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Quote:Usually by the rest of the team before your attack finishes animating, but before you take the self-damage. >.>I love my wp/em tanker. Especially since Tankers got bruising. Wham, wham, 700-1000 damage done. It's flashy, it's slow, it's terrible DPS - but every time I hear energy transfer charging I know that something is going to get it.
I still play my EM/Elec Brute a lot, but it's not because it's great at anything - although with it being easier to maintain Fury through long animations, I'm back to thinking it's better on Brutes than Stalkers (who are better off with KM, DM, or MA).
This works moderately well, though - Total Focus is downright silly with higher damage scale than any other version, Whirling Hands has a real AoE radius (15'), and you can get ET in the APPs if you want. For bonus giggles, Energy Assault Power Push is silly good. -
Quote:Which is why my reply was "you're doing it wrong." Followed by "l2play" when they kept insisting that their Blaster had more survivability. But someone out there believes it! Thus the mention of a single, uncorroborated claim in my post - while I don't feel that Stalkers are more likely to go splut quickly when compared to Blasters, people will say the dumbest things to try to prove a point in a discussion.Its possible. You'd have to either be able to play blasters ten times better than I can after seven years of playing blasters, or play stalkers ten times worse than I can after being blindfolded, but its theoretically possible.
Or, to put it another way... I read it on the internet, it must be true!
And wow did people miss the point on the whole non-existent Stalker being unable to do anything compared to a Blaster that you can actually log on to. -
Quote:Yeah... which is why I started a thread about buffing Stalkers a long time ago (when Brute Fury was changed so that Brutes wouldn't almost always do more damage than Scrappers while having better survivability) which was followed up by a dev response (by Castle) that essentially said "we've buffed Stalkers all we're going to" - claiming that the problems were systemic. That may be true that some of the problems are systemic, but the reason that they're out of balance with the other melee ATs isn't, and that's something that could be addressed moderately easily. Maybe now that Castle has moved on things will be different, but I'm not holding my breath.Thanks for the responses. After reading them, I'm thinking maybe I should instead ask "Why would someone choose to play a Stalker over a Scrapper?" Other than character concept, role-playing, or a burning desire to play the first 20 levels of the villain content, of course.
Realistically, they still do well. But like I said, they're never the answer to "what does this team need right now?" -
The problem is more of a perception issue than a huge performance concern for the Stalker AT as a whole, but the perception is based on a numerical reality.
Will they hurt a team? No - or at any rate, no more than a bad player on any AT would hurt a team. And they can often help quite a bit. But they aren't ideal at anything, so people don't come up with a task and think, "We need a Stalker for this." You would bring a Stalker for the same reason you'd bring a Scrapper or Blaster: purely for damage.
Stalkers can deal better single-target damage over time than Scrappers, they just aren't likely to - it's based on how many teammates they have within 30' of them and in mobile situations it's probably not going to be there. But they will almost always die before a Scrapper with the same secondary and investment due simply to lower hit points and hit point cap with the same numbers otherwise. For AoE damage, the Scrapper will almost always win out because Stalker primaries - with the notable exception of Electric Melee - lost an AoE attack which was replaced with Assassin's Strike and a few Scrapper secondaries get damage auras. So the Scrapper will pretty much do more damage than the Stalker, plus is more survivable. With sufficient buffing available to ignore survivability issues, a Blaster will probably outdamage either the Stalker or Scrapper. -
Quote:Well, there have been a couple of likely-inadvertent hints posted by devs that unhappy postings and things said on these forums have led to changes in powers, ATs, and so on. People overstate cases because they feel that if they make it sound horrendous then what's only mildly annoying will become a priority.OK so maybe someone paid for more time than they ended up enjoying it.
That does not explain the posters I have seen for years and years posting the same rage-filled rants.
And, even if you have paid up for a while longer, why would you take the time then to come and post about hating the game rather than just go do something fun? (I do realize trolling is fun for some people.)
Me, I just read the forums occasionally because often they're more entertaining than playing the same few characters through the same few missions and/or trials. I still have fun every now and then, but I hate messing around with the market and most of the characters that I want to play, I don't want to spend the time shopping for in order to play them.
And besides, until some more books come out I've already gone through my reading list for the summer. -
Quote:Long-term payment plans with forgotten auto-renewal days.I don't understand it.
I have seen so many posts over the years from (often the same) bitter, unhappy, angst-ridden players.
Why would you continue to play a game you hate so much and/or that is so full of things you hate?
Although my long-term payment plan was actually done deliberately... about a month before 90% of my friends list left for good. -
Since it's derailed anyway, I actually had an argument with someone in the Stalker forums a while ago where they claimed their Blaster was more survivable than their Stalker. They were told that they're doing it wrong, but they insisted that with a ranged hover-blaster they could do more damage with better survivability than a Stalker.
So based on one person's uncorroborated claim, Stalkers are less damaging with less survivability than not only Scrappers, but Blasters as well!
*runs away from thread after throwing out troll bait* -
Quote:Wait, Energy Aura was a really great powerset? Is that why they announced a slew of buffs for it? And Poison and Electric Armor are both receiving buffs as well as they are/were being ported to hero ATs. When more than half of those "really great powersets" are receiving buffs when being ported while the ones ported in the other direction don't get anything, maybe as a whole they weren't so great.Doth thou also forget that some really great powersets were invented specifically for Villains? Cold Domination, Thermal, Poison, Energy Aura, Electric Armor.
The reason Hero's are getting 'blessed by the dev gods' is because Villains were blessed, many times over, before the Heroes. Oh how forgetful the young are.
So that leaves Cold Domination and Thermal, both of which were ported away from Corruptors as soon as the villain-hating devs could (ie, first round of proliferation) and given to Defenders and Controllers. -
Quote:I just had a fun thought.
Since the double build up occurs after a placate, it could potentially trigger the rare double AS crit.
With a double build up going that just sounds like a lovely orange number.
Of course it's ridiculously unlikely to ever happen.
Yes, it's fun. No, it's not likely. Yes, it completely tears up Freakshow Tanks - who are vulnerable to energy damage anyway (the only time I ever had it happen). >.> -
Quote:It would help while solo, true - but I was responding from a team perspective, which is why I quoted the part earlier where you were talking about their niche, tanking, and what's better for the team. If you're engaging mobs a bit away from the spawn that are outside of the team's AoEs and hit an AoE Placate, those mobs are going to pick someone else from the group and head to them because the team shares aggro - and you don't know who they're going after. If you just Placate one of them, it's going to go after someone while the others stay on you (and you may or may not be able to pick one off before it gets to a teammate).Because you're solo? Or engaging a couple of bosses/sappers/whatevers who are a bit further away from the main mob, so aren't being caught in all the team's AoEs?
This still seems like a very hypothetical problem to me, and much less dangerous than the over-agro that any AT can do anyway.
But, honestly just a suggestion.
And I'm mostly playing devil's advocate on it; it's not that I think that the idea wouldn't help the Stalker short-term, but I think the best case you could say about it for teams is that it might not hurt (and it would never help the team as a whole, only the Stalker player). And that sort of mixed-blessing buff isn't what Stalkers really need, since their solo performance isn't all that bad. -
My thoughts: it's about to get really slot-hungry since Energize needs slotting and Conserve Power not only doesn't need extra slots but was often skipped as irrelevant. It'd be nice if the Stalker version of Energy Protection had all of Dampening Field rolled into it also, what with them increasing the resistance and adding extra stuff to the auto powers. A bit more defense debuff resistance would be nice, but I didn't see that anywhere.
So... meh. Overall it's probably better but the only thing that would cause me to make another Energy Aura character is that it was ported to Scrappers - and the changes are more likely to prevent me from making one than cause me to, since I can't simply convert my current DM/EA Brute. -
Quote:The problem with it is that aggro that the Stalker sheds isn't guaranteed to go where it would be wanted - that's true with the single-target Placate currently. Sure, Stalkers aren't really designed to hold aggro, but they can handle it better than, say, most Blasters or Defenders. Increasing the number of mobs that you Placate means that there's a better chance of one of them deciding to go after another squishy instead of the Tanker, Brute, or Scrapper that you want them to head towards.Since a stalker's niche is to not be seen, are they really being relied upon to hold agro?
I mean, they do already have placate and hide, and while hidden, they are already not tanking at all. This just means that instead of jumping three rooms away to be able to reliably get into hide, I can stay with the team and strike again super quickly. Surely that's -better- for the team, than dragging agro to the back ranks?
For myself, I like the constant ambushes in Praetoria and Mayhem missions; it's just more dynamic. I just think we should be given tools to better deal with them.
Or, to put it another way - if you have good aggro control on your team so that you know where mobs are heading when you Placate them, why do you need an AoE to Placate them in the first place? -
Quote:I've landed a double-BU Assassin's Strike. The timing on it is tricky due to animation times, but it's fun to take large chunks out of bosses - and for real fun, since it requires Placate you can sometimes get the double critical on it, too.You can't stack Build Up twice but there are times you can score two Build Ups (using Concentrated Strike after placate gives you a chance to score two Critical). It just refreshes Build Up recharge twice... as far as I can tell.
Concentrated Strike only recharges the timer. It doesn't give you a buff directly. You still need to click Build Up so scoring two criticals doesn't mean you get two BUs.
Most of the time you're better off going for BU->CS->Placate->BU->Burst, since the +dam is keyed in at the start of the animation for Burst (or BU-CS-BU-Pl if you're worried about getting hit), and overall it's probably best to just keep the one BU going for longer, though, since the extra +dam usually isn't needed and stacking it means you have to wait for both Placate and CS. But it certainly can be done.
And yes, KM got a lot better for Stalkers simply by allowing CS's "crit" to happen the way it's supposed to. I personally went KM/EA because they just look like they should go together - and it would work for a "radiation" theme which seems to be the goal - although that pairing is going to get really slot-hungry when you have to slot both Energize and Energy Drain come i21 (instead of simply slotting Energy Drain and skipping Conserve Power). -
Quote:It doesn't suppress, and to my knowledge (admittedly, I started in i7) never has. If you want you can go poke around at the link - City of Data lists the conditions that the powers suppress under, and both Energy Cloak and Cloak of Darkness have the same conditions. Now, Gauntlet will prevent the stealth from being useful at all, so the part about Tankers was mostly just being snarky. However a Scrapper or Brute running Cloak of Darkness will have the same ability to minimize their own personal aggro that a Brute running Energy Cloak has.I mean Stealth. Not any other effect.
I am quite certain an EA can engage one group, while nearish another and the other group will just ignore the fight.
Cloak of Darkness' stealth did in fact suppress.
I currently do not have a functional Dark armor toon to test it though, so I admit I may be out of date information wise. -
Quote:Dark Armor has unsuppressed PvE stealth, the same amount that Energy Cloak provides, in Cloak of Darkness. Really, Energy Cloak is a weaker version of Cloak of Darkness, since it doesn't provide +perception with all other numbers being equal.Actually brutes have the best melee stealth in the EA set.
Combat stealth in energy cloak > hide.
So since Cloak of Darkness is better than Energy Cloak, and due to AT modifiers affecting the strength of the other effects of the power, Tankers have the best melee stealth*.
* - if you accept that unsuppressing stealth is better regardless of the amount of stealth provided; either way, game-wide it's Controllers because Superior Invisibility has a higher radius than Hide and also doesn't suppress. -
Really. Because they have Dwarf form - which they can activate even if they're mezzed - and if they're too stubborn to use it, then they can deal with mezzes the same way that every other AT that doesn't have a mez shield does.
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I don't even have Lore unlocked on anyone yet, so I don't have a favorite. But in the thread in Player Guides that's supposed to calculate the damage capabilities Cimerorans were the clear "winner" in terms of ST DPS.
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Quote:Well, sending the migraine medication would probably be illegal, so we just need to send a wakizashi to get the thread started?I shall respond... but only because you made it into a list and I can't resist my own nature...
1) Given that I highly doubt Paragon Points will be transferable between players; no. However I HAVE, in the past, considered starting a "Challenge Me" thread where I will make a ten item silly list of whatever subject the forumites can come up with. I like the challenge of the idea but then I wake up and realize I have neither migraine medication on hand nor a wakizashi with which to commit Seppuku. -
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It comes as no surprise that this thread has one-and-a-half times the views as the one showing Slax's junk...
The other one is funnier tho. -
The stealth cap is lower than 150' for the first levels, and you can be seen by turrets (100' perception) even running Hide (150' stealth). On my sneaky characters I monitor PvE stealth radius, and I don't remember offhand when the cap is over 150' and Hide works how it's supposed to but I think it's around level 15 or 16, and somewhere around level 9 or 10 that it's over 100'. That can explain some of the issues people may have reported about being spotted by turrets.
Once the stealth cap is over 150', nothing in PvE will see a Stalker with Hide active (ie, not suppressed) that doesn't ignore any amount of stealth. As mentioned before, those are any character-targeted ambush (since you're already on their aggro list, perception is never checked), Rikti drones, Knives of Artemis (unless you have to escort them out to the door... stupid/horrible tip mission design), and Rularuu eyes. -
Quote:Acid Mortar is great for taking alphas as well - they tend to draw a lot of aggro once they start firing off AoE debuffs that include DoT. I didn't get attacked much on my DP/Traps Corr... but she's definitely slower at killing than my DP/MM Blaster.Poison Trap, Seekers, mezz protection, Web grenade - which is a nasty -recharge as well as an immobilize. Mostly, /Traps is the new and improved Devices; it has almost everything worthwhile Devices has and replaces clunker powers with better ones.
I have to question the veracity of any claim that a Traps Corruptor is less survivable than a Blaster, assuming equal investment in each and someone who's not a complete idiot controlling them. And anyone complaining about ambushes while playing Traps seems to fall in the latter category: killing large swarms of enemies coming at a fixed position is the ideal situation for the set. -
Quote:Corruptors can take the Defender APPs now so the recharge on Soul Drain is the same for both. Defenders had new pseudopets made for a lot of the powers, but for Trip Mine and (lol) Time Bomb that's actually worse - they do less damage than the Corruptor and Mastermind versions. Poison Trap has an extra bit on the hold duration, Acid Mortar and Seeker Drones are nicer, and Triage Beacon and Caltrops are the same pets for both ATs. If you solo a lot, the extra -resistance from stacked Acid Mortars may help you enough to make up for the lack of Scourge and without Scourge, solo Defenders and Corruptors do roughly the same damage. But if you like laying down Mine fields, the Corruptor has a distinct advantage.Blasters are a 1 trick pony... Adding traps makes you a 47 trick pony. DP/Traps for sure gets my vote... I went defender myself for better buffs/debuffs and the better recharge on soul drain in the epic pools. (it's the same recharge as hail of bullets in the Defender epics... which is truely a thing of beauty)
To answer the OP: I have a DP/MM Blaster who is lots of fun, but my DP/Traps Corruptor is much better at staying alive. Between Devices and Traps, I'd give it to Traps every time. Which is why I recommend a Thugs/Traps MM over either (why give up dealing damage while placing traps?). -
Quote:EM doesn't have any AoE attacks either, and I love the idea of removing Thunder Kick and Stun in exchange for Dragon's Tail and (even) Whirling Hands.When I said on my ST focused toons, I meant on one I took mostly ST attacks.
I think only Stalker MA is the only set without any AOE.
With that, I still suggest the removal of Thunder Kick, give Storm kick it's animation as an alternate animation, and put in DT.
It's not going to happen, but that doesn't mean I can't want it. Or the AS boost brought up in another thread. Or an overall damage scale change.