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Quote:Corruptors can Scourge with Blizzard just fine - there actually is a separate pet for them that has Scourge, and the damage per tick wasn't changed. The same thing happened with Rain of Fire and Ice Storm, and Rain of Fire even gets extra Scourge damage (the Scourge ticks are twice the damage of the base ticks, so it does triple damage while Scourging).In the case of Blizzard the damage is set by the oriignal Blaster version so Blasters are set and Defenders/Corruptors get bonus damage (although Corruptors do not get Scourge).
Controllers also get Containment on their Ice Storm, since it was also set up with the AT inherent in mind. -
Quote:Nitpick time!And a few issues ago they changed every Villain accolade to completely remove the need several of them had for PvPing, because we carebears had no interest in PvPing despite all the incentives in place for us to do so.
You still have to enter a PvP zone (3 of the 4, actually) for Born in Battle, you just don't have to remain in Siren's Call for 5 hours or figure out how to use an arena terminal. You also need to enter a PvP zone to get Megalomaniac and Marshal, all due to plaques and/or exploration badges.
So there are still "PvP requirements" for those accolades.
And if you don't count exploration badges as a requirement, then the only requirement prior to the changes was Lanista for Born in Battle, which requires a gladiator match win that could be had in the time it took to zone into the arena with a single gladiator selected while the opposing side had no gladiators set - and as such could be accomplished with no actual "combat", especially not with you using your character against someone else's. Getting Raider for many usually involved a much smaller time investment than the 10 million damage badge which used to be required, which was typically received in a safe spot while afk. -
Quote:Nitpick: Stalkers have the same base hp and same hp cap as Blasters. They also share the same resistance cap (75%), +damage cap (+400%), and same melee damage modifier.Stalkers do take a little getting used to because they are basically Blasters with melee powers and lower health, but once you get the hang of them they are monstrous and super fun.
You may be thinking of another AT... Dominators have lower health, a lower ranged damage modifier, and fewer AoEs, but have a higher melee damage modifier than Blasters* and typically get their heavy hitters at melee range.
* - not that Defiance doesn't take care of the difference easily enough, and Dominators have a lower +damage cap -
Thunder Strike will do more damage to the primary target in one hit. To the primary target, it's base damage is 1.485 times as much, but the DPA is much lower since the animation is almost 3 times as long*, meaning that for a single-target DPS chain you wouldn't want to use it.
Chain Induction's damage jumps around and is specifically coded to not jump back to the original target, so it does Havoc Punch damage in a 1.188 second animation instead of Havoc Punch's 1.716 second one*.
From Hidden status, Thunder Strike has less of a lead since the energy portion of the damage (scale 0.96) only has a 50% chance to critical, but since the smashing portion does have a guaranteed critical from hidden status (of scale 1) it will do (scale 1 + 0.96 base damage, + 1 critical) 2.96 scale damage vs 2.64 scale for Chain Induction, and has a 50% chance to do scale 3.92 damage if the energy critical goes.
Note that these are PvE values - in PvP Thunder Strike hits like a truck and if both criticals go off does barely less damage than Assassin's Shock (iirc the base damage is under 2 pts less).
* - times accounting for server ticks instead of listed time - this shows the actual minimum time before another power can be used (3.43 sec for TS, others mentioned in text) assuming no lag or other network latency -
If you want to feel "strong" personally with little to no investment, I'd agree with a /WP Brute. SS for better AoE, SM (with Fault) if you just want to giggle at things while they're trying to kill you.
If you want to be able to take out GMs using just SOs, make a MM. Everything everyone has said good about Traps holds true for them, plus they can put the traps down without ever losing DPS; I actually stripped all of the IOs out of my Thugs/Traps because they simply didn't matter, and put them on characters that actually needed them to achieve the same performance. As for "best primary", I'd throw Demon Summoning into the running. -
Rad Blast (either primary or secondary)
if Blaster:
Mental Manipulation (no, really, look at the light show when you use the powers)
if Defender/Corruptor:
Kinetics (more recharge = more lights, plus you leave a light trail when you move!) -
Quote:A: Someone other than an idiot, both on the team (because there are still idiots who think that Stalkers aren't good for anything) and playing the Stalker (because there are still idiots playing Stalkers who think that "scouting" or "AS and run" is the best way to play).
Q: What Changes are needed to make Stalkers an acceptable addition to a Team?
If you meet that criteria - that is, you're not an idiot and you're not teamed with idiots - then you'll never have trouble with your Stalker on a team. -
I'm feeling a little bit less lazy now, so I suppose I'll run through the math.
3 even-level defense SOs: 56% after ED-capping, which when added to the base = 1.56 * initial number to get final defense.
SR powers
Melee: Focused Fighting + Dodge = base of 13.875% + 5.625%, total of 19.5% defense
Ranged: same number, different powers (Focused Senses and Agile)
AoE: Lucky doesn't exist, so you have Evasion - but Stalker Evasion is base 21.375%.
Hide, after suppression, is 1.875% defense to all.
Adding these up, we get base numbers of 21.375% for melee and ranged, and 23.25% for AoE, just from SR. Enhanced these become 33.345% and 36.27.
Combat Jumping (base of 1.875% defense to all), slotted for defense, is 2.925%. Weave (3.75%) becomes 5.85%.
33.345% + 2.925% + 5.85% = 42.12%. That's for melee and ranged; AoE is 45.045.
Add in a single Steadfast Protection +3% defense IO in Tough and you're at 45.12% and 48.045%.
Yes, it's a stupidly tight build, but Combat Jumping is lighter on endurance than running Maneuvers and/or Stealth and goes the same depth into a power pool, and while the Steadfast unique may sell for a fair amount on the market it's ridiculously easy to get with bronze ticket rolls (which is why I have 4 or 5 sitting in base storage). -
Quote:And if your initial post hadn't come across as a "sour grapes" post with an ending line including a bass-ackwards request for a buff to Scrapper damage solely because Stalkers got a buff, I probably wouldn't have commented. But you felt that your opinion was important enough to express, so I felt the need to call you out on being completely unreasonable in said expression of your opinion.Geez, I mention that I'm annoyed by something.....and people come out of the woodwork to tell me how wrong I am to be annoyed by it.
Seriously, if Siolfir hadn't felt the need to berate me for having an opinion about it, I would have made my post, probably answered the question Fulmens directed at me, and been on my way. But since the berating happened it turned into an unnecessary debate.
Especially since the buff requested - that of giving scaling criticals to Scrappers as well, with no other logic or reasoning than "Stalkers got it" - would have even further removed the "uniqueness" of the not-very-unique "critical damage at some interval" and thoroughly undermined the stated purpose of your complaint. -
I'd have to double-check and I'm too lazy to do so at the moment, but I believe that a Steadfast Protection +3% defense unique, along with Weave, Combat Jumping, Hide's suppressed levels of defense, and ED-capped SO-slotting in all of your defense powers, will put you right at 45% defense to all positions with SR.
Of course, going with more than 1 IO will let you do it on a looser build. But that's probably the cheapest and easiest. -
Quote:Now wanting that "uniqueness" - despite being incorrect (see Arcanaville's post in the thread as to why... criticals are hardly "unique") - I can understand. It's why I wanted something different as opposed to "moar damage" for a Defender buff.As it is, it feels kind of like they took away the uniqueness by giving stalkers a copy of the scrapper inherent, while letting them keep the majority of their own inherent.
But even then, Scrappers still never gave anything up when Stalkers were buffed - certainly they didn't give up any "uniqueness", since they still are the only AT occupying that "medium" hp/survivability level (EATs have the same cap but lower base), and still offer the highest melee damage without any extra clauses such as needing to build Fury, external buffs, or having to critical more often to do similar or higher damage.
Honestly, regarding Scrappers and Brutes I think it's probably best to just sit down and be quiet - I don't think any changes to either of those ATs as a whole will be buffs (although intra-AT balance passes for certain sets may end up that way). Both are already ahead of the curve compared to the ATs that have been getting buffed... -
Well, if we want to get into annoyances, I have a few. I'll even give you a hint - look for my posts on Corruptors. You might be disappointed if I bother to reply, though - I'll admit that I'm whiny at times.
Back to nitpick time again...
Quote:Now you know that this isn't true - if Stalkers could land an automatic critical any time they wanted, why wouldn't they hit with nothing but? They had (and have) an automatic critical from hidden status on single target attack (with no more than a 50% chance to critical from hidden status with an AoE), and Placate to drop them into hidden status again. Hidden status drops if they're hit, if they miss with an attack other than Assassin's Strike, or if they click a glowie, and other than Placate they have only their defense to keep them from getting hit again after a mob has been aggroed, so you're certainly not "guaranteed" a critical "any time [you] want to."- Stalkers already had the ability to land an automatic critical hit any time they wanted to.
They also had a 20% chance to critical on held or sleeping targets outside of hidden status, which still exists in PvP and was removed and replaced by the 10% scaling critical for PvE.
Quote:- Scrappers have a 5-15% chance to land a critical that is completely beyond their control.
...when you give up some or all of those, you may have a point. I posit that you're overlooking all of the benefits that Scrappers have over Stalkers solely for the sake of trying to be annoyed, rather than paying any attention to inter-AT balance at all, where you'd probably find out that Scrappers are still way ahead of Stalkers in the "I can play like a complete idiot and still get away with it because the AT is that brainless" category. So, yes. Whiny. You want to have your cake and eat it, too.
Quote:- Stalkers then got a higher chance to crit at any time, and when teammates are in range that chance substantially increases to a maximum of around 30%.
Quote:- Scrappers still have a 5-15% chance to land a critical that is beyond their control, whether there are any teammates nearby or not.
Okay, let's say that you don't agree with my assessment of why I said the first post was whiny (the reasoning is listed in both my previous post, and drawn out more into this one - you're completely ignoring balance to complain about another AT getting a buff, and seem to be saying that "I need one too!"). So what's your justification for this post, then? -
Quote:Yep, this is how the power works... like Lightning Rod, it simply acts as a teleport and pet summon to the selected spot on the screen.Try show info on the games power selection screen and moving the by level slider as it like all powers varies depending on selected level and enhancements.
Tech info: http://tomax.cohtitan.com/data/power....Shield_Charge
Which if I read it correctly the power itself does 0 DMG, but the psudopets it summons do the DMG.
The pet summoned, which varies by AT, deals the damage via an auto power. For Brutes, the base damage dealt is 133.46, to a 20' radius, at level 50. Tankers deal a base of 141.25 damage, and Scrappers get a base of 200.2 damage - at least, those are the numbers pending an upcoming nerf.
Other notes:- Since it's a pseudopet dealing the damage, it uses the pet damage cap (of +300%), instead of the AT cap (+750% for Brutes, +400% for Scrappers). So a Scrapper with Build Up and around 2 SOs worth of damage slotting will do as much as a Brute can possibly do, and Tankers that are capped on damage (SS w/stacked Rage + AAO + slotting, for example) will do more damage while using Shield Charge than a Brute as well.
- When it was first created, all ATs had the same (Brute) pseudopet. That was changed later, after Lightning Rod was changed when ported over to Scrappers and Tankers, apparently without Castle going over the changes completely (hence the upcoming nerf).
- Its original incarnation dealt damage like Lightning Rod, with 2 radii for the damage (one being 3', making it harder to leverage the full damage). This was changed during the beta for Shields - I remember reading the patch notes and asking for the same change to Lightning Rod. I'm reading into a couple of Castle's comments that it likely will be reverted to this, rather than my hoped-for buff of Lightning Rod.
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Only from Hidden status - the random chance to critical from outside hidden status is the same regardless of whether the attack is an AoE or not. And Lightning Rod doesn't critical, but since it's a pet summon it doesn't break hidden status either.
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Quote:That's your opinion. You're welcome to it.I'm still annoyed by that, and it's been about 2 years.
Not only did stalkers get the scrapper inherent, while keeping their own inherent, but they got a better version of it.
Still think scrappers should get the bonus to critical chance while teamed to even it out.
Until the Scrapper hp cap is 1606hp and they have Blaster base hp, my opinion is that your opinion is whiny and has no grounds for complaint at all. Scrappers still have higher base damage and a higher AT modifier for damage buffs, get more AoEs, have more hit points, and a higher hp cap. If it bothers you that much, just delete every Scrapper you have and make them Stalkers instead when Going Rogue comes out in a month and a half - because after all, according to you, the Stalker does what a Scrapper does, only better, right? -
Quote:Clarifying this... solo, the math will show Scrappers doing more damage than Stalkers while using the same attack chain (with the same defense/resistance modifiers, higher hp, and a higher hp cap - basically, all of the complaints that some Scrappers have about Brutes). This math is typically done only accounting in single-target chains, and ignores the guaranteed criticals which would push the numbers closer together.Since the stalker upgrade in i12 stalkers are really just higher damage, lower hp scrappers who can sneak.
On a team, with the increased chance of criticals for teammates within range (up to 31% on all attacks), the same math shows that Stalkers can pull ahead in single target damage with a few teammates in range, but Shields provides an exception to this with AAO adding to a higher base damage in the first place, and due to giving up damage auras and an AoE power for Hide and Assassin's Strike a Scrapper will generally do more AoE damage than a Stalker (inter-powerset comparison exceptions apply; a Spines or Electric Melee Stalker will do much more AoE damage than a Martial Arts Scrapper, for example).
Stalkers aren't as weak as they're commonly believed to be - and weren't even before they were buffed - but they don't also do "more damage than Scrappers" without putting some specific qualifiers on it. They're close enough that you'll probably never care, though. -
While I agree that the easier softcap and capped defense debuff resistance is very nice, /Nin has a few tricks that /SR doesn't get for those "epic" (read: oh ****) moments. Caltrops alone does enough to keep you alive even with low DDR, since they're too busy trying to get off of the patch to take advantage of the debuff while it's active. Blinding Powder, especially with Contagious Confusion in it, also helps when you're getting swarmed. And that's not even accounting for the uninterruptible heal.
Also, not that it matters since it's temporary, but Ninjitsu can get a little over 70% defense debuff resistance, but half of that's coming from Retsu (the Elude clone).
And with all of that said, any AT can have those moments - Stalkers are no exception, and are one of the easier ATs to do it with. Yes, it'll be easier on a Scrapper just because of the difference in hit points (and the occasional random number generator hatred), but that same line of thinking also leads to it being easier on a Brute than a Scrapper. -
Yes it is. That is one of 4 seperate parts of the Fury mechanic: one adds to your damage based on the current value, one decreases the current value based on time at a rate of 2 per second; one raises the current value by a calculated amount when you attack or are attacked; and this little part checks what's around you to see how much it should raise the amount by.
You're perfectly allowed to believe what you want. But don't spread ignorance, especially without ever bothering to do any looking at all into it. -
Damage procs in a power that doesn't cause aggro will lead to mobs attacking you even if the proc doesn't hit (as long as they aren't sleeping), since the proc is set to "Always Notify" mobs when it checks to see if it goes off.
Since they're notified that you just tried to hit them, you get added to their aggro list - even if they can't see you - and then they just start attacking because their perception only matters for if you're added to their aggro list or not.
It's the same issue with Brutes standing around (and not in an "Only Affect Self" state) with stacked stealth in a crowd of mobs. Fury is also set to notify mobs when it checks to see what's around the Brute (happens once every 10 seconds), so a Brute wouldn't be able to remain within 10' of a mob that would normally aggro on them for over 10 seconds unless they're using invisible, phase, or otherwise caged - regardless of the level of stealth they have. -
I haven't checked the numbers in a while, but I think you'll be at around 83% resistance to Energy with SO slotting and no Grounded? Despite the high number, I think losing the 7% here will be more noticeable than the change in Negative Energy resistance since it's 70% more damage than you would be taking with it. Note that this is specifically a Brute "problem", since a Scrapper or Stalker would cap at 75% and the higher base numbers on a Tanker mean that those ATs would be capped without Grounded.
It's skippable, though... Negative Energy resistance can come from Scirroco's Dervish sets - 3 sets gives you more resistance than Grounded would, and PBAoEs aren't usually that hard to come by on a Brute. Coming up with the ~7% Energy resistance is the harder part: not counting the Shield Wall +3% proc, the largest bonus is 1.88% in Detonation, then 1.26% in Adjusted Targeting. -
I'll put it this way - I have an EM/Elec and a SM/WP. I took Whirling Hands before I took Tremor.
So, why skip it on my SM/WP? The animation was too long, and you do get other AoEs in your Patron Pools. Sure, it has mitigation in it - and if Fault wasn't in the same set, that might mean something. And the radius is nice and large, but it makes up for that by locking you into an animation for 3.43 seconds, so you really don't save time compared to a smaller AoE.
As always, your mileage may vary. -
To the OP: Since Fault and a mez shield can do as well as many of the Brute secondaries by themselves, the answer is "everything".
But, if you really want to put out silly damage numbers, you're probably best off going with a set that handles your endurance for you. So, echoing what others have said, Electric Armor, Energy Aura, and Willpower (in that order).
If you're going for survivability and being able to maintain a good chain, SM/WP is nice, but even with Stamina, QR, 60% or more endurance reduction in all of the attacks, a Numina unique, a Miracle unique, and a Performance Shifter +end proc, I still can run my SM/WP (with 210-240% recharge in each attack after slotting is accounted for) out of endurance in a prolonged fight if I don't pace myself (the "max" DPS chain for SM uses over 4 end/sec), and have found myself using Strength of Will just for the +recovery on AVs with high smashing resistance. -
Quote:Except that it's not. It's up there, but there are several other attacks with better DPA - Gloom isn't even in the top 5.Skip a ranged attack for melee? Even if it is the only patron attack you take, gloom is the highest DPA attack for a brute outside of Seismic Smash.
More specifically, Clobber, Energy Transfer, Knockout Blow, and Incinerate fill in the rest of the top 5 - Gloom is #6, meaning that it's probably going to be one of the best attacks you could fit in your chain, assuming you don't have redraw to worry about (in which case the redraw can hurt your chain more than Gloom helps). -
Quote:I was thinking about rolling a Stalker...the only AT that neither I nor my Hubby have played at length over the past several years. I like the Elec/Elec "concept" for my character, but I don't see much commentary regarding the /Elec secondary. Is that because it's poor for a Stalker?Quote:It used to be terrible, but it's gotten better. Not as good as some, but still not too bad.
See? You already knew all the advice!
But if you like your concept, you can roll with it on a Stalker and make it work. So go with it and enjoy.Just keep in mind that you're paying for it by lowering your potential survivability in multiple ways, and account for it in your playstyle:
- Electric Armor is a resistance set, and the resistance cap is 75% for Stalkers (compared to 90% for Brutes and Tankers). This means that even against Energy - Electric Armor's strength - you'll be taking two and a half times what a Brute or Tanker will (and often Electric Armor is cited as the weakest armor set for Brutes - I personally disagree on that but will agree that it is one of the weakest in terms of what it can withstand).
- On top of taking that 2.5x more damage against the "best" damage type, you have fewer hit points than a Scrapper, and the defense from Hide, while suppressed, is the same as that of Combat Jumping. Yes, Energize is an improvement, but it's a slow-recharging heal that has some +regen to help keep you topped off, and the +regen is limited due to your lower hit points as well.
- Electric Armor also gets a survival boost by "sapping" - draining an enemy of endurance and keeping it low enough that they can only use their weaker attacks. As a Stalker, you give up Lightning Field (which helps since even without -recovery it also ticks endurance points away) so while you can drain them, you need another way to keep it down. Electric Melee can do this, as can the Mu Patron powers, though they aren't as "readily available" - by which I mean, toggle them on, run into the spawn and hit Power Sink while Lightning Field keeps ticking their endurance away as they regain it.
- Any pure-resistance set is going to hurt for a Stalker if you use the Demoralize effect (fear and tohit debuff from AS) to help you on anything past the alpha.
However if the concept is flexible enough, may I suggest a color-customized Energy Aura and call it the magnetic fields that the electricity from the primary is generating? -
Quote:I'll admit, I've also used the complete mission just to get access to patron arcs. And that I often end up levelling up villains from 40-50 on ITFs or Strike Forces - which is sad, since some of the "general consensus" best arcs are in Grandville. But since I prefer teaming with others to soloing, I generally go with what other people want to do - I've run all of the 40-45 arcs and almost all of the 45-50 ones on various different characters, though, so I've done at least most of them at some point. I still should unlock Viridian one of these days, though...I've done this on my one and only villian (not actually a villian). I used the complete mission feature to slowly finish the mishes just so I could access Patron power pools. The only levels I really spent in the Rogue Isles were from 20-35, when I tired of picking through AE mishes and before I could access RMW or Cimerora.