects of extra +damage), and critical Concentrated Strikes to instantly recharge Power Siphon.

    For Brutes, Clawz FTW.

    This. Power Siphon works better for scrappers because they have higher base damage, lower caps -- 120% is nothing to scoff at, but you are sitting at that much with fury.

    Buffs like power siphon and AAO are better for scrappers because damage buffs work offo f base damage -- an example

    According to mids, Smashing Blow, generic high damage "Pow"

    for scrappers: 101.85 base damage at 50, 120% from siphon power = 224.07 damage, before enhancements, (+95% (three damage SO's) = 320.07 damage with saturated with SP)

    For brutes (Who, by design, have lower base damage that tankers, it offsets their massive damage cap and fury): 61.73 base damage at 50 -- 135.8 damage with PS fully saturated (
    194.44 with 3 damage enh and fully saturated power siphon -- less than a scrapper with nothing but power siphon

    Of course, fury adds another 300% to that, which puts it about even, but.. the point is, brutes get significantly less bang per buck for damage bonuses than scrappers, and for a set whose defining power IS their damage booster (and the instantanious recharge of it via crits on it's t9) -- It beings to suffer for brutes in comparison to scrappers.


    Claws however focuses on light, quick attacks, which.. in turn, build fury fast -- it's perfect for brutes
  14. Quick bump here, bringing this character back out of retirement to level -- I swear I'm going to find the character I want to play one of these days.
  15. Quote:
    Originally Posted by Erin Go Braugh View Post
    I plan on making a SS/Fire/Mu Brute just to test it out and, well, because it seems designed for goodness.

    That said, the LR recharge on my Elec/SD scrapper is up on or around every 30 seconds. Now, I'm not looking to compare it to the output of Xxx/Xxx/Xxx AT in farming, but that's not a terrible recharge time, expecially since it coincides with Build Up and Shield Charge.

    I roll into a mob, get their attention for a second, Build Up, SC, LR, then whack the bosses until the trio is charged again. Move to the next mob and take out the minions and LTs again.

    Eventually, I take out bosses, if I need to, but 30 seconds a mob isn't ultra slow.
    This is the part the thread is missing, assuming high recharge, LR is up every 30 seconds.
    Now, since LR is the ONLY bit elec/ has to flaunt, since as mentioned all of it's other AoE's are fairly garbage

    So the question is "Is SS/Fire/MU's sustained dps great enough to kill an entire mob in less than 30 seconds"

    The answer? in a word? yes. I have an SS/WP/Mu (and before someone throws up a thread, yes, I did ask for help because her build is balls -- that actually supports the argument here) Half fury, double rage, footstomp takes 60% of a minions health (~300 damage); Electric fences and ball lightning do the rest.

    With just hasten + multi-strike (Yes, I mentioned her build was balls, right?) It's up every 9 seconds. FE lasts twenty seconds, that's two full FS->EF->BL chains, and noted with that much omph: behind it, FS will come close to one-shotting minions. Burn and BA are just icing on the cake

    Now here's the fun part: Single target. Elec/ is known for it's terrible ST, s'why stalkers comment on how AS actually :improves: ST dps outside of hide.

    SS is known for it's incredibly STRONG ST, KO blow will do ~700 damage in the same scenario earlier (double rage, 50% fury) that's half a bosses health, punch + haymaker do roughly the same. So while you are waitingo n yuor AoE to cooldown, you've just killed a boss. maybe two, again, not sure how big FE's bonus is.

    So, magic logic, 20 seconds to burn down LT's/minions with your aoE combo, roughly that long for two bosses.

    As opposed to 30 seconds between LR's, and dealing with Elec/'s terrible ST in the meantime (and thunderstrike, but lol thunderstrike)



    TLDR; It's not about how big the shiny numbers you throw up are, it's about how consistantly you can throw them up. SS kills a mob every 20 seconds with it's 'mediocre' AoE, Elec, dependant on LR, takes 30 seconds minimum -- if only due to it's cooldown.

    SS kills 3 mobs in the time it takes Elec to kill 2 -- S'like I used to tell groups in the old days, Invincible is better than Invulnerable, because while the mobs may be higher level, there are more of them on invincible, more bodies outweighs the exp gain from more exp per body.
  16. Quote:
    Originally Posted by RaikenX View Post
    Bit of a nitpick but...a scrapper's crit chance is 5% for minions and underlings and 10% for anything above minion class (LT, Boss, EB, etc.)

    Certain powers, usually a tier 9, have a slightly higher chance to crit or give a bonus to crit chance for a short time.
    Yea,realized that after I typed it, either way.
  17. Quote:
    Originally Posted by Stryph View Post
    The best comparison of Burst is Dragon's Tail. It's a knock down but it also allows you to assassin-crit every time it lands when hidden as opposed to random change. It's a nice PBAoE CC that can distract surrounding targets.
    Well, it was more on the lines that it does more than spine burst and thunderstrike (According to mids it's 76.86 base, spine burst is ~74, thunder strike only does energy damage with it's shockwave, so 68.86 damge of it is AoE) -- that pluss the 100% crit leaves it with the strongest :alpha: capability of the stalker AoE's -- barring lightning rod of course, which.. is it's own beast.

    Unless of course i'm totally missing something here.
  18. and on that note, i'm heavily considering rerolling KM, I just realized the source of the ennui, and.. my real problem with electric as a set, it just seems so.. ethereal. it's got three 'real' attacks, double so animation wise -- jacob's ladder is a nice attack, but the animation, the cone.. it just feels like a parlor trick instead of something I can rely on, chain induction (while I KNOW is very powerful) feels the same... just feels like there is very little to 'look forward' to in the set -- and out of those, very few are attacks you can 'feel' (SS? The POW and screen shake of haymaker, just.. you can :Feel: connect, Elec.. not so much)

    KM seems to have a much more "solid" set up, and from what i've seen of the animations, has the 'feel' I'm looking for.. just hoping Burst is enough AoE to keep me from getting bored.
  19. Quote:
    Originally Posted by Jade_Dragon View Post
    Actually, Scourge works out to about a +22% bonus against Bosses and better, and only about 7% versus minions. However, Corruptors DO have about 15% more base damage than Defenders.

    Where Corruptors and Defenders even out is in damage buffs. Corruptors have greater damage, Defenders have greater buffs to their damage. So as a Defender stacks more -Res or +Dmg, it and the Corruptor come closer in line. (It's about 100% -Res, or 200% +Dmg, so -Res is much easier, especially with Sonic as the Blast set)

    Although, amusingly enough, when you factor in the solo bonus for the new Vigilance, Corruptors and Defenders break even immediately, when you compare 3 slotted damage. So then only Scourge is the difference.

    Scrappers have 12.5% more damage, but basically the break even point is 3 teammates in a 20 foot range for minions, and 5 in range for Lts and better. And you're still dealing with greater burst damage and the ability to use Placate. But then, of course, as noticed, you're sacrificing all of your AoE capability unless you are Electric, Dual Blades, Spines, or Claws. (Maybe Kin Melee too?) The basic idea, I think, is that Assassin Strike is supposed to concentrate all of that AoE damage on your single target. Which is why it tends to replace that attack.

    If you don't care about AoE damage, you could go with MA or Ninja Blade, but given your emphasis on farming and grouping that may be an issue for you. I don't know whether Spines or Claws would be preferred, but I would guess it would be one of them if you can't stand Electric. OTOH, the problems you have with the set may be solved by the somewhat different style.
    The 33% was from the cor thread (Didn't get why they had 75% blaster damage (is 66% now, I know) and roughly 75% defender support, but.. that was fine, the scourge bonus was the reason given) -- that said, elec is.. working for the moment -- only 11, and loving it, still feels kind of.. 'eh, like i'll only have 5ish attacks which is.. tiny for a chain, and that bothers me -- but i'm sure the first time I crit with thunder strike I will stop caring.

    AS is love, halving a +3 bosses hp with one shot unslotted just kind of made me stop caring about the classes problems, for serious.

    and uh, KM is an AoE set -- from what I understand -- because burst, it's PBAOE, has a 100% chance to crit out of hide, which is.. well.. boom.
  20. Quote:
    Originally Posted by Jade_Dragon View Post
    Well, I have to say that a Stalker is primarily a solo-oriented AT. That's really been its weakness, while a Stalker can be very powerful stalking through a mission alone, in a team it is assumed that "there's nothing a Stalker can do that a Scrapper can't do better". Even with the revamp that hasn't changed -- except for the "better" part. On a team a Stalker now feels much like a Scrapper with a few extra party favors.

    However, those party favors are the difference. First of all, you have the Demoralize from Assassin Strike, which causes everyone around a Boss or AV hit by an AS cowering in terror and with a debuff -tohit. Keep this up on an AV during a fight and you can speed up the elimination of his minions, and then him. Second, AS, when following a Placate, is still one of the highest DPA attacks you can make, so as long as you don't get hit by an AoE while casting it, there's no need to hold it back. A Headsplitter will kill the AV just as fast, sure, but with a slightly higher chance for him to hit you.

    Plus, you've got that stealth, and the first free strike on the spawn with either an AS or a Crit. That can speed things up for the team, leaving them with one less foe to worry about. On a large enough team, the Stalker can actually start doing MORE sustained damage than the Scrapper, although that's unlikely, as it takes like 7 other allies in melee. Still, even if you don't want to do anything but scrap, and pick an AoE combo like the Elec/Nin suggestion, your lower sustained damage probably wouldn't even be noticable on an average team. You'll be killing right along with everyone else, and your allies will see the occasional Fears from your AS.

    One nice thing to note is that although you have a lower base damage than a Scrapper, since everything you do is based on a Critical, it all scales nicely when you are buffed by a team. So you won't be falling behind a Scrapper on a team with a Kin or Rad. However, Scrappers that can buff themselves to a high level on big spawns, like Dark or Kin Melee, will have the advantage there. Kin Melee is good, but there's some argument as to whether it's better on Scrappers.
    Yea, I noticed as I was typing the hole there -- scrappers have 5% to crit LT's, 10% to crit bosses, stalkers are a universal 10% that is buffed by the party -- figure it makes up for the ~15 base damage (.. according to mids, anyhow) difference -- sort like how corruptors have defender numbers, but scourge works out to be a ~30% bonus to overall dps

    Elec/ is a bit of a problem -- s'one of the three (Well, five, but.. meh) sets I can't work with, /dark (miasma), fiery aura, and elec.. anything (Highest is a 40 elec dom, closest is a 18 elec brute) -- for some reason I have trouble getting them past 30 but.. 'eh, stalker is a whole new game for me, maybe it'll work.

    As for secondary, yea, I have three /SR scrappers, /nin looks perfect, just thought i'd ask on /EA because conceptually, I LOVE /ea, but.. it's always left a lot to be desired mechanically =/

    Anyhow! Seems my fears were just silly scrapper bias, thanks for the replys.
  21. First, I should probably start off by appologizing, some of these questions are going to seem a bit insulting -- My predispositions towards stalkers aren't exactly 'good', but -- i'm asking these questions to clear the air so!

    I've just about burned myself out on CoH, I've literally played every build I can think of that I want to -- well save for an SD scrapper, but I have two BS 50's and can't stand shields with elemental sets, so.. -- That leaves me with unexplored territory -- the two AT's i've not played, corrs and stalkers -- I made a similar thread on the corr forums for similar reasons, got one to 33 and realized I hate playing ranged characters, so.. stalkers turn!

    So, some questions to aleviate my fears and get me in the proper mindset

    1.) PvE, in my heads stalkers have always been a sort of. .PVP-only AT, just kind of seemed that everything a stalker did in PvE, a scrapper could do better -- outside of ASing, and well, headsplitter crit kills a boss just as well; Reading up it seems there was a big buff in I12, and that is no longer the case, they're now like scrappers with slightly less base damage, but a higher chance to crit (10% of everything PLUS bonuses from group members? delicious) -- Seeing as I don't PvP.. any good PvE stories?

    2.) Groups! I don't solo much, if at all, like.. if i'm soloing, it's farming (Which I understand is possible, yay), or just grinding a mish or two while the LFG channel is dead -- As noted earlier, just has always seemed to me like scrappers just.. :do: better in groups -- so, uh, would someone explain to me the joys a stalker brings to a group?

    3.)Finally, build advice! or rather powerset advice! Primary is up in the air -- from what I understand KM is actually best on stalkers (.. brutes suffer from PS being a minor version of fury, scrappers have animation time issues.. stalkers seem to jsut all around benefit) -- so was thinking of trying that, new and all -- but I am open to suggestions -- I like spreading AoE around, not really a stalkers role but.. figure'd I'd ask anyhow.

    Secondary! /Nin or /EA -- /Nin is my first reflex, just looking at it.. it's a well put together set -- /EA, the forums seem to love, which surprises me, according to mids, it's ~3% more def per shield the brute version (which almost all brutes despise), and they make that up with the 4% on energy cloak -- am I just missing something, or are stalkers just more laid back than brutes towards it?


    aand those three would be it, again, sorry if it seems a bit insulting, s'why i'm asking, stalkers aren't in a very good place in my head, kind of want to shake that mentality. Figured it woudl be best start in the stalker hive, heh.
  22. Quote:
    Originally Posted by VelRahn View Post
    Thanks Muon, I hadn't considered just using a GW and Neuronic proc in VG alongside a 4-slot Basilisk for the +rech. I'm most definitely not one to spend a ton of inf, I'd prefer to do it w/o purples if I can do so without gimping the build. I'll post the build in a separate thread so that I don't detract from Ryougi's request.
    Nah, post it, more builds, more reference we have, more likely we are to get a number cruncher to come in and optimize XD

    That said, affording purples is.. well.. mostly done by returning the favor. Reward (not alignment merits, save those for 7.5% lotg's) merits -- drop 20 on the reward roll every time you can, chances are you'll get something rare (Last time I did one, I got a 7.5% LoTG.) -- if you can't use it, sell it. Most stuff from the reward roll goes for 10-20 mil.

    Outside of that, s'just selling stuff you can't use -- running AE missions is amazing for this, you get enough tickets for ~two silver reward rolls every time you do a mission, silver reward rolls give good rewards -- usually procs or semi-rare recipes, including the defense LoTG recipe, which on my server sells for 40-50 mil by itself.

    But.. yea, key is just taking recipes you can't use (I don't get why the LOTG defense recipe sells for that much, LOTG set bonuses were always kind of meh to me, and it's not THAT big of a bonus (~39% to defensive powers at 50, I think?) -- but hey, not my money), and dropping them on WW, if it sells for a bit, sell it, otherwise, vendor it.

    Another key -- if you don't mind being a little risky, is using Perceived Price to make money.

    Selling a recipe for 60 mil costs you ~6 mil in costs just to post it, in addition to the chunk taken when you sell it.

    However, if you put something up for 1 inf, and someone bids 50 mil on it because the last 5 sales were all 50-80 mil.. you still get 50 mil (minus the surcharge they take from all purchases) and you make a net ~5 mil from avoiding consignment costs.

    If the past prices on something are high, people are more likely to make high initial bids -- therefore you stand to make a profit by putting it up for a low price to avoid consignment costs -- as they'll still likely bid high and pay high for it.

    OF course at the same time you risk losing money (someone drops 100 inf just to see and grabs your recipe), but.. it's made me 181 mil in about 4 days.. so.. *shrug*
  23. Quote:
    Originally Posted by Muon_Neutrino View Post
    Take fire blast. You're gonna have a hard time making a ST chain without it, and it's a good power in its own right. I think you're going overboard on LoTG mules, honestly, especially since you've got 5 of them and only 4 LoTGs to put into them. I'd drop one of the last two. Drop stone cages - you don't need it, as quicksand will prevent the scatter after stalagmites well enough. Replace it either with 1-acc-slotted stone prison for use on EBs, or just use the slot for fire blast. Overall, definitely drop stone cages and either stealth or invis, and replace them with fire blast and one of stone prison, RoTP, or fire shield, according to your preferences.

    I can't say I'm a very big fan of spending a power choice *and* 5 slots just for set bonuses, but that's mostly personal preference.

    Quicksand doesn't need 5 slots. 2 rech and a slow is tons. Ditto earthquake - 3 rech and be done with it. You can also probably shave 1 slot off of stoney if you find you need it elsewhere, although stoney with both pet resistance procs is really tough. On the other hand, I'd add an extra slot to stalagmites and fossilize. These, along with earthquake and volcanic gasses, are the core of your control.

    Due to some quirks of the way the power works, volcanic gasses works especially well with hold set procs, giving them many more chances to go off per use than most powers. Thus, once you get to 50, I would try the following slotting, if you can afford it: Unbreakable constraint hold/rech, acc/hold/rech, proc, lockdown end/hold/rech, proc, ghost widow or neuronic shutdown proc. I haven't looked recently, but if the purple proc is too expensive you could substitute whichever of the ghost widow/neuronic shutdown procs you're not already using. This gives you more than enough acc, hold, and rech, along with three very nice procs that will be going off a lot over the whole duration of the power. (Before 50 you can just replace the purples with equivalents from the lower level sets, see how you like it.)
    I agree on quicksand, but 15% global acc allows me to skimp on acc for the sake of set bonuses, on top of the 10% recharge, allows for much easier permadom, but, depending on how I can bend the recharge bonuses, I might drop it and reallocate the slots, three freespecs and whatnot

    That said, the rest of the advice is sound, I was thinking more setmuling by overslotting, but.. most of that was just my brain overcompensating.

    As for stone cages/quicksand, that's just a leftover controller logic, I'm used to having the aoe immob for containment purposes (well that and rain of fire). but -95% slow fixes that.
  24. Ok, I've been build hopping well.. like crazy, everything from my old scrappers to my brutes -- leveled na elec/psi to 41, anda fire/dark for to 28, not quite found the build I was looking for.

    Fire/dark was closest, but.. I have some unfathomable issue with /dark, can't quite explain it, I've got at least 6 /dark characters, none above 30, me and the set just.. don't mesh.

    Elec/psi was wonderful.. But Elec/ just seemed to.. Ethereal. Static field is love, but in large groups ((Which mind, I still have missions from level 21 on said dom because I'm rarely -not- in a team of 6+)) It's dispelled before it has any real effect, and the rest of the control is.. either slow to build (Synaptic overload) or slow to take hold (.. I often find 90% of the group is dead before the six ticks of Conductive aura required to drain a group take hold, and normally by the time I do that someone has dropped a fearsome stare or AoE hold and.. it's not doing much anyhow) -- This in turn, devalues permadom, since.. Paralyzing blast and tesla cages are about the extent of the use i'm getting out of it.

    Which leads me here, looking around Earth/Fire seems to be, well exactly what i'm looking for -- Hard control abound, Earthquake/quicksand for soft control, lots of :solid: stopping power and plenty of benefit from domination to boot (Volcanic Gasses doesn't, but.. well, Volcanic gasses can hold bosses by itself iirc, can't say it NEEDS much help from domination) -- MEanwhile the /fire side of thing gives massive amounts of damage, and embrace of fire improves the fire APP for even MORE AoE carnage.. it's.. in a word, perfect.

    As such.. I've thrown together a build --

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Fiery Assault
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Fossilize -- Empty(A), Empty(31), Empty(34), Empty(34), Empty(36)
    Level 1: Flares -- Empty(A), Empty(15), Empty(15), Empty(50), Empty(50)
    Level 2: Incinerate -- Empty(A), Empty(3), Empty(3), Empty(11), Empty(11)
    Level 4: Stone Cages -- Empty(A), Empty(5), Empty(5), Empty(40), Empty(43)
    Level 6: Fire Breath -- Empty(A), Empty(7), Empty(7), Empty(9), Empty(9)
    Level 8: Quicksand -- Empty(A), Empty(46), Empty(48), Empty(48), Empty(48)
    Level 10: Hover -- Empty(A)
    Level 12: Stalagmites -- Empty(A), Empty(13), Empty(13), Empty(19), Empty(19)
    Level 14: Fly -- Empty(A)
    Level 16: Embrace of Fire -- Empty(A), Empty(17), Empty(17)
    Level 18: Earthquake -- Empty(A), Empty(36), Empty(36), Empty(43), Empty(46)
    Level 20: Combustion -- Empty(A), Empty(21), Empty(21), Empty(25), Empty(25)
    Level 22: Hasten -- Empty(A), Empty(23), Empty(23)
    Level 24: Salt Crystals -- Empty(A), Empty(37), Empty(37), Empty(37), Empty(39)
    Level 26: Volcanic Gasses -- Empty(A), Empty(27), Empty(27), Empty(29), Empty(29), Empty(50)
    Level 28: Maneuvers -- Empty(A)
    Level 30: Assault -- Empty(A)
    Level 32: Animate Stone -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34)
    Level 35: Vengeance -- Empty(A)
    Level 38: Blaze -- Empty(A), Empty(39), Empty(39), Empty(40), Empty(40)
    Level 41: Fire Ball -- Empty(A), Empty(42), Empty(42), Empty(42), Empty(43)
    Level 44: Rain of Fire -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46)
    Level 47: Stealth -- Empty(A)
    Level 49: Invisibility -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- Empty(A), Empty(31), Empty(31)



    As you can see, no sets yet, still learning them -- though some notes.

    I do have four LoTG 7.5's, lucky drops from running the ITF on my elec/psi

    Salt crystals was taken (and five slotted) because Fortunate hypnosis costs about 120 mil for five pieces on my server, and well, 10% recharge and 15% accuracy for 120 mil is.. a minor trade off.

    Outside of that.. I just tried to squeeze powers in where I could and 5-6 slot everything possible.

    So.. Mistakes/comments/don'tdothatyoufool!/suggestions?

    ((And yes, I did do a search first, every earth/fire build thread on the past 7 pages has gone unanswered))

    Thanks in advance
  25. Just.. on an completely unrelated note, how is fire/fire? I want to make an AE-heavy scrapper (..or rather, and AE-heavy character, but the squishy standback pewpew of a blaster is anathema to the massive amounts of scrapperlock pumping through my veins. and brutes/scrappers have so much overlap MIGHT AS WELL STICK WITH THE SCRAPPIN'))

    /Fire is a no brainer for AE carnage, Burn is just.. delicious, but the primary has me at a loss, Spines/ seems like the obvious choice, but uh, I raised a spines/inv in issue 2, the memory of herding 150 5th into a trash can has just.. forever tainted my view of spines, everything feels like a pitiful shadow it's former glory

    From what I understands, that leaves.. Elec/ as the only 'heavy' AoE set, which I can.. work with, I've never been a fan of Lightning rod though, so.. looking for alternatives.

    Fire/ -seems- like a good choice, but I only really see two AoE's, and from what I remember from a fire/fire tank I had back in the day, Fire breath is pitiful.. and sure FSC can't be SO AMAZING that it makes up for being the only AoE in the set

    .. /threadjack