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Quote:It's been in since issue 12.I didn't know this. Is it new? Like I said, my stalker was leveled up right away. Good to know.
With EM, the extra criticals don't help as much, though, because EM has a reduced damage critical with Total Focus, and the only "critical" ET has does no extra damage but it doesn't take your hit points.
Given the purely single-target focus in your primary, you should kill any problems before they ever get a chance to become a problem - and if there aren't any problem mobs than any bosses shouldn't last longer than the time it takes for AoEs to take out the lieutenants. If you grabbed any AoEs in your epic/patron pool you can use them to help out, but if you wanted a lot of AoE damage EM isn't a good powerset, no matter which AT you have it on. -
Quote:Even accounting for the animation times of both powers with the "Arcanatime" associated with them, Placate + Assassin's Strike is still higher DPA than anything in Electric Melee (it's around 1.43 damage scale/second of activation... which is better than Gloom or Incinerate). The only power that Stalkers get that offers higher DPA is Energy Transfer. Better DPA = better DPS.Ummm...no.
1) An Electric Melee Scrapper with their best ST DPS chain, will do more damage than the Electric Melee Stalker. Assassin Strike does not help in DPS, except for that initial burst of Assassin Strike, at which time the Scrapper will pull ahead (because Placate lowers DPS).
Now, when playing solo and not fighting things that require DPS, this is true. Then Assassin Strike pulls it ahead in ST damage. But you specifically said AV fights.
If you don't get interrupted, which people were saying was a big if but oddly enough only happened to me twice (both against Black Scorpion) during an entire STF full of AV fights including not being interrupted by Ice Mistral dropping a Blizzard on top of my ElM/Nin, Placate + Assassin's Strike will almost always improve your DPS. I have no idea where this idea that it's bad came from, unless people just assume that they're never going to get a critical after they Placate. Even on a resistance set, hidden status offers soft-capped level AoE defense all on its own with a SO in the base slot, and if you're on a team... guess what? A Placated AV isn't attacking you.
Now, a Scrapper will still probably end up doing more damage while solo due to having a higher base damage, higher buff modifiers, and access to a secondary that offers a persistent damage bonus that gets them a LOT of extra +damage that Stalkers don't have access to... but if enough teammates are nearby a Stalker can pull ahead on single target. -
Quote:I usually skip RI and LR, and just put out EF, hit the "next target" keybind, and start blasting. If things are dying that fast, they obviously didn't need the other toggles anyway.It's why I don't play my Rad defender any more. By the time Radiation Infection and Lingering Radiation and Enervating Field are on the enemies, they are all dead.
As for Stalkers... I got off Assassin's Shock on Ice Mistral last night through her Blizzard - the only mob that gave me trouble was Black Scorpion with his AoEs due to Rage pushing his +to-hit up - but that's a soft-capped ElM/Nin. I can imagine that my EM/WP would have a bit more trouble. But generally, I don't bother with AS on anything smaller than an EB on teams - there's little point since it'd be overkill anyway.
Speaking of EM and overkill... nothing quite like losing health to hit that corpse that your teammates destroyed while you're locked in the animation time for Energy Transfer. -
Quote:I would say Containment is just as villainous as Scourge is, if not more villainous. Containment is making sure they're helpless before you start really hurting them, so that they don't get to fight back. Scourge is putting someone out of their misery after they're already hurt.Now that We've got the technical stuff down, I'd just like to say that Scourge is, essentially, a power that lets you rub salt on an enemy's wounds and/or kick them while they're down. It's the most villainous inherent power in the game.
You could also argue that Vigilance is more villainous, but that's due to how it can affect your playstyle. There have been many times on my Defenders that I've told people to get hurt more so I had more endurance! -
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I had a mostly fairly easy-going time of it on STFs this week, most runs were under an hour even when slacking off. But I also had the longest STF I've been on this past week, too: one run had six people who had never finished one before - several of whom stated they had never run it before at all - and I ended up being the de facto leader despite not having the star because I ended up briefing everybody how each mission is supposed to go.
Things went fairly slowly compared to what I'm used to, as the team wanted to clear to all of the objectives and we waited so that everybody could see all of the cut scenes. In the vine room we hit a minor snag because some started on vines while others were clearing CoT despite being told to concentrate on one or the other and not both at the same time, but we finished in a little over 3 hours even waiting about 15 mins for the leader to get back since they DC'd as the last patron dropped. All told, considering the inexperience of the team with STFs and people not being level-capped (the DA tanker who was the main aggro magnet hit 50 as the TF ended), I think things went okay - sure it could have been smoother, but for an almost-entirely-STF-newbie PuG? Hey, we finished! -
I look at it this way: one of the results of the choices you make is that one or another political faction decides that they like you or don't like you; you're not choosing "what is best for this faction" so much as "this is what <insert character name> believes is right", and the faction shifting is the peer pressure consequence of your decision.
If you want to take it as your character being purely motivated by political agendas and finding uses for people within a faction then that's your take on it. But it doesn't mean that everyone else that chose that way did so because it furthered a political goal. -
To deal with mezzes as a Corruptor, your choices are to mez them first (which Fire doesn't help with, but every other set has at least one mez), take a set with mez protection (/Sonic or /Traps), shorten the duration on the ones that hit with mez resistance (/Rad), distract them with something else to shoot at (/Traps, /Dark, patron pets, teammates) or prevent the mez from ever hitting (any -tohit for them or +defense for you). You mentioned some mez resistance you can pick up in the power pools (Aid Self for stun, Health for sleep), but resistance still means you're out of the fight until it wears off.
Your best bet to deal with sleeps and stuns is to just not get hit by them - aim for that softcap. -
Quote:I agree that the respec team is much funnier than Aeon's cutscene. I read it while I'm waiting to be teleported, or else while I'm waiting for Assemble the Team to animate if I'm the one doing the teleporting.You know what part I don't like about the STF? Everybody always runs to the vine room and TPs everyone, so we skip over the villain respec team. Those guys are way better than Aeon. They don't need a cutscene to be amusing either.
I don't need to fight them, it amuses me to let the CoT do that. -
Quote:I don't know, then - there were plenty of defense buffs and debuffs, as well as recharge and +damage on the ITF with the Scrapper (I was running a Plant/Kin with Maneuvers and Tactics).My character has only been crashing from the level shift whenever i've had some form of buff/debuff on myself.
By this i mean invis [+def], ice power used on me [-recharge], hasten, AM etc . .
Could be to do with the game not taking into account or trying to force through the difference now in your resis to certain powers. -
Hm. For the sake of trying to find a trend, I wonder if people who are having crashes could post the AT, powersets, which alpha rare they tried, and if they remember what powers that they were using when it crashed.
Without working there or having the slightest clue how they're handling the AI, I'm leaning towards "pets spawned by player powersets, who were never designed to go above level 50" being the culprit, and it might be something like when looking for what powers are available at that level it's stepping outside of array boundaries or trying to access NULL (which would cause it to jump around in code) if the table goes to 54 and anything above 50 is zeroed out. Why it doesn't crash with VEAT spiderlings and whatnot could be because those mobs exist up to level 54 outside of player powersets. Even Dark Servant can go above level 50 due to Master Illusionists.
Purely speculation based on what people have posted here - I didn't have time to do much more than get my rare slotted yesterday, then swapped to an alt for some experience... but I never experienced any crash, and was teamed with a level-shifted SM/ElA Brute who had the Mu Striker patron pet for about an hour before running on an ITF that had a level-shifted Scrapper and then going to sleep. -
Quote:What Stratoman said. Shields that offer resistance are flagged in-game to ignore outside buffs, including PB and PBU. It's due to how damage and damage resistance are tied together under the hood in the game; if it was affected by any outside buffs, like Power Boost and Power Build Up, it would be affected by all of them, even ones that wouldn't make sense like Assault or Fulcrum Shift. When Willpower was on test, there was a bug where damage buffs were affecting the resistance received in High Pain Tolerance because that flag was missed - it was most notable with Brutes due to Fury, and many Brutes were getting higher resistance to all from HPT than slotted Mind Over Body offered to S/L.Thanks for the DETAILED Pros and Cons. Very helpful.
Can you explain the Power Boost/Power Build thing? It may be that it is just early, but I am confused.
Similarly, Thermal and Cold get a greater effect from Heat Exhaustion and Benumb if they use their -resistance powers first, since -damage is resisted a mob's damage resistance (even for AVs - they don't have any special resistance to -damage, or -resistance). Dropping the resistance first means that you get a greater effect from the damage debuff. -
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Quote:True, and I should have checked the exact modifier - I was tired and not paying attention to the exact modifier, and assumed both used Melee Ones. Either way, I still end up using Sprint to make jumps that I otherwise couldn't, especially at low levels to make the jump from one level to another when your base jump height isn't quite enough to make it there. At the same levels, Hurdle didn't allow me to make the jump but offered a great deal more horizontal speed while jumping, which is why I made the assumption.No. Sprint's 0.1 buff translates to 10% of base jump height, less than .5'. That 0.06 provided by Hurdle, however, equates to a 166.8% increase, effectively almost tripling jump height at level 50. Hurdle's JumpHeight buff is almost as high as Combat Jumping's (200%).
Modifiers matter. Sprint uses Melee_Ones, Hurdle uses Melee_Leap.
So there is still a toggle you get for free to help you jump higher, plus Combat Jumping which I almost always take for the immobilize protection, low endurance cost, and LotG mule slot. -
Sure, I'll take a shot at listing the pros and cons - as I see them, anyway. I tried to stay objective about this, but I did list the three in the order that I personally prefer them. I haven't played Sonic past level 24, but I have multiple level 50 Colds and a level 50 Thermal (with another couple that made it to the late 30s/early 40s).
Cold
Pros:- Even split between buffs and debuffs.
- Endurance Refill/+Recovery power in Heat Loss, which also stacks additional -resistance.
- Benumb offers -special in addition to -regen and -damage.
- Defense-based shields provide as much defense as Ninjitsu or Shield Defense, mitigating lack of mez protection by avoiding being hit at all.
- Frostworks offers +maxhp, which simulates extra resistance.
- Highest -resistance available of the 3 sets being looked at.
- In-set stealth toggle that also provides slow resistance.
- Provides base resistance to Cold (33.75%), Fire(22.5%), and Energy(15%).
- No in-set healing, either for yourself or others.
- Late bloomer, where the powers you want the most show up very late.
- No mez protection powers.
- Resistance in shields prevents them from being affected by Power Boost/Power Build Up.
Thermal
Pros:- Well rounded in that it provides a little of everything: buffs, debuffs, healing... and the only one of the three with an in-set rez.
- Forge offers great +to-hit and +dam - and it's the only set of the three listed that has +dam to go with the -resistance.
- The only set of the three listed that has in-set heals - and it has both a "Healing Aura" and "Heal Other" clone.
- Can provide slow resistance and +perception via Thaw.
- Heat Exhaustion shuts down recovery while it's active, along with -regen and -damage.
- Melt Armor offers some resistance debuffing.
- Melt Armor's recharge is long, providing a lower uptime on -resistance than the other sets.
- Also a late bloomer for debuffs - actually blooms later than Cold, and until level 35 the only power you can use while solo is Warmth!
- Resistance-based shields don't protect from secondary effects, and provide no help with Toxic or Psi.
Sonic
Pros:- Mez protection for yourself via Sonic Resonance - one of two Corruptor secondaries offering mez protection for yourself!
- Nifty cage power to both aid and annoy teammates.
- With single-target and AoE resistance debuffs, offers reliable -45% resistance - twice that of Thermal, and Cold only beats it if Sleet is stacked or Heat Loss is up.
- Shields offer same base numbers as Thermal's, but Sonic Resonance adds another 11.25% to all but Psi if teammates are close.
- Grantable mez protection and +perception via Clarity.
- Like Cold, offers no in-set healing, either for yourself or others.
- Like Thermal, resistance-based shields don't prevent secondary effects, and Sonic's shields do not help with Psi resistance.
- The only AoE -resistance is via a teammate-targeted toggle.
- Liquify's recharge is far too long for what it does.
- Sonic Repulsion is... well... repulsive.
- Visual and audio effects can cause headaches for some.
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Quote:Sprint provides more of a vertical jumping boost than Hurdle does (0.1 JumpHeight vs 0.06, specifically).Oh boo hoo. So is your suggestion. The powers are just fine. And if you didn't get the clue from the previous poster, and I doubt you did, turn on Sprint and you'll go faster. You do not have a free power to activate to jump higher.
So yes, you do have a free power to activate to jump higher. -
As mentioned, the minimum damage will be 10% of the base damage of an attack, and AVs resist -damage the same way that everything does: with their current resistance to that specific type.
Here is a post with a long, drawn-out example that uses Cold Domination to show how Benumb's -damage changes based on when you use it in one of the KM threads, and uses two damage types with differing resistances to show how widely the -damage can be affected on a single instance.
It also has a somewhat related supporting screenshot using Surveillance on my DP/MM Blaster showing that the -14% resistance from Piercing Rounds (the lethal damage secondary effect) affected the -damage after I switched to chemical ammo, changing it from -7% to -7.98%. -
Stalker's -tohit "demoralize" effect from Assassin's Strike isn't resisted, either. Other than that, nothing really to add: everything else has already been said.
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Quote:As far as "more worth it", there isn't one. Nothing else gets the extra critical damage to make it far and away better, and often Placate is either break-even or worse for many of the attacks you'd want to use.By the way, instead of using Placate + AS, which Placate + Attack is more worth it? I am thinking for MA DM, Placate + Eagle Claw or Midnight is better because 1. you don't need to set up 2. no fear of placate bug.
For sets like Ninja Blade and Broadsword may not be worth it because the heaviest hitter only has 50% chance to critical.
But if you're just wanting something else that's worthwhile, Midnight's Grasp and Eagle Claw work. Eagle Claw after a Placate is damage scale 1.301/sec, which is higher than Storm Kick's scale 1.25/sec; outside of AS I think that's the largest improvement of any power Stalkers have. -
Quote:Adding onto the Taunt part, Brutes also get a mini-Gauntlet effect; that is, all of their attacks apply a taunt to the target hit. It's not just a difference between the actual taunt powers in the primaries.At some point, I thought brutes got better defensive numbers than scrappers, but that apparently isn't so. So the differences seem to be:
* Fury vs. Critical
* Hit point pool
* Taunt (brutes get multi-target taunt)
... am I missing any? Well, presumably. So what are the key differences? If you have a theme in mind, and the sets are available for both brute and scrapper, how would you decide?
Other than that, it's pretty much been covered already: Scrappers are less dependent on mission pacing and will generally do as much or more damage*, Brutes have higher resistance caps and hit points. The higher resistance cap is meaningful for more than just Fiery Aura, also: Electric Armor caps Energy resistance, which is a bit more common than Fire damage.
* - if there are and long-term sustainable damage buffs, the Scrapper will likely be ahead; the Fury changes dropped average Brute damage overall but made it easier to sustain at a lower level. -
Quote:It was a widely-reported bug when ElM was ported to Stalkers that I never saw anyone post as being "fixed" that the -recovery effect was breaking Placate. It was specific to that secondary effect only, although as you said, DoT secondary effects break it due to the extra tick of damage.Unless this has recently changed (which is unlikely), the 'secondary effect' placate bug only affects PvP. Speaking as a longtime Spines stalker player; I get to deal with dots (which do break PvE placate) *and* secondary effects (which don't) on every attack except AS.
I haven't played my ElM Stalker in a couple of months now, and it may have been fixed by now - if so, I never saw it in the patch notes. But I have had mobs attack me a couple of seconds after being Placated on my ElM/Nin that I could stand right next to on other primaries (the particular comparisons I'm thinking of are my DM/Nin, EM/WP, and MA/Regen Stalkers). And they aren't special mobs, either - things like Freaks and Council that don't have resistance to Placate. -
Quote:I agree with the highlighted bits above (and have said as much in other threads in this forum within the past few months, where the exact same questions have been asked). DM may not have the absolute highest numbers, but having Siphon Life keep your hp topped off during your attack chain means you spend less time doing other things... like animating other heals or coming back from the hospital. As for being able to get AS off, most AVs don't resist Placate and so if it's just one hard target - and you're not ElM, which breaks Placate when -recovery is on the target - you just need to not move and not hit Placate while they're already animating an attack that hits you.<snippage>
Seems like the placate + AS combo not only does big beefy numbers of 700+, but is also rather time efficient and is accessible to all sets/ delivery types. According to the game, placate costs no endurance, so each time it's charged I would consider the combo as at least "worth a shot".
Also interesting I think, by these standards, Dark Melee would probably be the best bet for soloing AVs. Good damage type, nice effects, and good DPAT.
The only thing I'd comment on is not using the Arcanatime numbers for DPA values, which actually puts Placate and Assassin's Strike in second place. Storm Kick is third, then - the short animations get hit harder due to a larger percentage of their adjusted animation being dead time. -
*hands Wicked_Wendy new batteries for sarcasm meter*
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Quote:Yes, I'd say that Batman is a heroic Stalker - MA/Nin, with the alternate animations that use punches. He certainly behaves like one, taking time and striking when and where it will hurt the most. You don't like the word "kill". Okay, replace it with the word "defeat", "arrest", or whatever you like.Because to my mind, Batman is not "a sneaky assassin-type who kills though stealth and skill." But Batman IS Ninjitsu. Argue with that all you like, but it's my opinion, and your disagreement is your opinion, and you're not going to convince me otherwise. To me, Batman is the very example of what Ninjitsu is supposed to be.
Of course, you could also make the argument - and it has been made on these forums in threads that pop up about it - that Batman would be MA/WP with lots of temp powers.
Quote:You might as well claim that Tankers shouldn't get Super Strength, because "If I want to play an angry brutish type whose strength is fueled by anger, I should play a Brute".
There's also the whole "Tankers were there before Brutes ever existed" counterpoint... and I stated before powerset proliferation ever came about that I'd rather see side-switching and keeping some powersets unique to some ATs rather than copying powersets to everyone; it just serves to homogenize things - which is the reason I wanted something other than a damage buff for Defenders. But I'm also willing to admit that there's a bit of contrariness to it as well, due to the blind eye towards the balance issues that Stalkers have compared to the far more popular melee ATs. -
Quote:What is the concept for a Ninjitsu Scrapper? "I want to play a sneaky assassin-type who kills through stealth and skill. I just don't want to play it on the AT whose entire schtick is a sneaky assassin-type who kills through stealth and skill, because I don't like that concept." Thus the use of the term "whine" in my first post.I see this a lot, and every time, I have to wonder, *why*? What's the point in wishing *against* more options? It's not like the ability to make a /nin scrapper would suddenly somehow make /nin stalkers any worse. There is literally *no* downside to the players from making this option available, so why *not* do it? Archetype choices are *not* a competition, so there is no need to restrict things to 'win' players for an AT.
If you want it for concept, play a Ninjitsu Stalker - it's not like you're forced redside with one anymore. If you don't like how Stalker mechanics work, then you don't like your own concept and you really just want a SR Scrapper with a self-heal and caltrops. You can also play a Stalker like a Scrapper if the issues are playstyle - nothing forces you into Assassin's Strike after all - but then you have to deal with lower hit points, lower base damage, a lower hit point cap, generally less AoE, and lower melee (ie, self) damage buff modifers.
Quote:If there's an issue with stalkers, wouldn't it make more sense (and be fairer) to advocate balance changes for stalkers than to complain about scrappers?
So call it sour grapes if you want - I'll admit, a large chunk of it is - but Brutes doing more damage than Scrappers with more hit points led to a Brute nerf (even if you call the Fury changes a buff, which is debatable, the damage cap for Brutes dropped so that they cannot outdamage Scrappers when both are capped) that I felt wasn't needed. When I try to get Stalkers buffed - not Scrappers nerfed - to simply have the same AT damage modifier using the exact same justification, since the higher critical rate would allow for more single-target damage despite lacking in AoE, the reply is that "they're fine where they are". The developer reaction didn't seem to remain consistent in reasoning, likely due to the low popularity of the AT.
So, Ninjitsu is "fine where it is". Maybe if enough Scrappers play Stalkers and complain about not doing as much damage while being squishier, then things will no longer be "fine". Likely, they'll stop playing Stalkers and say "I want Ninjitsu Scrappers", though.