Siolfir

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  1. Siolfir

    Stalknetic melee

    Quote:
    Originally Posted by Leo_G View Post
    ...so what does the set's AS look like?

    Also, is it really just called Assassin's Strike? >_>
    It looks much like the rest of the set does - flowing.

    And yes, it's just called Assassin's Strike. It works for EM, why not KM?
  2. Brute numbers, level 50:

    Notes
    • Standard secondary effect is -6.375% to smashing/lethal/energy/negative/fire/cold damage types on the target, exceptions exist and will be noted.
    • All powers with the standard secondary grant +25% damage while Power Siphon is active.
      • The buff is capped to 5 active at any time.
      • Each buff lasts for 7(?) seconds, and they remain until the end of their duration, even if Power Siphon's effect wears off.
    • If an AoE size or range isn't mentioned, it's a single target attack with a 7' range.
    • Animation times are as listed in game, not accounting for server ticks.

    Quick Strike
    Activation Time: 0.83s
    Endurance Cost: 4.37
    Recharge: 3.00s
    Accuracy: 1.00x
    Effects:
    • 26.28 smashing damage
    • 8.67 energy damage
      • 35.03 total
    • 25% chance for 0.70 KB.

    Body Blow
    Activation Time: 1.07s
    Endurance Cost: 5.82
    Recharge: 5.00s
    Accuracy: 1.00x
    Effects:
    • 36.29 smashing damage
    • 12.10 energy damage
      • 48.38 total
    • 20% chance for mag 3, 7.15s stun

    Smashing Blow
    Activation Time: 1.20s
    Endurance Cost: 7.70
    Recharge: 7.00s
    Accuracy: 1.00x
    Effects:
    • 41.71 smashing damage
    • 20.02 energy damage
      • 61.73 total
    • 33% chance for mag 3, 7.15s stun

    Power Siphon
    Activation Time: 1.93s
    Endurance Cost: 5.20
    Recharge: 120.00s
    Effects:
    • +7.50% to-hit for 20.00s
    • for 20.00s, enables siphon effect (see notes above).

    Repulsing Torrent
    Activation Time: 2.00s
    Endurance Cost: 11.86
    Recharge: 12.00s
    Accuracy: 1.00x
    AoE: 40' radius cone, 45.00 degree arc, 10 targets max
    Effects:
    • 25.02 smashing damage
    • 8.34 energy damage
      • 33.37 total
    • 80% chance for 7.79 KB
    • does not have standard secondary effect (no -dam, no +dam with active Siphon)

    Taunt
    ... it's taunt. C'mon.

    Burst
    Activation Time: 2.67s
    Endurance Cost: 14.35
    Recharge: 15.00s
    Accuracy: 1.00x
    AoE: 8' radius PBAoE, 10 targets max
    Effects:
    • 31.28 smashing damage
    • 20.85 energy damage
      • 52.13 total
    • 50% chance for 0.67 KB
    • -dam secondary effect is double strength: -12.75%, Siphon effect only applies once if it hits any targets

    Focused Burst
    Activation Time: 2.00s
    Endurance Cost: 8.53
    Recharge: 8.00s
    Accuracy: 1.00x
    Range: 40', single-target
    Effects:
    • 51.30 smashing damage
    • 17.10 energy damage
      • 68.40 total
    • 50% chance for 0.67 KB

    Concentrated Strike
    Activation Time: 2.83s
    Endurance Cost: 18.51
    Recharge: 20.00s
    Accuracy: 1.20x
    Effects:
    • 41.71 smashing damage
    • 106.77 energy damage
      • 148.48 total
    • 60% chance for 11.92s mag 3 stun


    There you go, there's the set.
  3. Oh noez, the NDA has fallen! MA gets buffed, indicating the end of the world is nigh! DOOOOOOOM!
  4. Siolfir

    So... Stalkers.

    Quote:
    Originally Posted by Microcosm View Post
    No time to read the entire thread (really no time), but I want to weigh in.

    Firstly, Scrapper Build Up should be lowered to 80% dambuff to bring it in line with other versions; Blasters should be the only AT that gets a 100% dambuff from Build Up. Sorry, but there is no reason balance-wise, cannon-wise, rp-wise, or jimmeny cricket-wise that Scrappers magically get the 100% buff.
    Possibly true, but since the other melee ATs were looked at and Scrappers were left alone I was using them as the "this is considered balanced" point.



    In general, the addition of AoE attacks sounds like it could be a good way to address things, but one thing that you may have missed before this suggestion:
    Quote:
    Originally Posted by Microcosm View Post
    -Martial Arts and Energy Melee: a set with no AoE is ludicrous in PvE. Both of these sets have a stun attack (minor damage) that should be replaced with the AoE attack in other variants of the set (Dragon's Tail and Whirling Hands respectively).
    Cobra Strike now does as much damage as Crane Kick, has a 75% chance to stun, and the recharge was halved. So it does more damage than Bone Smasher (EM's hardest hitting "normal" attack that has a full critical), plus has a higher chance for a longer-lasting stun and fits in an attack chain with at the same point Crane Kick would. If a power other than Thunder Kick was going to be replaced, I'd rather keep CS than CK.
  5. Quote:
    Originally Posted by Person34 View Post
    just as interesting IMO:

    Martial Arts

    <changes snipped>
    I put the damage scale/activation numbers for MA in the the MA/SR help thread - throwing out Thunder Kick and Assassin's Blow as skippable and not used in regular combat, the lowest DPA (Eagle Claw) is equal to Focus.

    Yes, "interesting" is one word for it...
  6. Quote:
    Originally Posted by Moomoosaur View Post
    Hi guys I'm starting to get the drift that MA is kinda bad, but nonetheless I find the set itself cool if nothing else.

    But seeing as MA isnt the best powerset to begin with I was wondering if anyone would be so kind as to give me a quick rundown on which powers are musts, good fillers, and otherwise absolutely redundant. For secondary I opted for super reflexes and the same question counts for that powerset.

    Thanks in advance.
    MA is getting buffage with i18/Going Rogue - I haven't actually done attack chains but the following attacks all end up doing more than 1 damage scale per second of activation:

    Storm Kick (1.25)
    Crippling Axe Kick (1.147)
    Cobra Strike (1.061)
    Crane Kick (1.061)
    Eagle Claw (1.053)

    For comparison, Focus in Claws (the best DPA attack in a "good DPS set") is 1.053. You don't get any AoEs until you can start picking things up from APP/PPPs, but you should have plenty of single target damage.

    Edit:

    Since I didn't really answer the question...
    • Thunder Kick is the skippable power in Martial Arts.
      • Cobra Strike and Crane Kick can be redundant if you can make a solid attack chain while only having one.
        • Note that the new recharge on Cobra Strike is 10 seconds, but Crippling Axe Kick went up to 11 and Eagle Claw is 16.
        • Of those two, I prefer Cobra Strike and it's stun over Crane Kick's knockback.
      • Given the high DPA in most of the set, if you feel you can get by without the extra initial burst Assassin's Blow could potentially be skipped.
      • I'd personally take all of the powers except Thunder Kick, and if I couldn't do that, I'd take Assassin's Blow before having both Crane Kick and Cobra Strike.
    • In Super Reflexes, you probably want to soft-cap. That means taking all of the powers except Elude and Quickness.
      • Quickness is still a great power to have, so you probably want it also.
    • Super Reflexes on a Stalker is a really tight build in general, the MA changes exacerbate things by making so many fun attacks to fill a chain with...

    Does that help?
  7. Siolfir

    So... Stalkers.

    Quote:
    Originally Posted by Smiling_Joe View Post
    I believe this is being fixed or has been fixed for I18 or shortly thereafter, is it not? Stalker toggles like the two in dark armor and repel from energy aura will NOT effect enemies until hide is broken, if I recall correctly.



    I've never played the set, tbh, but I thought Energize was a heal?
    The auras are supposed to suppress while you're in hidden status and pop into effect when it drops on the beta server, but I don't have a /DA Stalker to check that it's working as expected, and yes, Energize is a heal, albeit a slowly-recharging one compared to the ones in other secondaries.
  8. Siolfir

    So... Stalkers.

    Since today's announcement that we're allowed to discuss beta things here, I sent a PM asking for this thread to be moved to a non-beta section of the boards.

    Sure, it's probably run through most of the course anyway, but more eyes couldn't hurt.
  9. As many have said, the Corruptor is likely to be the most useful to the largest number of teams, then the Crab (because -resistance is fun), and then the Brute.

    Or you could make an Ill/Rad Praetorian Controller in about a week and take them redside.
  10. Siolfir

    So... Stalkers.

    Quote:
    Originally Posted by tarrantm View Post
    First of all we didn't need to talk about defensive set bonuses favoring ATs because this is a discussion about it favoring powersets within this particular AT and not about it favoring one AT over another.
    And the solution probably isn't within an AT-only fix, but would affect all of them - the argument wasn't that "defense works better for this AT but not that one", it was barring extenuating circumstances - like DE quartz, or stacked Nemesis Vengeance - "defense works better for all ATs, not just Stalkers" (just for starters: being able to get 90% mitigation on all ATs via defense but only 75% via resistance unless you're an EAT, Brute, or Tanker). So it's a concern, and one that I tried to put out a couple of things for, but there isn't any "quick fix" that I see.
  11. Siolfir

    So... Stalkers.

    Quote:
    Originally Posted by BrandX View Post
    When I was playing my stalker, on teams without a brute, I actually found people wanted my Stalker to lead the way (at least in low levels) for the chance of the AS fearing a massive amount of the targets.

    I do like the -regen idea, but I think it would have to be impressive enough to be worth it.
    When I was playing on any AT on teams without a Brute (or Tanker, heroside), I found most people wanted anyone else to lead the way for the chance of the alpha not hitting them.

    I'd usually oblige, because (among other things) I have a general lack of patience for just standing around asking if everyone is ready combined with a healthy contempt for debt penalties - it's just another badge, and for villains, part of an accolade! Even if there is a Brute (or Tanker), if they're timid and won't go when people have been ready for a while (and said so repeatedly) I'll end up rushing in first just to get things rolling. So I wouldn't say that it's necessarily just for the fear.

    Catching up a bit:

    Re: random Placate effect - I don't like the idea either, which is why I suggested that if it be done it simply set the hidden status (kMeter) to 1; that would give the critical and hidden status while allowing the Stalker to hold aggro if they chose to do so.

    Re: -regen - I think attaching -regen to Assassin's Strike has been brought up before in discussions about Stalker buffs, but just to clarify: the -regen talked about would be on all criticals, or only for AS?

    Re: thematic concerns - A lot of hand-waving needs to be done regarding a Stalker's abilities and how they translate; the random criticals are, in my opinion, supposed to represent the chance of taking your enemy from surprise and/or blindsiding someone who is fighting someone else or is out of position due to you "fading in from the shadows" or whatnot (which is why it makes sense that the more teammates around, the higher the chance that one happens). So more "fading in and out" could be handled simply through a higher critical rate.

    Re: reasoning of buff - I don't particularly think that things are horribly out of whack as far as balance between the melee ATs on live, but if there is going to be an effort made to address the disparity, as has been done with Brutes and Tankers, then Stalkers need to be looked at as well. It doesn't have to be a huge boost, but I really don't see why they can't have at least Scrapper-level single-target sustained damage and the same melee damage buff modifier in exchange for their lower base hit points and lower hp cap.

    Re: resistance vs defense sets - I tried to come up with something that could possibly address this earlier in the thread (adding more defense to hidden status and "drop into hidden" criticals which would effectively provide both extra defense immediately and extra damage on the next hit), but it would likely be completely broken in actual gameplay - among other things, turning Placate into a better version of Shadow Meld. I don't think it would happen due to that, and don't know if it's really how I'd want to go about addressing things. But considering how the combat system works and the ease of using defense set bonuses - especially positional - compared to the rarity, low values, and need for full damage type coverage of resistance bonuses, I don't think that any AT is better or worse off than any other regarding this. One consideration to aid the "pure resistance" sets to better utilize defense set bonuses could be adding lethal damage resistance to defense debuff resistance for all sets.

    And now this is getting long and rambling, so I'll just stop there.
  12. Siolfir

    So... Stalkers.

    Quote:
    Originally Posted by Smiling_Joe View Post
    You can't have your cake and eat it too. You can't use the metric of stalkers not doing enough damage when compared with scrappers and brutes and then say you're mainly interested in the buff for soloing. If you're going to rationalize a buff based on comparisons of a stalker's performance with other archetypes, then you're going to have to accept that any buff you may or may not get will have to take those archetypes into consideration in a teamed environment.
    How is it "having my cake and eating it too"?

    The metric of Stalkers not doing enough damage was related to their survivability - the same "metric" that resulted in the Brute changes that produced a more steady, but typically lower, Fury level. Brutes had more hit points, a higher hit point (and resistance) cap, and once they built up enough Fury they were doing more damage than (most) Scrappers.

    Well, Scrappers have more hit points, a higher hit point cap, unless the Stalker is teamed with multiple other people who are within range to boost the scaling critical the Scrapper is going to do more damage to a single target, and even with the scaling criticals there is a good chance (not a certainty, though) that simply due to higher AoE potential the Scrapper is going to do more damage on a team.

    I didn't say I was mostly interested in the buff for soloing, I said that any buff should address it, and thus should address individual performance - whether that individual performance is while the Stalker is soloing, or whether that individual performance is while on a team. It even says that in the part you quoted.

    It's not like Stalkers act as force multipliers and can improve everyone's else performance by a factor much greater than their own contribution, so a higher individual performance means that they provide a better contribution to the team.
  13. Siolfir

    So... Stalkers.

    Quote:
    Originally Posted by Test_Rat View Post
    I would consider it a nerf, because they are many situations where you cannot hide (damage auras, Caltrops).

    And we would do EVEN WORSE DPS in teams than we do now.

    Not good, and honestly not going to happen. Complex changes are pipedreams.
    And here's the other side of the coin - it can be a nerf (versus just being different) based on how you currently play.

    While true that any autohit damage will negate the whole effect and a bad roll can cause problems, with damage auras you should be at or near the soft cap for AoE (Hide's base AoE defense when unsuppressed is 39.375%) and unlikely to get hit during the time it takes to use the attack.

    The team DPS would be variable - I was suggesting it happen at the same as the critical rate that currently exists, but I also considered it a huge survivability boost as well if the defense numbers were tweaked - in that case, with hidden defense being pretty much at the soft cap and Placate available, you pretty much only die when you want to. You couldn't hold aggro like a Tanker, but you could likely outsurvive them fairly easily.

    Also, being able to pick from the "best available recharged" critical rather than having them be randomly distributed could be a positive effect - as mentioned in my post earlier, if you can leverage Assassin's Strike's critical effectively it has better DPA than Blaze. But you'd have to notice that a better attack was there, and have it recharged, before just mashing "next button in pre-calculated attack chain sequence". Note that I don't say this meaning to imply that's what you do - but it's how many do. And that's not meant as a criticism, either; I personally don't even bother pre-calculating the attack chain sequence, I just mash the buttons on most of my melee characters (although I do tend to try to hit the attacks that I know are the higher DPA first).

    As for complex changes... There are already checks for powers in place to see if you're Hidden. There is already a scaling random chance for "something" to happen for Stalker criticals. There is already a power that sets the kMeter (ie, Hidden status) to 1. The rest of it would be adjusting the unsuppressed defense numbers in Hide. I don't think that it requires any new tech to perform, so while a semi-drastic change to the AT it doesn't seem overly complex when looked at through the eyes of "this already exists here, and it's used there". It would require going through every single Stalker attack and every version of Hide to change the power information, though.

    Now, is this the change that I'd necessarily go with? Probably not - it's definitely not the "safe choice", and likely not the most popular (either among Stalker players or other melee AT players). To be perfectly honest about it, right now I'd rather just go with the damage increases talked about on the first page. But it's an idea up for grabs, to see how the reactions fall.
  14. Siolfir

    So... Stalkers.

    True - like I said in the post, it'd probably end up just being a random crit after someone has too many attacks queued and realizes after the fact that they messed up. It has frustration potential, which is generally considered a bad thing. But it does have the benefit of rewarding better play (or at least, rewarding not random attack-button-mashing, which is the standard approach for most ATs).

    And I'm not really pushing for that over anything else at the moment as much as trying to come up with a proposal that would fit a slightly different playstyle that revolves more around the "Hide gimmick", to show an alternative for someone like Samuel_Tow who would be adverse to a higher damage modifier which could create a more Scrapper-like feel. I think a simpler solution would work for the majority of Stalker players, which is why I asked what people thought about it.
  15. Siolfir

    So... Stalkers.

    Quote:
    Originally Posted by SkarmoryThePG View Post
    *squint*

    I don't see you mentioning the removal of crits.
    Last sentence in the post, all by itself.
  16. Siolfir

    So... Stalkers.

    Quote:
    Originally Posted by SkarmoryThePG View Post
    ...I like the idea of switching Hide's defenses to the Hidden status. Maybe make Hide give better defenses immediately after Hiding?

    And, mm. How about this:

    -Hiding provides a short-term defense boost.
    -OR Hide can't be interrupted for 2-4 seconds by incoming fire
    -REMOVAL of random crits
    -INSTEAD you have a random chance to Hide, which you can leverage into a crit wherever you want.

    There should be some DISTINCT way of giving the player feedback that "the attack you're about to throw out will hide you. Make use of it". A sound. A flash. SOMETHING.
    >.>
    <.<

    So, basically, what I just said in the last half of that wall of text?
  17. Siolfir

    So... Stalkers.

    Quote:
    Originally Posted by Talen Lee View Post
    I think this is a bad way to think about things. Stalkers have shields, mez protection, self-heals and all of that - it seems to me to be pretty fanciful to give them tools that foist aggro on other teammates. There are squishier people than stalkers, and not every team has a scrapper, tank, or brute - and they shouldn't feel like they should.
    I agree - but once again, foisting off aggro wasn't one of the concerns I had. If the person playing the Stalker has a clue (yes, I know, this is a big if) they can rather quickly attract attention if they need to. They hit fairly hard, have a reasonably high threat modifier, and being at melee range they're usually going to be closer to what that Corruptor/Blaster/Defender is attracting.

    Note that I don't mention Controllers or Dominators, who can handle their own aggro via hard controls; the other melee ATs, who can handle it better than a Stalker; MMs, who have pets; or EATs, who all have their own version of shields and/or mez protection.
  18. Siolfir

    So... Stalkers.

    Just some quick notes on the last few posts here:

    First, I don't think there's as much room for trim on the Assassin's Strike animations as a whole as you'd originally think - just look at Kinetic Melee for an example of one that's fairly fluid and busy all the way up to the end, Broadsword doesn't have much stationary time if I'm remembering it right, and neither does Fist of Annihilation. Since they're supposed to be identical in all but damage type, you can only trim to the longest one, so there's still going to be dead time in the horse stances (DM, EM, MA's original), the other blades (Katana, Dual Blades), and the amateur proctology exam ones (Claws, Spines, Electric) - and those all have their own varying amounts of dead time that could be trimmed as well. It won't end up much shorter without entirely new animations for each set's Assassin's Strike so that they all have the same one - which I personally would find boring.

    Second, regarding making Stalkers "more desirable for teams". While that's a possible side-product of a buff, the issue I'm bringing up in this thread is less about teams and more about individual performance, whether solo or teamed. A Stalker Placating and getting someone killed can happen, but honestly I've seen a lot more bad Masterminds kill people than bad Stalkers. With that said, I'd rather that the buffs not necessarily tie into Placate - although that's more of a performance concern than my worrying about it killing people.

    Third, as for the random chance to Placate being tacked onto attacks - I agree that it would often simply end up being an extra way of saying "more criticals outside of hidden status". However, there are those chances where it'd save you a few seconds of waiting before you move on, and dropping back into hidden status has other features you could link it to. So if I were to support this I'd rather it just set the kMeter value for "hidden status" instead of Placating, and make a couple of tweaks to take advantage of that.

    For example, Hide's extra defense (3.75% to all but AoE, 37.5% to AoE - this is on top of the 1.875% to all that's always up) suppresses for 8 seconds when attacking, when damaged, or when you click a glowie. If, instead of a suppression timer, it just checked the kMeter for stealth (so, "if Hidden" vs "oh, it hasn't been 8 seconds yet") you could have Placate and/or a "random hidden" effect apply additional defense. If you want to almost guarantee that you'll get at least one critical out of it, you can bump the decimal place over on the defense to all but AoE, effectively turning Placate - or a random "drop into Hidden" - into a better version of Shadow Meld (which is why I find this part unlikely).

    So, if this is so silly numerically, why do I mention it? Because a decimal shift like that would help resistance and heal sets use the Hidden status more effectively by pushing them right to the soft cap - they're less likely to be hit, so more able to utilize that critical, hopefully with Assassin's Strike since it's a very good DPA attack from hidden status (as in, 2.21 damage scale/sec of arcanatime, which is higher than Blaze) - and the excess on defense sets is simply overkill in most situations anyway. Placate already actively sets the kMeter value to 1 (to drop into Hidden status), so having it as a random effect of an attack could simply be a percentage chance of it happening per single-target attack. Plus having a random "drop to hidden" would affect the next hit to provide a critical, and the defense boost would simulate Sam's "nobody can see me to hit me, so I can move freely to select the next target" desired style of play.

    The problem with it is that it'll likely also just end up being a random critical on the next available attack (rather than the one you're using at the moment) if you're trying to maintain a solid DPS chain - you likely will have things queued already and won't notice that you dropped into hidden status until it already came and went. Being able to leverage it would provide a lot of survivability to Stalkers as a whole, as well - it would provide an incentive for careful power selection and watching what happens to your target rather than random button mashing.

    If something like this - simply setting the kMeter to 1 - were to happen instead of the random criticals, but at the same rate, how would you feel about it?
  19. Siolfir

    So... Stalkers.

    from my first post on it:
    Quote:
    Originally Posted by Siolfir View Post
    I seem to recall reading of several instances of downgraded AVs being Placated and continuing to aggro on the Stalker because an EB needs a higher mag than 4 to mez.
    Quote:
    Originally Posted by Zamuel View Post
    Hmmm...might be a magnitude problem. I just checked and surprisingly [Placate] is just mag 4.
    Glad you agree with me - but I was wondering if it was fixed - that is, working on EBs currently.

    Anyone have word on that?
  20. Siolfir

    So... Stalkers.

    Quote:
    Originally Posted by Zamuel View Post
    • If there's a secondary effect on an enemy or a PvP foe, there is a high chance of the Placate effect being overridden.
    • Some enemies have natural Placate resistance.
    • Oddly, some enemies seem to have a one or two second delay before Placate kicks in. If you're fighting something one on one and you're having problems with Placate, stop attacking and take a few steps back. After attempting one or two attacks in their queue they'll ignore you.
    Not what I was talking about. I'm talking about, for example, a downgraded AV that becomes an EB. They have identical powers (and thus any Placate resistance), and would have the same effects on them. The AV-class mob would be Placated normally, and stop attacking. The EB-class mob would be Placated, and continue attacking repeatedly (not just one or two attacks).
  21. Quote:
    Originally Posted by Muon_Neutrino View Post
    For rad and AM, it becomes:
    Defender: 0.65 * (1.0 + 0.95 + 0.30 + 0.25) = 1.625
    Corruptor: 0.75 * (1.0 + 0.95 + 0.20) = 1.6125
    So the defender has only a very small advantage, even though his damage buff is larger.

    [...]

    So when comparing dark miasma or cold domination defenders and corruptors, the defender doesn't receive his usual buff/debuff advantage.
    That's why I used "tend to" - there are circumstances which flip things around. But in general, with a set that has -resistance or a set that has +dam (or both, such as a Rad/Son Defender), the solo Defender will do more damage until either Scourge kicks in or they're capped on damage.
  22. Quote:
    Originally Posted by Psiphon View Post
    I seem to recall seeing a post saying that Defenders got a damage buff when solo.

    On the basis that this is true how do defenders and corruptors now compare damage wise when solo?

    Defenders will also have the advantage of higher numbers in their primary also.
    With the +30% damage, and assuming no other buffs or debuffs and 95% damage slotting, it looks like this:
    Defender: 0.65 * (1.0 + 0.95 + 0.30) = 1.4625
    Corruptor: 0.75 * (1.0 + 0.95) = 1.4625

    When Scourge kicks in, the Corruptor will end up doing more damage, but otherwise they do the same barring buffs/debuffs (so, ignoring the whole primary/secondary bit and just unrealistically comparing them as if they were Blasters). Once you add in the higher buff and debuff numbers for Defenders, they'll tend to do more until Scourge kicks in.

    Corruptors have Scourge, a higher damage cap, and slightly higher base hit points; whether this makes up for the lower buff/debuff AT modifiers is up to each person individually.
  23. Little Bunny Pew Pew (50 Mind/Energy, 1 LotG +rech away from permaDom) is on the wrong server.

    You should bribe people to transfer characters. >.>
  24. Siolfir

    So... Stalkers.

    Quote:
    Originally Posted by Frosticus View Post
    Personally (among some other things) I'd speed up the cast time on placate so that it actually makes numerical sense to use it on attacks other than AS. Because as of right now there are very few attacks (some sets have none) where using placate actually increases your dps.

    Now my understanding of the power is that it is supposed to be multipurpose.
    a/ it is supposed to give you a tactical advantage. i.e. placate a boss to get it to stop trying to kill you.
    b/ it is supposed to give you an offensive advantage. Which it does with assassin strike, but you can't always use assassin strike, and it does with a select few single target attacks, and most aoes. But imo if placate is supposed to improve your offense it should do so in all applications.

    Reducing the cast time of placate to ~1 second would make it work with almost all attacks to increase offensive output rather than lowering dps and it would help alleviate some of the issues of a mob walking over and hitting you while you placate it and effectively breaking the effect (well the hidden bonus anyway).

    To prove my point: if you use claws there isn't a single attack that you can placate before (other than AS) that will improve your st dps. So if you are in a situation where AS is difficult to use placate is now offensively useless for you. This however isn't the case for all sets. For instance new MA has multiple attacks that placating prior to is beneficial. IMO it shouldn't be that way where some sets benefit considerably more from the signature power of the AT than others.
    The lack of offensive benefit from Placate for many sets is also one of the reasons I haven't been in full agreement with the the "faster or insta-recharge on Placate" buffs people have talked about in the thread. Between it not really offering a damage increase in many settings and being able to lose the hidden status simply by being hit while it's animating - even by the mob you're Placating - making it's benefit questionable for non-defense sets in a lot of situations, being able to use Placate more often never seemed appealing. It's usually already recharged and going unused on most of my Stalkers, waiting for when I actually need to stop one thing from hitting me.

    And I haven't checked recently, but while on the subject of Placate, does it work against EBs now? I seem to recall reading of several instances of downgraded AVs being Placated and continuing to aggro on the Stalker because an EB needs a higher mag than 4 to mez. I usually ended up fighting the AV version instead, so never really noticed, and haven't had to Placate an EB in a while.
  25. Love the site!

    Here's what I (eventually) got:
    Quote:
    He's a sword-wielding devious hairdresser with nothing left to lose. She's a man-hating nymphomaniac mercenary from Mars. They fight crime!
    Is that one a winner? I really think the sword-wielding hairdresser puts it over the top.

    For names and descriptions, I tend to go with silly names, bad puns, double entendres, or all of the above - either in the name or the description.

    Let me see, I have:
    • Heavy Petting, the Bots/Traps (catgirl) MM.
    • Kelly Marrey, the Warshade.
    • Highly Original, my Psi/EM Blaster.
    • Hapless Schoolgirl, the SM/WP Brute.
    • Carmen Aburana, who is (you guessed it!) a Fortunata.
    • Inattentive, the Emp/Rad Defender (truth in advertising!).
    • Beyond Help, my SS/FA Brute (more truth in advertising!).
    • Shivan Cheerleader, the Rad/EM Blaster.
    • Miss Subtlety, the Fire/Fire(/Fire) Blaster.
    • Smokin' Mirrors, an Ill/Rad Controller.
    • Bad Cliche, a DM/EA Brute whose bio can be read here.
    • Spay This, a Demon/Dark MM (bio here).
    • Clooless Noobie, an Energy/Storm Corruptor (who has still gotten blind invites!... bio here).
    • Little Bunny Pew Pew, a Mind/Energy Dom (bio and old costume here).