Shadestorm

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  1. I did you one better. I went ahead and rolled him, figured out the build, and I'm playing him for ya too. You're welcome.
  2. Quote:
    Originally Posted by BrandX View Post
    Wrong on DA. It really doesn't need defense slotting. It's good right out of the box, and better to just slot it for damage, like any other attack, so you don't lose any more damage from using it.

    22% Defense from Ninja Reflexes, 2% Defense from Hide, 3% Defense from a Steadfast Protection = 27% Defense right there, add on DA which is easy to keep double stacked but for this will just say one application, is another 15% for 42% Defense (3% shy of softcapped Melee Defense).

    Seeing as how you throw in a few defense set bonuses, you don't need to slot it for Defense at all.

    Considering it's easy enough to get 30% Defense out of it without Defense slotting. Why even waste a Defense IO on it, when a Damage Proc or freeing the slot for somewhere else, would be better.

    GC's as has been explained, is better for DPS. But that also assumes one can pull off the GC - SD - GC - GD - Repeat chain. It's not easy. So taking SotW may not be a bad idea.

    But GC is the better attack (PvE wise anyways).

    Agreed on Flashing Steel. If you can fit it in, I'd say take it for the additional AOE.
    True, but I was working in terms of a build that requires a single DA stack to softcap, as my chain fires DA every other cycle. Using DA as a damage slot and relying on a double stack was how I was set up before IOs and it's quite effective.

    After I respecced to a single stack DA softcap, I found it was far easier to use that activation for another sting or flashing steel in stead of hitting DA again. Basically, I used an optional attack chain that sort of shifts gears depending on what I'm fighting, more often than not alternating DA and flashing for large mobs, sting and DA for single targets, and DA-DA, or DA-Dark blast (patron) for ebs/avs to stack def and -tohit.

    Considering everything that's been said about GC in this thread, I might use my first I19 respec to switch it out for sting and see how it plays out though as there are some compelling arguments in favor of the power. I don't slot as much rech as some people, and my build is... odd which may have been the overarcing reason I found it a better performer. Hell, for all I know respeccing to GC might come out on top again.

    Back to the OP though, as you've seen there are multiple ways to set up your ninja. Listen to what these people are saying about GC as it's all true, but the option between sting/GC is *highly* dependant on how your chain is set up.

    Looking at your build again, and looking at micro's numbers GC might actually be your better option!
  3. Quote:
    Originally Posted by Microcosm View Post
    No, this is wrong. Gambler's Cut is not just better DPS over the recharge and activation time of the powers, it's better DPS over just the activation time.

    Since you're talking about heavy recharge builds, let's compare the two chains
    At level 50, slotted with 3 dmg SO's:

    GD>SotW>SD>SotW total time 6.204, total damage 779.38, total dps 125.63

    GD>GC>SD>GC total time 5.412, total damage 701.44, total dps 129.6

    Gambler's Cut is just better than Sting of the Wasp, period. Adding procs to those equations just makes the difference worse.
    This is assuming a three power chain, not a four. Taking a four power GD>Sting>SD>DA chain, (melee def buff chain) or GD>Sting>SD>Flashing or a mixture of the two (I usually run DA every other cycle as its slotted to need one stack to cap) I find that Sting is the better performer.
  4. Quote:
    Originally Posted by Microcosm View Post
    Wait, wait, wait. Unless you are talking about burst, Gambler's Cut is definitely better than Sting of the Wasp. It has better regular dps (slot both with three level 50 dmg IO's, and calculate with arcanatime) and activates faster, meaning you can use it more frequently/any procs you have in it can go off more frequently.
    True, but in a rech heavy attack chain you're actually unable to USE that better rech speed, in effect wasting the rech advantage of the power by letting it sit there inactive.

    In terms of a four power attack chain, you're actually hitting GD-Power-SD-Power. Taking sting actually maximizes raw damage because although its animation is longer, and its rech is slower, it fits in to the chain without wasting its rech.

    While the power itself is better DPS, and in terms of a non-set slotted build is the superior performer, you end up with less total attack chain DPS by taking GC in stead of Sting because of the amount of time it sits in the tray while you're animating GD or SD. This is where sting sits on better footing. With global enhanced rech to the levels of this build you're actually getting better DPS out of Sting because you're not wasting rech, and getting a larger chunk of damage for that spot in the chain.

    Not that it's a bad power, far from it, just that if you're ONLY going to take one on a rech-heavy set build, Sting is going to serve you better.
  5. Shadestorm

    Hide and Mids

    My mids also shows the full hide def by default.
  6. Quote:
    Originally Posted by Microcosm View Post
    Gambler's Cut > Sting of the Wasp
    Totally disagree. For straight damage, sting comes out on top, and while GC might theoretically give you a better proc/crit chance, when slotting procs in there you're also losing non-proc damage, in essence basically evening out total DPS.

    However once you factor in any damage bonuses from IO slotting, you're actually getting more overall DPA from sting.
  7. It doesn't look all that horrible, but there are things I'd change about it. I'm not one to tell people what to do, but here are a few bullet points:

    *If you're not slotting DA for defense, it's really not worth taking.

    *Gambler's cut is inferior to sting of the wasp in terms of raw damage potential.

    *Not taking flashing steel is completely screwing yourself out of the one good cone attack you have (It's actually a REALLY wide arc with decent damage).

    I didn't slot set bonuses for melee def, in stead slotting DA for def. ONE application of DA will softcap you if you build it right, and you can use your set space for more damage, accuracy, or whatever else you're looking for.

    However in practice it's pretty easy to keep one stack of DA going, and for the tradeoff you might be able to figure a way to perma your hasten, or toss in more damage. As long as you keep retsu around to help out in emergencies DA makes for a fine melee softcap by itself with only 2 or 3 slots invested. The added bonus is that DA slotted in this manner will actually allow you to easily overcome heavy def debuffs in at least the melee position by simply stacking it one or two more times. Personally I've found that utilizing DA for my melee def was more sustainable and reliable than the passive slotting route.

    Some people really hate the idea of relying on keeping up the DA buff as part of an attack chain, but I can personally attest to it being another viable option. If you're one of those people who wants it all passive, then I'd listen to Reiraku and ditch DA for Sting, or better yet ditch GC for sting, and replace DA with flashing steel and slot obliteration in there for your melee def. This would give you a second source of AOE to go with your tricked out caltrops, as well as more damage, rech, and acc.

    Compare this with what you've got:

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ninja Guy: Level 50 Magic Stalker
    Primary Power Set: Ninja Blade
    Secondary Power Set: Ninjitsu
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Teleportation
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Sting of the Wasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(15)
    Level 1: Hide -- LkGmblr-Rchg+(A)
    Level 2: Ninja Reflexes -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3)
    Level 4: Danger Sense -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5)
    Level 6: Assassin's Blade -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(17), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(34)
    Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(9), GSFC-Rchg/EndRdx(11), GSFC-ToHit/EndRdx(11), GSFC-Build%(13)
    Level 10: Caltrops -- TmpRdns-Dmg/Slow(A), P'ngTtl-Dmg/Slow(46), Posi-Dmg/Rchg(48), ImpSwft-Dam%(48), Posi-Dam%(48)
    Level 12: Placate -- RechRdx-I(A), RechRdx-I(46)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 16: Kuji-In Rin -- EndRdx-I(A)
    Level 18: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(27)
    Level 20: Kuji-In Sha -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal(21), Dct'dW-Rchg(23), Dct'dW-Heal/Rchg(23), GA-3defTpProc(25)
    Level 22: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(46)
    Level 24: Kick -- Empty(A)
    Level 26: Soaring Dragon -- Achilles-ResDeb%(A), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Dmg/EndRdx(37)
    Level 28: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-Psi/Status(29), Aegis-ResDam/Rchg(31), Aegis-ResDam/EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(31)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
    Level 32: Golden Dragonfly -- Achilles-ResDeb%(A), Armgdn-Dmg(40), Armgdn-Dmg/Rchg(40), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42)
    Level 35: Blinding Powder -- CoPers-Conf(A), CoPers-Conf/Rchg(37), CoPers-Acc/Conf/Rchg(37), CoPers-Acc/Rchg(39), CoPers-Conf/EndRdx(39), CoPers-Conf%(39)
    Level 38: Kuji-In Retsu -- RechRdx-I(A)
    Level 41: Water Spout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 47: Recall Friend -- EndRdx-I(A)
    Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
    Level 4: Ninja Run
  8. I'm not going to say no because stalkers NEED something unique.

    I'm going to say no because ninjitsu is an assassin focused set with tools specifically designed around mitigating aggro in an active manner. Not mitigating damage, mitigating aggro. The set is specifically loaded with multiple tools to assist the /nin stalker in regaining hidden status.

    While these tools can serve as effective general mitigation, ninjitsu without proper hide loses the entire point. Look around scrapper sets and you're not going to find any with a focus on aggro mitigation. Scrappers are straight up fighters, and scrapper sets reflect this fact.

    A scrapper port of the set may be functional, but the set itself would lose every aspect of what makes /nin the set that it is without the Stalker's inherant. Ninjitsu is an odd set that way, like Ice Armor for tanks, it's a set that simply doesn't WORK thematically or in practice on another AT.
  9. Quote:
    Originally Posted by Biospark View Post
    Any WoW or UT players out there ?

    I know my suggestion is far from original, but what if there were instanced zone events in which teams formed on each side and upon entering the instance one or several possible win conditions were available. The event could be timed and involve any number of NPCs for each side. Players would queue up for an event and once the minimum participants was met AND the server could free up an Instance the timed Battlefield event would begin. Points could be awarded for kills (inlcuding Key NPCs) and the winner of the event would be determined after the timer runs out. This would encourage defeating enemy players as well as enemy NPCs, and for completing event goals, like defeating an enemy AV, capturing one of several strongholds of the enemy.

    Players could be awarded PvP tickets which could be redeemed for PvP recipes, which would encourage repeating the Instanced event.

    As I say, its not original, but it is fun as heck when done right.
    We already have those. They're called arenas. Add more maps or match types to the arenas if you like, as this que system is exactly what they already do.
  10. I don't know about the rest, but build up to 100% is an obvious gimme.

    I think a lot of the issues with across the board buffs are that, as castle stated, stalkers in general are already in a pretty good place. The issues facing stalkers are those weak def sets, and reduced team utility.

    These are both consequences of hide, and as others have pointed out the suggestion to grant re-hides on kills and whatnot don't fix hide at all, and don't help to balance the disparity between the weaker and stronger sets.

    The idea to simply buff hide's def numbers is a really solid one. This is a blanket change to hide that removes a large portion of the def set disparity problem right there. Res sets could more easily play their in-combat crits like a def set does.

    It doesn't do much to address the team utility disparity though, but I think with a def buffed full hide, and perhaps a little numbers tweaking on res and regen sets to offset the stalker's lower HP cap it would really solve half the problem without being overpowered.
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    Probably THE biggest complaint I have against Stalkers right now is the disparity between defence-based sets and resistance-based sets. Completely independent of each respective set's mitigation qualities is that set's ability to pull off hidden criticals, and right at this moment, that ability does not appear to have even been taken into consideration for balancing equations.
    I think the biggest issue is that the hide mechanic recognizes damage rather than being attacked.

    This opens a whole can of worms though, as changing hide to trip upon being attacked rather than taking damage would effectively nerf def sets down to the level of res rests, it would instantly boost /nin to the level of "why take anything else" because of its AoE placate.

    It think the general consensus that the non-def sets need to be looked at isn't in question, but as Leo has repeatedly stated, stalkers should have playstyle options. Like any other AT, those options are dependant on powerset selection. My thinking is that res and regen should really cater more toward the "scrappy" playstyle by offering superior mitigation wheras the def/utility sets that are good now should retain their greater potential for damage through hide.

    I wish I could say it was as simple as "buff numbers on these sets" but it may very well not be, as the def/utility sets are still very potent mitigation. However I'm still of the opinion that its those sets that need changed rather than altering stalker mechanics as a whole to bring them in line. Whether by adding additional effects to some of those powers (maybe making the hide in those sets more like EA while leaving hide from the def sets unchanged?) or blanket increasing their effectiveness or both.
  12. Quote:
    Originally Posted by Taran_Tatsuuchi View Post
    About the distraction, do you think it should only be in effect when the mobs have aggro/are engaged on your teammates? And/or only effect up to the number of teammates engaged?

    Basing it on just the number of teammates might cause some issues/concerns I think, depending on the intent of implementation.
    Example, on a group with multiple stalkers, one question is whether other stalkers in the hidden state should or should not affect the distraction bonus. Thematically they probably shouldn't. Or if there's a teammate not even near the mobs you're fighting, it's also questionable whether they should enhance the buff or not as well
    Thematically, you'd have a whole bunch of "special case" things that wouldn't make sense. However, special case setups make generalized buffs far less useful. Like the old stalker crits on held targets, or the current crit buff with a ridiculously short range. I'd see the range to be on par with the kheld inherant, which is IIRC about 300m. This means allies in the general vicinity, so you can't have door sitters buff you.



    Quote:
    Originally Posted by Taran_Tatsuuchi View Post
    About the damage buff, I know numbers are most likely just as an example and can be adjusted, but is the intention for the stalker with a full team buffing them 7 people at 20% each to fully hit that 140% max buff in the 2 seconds? From the 'The larger your team, and the longer you remain hidden before striking, the more damage you will do to any enemy you ambush from hide.' makes it seem like that isn't the intention.

    Without limiting the distraction to combat only it could allow stalkers to mass up the full bonus while moving from group to group. This may or may not be desirable depending on the intent of implementation.
    The intention was that the buff stacks regardless of combat readiness in 2 second increments. To reach the full potential of that buff, you'd be hidden for a total of 14 seconds. The idea was that you'd have a really solid alpha opener, but throughout the course of the fight you've got flexible options in terms of how often you spike, scrap, or lay low and catch a heal. Its about giving you the option on teams (especially large ones) or adopting a scrappy playstyle, or a stalky playstyle, or something in between.

    Initially 14 seconds sounds like a long time to be "waiting" and that's the point. If you WANT to build it all the way up every strike for those ultimate AS's you have that option. However, it's boring to stand around in fights and do so. It does give you utility though. Got a hibernate? Is it your job to watch squishies? Do you phase? You've got a tool that allows you to maintain more or less constant viable damage regardless of the frequency of your attacks. This instantly shifts you in to the space of being ABLE to stalk in groups if you choose to do so, and do so effectively.


    Quote:
    Originally Posted by Taran_Tatsuuchi View Post
    Another question, if limiting it to combat only, would the damage boost clear when the team has all left combat mode? The next group wouldn't have been distracted by anyone until the team gets there. This should not preclude the stalker from starting to amass a damage boost on the next group they come across as the teammates engage if the stalker remains in hide during the alpha.

    How about teammate pets? Should they count for distraction? And which types should be in/excluded?
    Distraction isn't a system that favors so much in terms of "in combat" Personally, I feel that only player teammates should count for these effects, as teammates with pets are already balanced in terms of those pets being part of the overall power structure of that character. There's no "in combat" limitation. Thematically, the stalker gets that nice alpha each group because the enemies simply didn't know he existed. Systemically, he gets it because it drastically increases the potency of that alpha which makes his alpha the most reliable one-shot there is. Frequently he'll end up wasting a lot of that damage on overkill. The larger his group is, the higher the liklihood that he can AS one ANYTHING, but the tradeoff is that with larger groups there are far more enemies per spawn. If he could get that full 140% on a team of two, it would be overpowered due to the total percentage of threat he's removing from the fight. Not to mention the crit potential on AoE attacks would likely allow him to just floor entire spawns in a single strike.

    It's explicitly designed around team size because the problems stalkers have on teams are scalar. In a duo a stalker is an excellent performer, but as the group gets larger, his performance degrades because his alpha has less utility, and his potential for solid singlke target damage is less useful due to greater numbers of enemies.

    Distraction is a balance check that's attempting to make the stalker useful in multiple team compositions by allowing him to leverage his alpha strike potentional more often and more reliably in larger teams with more targets.

    Quote:
    Originally Posted by Taran_Tatsuuchi View Post
    Basing this bonus on an area around the stalker would probably be the best way to start on forming how this would work mechanically, similar to how the stalker extra crits are set up. This would eliminate getting a buff from teammates who aren't in the same fight as the stalker.

    Thoughts on how to determine if a teammate will provide a bonus... Hidden status should probably disqualify that teammate for the duration. Determining combat status might be trickier depending on what is available to look up... Aggro list might work, if the teammate is on the aggro list of nearby enemies they provide the boost.

    Clearing the boost after combat... if done by aggro lists once the final mob dies there shouldn't be an aggro list for teammates to be on, so that could be used. Or possibly if there's no enemies in the range that teammates need to be in as well that could also be used...

    On the hide distraction bonus, combat/out of combat probably wouldn't matter, as the quicker hide would be mostly useful during combat, and the stalker would probably have already gone back into hidden status before the team gets to the next group.

    Even if what I'm thinking here isn't very feasible, at least putting my thoughts out on this idea can at least help by bringing another view and perhaps spark ideas in others as to how it could be done better.


    Again, love the idea Shadestorm. It gave me something interesting to mull over, and perhaps my thoughts on it can help further the idea.
    All this is good thinking, but it's all very much focused on thematic reasoning that makes the system as a whole a total pain in the *** for the stalker. The point is that the distraction buff is easily readable and reliably usable without overcomplicating the stalker's group play.
  13. Quote:
    Originally Posted by Grouchybeast View Post
    The real problem I see is that if the system does have impressive loot rewards, then a lot of people will game the hell out of it for shinies, while a tiny handful actually use it for the intended RP/thematic purposes.

    On the other hand, if it doesn't have impressive loot rewards, then most people will ignore it completely, while a tiny handful actually use it for the intended RP/thematic purposes.

    The second option is probably preferable, but whether that tiny handful would be enough to justify the investment of dev time, I have no idea.
    Except for the fact that the loot rewards are coming from the pocket of other players. If you're going to game the system, you may as well cut out the middle man and just have him mail you the stuff.
  14. My only point here was that fighting an arch of my own creation sounds about as much fun as playing an arc of my own creation.

    Sure, I might design a fun arc, but I already know exactly how that arc is going to play and react to me because I designed it. It's like looking up a TF on the wiki before you play it for the first time. You've got all the spoilers, and you've already spoiled your own fun.
  15. Quote:
    Originally Posted by Master-Blade View Post
    You can't really award somebody for "NEVER" doing something. They would earn the reward and then simply go do whatever they weren't supposed to do before?
    It's simple, upon creation of a primal, or choosing a side with a praetorian, you gain the badge. Switch sides, lose badge. You're effectively just trading it for the greener/meaner badge anyway.
  16. Completing every arc (all gold stars in the oro list) for red and blue sides respectively are great ideas, as well as every enemy group having a defeat badge.

    However having any badge at all that requires doing content on both sides I don't like.
    Should you have the option of switching sides to get the badge on the other side? Sure! Should there ever be an accolade that requires getting a bunch of badges from BOTH sides?

    No.

    In fact, there should be a badge for NEVER switching sides.
  17. Quote:
    Originally Posted by Leo_G View Post
    Kill a target = You're hidden again. I'd love it. Slap that in and ship it out. Solve the whole demoralize-not-procing issue too since, if you 1-shot something with AS, you're still hidden to strike again. The enemies would still know you're there but you can pop another shot off...possibly killing another to put you in hide again...
    This isn't a totally horrid idea, but IMO it's still emphasizing stalkers in the space of straight up fighters. We have scrappers for that. They're good at it, and they're well designed to do it.
    The original stalker crit mechanic was far more thematic. It emphasized the stalker attacking helpless targets and reinforced the idea that stalkers were not intended to be straight up fighters in the vein of scrappers or brutes. The problem was that it relied on a very specific status effect that only a single AT could leverage effectively (this was before coop zones, so you only had doms avaliable for this.)


    Adding better crits to stalkers was the kludge IMO. Not only did it detract from what makes scrappers special, but it de-valued the hidden state, which is what makes stalkers different from scrappers just like domination is that one thing that makes doms differ from controllers.

    They're similar ATs, but there's a key difference. Doms thrive on damage, while controllers thrive on holds. Similarly, Scrappers thrive on repeatedly hammering in damage (more crits) while stalkers should be thriving on controlled spikes rather than sustained dps.

    Stalkers are by no means a bad AT, but the lingering problem is that the stalker's best tricks are increasingly devalued by adding more people to the team. On a full team, the stalker is systemically incapable of bringing anything worthwhile to the table that two other ATs can't do better. Thus, stalkers shouldn't be continually redesigned to compete with scrappers or brutes for melee DPS, they should be geared around doing exactly what stalkers do best, selecting a single target, and killing that single target as rapidly as possible, even if it means they can't repeatedly down multiple targets as well as scrappers or brutes.
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    On the flip side, what is there to do about it? I keep talking about a kind of single-target taunt... Call it "distraction"... Which would pull enemies without breaking hide, but it would still get you aggro and most likely prevent you from pulling off an Assassin's Strike. I keep wondering if there can't be some sort of decoy that would allow the Stalker to pull an enemy to a specific location without actually attaining aggro on himslef, but I don't know if pseudo-pets can work like that, and I KNOW the AI can't be made to do this.

    <snip>

    That's kind of the problem, though - Stalkers are worse at scrapping than Scrappers are, both offensively and defensively, and they really don't compare to Brutes. If that's all they are, then Stalkers really ARE gimped. And, frankly, I wouldn't want Stalkers to be better at stand-and-fight tactics than the actual stand-and-fight fighters. That's why I feel they should get more perks with their hiding mechanic, not better combat stats. They fight well enough when they can leverage Hide. It's just that they can't leverage Hide all that often because they're simply not designed to.
    Right, stalkers aren't defined by damage, they're defined by hide. As for the distraction, one *could* argue that PPP pets could fill this niche, but are curently poorly designed to do so.

    Adding MORE powers to existing sets is pretty universally a no-no, but seeing as each AT has different versions of the epic pools... how about altering the stalker epic pools to include just such a device. I'd envision it as a stationary pseudopet that works like the Crab OMEGA MANEUVER (Hands down one of the most fun powers in the game) only without the explosion and with a larger taunt radius. I don't think any other ATs would complain overly if the stalker sets just got a bonus power that was a stationary aggro pet that deals no damage.
  19. Some people like it.

    Personally I always found it lacking for want of slots and too long an animation time. I always WANTED smoke flash to be a panic button power, but the cast is too long for that. Not only that, but with the way I'm built I'm pretty heavily invested in my blinding powder and heal so it doesn't free up much room to slot it to get the rech or acc I'd want out of it to make it worth the cast time.

    Its not an utter crap power, and it can be a really potent sleep as mitigation, but it's pretty much a choice of whether you want to take caltrops OR blinding, as the trops will completely break the powder, and most people don't have the slots to really trick out both powers to use them situationally.

    That said, I dropped it long ago (with caltrops) and unlike the trops, won't be picking it up with I19. Strangely enough, I'm taking whirlwind as my panic button in stead
  20. Quote:
    Originally Posted by Capa_Devans View Post
    Someone on Guardian walked from Ms Liberty to PI. Yes WALKED (using the Walk power). He deserves a badge but I really don't want to have to spend 90 minutes doing it for my badger but ... he does deserve one!
    Screw that, that guy needs a whole unlockable epic pool!

    Relaxation Mastry -

    Drink Heavily

    Eat Chips

    Grant Chips

    Social Drinking

    Summon Sofa
  21. Quote:
    Originally Posted by _Pine_ View Post
    Not taking Caltrops does not completely gimp your toon if you decide not to take it. I would compare Caltrops more to Quickness in SR than the passives. A nice thing to have, but not essential to survival.
    Truth. Caltrops and smoke flash were the two powers I dropped when I decided to get more action out of soul mastry. Caltrops at the time was infuriating because the damage ticks dropped hide. I heard they fixed that, but never bothered speccing back in to it. Three years later I still don't miss them.

    Luckily, with new inherant fitness I can have caltrops back (with a proc to boot!) but smoke flash is still remaining on my disabled list. I'm getting whirlwind and SS to go with my hasten in stead. Always wanted a second travel power, and whirlwind is just one of those "for teh lulz" powers I kinda always wanted but never had space for. The plan is to stick a +rech proc in it and use it as a panic button in a CDF when my heal is down. Fling people around and if I'm lucky get some bonus rech to bring my heal back up!
  22. @l0st

    If I said no to money, I'd be insane. I got no AoEs
  23. Quote:
    Originally Posted by Samuel_Tow View Post
    Can't let Stalkers regain hide in two seconds, after all. That would be overpowered. Right?
    It would be overpowered solo, sure... but as part of a group buff I think not. Part of my entire distraction mechanics writeup is focused around doing all of the above without the impossible LOS calculations. Effectively, you're using the presence of friendlies as your LOS break, they allow you to re-hide quicker, and you get a damage buff the longer you stay that way.

    Teammates do the mitigation job here in terms of aggro rather than a physical wall. Mechanically it accomplishes the same thing, only in stead of running away from the mobs, you're always running toward your next target.

    This makes all of your attacks effective as alpha strike tools while still letting AS keep its place as your fight starting big hitter.

    It's also important to remember that the game is supposedly balanced around 0/0 content, where a single spawn of enemies fpr a solo stalker is usually just three guys, maybe 4. Given those three guys, AS-Placate-scrap makes pretty quick work of spawns. Of course most of us don't actually PLAY at 0/0, but I remember playing through my 30s at 0/0 and my only problem was waiting for AS to recharge because the spawns were falling down too fast (and this was before the terrorize buff to AS.

    I learned really early on that pulling was impossible (this was before origin powers, so on a nin/nin in the 30s it was literally impossible) but that my best friend TP foe could put things in my favor more often than not. To this day I still keep TP foe, and still use it from time to time to help clear adds off a tough EB or AV that I'm about to solo.
  24. Quote:
    Originally Posted by Leo_G View Post
    What is 'playing like a scrapper' anyway? Running in and hitting things in melee range?

    While I'd *love* for Stalkers to have a hugely unique style of combat that relied on many tactics and skill (it actually does have more style and tactics than similar melee ATs which is why Stalkers will always have a place in my character lists), you have to keep it simple for the non-uber players. If a Scrapper is just a melee that runs in and fights in melee range, I would hardly say that's impossible for a Stalker or even a Blaster.

    So, I'd love the AT to become more complex to facilitate more and unique tactics in battle, but it'd be like requesting a unique mechanic of making ranged combat for Blasters more complicated. There's no purpose and would only push away new players.

    But perhaps I'm just confused at what 'playing like a Scrapper' means...
    Roughly, yes. Playing like a scrapper is a lot like playing like a brute. You run forward and beat on stuff. Think back the the beginning of a stalker's career, or where you were prior to SO range. You did a LOT of AS, and a LOT of defensive placating no matter your set. A scrapper at that level plays pretty much the same as he plays IO'd out at 50. He's still running forward and beating the crap out of stuff.

    My proposals weren't really centered on making stalkers more complicated. They were centered on making stalkers more useful in teams. Lets face it, as soloists, stalkers in general are fine. Sure some powersets might need tweaks, but the AT as a whole in in pretty good shape.

    What I was trying to do with distraction and group placate was to provide stalkers with a more solid group role in a passive fashion. Everything in those proposed ideas doesn't necessarily change the way a new stalker plays, but just like any AT, learning what to do when and where for your team is the trick. A newbie tank versus a seasoned tank, or a controller, or any other AT develops a sort of AT-specific zen over time. You get in tune with the mechanics of your class and how your play can differ on teams.

    With those proposals, even a newbie stalker is already seeing a benefit on teams, while a seasoned stalker has the power to leverage his unique tools in the same way a seasoned tank who fully understands taunts, bruising, and punchvoke becomes a much more desirable team player.

    It's not about changing the way stalkers play. It's about letting stalkers play on groups the same way they do solo. If you're a scrappier stalker, you can do that and still be a big help to the team. If you're a more controls or hit and run style stalker, you can STILL benefit the team, playing exactly the same way you do solo.

    Simply put, this makes teamed stalkers as unique an AT as they are solo. Your stalker isn't going to out-scrap a scrapper, out-tank a tank, or out-brute a brute. Brutes are built to get aggro and use it for smash power, scrappers are built to continually and sustainably beat the hell out of things, aggro or no aggro. Tanks are built to take punishment.

    Stalkers shouldn't out-scrap scrappers. Stalkers SHOULD out-stalk any other AT. Wheras brutes and scrappers see their best group play through sustained DPS while holding limited aggro, stalkers should be the guys running around one shotting things with big numbers intermittently. In a tough mob, stalkers should be the most efficient means of killing the biggest, nastiest thing there is and moving on to the next because their massive alpha potential is simply wasted on minions.

    My proposals are centered around exactly that. They put the power in the hands of a teamed stalker to use the same tactical finesse he's used to using solo on a team they shorten hide, and make hide, and attacking from hide BETTER on teams. So much better in fact that people want stalkers on the team because they're the difference between fighting the entire mob, and then fighting the three bosses for a bit longer, and just fighting the entire mob because the stalker was dealing with the bosses.

    They make the stalker want to team with people because.. hell, 3 second re-hide on a full team and a damage bonus that just gets better the more you don't attack? Who wouldn't want to just run around one shotting things in that situation? Why WOULD you scrap? Why would your TEAM ask you to scrap? You'd be the only guy that even had the option of absolutely killing anything you wanted to in a rapid fashion as long as you weren't killing everything at once. That doesn't mean you're unable to sit and scrap, just that you have the option to bid your time, strike from the shadows, and be absolutely awesome at it every time, even on teams.

    You'd have the power to proactively protect your teammates by using placate to make mobs forget about your squishies, or breaking off your next big spike target, running over to the nasty that's wailing on your squishy friend, and killing it dead in seconds. Not nine seconds after AS finishes, but NOW, because you already had that setup in the form of hide and distraction damage ready to release. You use the attack you were going to hit the next boss with and hit the LT beating on your blaster in stead. See, now you have options, and you have the ability to be reactive in the same manner the rest of your team can react on the fly with the best their AT has to offer. Only for you, it wasn't deciding to hit a taunt or a mez, it was using the time between attacks to watch and plan for the next big attack rather than simply continuing to attack. You were STALKING the enemy mob rather than simply laying in to them, and because of this you are an expert at choosing exactly who dies and when, but not quite so good as a scrapper at simply making everything die all at once all the time.

    Quote:
    Originally Posted by Leo_G View Post
    So, I'd love the AT to become more complex to facilitate more and unique tactics in battle, but it'd be like requesting a unique mechanic of making ranged combat for Blasters more complicated.
    They did that. New defiance is about as complicated as this passive system. For the BEST damage, the blaster now needs to think about rech slotting and research the duration and magnitude of those defiance buffs from each of his attacks. However, if the blaster does none of that, new defiance still works! The guy who just spams attacks still benefits from new defiance even if he doesn't take the time to understand it and use it to its best effect.

    Similarly, if the stalker doesn't bother researching the absolute best DPS based on distraction stacks, AS timing, and re-hiding versus scrapping the system will still work to benefit the stalker. He'll still re-hide faster between targets, and he'll still AS for more damage, and open out of hide for more damage while on teams.
  25. Quote:
    Originally Posted by Master-Blade View Post
    I guess you have a point there, but I guess I was just assuming we were trying to come up with something at least semi-challenging that already exists in-game that doesn't have a badge. I'm not necessarily saying no to the proposal.. just saying it would be easy/worthless to some people, and added to it by presenting the idea of badges for merits as well. That's certainly an achievement.
    Believe it or not, sitting on 2 billion is actually kinda hard for some people. Besides, we've got all those other inf badges.

    Now DESTROYING 2 billion... Wait, you can destroy inf?