Siolfir

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  1. To address the points:
    Everyone staying within 30' isn't an abberation on a competent team, especially with a /Kin along - everybody wants that large FS bonus, and guess what the radius is?

    Overkill exists on every AT, and you're a liar if you say you've never wasted damage on a Brute or Scrapper. Overall, I'd say Brutes probably waste the most damage.

    As for it being on a team environment or someone lagging behind - true, sometimes that happens. But you also don't need all 7 people to have the highest damage: Stalkers pass Scrappers with 5 others in range and Brutes with 6. Since the whole point was "team performance", I just went with a full team.

    The differences aren't that large: uhm, true? That's called balance. And not everything was stacked to the Stalker's advantage - the only "advantage" I was giving was assuming a competent team.

    "Competent? But not every team member is going to want to melee!" Dominators will so they get their harder hitting attacks, as will Brutes and other Stalkers. Corruptors will likely be close by for two reasons: first, to scrape off inadvertant aggro; second, to minimize time needed for a heal/rez/etc. Yes, they'll likely be a bit further back so they don't get hit with splash AoE damage, but you don't exactly need to be on top of everybody to stay within 30'.

    As mentioned previously, I'm completely ignoring hidden criticals. You may like to pretend that in your own little world that there isn't any travel time between spawns, but the rest of us deal with the game as it's coded, and outside of the AE and setting up repeated ambushes, that means time between spawns. You think I'm handwaving team competence, I think you're handwaving extra damage over what the calculations show.

    "So what? I don't believe anything you say anyway!" You don't have to. But you shouldn't be lying to everybody about Stalkers and their usefulness either. If you want to be completely frank about it, a good AoE-oriented Brute with a Kinetic along can clear a map spawned for 8 in roughly the same amount of time with or without any other teammates, so everything is irrelevant at that point and nobody ever needs to team with more than a duo at most. But for people who like teaming, and want to team on Stalkers, people who won't shut up and lie about the usefulness of Stalkers should just stop answering any questions related to them and go off in their own little world to solo to their heart's content.
  2. Quote:
    Originally Posted by Blood Spectre View Post
    I'm pretty sure when he said "buffer" he meant "/kin to make it so my stone armor guy can move"

    It's not an uncommon definition among players of Stone Armor toons
    AM has +movement.

    Besides, don't all /Stones take teleport anyway? C'mon, you know you want to see a big rock guy tele-viscerate someone!
  3. Quote:
    Originally Posted by Zanthar View Post
    So educate me. You havent given one reason why anyone would want a stalker over any other class in the game. Please. Tell me. Im actually intrested to know what it is that they bring to the table. Again not hating on them as I love the class, I put 2 to 50 and i play them often but seeing as you so handily told me Im wrong prehaps you can tell me what it is they bring and what is it they will bring after GR comes live?
    Due to the marginal usefulness that is PvE Stealth, Stalkers really only contribute one thing: damage.

    The problem with your argument is that you assume that they don't bring that, either.

    Here's an often-ignored fact for you - on a full team that has any +damage (or even just a few +damage set bonuses on the Stalker), Stalkers have the highest potential per-attack damage of any AT. Let's go with a typical scenario - roughly 110% damage through slotting and/or extra buffs, which is used for all of these ATs, and roughly 160% added on to the Brute for Fury.

    Scrapper: 1.125 (AT modifier) * 1.1 (critical rate) * (1 (base) + 1.1 (+dam)) = 2.59875
    Stalker: 1.0 * 1.31 (full team critical rate) * (1 + 1.1) = 2.751
    Brute: 0.75 * (1 + 1.1 + 1.6) = 2.775

    In this case, the Stalker is doing more damage than the Scrapper, but lags slightly behind the Brute with an average of 80% Fury. But due to how the criticals interact with +damage, +114% in damage (including slotting, set bonuses, and any additional buffs) will put the Stalker even with the Brute and anything above that puts them ahead. Unlike Scrappers, Stalkers stay ahead of Brutes, even once they both hit the damage cap.

    Scrapper: 1.125 * 1.1 * 5 (capped damage) = 6.1875
    Brute: 0.75 * 8.5 = 6.375
    Stalker: 1.0 * 1.31 * 5 = 6.55

    Yes, this higher critical rate - which you conveniently ignored - is what makes Stalkers more viable than Scrappers. These numbers are also completely ignoring the guaranteed criticals out of hidden status.

    As for survivability, I haven't noticed any particular issues, but I tend to play defense sets and those are the only ones that I have at high level. That also lets me get off mid-spawn Assassin's Strikes, which is something else you just handwaved off (although for some sets it's a low DPA attack, for most it's middle of the pack or slightly above average - also ignoring the critical, which makes it an outright silly DPA attack). I do have a Regen and a Willpower on Guardian that I haven't gotten up high enough to really have fully slotted on anything, but even those are doing fairly well. The demoralize aspect of Assassin's Strike really helps - and if you really just don't want to deal with anything look at Shadow Meld, which is available to any Stalker. The first-strike aspect also helps, and I find myself dying far less on Stalkers than on Scrappers simply because I can pick and choose which mob I don't want to have to deal with through use of Assassin's Strike and/or Placate. It's all anecdotal and based on playstyle, though; the numbers will only tell you that they have fewer hit points and thus are "less survivable" because you can't quantify the effects of their first strike capability combined with Placate.

    What often gives the impression of "squishy Stalkers" are the noobs who take one with just Hide into a large crowd, Assassin's Strike something to kill it off (no demoralize), and then take the alpha from everything else. You never remember the Stalker that vaporizes the spawn in 6 seconds, but never forget the one that dies in 3...

    Now before the Stalker buff, the case could be made (and often was, when talking about why they needed a buff) that they didn't do anything better than anyone else (except pick off complete noobs in PvP). Afterwards, though? Not so much. Brutes will still do more damage with a full Fury bar on small-mid-sized teams, and definately have the edge in survivability, but they're pace-dependent.
  4. Quote:
    Originally Posted by MightyIsis View Post
    For our first Thursday (3 September), please meet us at the Arena Kiosks in Pocket D. We’ll start off with a FFA battle to warm everyone up, then we’ll run a few rounds of Kickball.

    For those of you who haven’t played Kickball before, its just like the kickball you played as a kid….. except there are no balls and each team is trying to kill the other one.
    Wait... that last part is supposed to be different compared to how we played as kids?

    Unfortunately, I have classes on Tuesday and Thursday nights and won't be able to make it, so I'll just cheer everybody on:
  5. Quote:
    Originally Posted by Succulent_Abyss View Post
    Wow with that composition I'm kinda feeling that I have to make a brute. . . argh and we don't even have any buffers at all.
    3 Dominators and 1 MM... I don't know that a Brute is needed, but you can certainly feel free to make one. Or just make what you want to play and let the mobs try to kill each other or some disposable pets when they're not just flopping on their backs or standing there doing statue impersonations.

    As for buffing... gather for AM?
  6. Congratulations! You get the "blind regurgitation award" of the day!

    All in all I think you managed to hit all of the "Stalkers are useless" stereotypes that haven't been true since day one and are less true now. With attitudes like this being spread around, while ignoring tiny little things like facts in order to make a case, I can't imagine why you'd think that Stalkers will have a hard time getting teams.

    You're welcome to have the opinion that Stalkers are worthless on teams, but you may want to at least base it on something more than "I read it on the internet so it must be true" if you expect anyone to take you seriously on it. The only point you mentioned that's still true after the Stalker buff is that Stealth is irrelevant on teams.
  7. I've been above 90% Fury on the combat attributes monitor a couple of times, but it always drops back down too quickly to get more than one or two hits off and almost always due to being at the aggro cap. The only times I've ever seen 100% were when Patron attacks (and Power Sink) were bugged to spike your Fury bar to the cap.

    And I really don't see a problem with it working that way. I also agree with Clouded: the last thing that Brutes want is for Castle to be taking a look at them in terms of balance.
  8. Quote:
    Originally Posted by Atheism View Post
    The brute that I do have is tough and only because she's a Granite. I don't roll any other secondary because I find it too squishy.

    And I highly doubt your brutes can handle what my tanks can.
    If you find Granite to be the only armor that's not "too squishy", I highly doubt your tanks can handle what my Stalkers can.
  9. Speaking of which, does anyone else look at the power list for Earth Assault and go "ooooooo"?

    Too bad they didn't include the Domination boost for Seismic Smash... I guess I'll just have to use Power Boost instead if having the short-animation mag 4 hold won't last long enough to make it to the next hold from my primary...

    And the new AS for Martial Arts is drool-worthy.
  10. Quote:
    Originally Posted by Toony View Post
    I have not heard this ANYWHERE.
    I'll have to see if I can find it, but there was some dev hype post about how it would provide new end-game challenges that surpass "anything that's in the game now", or some such. I'll edit in a link if/when I find it.

    Okay, found it - but I needed to go to a secondhand source since TenTonHammer's page that had the full interview kept crashing on me.

    Quote:
    Ten Ton Hammer: Are you talking about Going Rogue at all?

    Matt: When it's done, it's done. There's going to be a pre-order and a
    closed beta for the game. We're treating it as a full on release. If
    you pre-order the game, you'll get into the beta guaranteed.

    There will also be a ton of new low level content coming into the game
    for people that are making new low level characters. We're also
    working on the "Going Rogue" system, so you can switch sides, and
    there's going to be brand new level 50 content that is the *hardest*
    stuff we've ever put into the game.
    From here.
  11. Quote:
    Originally Posted by Blood Spectre View Post
    Play whatever one grabs your interest most. I'm thinking that it'll be light RP at the most, basically just a gang of super criminals cooperating for profit.

    We do need some aggro management from the looks of it, but play whatever you like.
    Wait, the Stalker isn't aggro management? There's a /Rad on the team so Fallout and Mutation work well after the alpha!

    As for playing whichever - with light RP at best it should be an issue, and wildly different attitudes between characters simply means that there can be some byplay between characters as they react differently. Or want to strangle each other. Or whatever.

    As for me, I'm still waiting until there's a more definitive list, so I can come up with something that won't cause problems when I'm there, but won't be critical when I'm not.
  12. So, to update then...

    1) Blood Spectre, Baleful Basilisk, Technology, Archery/Trick Arrow Corruptor

    2) Golgothen, Scintillation Sin, Archery/Radiation Emission Corruptor

    3) CalebLancaster, Blood Speedster, Martial Arts/Regeneration Stalker

    4) Rock Crag, name unknown, Claws/?? Brute (if subscription is still active)

    5) Casual Player, name unknown, undecided

    6) Sign up!

    7) You know you want to!

    8) Do eet!

    Randomly showing up to harass you all: Siolfir, unknown AT (based on team construction).
  13. Quote:
    Originally Posted by Arbiter_Morrison View Post
    i ran the second run as Enervating Flame and hit level 46 and am about 4 bars from 47
    Well, then, in the death throes of its existence, let me be the first to pester, "Bridge?"

    Grats on your soon-to-be-50, and grats to everybody who took part in all of these runs.
  14. I'd like to throw my name in as a "maybe" - I don't know what my class schedule is going to be until the week before the schedule starts, and it changes every month. I'll try to keep up with the group based on progress shown in the thread so I'm not behind when I can show up, though.

    As for what? I was waiting to see what everybody else is going to bring, to try to mesh in a little easier. Currently I'm debating actually playing Spines, now that you can get rid of the fugly bananas.
  15. Quote:
    Originally Posted by FourSpeed View Post
    As a player who runs his stalker solo 100%, I have to disagree with the bolded
    part completely.

    Placate is a critically vital part of the build. In fact, it's more helpful
    *for* the solo player than the teamed player imho.

    Two key ways in which it is pure awesome sauce for the soloist:

    1> Against a Boss, BU -> AS, 2nd, 3rd Attacks, Placate -> AS = Dead Boss

    2> Against a group of 3 LTs/Minions... AS #1 (it's now a group of two - it
    may require the 2nd attack in your chain for Lt's).

    Placate #3, and scrap #2. I can (90%+ of the time) take out #2 before #3
    recovers from placate - mitigating it's attacks entirely.

    In the case of minions, I can usually take out #2 and AS #3 before the
    Placate wears off.

    I'm not sure how you're approaching it, but Placate makes both of those
    styles work reliably, nearly every time...

    I'm unclear how you think "useless" describes Placate for a solo stalker.


    Regards,
    4
    In addition:
    *Placating a single Rikti drone to get off an AS in that spawn (multiple drones are still a problem).
    *Placating the mob watching the glowie if you don't feel like killing the spawn.
    *Killing that annoying Sapper next to the Gunslinger boss, where you really want to get off that hidden AS again but really don't want the minion shooting.

    It's not useless solo, just because the spawn sizes are generally so small that you're reducing the number of incoming attacks by anywhere from 25%-100%.
  16. Quote:
    Originally Posted by Sardan View Post
    Oh and since you have experience in other MMOs, don't make the mistake of thinking support has to be in the form of healers.
    Especially on anything Willpower. With the regeneration you get from Rise to the Challenge and layered combination of middling levels of defense and resistance, any +def or +res buff is better than having a healer along. Who needs a heal when you're regenerating 110+ hp/sec?
  17. There really isn't a "best" way to use Assassin's Strike, due to the variety of situations you'll find yourself in and the varying power combinations.

    As for whether or not it's worth using in an attack chain, that's dependent on your secondary - high defense means you can get away with it, and I frequently use it as an extra single target attack on my Elec/Nin - and what other powers you have available in your primary. For Energy Melee, for example, it's hardly worth bothering with unless you're hidden for the extra critical. Throwing out Stun, it's the worst non-critical DPA in the set. For Spines and Dual Blades, though, it's ranked third.

    With resistance/healing based secondaries, I tend to only use it in the beginning of a fight, or after a Placate if nothing else is looking at me. You can also time it between attacks of enemies, since the interrupt time is two seconds and most mobs don't have attacks available that frequently.

    You can't even state that it's always the best attack to use from Hide - oftentimes you'd rather have that chance to critical with an AoE if there are a lot of minions and picking one off isn't going to make much difference.

    If this isn't very helpful then I apologize, but like I said, there are so many permutations that coming up with a "best way" that works in all of the scenarios isn't something easily done. You just need to develop a feel for it, and that comes from experience and trying it at different points. Even with the relatively low DPA compared to the other attacks in EM, it can still be better than Bone Smasher or Energy Punch if it would kill off the mob you're attacking with it, since then you can use those attacks on the next mob instead of using both of them on a mob that it would kill.

    From the other thread you asked about with Stalker questions, I saw you had an EM/SR - in which case I'd say use it at the beginning of a fight, after Placate, and as needed during the fight only if other attacks aren't recharged which would do the job faster. Once your defenses are slotted up you shouldn't have trouble getting it off during combat, but it's not the best attack to use unless you're coming from hidden status.
  18. Quote:
    Originally Posted by Not_Epsilon View Post
    Clarification: Stalkers are less survivable due to the lower HP, damage mod and lower resistance cap. However, due to placate, when soloing it is very possible to consider the two even in those terms, however in groups, the survivability difference is noticable.
    I won't try to argue and convince you one way or the other because I don't know what experiences you're talking about, but I will just say that I personally have never noticed any particular survivability problems, either teamed or solo. There are a few mitigating factors, though: the build is much tighter and doesn't develop until later, which could lead to differences based on the context of the discussion (ie, what levels are you comparing?), and I don't play resistance sets on Stalkers (also, the resistance cap is identical for Scrappers and Stalkers at 75%).

    In my mind they break roughly even, and if you only notice the issues while on a team then you're doing more damage than the Scrapper due to a higher critical rate, plus you have teammates which help you to stay alive through the higher amounts of aggro (and it's really easy to "scrape off" aggro by fighting near a Brute and letting damage/taunt auras and/or AoEs pull them off of you).
  19. Siolfir

    Brute? MEH!

    Quote:
    Originally Posted by Fulmens View Post
    Dear Devs: Please make Brutes clearly and visibly better than every other AT in the game.
    /signed
  20. If you play in first person view and like herding just to view the cleavage... you might be an AE baby.

    If you're on the last mission of the Barracuda Strike Farm- uh, Force and are reminded of those fond moments while levelling... you might be an AE baby.

    If you think that farming all level 54 bosses is the best xp in the game... you fail at math (and might be an AE baby).

    If you read through this thread and go "what the problem with that?"... you might be an AE baby.
  21. Quote:
    Originally Posted by VixenHealer View Post
    When: Saturday August 22, 2009

    Early Bird:::930AM EST 630AM PST run

    1: Aurora Vixen: kin/ice fender or Mighty Aphrodite ice/kin troller
    2: Busta Move: ice/ice tank
    3: Blu: fire/fire blaster
    4: Mr.Ultimate ice/storm
    5: Kay ---what ever is needed
    6:
    7:
    8:
    Reserves: Hericane, Armeros, Jack Power, Hell Bob, Toonies


    Sunset Cruise:::930PM EST 630PM PST run

    1: Nefarious Paramour ice/thermal cor.
    2: Arbiter Morrison fire/rad troller
    3: Smelly1 Ice tank or fire/kin
    4: SiolFir
    5: Conundrum
    6:
    7:
    8:
    Reserves: Kheldarn

    When you sign up in the forum, please include your AT with your primary & secondary.
    ?

    I signed up for the morning run since I wasn't sure what my evening was going to look like.

    You can put me in as a possibility for the evening, though - I'll be bringing Scorching Hot, a (currently) level 41 Fire/Fire/Flame Blaster for the 930a run.
  22. Quote:
    Originally Posted by Fusion_7 View Post
    So, to make this simple, what would be the best to combine with my "Hide" to max it out, "Stealth" or "Superior Invisibility"? I appreciate the nice numbers but not sure what you mean when you say 150' unless you mean 150%? I would also want to know where to view that stat 150' to know when I am maxed out on Hide? Would it be in the power section when it breaks down the percentages for each power set or would it be found somewhere else? Thanks much
    Here is the Paragonwiki link explaining how Perception and Stealth interact, and contains the levels of perception that you need for the various different mob types.

    To view your current level of stealth, click on Powers on that tray, then Combat Attributes, and expand the Base section. Stealth Radius (PvE) and Stealth Radius (PvP) are the two attributes that you want to look at to view your current level of stealth.

    A mob's Perception (base numbers shown in link) is reduced by your Stealth Radius (PvE). A player's Perception (base of 500, modified by additional powers) is reduced by your Stealth Radius (PvP). The (perception - stealth) is the distance that the mob or player can see you at. If this number is 0 or less, the mob will never see you until you attack.

    Long story short, what to stack with Hide:
    PvE: nothing, because it just doesn't matter - anything that can see you with it up will see you at the 300' PvE cap for Stalkers.

    PvP: Hide + Stealth + Stealth IO will allow you to attack while at the stealth cap (1189' of PvP stealth, capped to 1143').
  23. Siolfir

    City of Rewards

    Quote:
    Originally Posted by Adeon_Hawkwood View Post
    A boss gives approximately 3 times the experience of LTs so to get the same XP/minute you'd have to kill the LTs three times faster. Now the way the farms are setup the bosses spawn in basically the same quantity as LTs or minions would and with a good team you can tear through bosses extremely quickly with few, if any, deaths. Now it's important to stress that this is much more team dependent than most of the content in the game but with the right team you are maximizing XP/minute (at least from what I can see). While I dislike running boss farms it's interesting to note that it is a place where player skill does matter. For example a player who misuses knockback can wipe a team and the difference between an ok tank and a excellent tank is significantly more noticeable than normal.
    A boss has slightly over 3x the hp of a Lt, so if you're doing the same rate of damage, you'll kill the Lt farm faster, with less risk, for the same exp per unit time (although less per individual run).
  24. Just use it and if it hits a second (or third, fourth, or fifth) mob be happy.

    If you're building a DPS attack chain, then you'd want to go in order of the highest damage per second of activation and chain those together; that's just common sense, right?

    Jacob's Ladder is higher DPA than either Charged Brawl or Havoc Punch, even to a single target.

    Converting Lightning Rod to a Brute's damage scalar (since it uses the pet damage modifier), the order is:
    Lightning Rod (scale 3.2*, adj. animation 2.772, DS/sec 1.15)
    Chain Induction (scale 1.32, adj. animation 1.188, DS/sec 1.11)
    Jacob's Ladder (scale 1.5, adj. animation 1.848, DS/sec 0.812)
    Charged Brawl (scale 0.84, adj. animation 1.056, DS/sec 0.795)
    Havoc Punch (scale 1.32, adj. animation 1.716, DS/sec 0.769)
    Thunder Strike (scale 1.96**, adj. animation 3.432, DS/sec 0.571)

    * - counting all 3 ticks of damage, so 3' radius area; also caps at +300% damage.
    ** - only to single target, splash damage is scale 0.96.

    Now, you can shuffle around some to line up the cone better, but even if it only hits one target it's still a "better attack" than most anything else you could use.