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For the RSF, it's generally "simple" enough as long as your Dominator can hit (or has enough recharge to stack). If your team is relying on a Kin to keep the Dom SB'd to maintain perma-dom, then you're likely in trouble.
Personally, I prefer the "just rush them and let the debuffs sort it out" approach, but I'm in the minority on most of the teams I've been on RSFs with. I think it's because there are some lingering psychological issues that people have with using inspirations effectively - I often find that on the teams that have trouble with this method there's usually someone taking all the aggro that was already at the soft cap from their build and stocked up on lots of purples* (I guess orange just isn't their color?), or squishies that think that they don't need to use any inspirations or have any form of defense, because "hey, there's a brute on the team!"
Ironically, my Fire/Kin Corr got her MoLRSF run using the rush approach. On a PuG.
As for why Mind/ is popular? I blame it partially on a lack of patience (Mind can fill out your ranged attack chain at level 4), partially on the RSF "perma-sleep" crowd, partially on the cheap perma-dom builds, and mostly on Mind being a set that offers enough control that if anything hits you in a mission while you're soloing, it's either an AV, you missed, or you didn't see them first. It's certainly not due to a lack of pets - I get to pick and choose mine! (One of my few characters that adores Malta stun grenades.)
* Usually after they get hit once or twice due to RNG fate, they often say "I need more purples", too. *sigh* -
As far as I know, the Stalker versions don't have any increased chance to critical - it's just the Scrapper versions.
Basically, I think the scaling critical chance is applied universally, and not modified by aspects of the power. It sucks for MA, but it makes sets with AoEs a lot nicer, since the chance for the AoE critical is the same as a single-target critical instead of half.
Eagle Claw used to have the 15% to critical out of hidden status (and could double critical from hidden status) but I think that changed with the Stalker buff - it's still listed, but at a 0% chance. You can still get the double critical on any Stalker attack using Placate if the out-of-hidden chance goes off while Placate's "hidden status" is active.
I haven't done thorough testing on it, though - I have nothing more to back up these statements than rumormongering and gossip (which often carries more weight than facts around here!). -
I like Fist of Annihilation, myself. Not that it's kept me going back to the MA/Regen all that often, but that's more of an issue with the people I was playing with on that server don't play at the times that I can play anymore, and I dislike soloing.
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Quote:It works pretty well as an ohnoes power in PvE, actually. I use it on my Dark/Cold Corr when things start getting to be a problem, and I've been known (before I respec'd her out of it) to Taunt and phase during RSF runs on my EM/Elec to take the initial alpha from all of the AVs on an at-the-time SO build with the phase temp from Warburg.Pine how do you use phase shift? If you drop it you still get hit with the attacks already underway so it doesn't work as an ohnoes power you might as well just run for it which works more often than not. Is it for pvp?
But with that said, when I saw Stealth/Invis/Phase my first thought was PvP (then I looked at the rest of the build).It's actually really close to the build I have for my MA/Regen, but I put FH at 35, had Combat Jumping, and still hadn't decided what to do with the last couple of power picks yet (she's only level 40 atm).
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Quote:I don't know where you got SO'd from my post - I was talking about extreme performance builds, and that at some point you hit "enough" survivability that you simply don't care if something else is better.Did you just implied that you can solo 17(that's the cap?) +4 AVs with an SOed brute? O_o
I'm pretty sure even an SOed granite tanker couldn't survive long against 17 +4 AVs...
For what it's worth, none of my Brutes can keep that many +4 AVs on them without judicious inspiration usage or outside buffs, but I was on a team with the Invuln Brute that was doing it. My EM/Elec did keep the aggro cap's worth of Deathsurges occupied during the anniversary, though (and giggling at the stone armor who kept getting drained, detoggled, and killed). -
Quote:They don't have to be, and you can make a Stalker work without AS. But there's not any reason to do so, since if you don't want to use the mechanic, why make a Stalker? It's still generally good advice, though, and I make use of it below.Well firstly I have good news for you. Assasin strike has a chance to cause aoe fear and I find it drops enough that you don't really need to worry about presence.
The glaring mistake is that you have delayed as and buildup. They are your bread and butter as a stalker and must be taken immediately at 6 and 8.
So, more notes:- Fast Healing on a Stalker should be put off - Reconstruction is far better for your survivability. I'd suggest skipping it early on and taking it if you feel you want it after you get Integration.
- Taking Recon at 4 and pushing Fast Healing back means Assassin's Blow at 6, Focus Chi at 8, Hasten at 10, and Placate at 12. You'll probably want Placate that early, since as a Regen you're going to get hit - on a defense-based Stalker I'll often put it off.
- See how you do with Reconstruction at level 16, you may find that you're doing well enough to get Integration instead (I did, and pushed DP back into the 20s). If your playstyle demands that you need the second large heal, then you can get it.
- Personally, I'd take Crane Kick earlier than Cobra Strike. I suggest moving it to 35, Eagle Claw to 32, and CK when it opens up at 26.
Edit: this was posted as I was finishing mine up...
Quote:Oh really now? You know honestly I just wanted to see what it would be like to cause fear at will. I've seen the presence pool used only once a long time ago when an S.G. mate was using it on his scrapper. It looked really fun, so again, this build is just to tool around with it. If it's that big of a no-no, I'm taking you'd suggest Soul Mastery or the Fighting Pool?
On a side note, I swapped out Combat Jumping with Moment Of Glory at level 49. I figured why am I taking Combat Jumping for a measly addition of 1% to 2% extra defense and slight maneuverability? So I broke down and went for M.O.G.
I thought about recommending MoG but would've pushed it before anything in the Presence Pool - which if you wanted to experiment with, you already had to wait until the 40s for - so I let it go. If you're changing that out (and yes, I recommend it) then you can do some more shuffling, but then you're at the whole "hey, wait... everybody makes this build" stage.
You can make the original build work, without any modifications. I just think that you may find it less fun. And since fun is subjective, you can safely ignore any or all of my advice that you don't happen to like or agree with, because what's fun for you make have me tearing my hair out (and vice versa). -
Quote:Having a SD/SS Tanker and a SS/FA Brute and doing various short stints of farming with each, I'm trying to decide whether to doubt your sanity or credibility for stating that the Brute won't be able to reach the Tanker's damage. The difference is a few points on Shield Charge where the tanker has the advantage, and the Brute hits far harder on every other attack.Again, I doubt any SO SS/SD/Mu brute is going to reach IO SD/SS/Blaze tanker damage, to use the most AoE oriented epics for each archetype.
Now, had you started talking about Elec/Shield/Blaze Scrappers, then I'd agree with you. But a Tanker?! They're capped on damage before the Brute even gets started.
As for being "tough enough"... if you can herd the aggro cap's worth of +4 AVs long enough to kill them, does it matter if someone else might be able to herd them for a longer period of time because they kill them slower? -
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Quote:Or the case where the mobs you are fighting have reasonable (ie, Tactics/Fortitude/Build Up/Rage) to-hit buffs.That's correct. The only time defense above 45% is useful is if your defense is debuffed, or if you are fighting foes that are +6 or above. +1 to +5 level bonuses and rank bonuses increase foe Accuracy, which ignores defense above 45%
Why do I say "reasonable"? Because a quartz crystal emanator offers +200% tohit, and the defense hard cap isn't even that high for most ATs. -
Quote:That's one I can't answer for you, since I'd just be guessing. I just wanted to point out that you were looking at the wrong power when you were comparing the holds for PvP stats.So, Shark Jaws and Soul storm does not Crit like other DoTs do when you use it from hide?
I'm just confused why some Patron Powers will crit from hide, while others don't.
I know on my DM/Nin Midnight Grasp's DoT is part of the Crit.
For comparison's sake, the base numbers for a Psi Blaster's attacks in PvP are:
Psi Dart: 96.92
TK Blast: 115.39
Mental Blast: 145.31
Will Domination: 151.54
A single Spirit Shark critical will hit harder than both Will Domination and Mental Blast - not accounting for procs (which the blaster will have an advantage on). -
Quote:Well, for starters, you're looking at the wrong power. You're looking at Spirit Shark Jaws, which is the hold at level 44. You should be looking at Spirit Shark, which is the blast at level 41.Can some one clue me into why Sharks are more used in PvP than Soul Storm?
Sharks:
Rech: 32
Cast: 1.87
Damage: 168.6
Soul Storm:
Rech: 32
Cast: 2.17
Damage: 180.5
For a regen. I would have to say having Shadow meld has really helped me live longer in PvP.
Spirit Shark, base level 50 damage: 154.56 + 4 ticks of 5.56 (over 3.2 sec). Critical for 154.56 from hidden. 6 second recharge. Total damage of 309.12 + 22.24 DoT (over 3.2 sec).
Soul Storm, base level 50 damage: 11 ticks of 16.41 damage (over 10 sec). No critical. Total damage of 180.46.
Which one of these would you use when you were trying to kill someone in a hurry?
Also, Spirit Shark opens up Hibernate - not that this is much of an advantage, since you need Stealth and probably want Invisibility anyway (just because it doesn't suppress when you're hit). -
As an alternative, if you prefer a more frenetic pace: Ice/Kin Corruptor.
Solo, you have up to 3 holds and a fast, brutal single target chain to make those spawns a joke. On a team you have Fulcrum Shift to make the whole game a joke.
It's not the best AoE, but it's decent and since Ice Storm and Blizzard both use the pet damage modifier so they deal the same base damage as the Blaster versions, only they have Scourge to boost that when things get hurt.
Capable of soloing AVs (because mine did with SOs) but requires a lot of work at it (you can debuff their damage fairly well, but the issue will be making yours stick). -
Quote:Corruptors get the "boss" for Soul Mastery, with the Fortunata Mistress - although her use on my fire/kin corruptor was a distraction whose sole purpose was to live long enough for Fulcrum Shift to animate, and anything after that was just a bonus.I'm going to throw my questions into this thread, since it pertains to the same topic.
I've never gotten a villain high enough to have a patron pet (I have a mastermind, but ... yeah), so I don't know anything about them.
How good are they? Which one generally the best? What is each one good at?
It looks to me that brutes/VEATs get the "minion," stalkers/corruptors get the "LT," and dominators get the "boss." Is that right? Do the health points for the pets scale accordingly?
And the only difference is the power selections available for them - they all have the same hit points. As for what are they all good at? A little added damage here or there; the Mu Mastery pet for Dominators can heal (as mentioned before in the thread), but my general feeling over them is "meh". -
Quote:I generally announce when I get on the team, "Now accepting bribes for AB!"The exception to my "don't thank buffers" rule is Emps with AB. I'm a downright butt-kisser to them, sending tells expressing my appreciation.
(then I usually just hit whomever as it recharges - but it's funny when people take that seriously and actually offer things!) -
Quote:You haven't read any of the "I hate Speed Boost" threads, or the one about why they had to re-add a prompt to Mystic Fortune buffs (currently on test), have you?Would anyone really complain if SB was exactly the same just with a much longer duration? I don't think that's the kind of "overpowered" people get jealous over.
Yes, people would complain if it was a 20 minute duration buff that cost them absolutely nothing. No, I wouldn't be one of them.
On top of it, there is a balance consideration for the devs - recharge and endurance consumption, two things that Speed Boost helps with, are limiting factors in what a character can accomplish. Slower recharge, or having to pace your attacks to prevent bottoming out on endurance, slows you down.
Given that their entire reward structure is based on how long something takes - for the merit system explicitly, and drop rates are based on kill speed - having less downtime due to constant Speed Boost is something that (IMO) they feel should take a certain amount of attention (ie, time) to maintain. -
Quote:This, but it's much easier to maintain the damage cap on a Scrapper, Blaster, Corruptor, or... well, anything, really.As has been said before, a damage capped Brute will do slightly more damage than a damage-capped Scrapper or damage-capped Blaster
Yes, there's always stacked Fulcrum Shifts, but things generally don't live long enough to provide much fodder for them when everyone's capped. -
Well, the good news is that finishing the first patron arc gets you a respec, plus any veteran respecs you have, so you don't need to worry about the trials.
I mostly went with Mu Mastery on my Elec/Nin for concept, but it's nice to have Ball Lightning as a little extra AoE and her build doesn't need Shadow Meld for easy softcapping - for general-purpose PvE Soul Mastery is probably best due to having the best DPA patron attack (Dark Blast) and Shadow Meld, which is basically MoG-lite. Spirit Shark is nice enough in PvP that the current test ladder has a limit on Stalkers due to it. And the only positive thing I can say about Mace Mastery is that the pets are cute! -
Quote:Coercive Persuasion is easy to overlook, unless you're like me and have been collecting them for /Nin Stalkers. They offer better recovery, +dam, +rech, +5% ranged defense, and turn Blinding Powder into Seeds of Confusion with a tohit debuff and longer recharge.Well, I couldn't think of any, but I am glad you could. I don't use purples normally. In fact, of all my toons with IOs, I only have one set in use with a /fa brute.
I like them on my Stalkers so much that I didn't even respec the set off of the DM/Nin when I needed a set for my Mind dominator to hit perma-dom.
To the OP: it's generally about the help from click powers having faster recharge, freeing up slots to use to get the +defense bonuses (basically, mitigating the sacrifices you made elsewhere), and (rarely) the occasional +3% hp bonus from a few sets.
No matter what your defense is, there's always that rank-and-level-modified 5% chance to hit. Whether or not it happens isn't a matter of "if" as much as "when". Killing things faster, preventing them from attacking through mezzes, or having your "oh ****" powers back earlier means that you're ready for when it does happen a lot more often, and so you're less likely to get killed. -
VEAT perception cap is 1260, Stalker stealth cap is 1143. So they can see you from 117' away if you're both capped.
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Quote:Tediously hitting the same large sack of hit points for an extended period of time doesn't equate to challenge.It's an fun Taskforce, not everything Should be easy, I do believe we should have some lvl of an Challenge.
There can be 0 risk of actually dying - and on most teams I've done a Khan TF with, that was very close to the case - and it can still be boring as heck. Think of the computer in the ITF as a comparable case, only Reichsman has more hit points and doesn't even have the benefit of going over the aggro cap to possibly worry squishies. It's not a barrier of difficulty as much as a barrier of patience. -
And if you care to have the "modifiers" for them, after the buff Dominators are scale 0.95 ranged, and scale 1.05 melee.
For comparison, Corruptors are scale 0.75 for both melee and ranged, but tend to have more AoE capability. Blasters are scale 1.125 ranged and 1.0 melee - a Dominator's melee modifier is actually higher than a Blaster's for an equivalent attack, it's just that it's not so much higher that all of the Defiance boosts won't immediately overwhelm the slight advantage the Dominator started with (kindof like Brutes and Tankers - the Tanker does more base damage, but the Brute is going to pull away from the second attack on).
They don't have Defiance and they have a lower damage cap, but they can put out some substantial damage with a saturated Soul Drain (or throw in Poisonous Ray for -resistance to get some rather silly single-target numbers). -
I found that I got tired of all of the shielding on test during open beta on my DS/Thermal, and so I went with DS/Pain so that I didn't have to worry about it. One click on World of Pain every 90 seconds, done. Besides, you're wielding a whip - you have to go with Pain just for the horrible off-colored jokes!
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Quote:In addition to the 30' range mentioned above (instead of 300'), the criticals on held or sleeping targets has a 20% chance to go off and only works in PvP currently. Given the duration of holds and sleeps in current PvP, I never even mention it as a possibility although it's still technically there. For PvE, it was replaced with the 10% + 3% scaling chance as part of the Stalker buff.2. Criticals - if you're hidden you're guaranteed to crit with single-target attacks, and have a 50% chance to crit with AoE attacks. If you're out of hide, you have a 10% chance to crit with any attack. That 10% increases by 3 points for each teammate within a 300 foot (?) range, up to a maximum of 21 points (3x7 = 21) so on a full team you'd be looking at almost a 1/3 crit rate when out of hide. Additionally, you have a chance to do critical damage when out of hide to any target that is held or slept. Very rarely, when parts of more than one of these conditions is met, an attack can crit more than once (unless they fixed that).
The double criticals can still happen, apparently when the random out-of-hidden critical percentage goes off after you Placated something for a guaranteed critical. It's really fun seeing Assassin's Strike pop up twice over something's head for the same attack. -
This is one of my favorites, although usually I BU before the Lightning Rod, then TS. The 50% critical from Hide on the AoE portion can make it a lot better than LR->AS for most spawns. My Elec/Nin also has Ball Lightning to tack on at the end to mop up all the little things so I can just placate and AS anything that had enough hit points to live.
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EM for Stalkers was nerfed in more than just the reduced critical on Total Focus and non-critical on Energy Transfer: the chance for stun on the attacks is lower than the versions of Energy Punch (10% vs 30%), Bone Smasher (30% vs 60%), and Energy Transfer (50% vs 60%) that the other ATs get.