Smiling_Joe

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  1. /Signed! A thousand times, /signed!
  2. Quote:
    Originally Posted by Siolfir View Post
    I think the highlighted portion shows the response to pretty much every suggestion made so far, which just leaves one question for balance purposes:

    So, when do Scrappers get pie, then?

    /signed. I also would like to know when Scrappers get pie.


    <.<
    >.>
  3. Smiling_Joe

    Warshade duo.

    Quote:
    Originally Posted by Dechs Kaison View Post
    Ooooh ooooh! I did not think of this, but it would be pretty damned incredible.

    Double Eclipse can bottom out enemy endurance.

    Six fluffy pets flinging purple doom.

    EVERYTHING will fight you at the -recharge cap.

    Stuns abound.

    Double Freaking Gravity Well.

    You both get a little bit of -rech resistance from each other.

    Bonus points if one of you goes Human and the other goes Tri-Form.

    Or you could do some really cool concept thing where one of you is the human/dwarf and the other is nova/human. That could be neat.
    Back in the day when we were growing our warshades, my wife and I used to run full teams every night (before the days of the newly flexible difficulty) with our warshades on point. The other players generally ended up spectators.

    She would teleport in in dwarf a split second before I teleported in in human form. She'd mire in dwarf and I'd mire in human. We'd both switch and I'd mire in dwarf while she mired in human (again, before the changes to dwarf mire made it shorter) and we'd just rock the house. Stygian/Essence on to the next spawn before the team had a chance to follow up the alpha.

    Not a bad thought at all, those duoing warshades.
  4. Smiling_Joe

    Warshade duo.

    Can't believe Dechs didn't say a Dark/Dark Tanker.

    Don't forget that scrappers and brutes can add to your own damage output.

    For my part I'd say consider a Fire/Dark Brute or Scrapper. It will add to her damage and the stuns/fears from dark armor will stack with hers. Fire's AoE will help you compete with her fluffies and mires.

    Although - as much as I'm enjoying my own Fire/Dark, may I also suggest flipping it around and rolling with a Dark/Fire Scrapper? Two End recovery powers, two heals, two build up powers, and a recently boosted aoe high damage attack in your secondary will help alleviate some of the double mire/stygian circle envy you'll have, and the recent changes to burn are.. face-meltingly good. My Dark/Fire scrap has come off the shelf lately and runs great with my wife's warshade. Fiery Embrace+Soul Drain+Burn = dead spawn.
  5. Quote:
    Originally Posted by _Pine_ View Post
    The temp has no enhanceable accuracy (Smoke Flash does have a to hit check to see if it placates). I like the whole AS -> Smoke Flash if I am in a large mob, all by myself. The placate lasts a long time, so it lets you pick off some of the tougher mobs first.
    Just to reiterate for the O.P. SmokeFlash doesn't return you to hidden status, so you'll be picking off those tougher mobs without the benefit of a guaranteed critical. In fact, it breaks hide, so if you were to use it before the AS you would have wasted your critical.

    Smoke Flash is designed to do little more than drop aggro to get you out of a tight spot. IMHO there are better powers to use if you want to stay and keep fighting.

    I've found Caltrops to be a much better choice for the use you're describing. Thrown at your feet just after the AS, it works with your defenses to all but eliminate incoming damage. Slotted with two slows and damage procs, it can also take out minions for you while you work on those harder targets.

    Can Smoke Flash do that?
  6. Quote:
    Originally Posted by Samuel_Tow View Post
    At least try the power. It's very useful, unless you prefer to scrap on your Stalkers a lot.
    This. I personally have a history of despising the power; for my playstyle its usefulness is limited, and when I found out it broke hide I promptly dropped it from my build.

    Test Rat, if he reads this, will chime in and tell you it's great for mitigating ambushes, and he's got a good point. Me? I use waterspout for that. When I19 rolls in with inherent fitness, I *might* try it out again, but I don't expect my opinion to change.

    But I'll always come down in favor of trying out a power and judging for yourself.
  7. Smiling_Joe

    Merc suggestions

    Merc/Storm is pretty fun. Steamy Mist gives a little extra defense/resist to your guys, O2 Boost syncs well with the Medic.

    Hurricane keeps the melee enemies at range while [sarcasm]at least halfof your pets stay at range maybe and blast![/sarcasm] The resist debuffs from ice storm also help to bring up their damage potential.

    I've found it very fun! One thing that helps me when I'm soloing those big cavern maps in oroborous and some of the more difficult to move around in warehouse maps is taking flight/group fly and tactics. Tactics plus supremacy+the defense debuffs from both the rifle fire and the storm powers keep the accuracy penalties to a minimum, and you'll never have to worry again about fitting all your pets on those tiny tiny ledges and awkward spiral stair entries.

    EDIT -- SOLO is the key word in the above suggestion about group fly. Teams? Not so much.
  8. Quote:
    Originally Posted by MechaCrash View Post
    Sticking a Lady Gray in the Soldiers and Spec Ops is a good idea, but sticking an Achilles Heel in both is not. The proc does not stack, no matter where it comes from, so having it in more than one power is kind of a waste. My understanding is that when the Achilles proc goes off, it grants the target an auto power that gives -20% resist, and it can only have one copy of this power at a time. I'd just give one to the Soldiers and use the slot on Spec Ops for something else.
    I've never understood this line of thought. It doesn't stack, but then it's also a very short duration debuff (5 seconds?) with a small chance of going off. So what if I have it slotted in both spec ops and mercenaries? The odds of both procing the debuff at the same time are slim to none, but isn't slotting it in both increasing the odds of it going off at all?

    It's like slotting a Gaussian's chance for buildup in Tactics and being upset that it goes off in Wentworths - the fact that it procc'd at an inconvenient or less than optimal time doesn't reduce its odds of going off when you need it. Same goes for Achilles' Heel IMHO - slotting it into two powers doesn't necessarily mean that both will fire simultaneously, and it certainly doesn't decrease the odds that it will fire at all.

    But it does increase the odds of getting a single buff.
  9. Smiling_Joe

    DM/SM Question

    Quote:
    Originally Posted by ZaurenXT View Post
    I'm going to respec in the near future, and am mostly curious on slotting. What should be at what for level 36 to 38? Also, Dark Maul seems to be used a lot less often... with Midnight Grasp fully enhanced, I tend to go something like smite-midnight-smite-siphon-shadow punch with Hasten up. Shadow Maul is only to hit two or three things. Is it worth it DPS wise if it's not single target?
    I actually ended up dropping shadow maul on my DM/Regen, but with the Fitness Pool going inherent in I19 I might have to pick it up again. The optimal attack chain for DM is smite->MG->smite->Siphon Life, provided you have enough recharge. Your attack chain is nothing to sneeze at, though - looks a lot like mine.

    On your respec you might look to getting six slots in each of your single target attacks so you can start working towards getting some positional defense IO set bonuses in there from Touch of Death and/or Mako's Bite. Shadow Maul, Dark Consumption and Soul Drain are perfect places to slot six Obliterations each for an extra 11.25 melee defense if you slot all three powers. Touch of Death will give you some ranged defense and you can slot your defense powers with Red Fortune for additional ranged defense.

    Try to pick up combat jumping, tough and weave for extra toughness and defense, and aid self is also good if you can fit it in.

    Basically, if you can use sets and extra defense powers to push your positional defenses to at least 45% then nothing will ever touch you, making the soul drain/shield charge combo ridiculously easy to pull off.

    Check the guide in my signature for some really good siphon life slotting advice from some of the best names in scrapperdom. (Note that I'm not including myself in that)

    Now, having said all that about getting six slots in your attacks and softcapped defenses, consider that a long-term goal.

    You're probably going to be happier putting at least a couple slots in Shield Charge, because it's all that and a bag of whoopass. Plus, three complete sets of obliterations will likely take until you're fifty to complete, so there's no hurry there, either.

    If you hang out on the scrapper forums long enough you'll see at least four or five threads with DM/Shield builds. Look in particular for threads started by Santorican - he's been getting advice on his DM/Shield recently. Any build of his would serve you well.
  10. Quote:
    Originally Posted by Timeshadow View Post
    Also, as has already been said, if you're exemplared down to 15 then you'll have access to Dwarf as well. But you'll be limited to the base slots that come with all of its powers.
    If he uses the respec bug to pre-slot dwarf and nova (and I recommend this heartily) this isn't necessarily true.
  11. Keep in mind that at 15 you'll also have access to dwarf, provided you take it at 20, under the current exemplaring rules.

    I'd probably go Peacebringer for the best all around damage and survivability, but since you can get dwarf then the temptation of double mires might be too great.
  12. Really? Now that's something I should know, but for some reason didn't. Makes perfect sense, though. Doh.

    So, yeah. Slots run 0-9
  13. Yeah - this bind isn't working. A simpler way to do it with one key combination is to put your black dwarf step and your shadow step powers in slot 10 of their respective trays.

    The bind would then look like this:

    /bind shift+lbutton powexec_slot 10

    Since you'll be switching trays with forms, then you'll always be assured that whatever power that is in slot 10 will be the one activated, regardless of which tray you've got active (in the bottom position). Since you've put the teleport powers in slot ten in their respective trays, you'll have no conflicts.

    Another way to do it is to rebind shift+lbutton in your form switching binds. Looks like this:

    /bind [key] "powexec_toggleoff black dwarf$$powexec_toggleoff dark nova$$goto_tray 1$$bind lshift+lbutton shadow step"

    /bind [key] "powexec_toggleon black dwarf$$goto_tray 8$$bind lshift_lbutton black dwarf step"

    Hope that helps - I've got several sections of the main post to edit with disclaimers, now.
  14. Quote:
    Originally Posted by Leo_G View Post
    And it'd favor Rogue sets, specifically Ninjutsu (and its toys) and Dark Armor (Feared/stunned foes can't attack). SR would have no means to stop foes from dropping them out of hide and poor Regen wouldn't even be able to get off AS mid combat if an attack will suppress hide 100%.
    Yes, the point about Ninjitsu is a good one. However, remember that when hide is unsupressed your dark armor toggles are supressed, making you vulnerable once again to aoe attacks, as you earlier pointed out. (another good point)

    Caltrops and blinding powder, on the other hand, would slow down the attacks considerably.

    This is part of the reason I wondered if a balancing factor might be that attacks that "hit" wouldn't suppress hide. After all, if you miss, you suppress hide now, so being accurate would be rewarded.

    Quote:
    That said, I'm not saying the idea is *bad*, it's just not well thought out. With other changes, you could make such a suggestion work. But then you have to discuss if it would still feel like a Stalker and if the amount of change alienates current players/playstyles or not.
    Agreed. It would definitely need to be fleshed out a good deal more, but then I think it's a discussion that's worth having.
  15. Quote:
    Originally Posted by Leo_G View Post
    Well, I'm not. Particularly, because it has been mentioned before that the game cannot distinguish if you're targeted or not. There is no 'you are being targeted' tag so that really just shoots the whole idea in the head.
    I don't think he means being targeted - he means being attacked. Being targeted is different than being attacked. In other words, if they attack and miss, then hide supresses. Since a roll is made to determine whether you're hit or not, that could well be something that can be flagged.

    Quote:
    Besides that, I'd hate how it'd favor certain sets (specifically Ninjutsu). And any request that makes my burst damage less bursty (that is, lowering my crit damage) I'm against. If anything, I want my attacks to crit for *more*.
    How would it favor ninjitsu? If just being targeted drops hide, then the only factor is stealth. Or do you mean that if targeting can't be a factor then it would default to being hit?

    I'd be against that too.

    Quote:
    Oh, and I don't think it'd work like you're imagining, Joe. Once you pop off an attack, the moment you draw the foe's attention, your hide drops. So it wouldn't so much be "Hey Joe, where's Tom? He was here a second ago...Joe?" because the instant you attack Tom, he'd turn to hit you. Even sometimes on 1-hit kills, the foe may try and get a brawl (that does no damage) off before flopping to the ground. Oh, and did we mention how aggro accumulates on teams? If your team is fighting and you happen to be around but doing nothing? Yeah, sometimes mobs will turn and hit the invisible guy. That's why you can't dolly around with your AS on teams.
    I was thinking specifically of wandering mobs, not mobs standing right next to each other. I've seen /EA brutes take out two or three mobs to a spawn without aggroing the boss and lt's. And the context was a team context. Ideally, you'd be better served to let the heavy grab the aggro and then work your way in from the edges because the spawn is taunted, whereas before a stalker (not me) might try to beat the heavy to the boss to get first strike.
  16. Quote:
    Originally Posted by Leo_G View Post
    If we're talking about flowery metaphors for placate, lets not ignore how imperfect it is. You talk about an 'artfully wielded scalpel' and how much control it gives our damage but forget it's cludged into a power that drops aggro onto others. The 'scalpel' part you seem to be talking about is the damage, not the aggro, which I'd agree. If you mean control over aggro, then Placate is a very imperfect and clunky tool for that.
    This, right here, is what I'm on about. I do mean controlling damage. Turning it into an AoE doesn't increase that control. The reason originally stated for the change was survival - or, as you put it, controlling aggro - and you are quite right to say that it is an imperfect and clunky tool for that.

    I'm not forgetting that it's cludged into an aggro-dropping power, I'm pointing that out.

    About all the suggestion to make it an AoE power does is increase that kludginess by trying to shoehorn it into a role other than one for which it was best suited.

    And I'm FOR the two-layered hide suggestion. Why? Because you're not picking up aggro in the first place. If you pick it up, your teammates could take cue from you and begin targeting their debuffs and blasts through you. Then if you drop it that aggro goes to someone who might not be aware that it's coming their way until too late.
  17. Jib one thing you might be seeing in terms of low damage is mob resistance to the smashing component of the White Dwarf's damage. You might try is slotting an Achilles' Heel chance for -Res inn White Dwarf Smite and White Dwarf Flare. I've noticed a difference.
  18. Quote:
    Originally Posted by Shred_Monkey View Post
    I think it's nearly unanimous that where stalkers are lacking is contributing to large teams. They have burst damage (but not great sustained damage) and they have low AoE. They can't tank (reletively speaking) and they don't have controls, buff, or debuffs.

    That said, what conceptually they should is massive single target damage. So how do we make that into something that has them contribute to teams without destabilising everything else. They tried adding more criticals on a team, but I think that fall short. My proposal is simple. Go all the way with that concept. 100% critical out of hide... AND attacking doesn't break hide. Being the target of an attack breaks hide, but if you don't pick up any agro, you continue to string criticals non-stop. Placate is a power you use to shed agro and begin to crit again. Solo play would be essentually the same as now, but team play would be more about staying in a hidden state so you can maximize your damage output. At most you'd double your damage output from the current state... which in comparison with having AoEs vs Single Target I don't think the increase in damage would be too great. If it is, then keep this same mechanic and tweak down the critical damage amount of the powers (80% crit damage instead of 100 for example).
    So being targeted for attack breaks hide, vise getting hit, and attacking doesn't break hide at all....

    ...I like it, so far, but I'm gonna have to chew the cud on this one a bit before forming an opinion one way or the other.

    Hide being up while you have no aggro means that on teams with heavy aggro management you would be sawing through minions like a chain saw. Yeah, I can see how reducing the crit damage might be necessary.

    On the other hand, other limiting qualifiers might work just as well. For example, an attack could be required to hit its target for it not to break hide, meaning that if you miss, you're exposed.

    I can see this completely changing the way stalkers play on teams. Instead of running in to take out the boss, a stalker might be better served to chew through the outskirts of a mob first. That could be ....interesting in the best of ways. (Council Adjutant: Hey Joe, what happened to Tom? He was there a minute ago. Joe? JOE?!)

    One thing, though: how would stacking stealth work with this? If I combine a Stealth IO , Stealth from the Concealment Pool, and Super Speed, am I increasing my damage potential in game-breaking ways?

    You know what, I like this. It's simple, it's tactical, it doesn't give a blanket damage buff or random bursts of dps, and it's thematic. It would need some careful balancing, but what suggestion wouldn't?

    Okay, I'm sold!
  19. Quote:
    Originally Posted by Leo_G
    But in the general sense, Stalkers just aren't good at sharing aggro to begin with. That was the main point I was trying to make with an AoE placate. It'd have its downfalls but not many more than a ST placate (the only real one being the above stated).
    And if a stalker's not going to keep that much aggro to begin with then what's the point of having placate be AoE? The original reason stated was survival, and I'm not seeing that as a problem. The downsides, regardless of how much they can be downplayed, still outweigh the small benefit you do gain.

    Quote:
    Originally Posted by Leo_G View Post
    I don't see it.
    That much is clear. Let me break my point of view down:

    Quote:
    An AoE placate is still an artfully wielded scalpel, it just has a wider range. In any situation you could use a ST placate, you can use a targeted AoE one.
    It's a pretty obvious point to make that an AoE power can affect a single target just as effectively as a Single Target power can affect the same target. So what? No one is saying that making Placate AoE will diminish its effectiveness on a single target. Not sure where you got that notion.

    And a scalpel cuts nothing but what it is intended to cut. So yeah, placate as an aoe does in fact mean it's no longer being wielded as a scalpel.


    Quote:
    For what a Stalker wants to do (eliminate unsuspecting targets with high bursts of damage), that placate suddenly perplexes foes near the initial target doesn't somehow make the power clunky. For what you need to do, you don't need aggro to do it so having less aggro doesn't make it any less of a power.
    Again, no one is saying that it won't be as effective on a single target if it's AoE. It's auto-hit, for crying out loud. What I've been saying is that it is counter-productive to the goal of making stalkers more appealing to teams for a stalker to have less aggro at the expense of other teammates.

    And making it AoE doesn't really do anything to improve the power that much. I don't need to have every foe within a certain radius to be placated after the alpha - I have a whole secondary to mitigate that.

    Never mind the fact that any hate you generate by assassin striking a boss or lt will land anyway because they will have been activated before you can get the placate off.

    So the improvement would be minimal, and would come at the expense of creating more potential chaos for teamed stalkers and quite probably making them LESS desirable for teams that want everyone to take their share of the aggro.

    Adding an autohit AoE aggro mitigator to a single target damage specialist would guarantee that everyone else on the team is going to take more aggro with a stalker on the team than without.

    I guess that's my main problem with it: it's a largely unnecessary change with a small impact on survival that also carries risk for your teammates.

    EDIT - and yes, I'll certainly concede that an AoE placate would be very powerful for solo stalkers. But then stalkers really don't need any help soloing.
  20. Quote:
    Originally Posted by Doom_Saint View Post
    I agree, stalkers would benefit greatly from an aoe placate, but in defense, I think that anyone who can't handle ONE lieutenant on their own should re-evaluate their gaming abilities.
    You're really missing the point. Stalkers are about controlled damage. The ability to control your burst damage is what makes a stalker unique, but that ability goes hand in hand with being able to control your battles.

    An AoE placate removes that control from one of your most essential tools, turning an artfully wielded scalpel into a ten pound sledge hammer.

    And the entire concept of not being able to survive the alpha after an AS on a team without it dismisses the entire concept of a secondary. Remember, this power is in the primary sets. It can be used for mitigation - but its primary use is to enable you to get another critical on a target of your choosing. Making it aoe doesn't improve its offensive capabilities one bit, unless you're counting the ability for some sets to suddenly have a fifty percent chance to critical on multiple targets a good improvement. Since it comes at the expense of potentially losing their aggro to a failed accuracy check on the part of your aoe attack, I don't.
  21. Quote:
    Originally Posted by Leo_G View Post
    Clarification: "Whatever you're fighting you're aggroing" is a simplified definition of the 'shared aggro tactic'. On a team that is relying on shared aggro, your share is to divert the attention of a portion of the enemy away from other teammembers. Nothing to do with aggro or threat ratios. It's simply your goal to soak up your share of attention. Pulling out the threat equation is delving *far* too deep into the discussion considering damage (without taunt) will pull aggro easier than debuff powers (without taunt). But if the point of bringing it up is to debate that using an attack isn't enough to turn that Lt away from the squishy, that is what mitigation powers are for. Even when placated, these powers still nullify the target.
    And if you're responsibility in a shared aggro tactic is to soak up your share of the aggro, an AoE placate sort of works counter to that philosophy, don't you think? If you're placating every mob that's aggroed to you in order to get a guaranteed critical on a single mob, then aren't you acting irresponsibly?

    And yes, the argument could be made that an aoe placate could be followed up with an aoe attack, but (1)not every stalker primary set has AoE capability, while an AoE placate would affect every set, and (2) let's remember why this was first asked for in this thread:

    Quote:
    Originally Posted by Thaumator
    It would drastically improve survivability on teams.
    and
    Quote:
    Let me know if this scenario sounds familiar to you...

    1. stalker runs into middle of mob group and assassinates the lieutenant

    2. stalker just aggro'd the remaining 12+ mobs within 15 feet of him, and dies within 3 seconds because he can only placate 1 of them

    3. stalker asks team for a rez

    An AoE placate in this scenario would put the aggro back on the Tanker/Brute/MM where it belongs, not on the "melee" guy with crap for hit points.
    So - in an ongoing discussion across several threads over stalkers' performance on teams and desirability for teams - what's being ostensibly asked for is the ability to save your own skin at the expense of your team's.
  22. Quote:
    Originally Posted by Leo_G View Post
    Well the concept of sharing aggro is mainly just 'fend for yourself'. That is, whatever you're fighting, you're aggroing too. Unless you're literally tanking for a team, dropping aggro from a group really isn't so big an issue unless we're talking duo teams. Unless we're talking about a defensless defender, I just don't see it being an issue. If Blasters could drop aggro from multi-targets, I doubt it'd be a big deal except that they'd be so much more safer.
    Not true. The argument that "whatever you're fighting you're aggroing too" assumes that aggro is a 1:1 ratio. It isn't that simple, and damaging attacks aren't the aggro trump card. According to Castle (info courtesy of paragonwiki), the threat equation runs thusly:

    Threat = Damage * Debuff Mod * AT Mod * AI Mod * Range Mod * (TauntDurationRemaining * 1,000)

    Damage is only the first component in the equation, and while it would be downright silly to try and predict who's going to get what aggro, it's not insignificant that Debuff mod is in there as a separate factor.

    Why? Because it means that a defender, corruptor or controller who can toss out an aoe debuff WILL attract aggro even if that debuff isn't damaging the spawn. In the quote above you seem to say that - in the absence of a taunt effect - mobs will simply engage whoever attacks them. A melee type will generally have a better chance at attracting that aggro due to higher damage, a shorter range mod and a higher archetype mod, but suddenly dropping that aggro doesn't mean they're going to jump to whomever is in the closest range doing the most damage. They're going to go after whatever is affecting them at that time, and nine times out of ten it will be a debuff from one of your squishier teammates.

    In other words, another archetype doing damage to nearby mobs isn't enough in and of itself to pull that aggro without some kind of lingering taunt effect, and even a stray aoe from another melee type might not be enough if the debuff is strong enough and affected the mobs first.
  23. Quote:
    Originally Posted by Leo_G View Post
    Had a longer post but browser ate it.

    Anyway, I think the basic premise of what I was going to say is; Placate doesn't reset aggro of the mob. It resets *your* aggro on the mob.

    On team, the only time dropping aggro from multiple targets would be an issue is on a team that wants you to share aggro or tank. This is a possible situation for smaller teams made up of Blasters, Defenders/Corruptors or squishy Scrappers, but in most instances, no one expects it. Kind of like no one expects a Blaster to.

    If Placate were to drop aggro from multiple targets on a team, if the target even is aggroing you, will simply go to whoever is next on its list.
    Maybe on higher population servers like Freedom or Virtue all teams are full teams of eight with every role covered, but for the rest of us there's more often than not no guarantee that there will be someone to tank. Not saying every team on other servers is a small team, mind - just that teams asking you to share aggro are more common than you appear to be implying.

    And I wasn't saying that placate would reset aggro on everyone, I said exactly what you just said - namely, that it resets mobs aggroed to you (Should have been quite clear from the context, specifically where I talked about placating mobs already aggro'd to someone else). If you're in a situation where you do have to share aggro - and this is a bit more common than you're implying - then you've got more than one mob aggroed to you. Being able to selectively placate is very important in this situation, because there's more to the aggro list than damage. Mobs seem to have a special hatred for buffers and debuffers, and an AoE placate is removing your control over the situation by de-aggroing mobs you may not know are aggroed to you.


    Quote:
    Your solution doesn't match up with your argument. If the offending lt is the one after the squishy and you placate it, what's stopping you from doing the same with the AoE placate? I mean, if you have to 'run over' to it, the one you're fighting probably isn't in range of it. That is, if placate were AoE, I'd probably say the max you'd expect it to be is 15ft radius...
    Let's not get TOO specific. When I said "run over" it could just as easily have meant turning around. And the problem isn't the offending lt after the squishy. The problem is the lt you were formerly fighting. With a single target placate you can placate the lt attacking the squishy and still have the other lt's aggro on you. With an aoe placate they would both de-aggro from you and latch onto the squishy.

    And in any case the point is that an aoe placate removes control you would otherwise have had.

    Quote:
    The solution I'd aim for (with or without an AoE placate) is use placate on a target not engaged with you, then kill *your* target first. Ever hear those directions on the plane about securing your breathing mask first before your child? I'd imagine its so you don't end up dead/injured with a child that's left to fend for themselves/stuck helping *you* stay alive (if they can even do that). If the situations dire, kill your target first. If it's not dire, you don't really need to use placate anyway...
    I can guarantee the safety of my teammate before anything all that dire happens to me, because I have a self-mitigating secondary. My teammate in the scenereo doesn't. That second or two I spend killing the guy that's on me is also enough time for my teammate to splat.


    Quote:
    Dream Addition: 'Switches' which would change tactics depending on which you want to use. You can't switch on the fly, but only from 'True Hide' (i.e. after 8sec for it to unsuppress) and after the 'Switch' option recharges (which would be like Dual Pistol's swap ammo option but turning on one toggle 'activates' the others which take 30sec to recharge...oh, and they're inherent).

    Saboteur = Slightly lowers critical damage (from 2x dmg to 1.75x dmg) but doubles the debuff and adds duration on a critical hit (so 2x the debuff and 150% the duration). Also replaces Demoralize with Sabotage which is a set specific debuff (mass -recover on Elec melee, -dmg on Kinetic Melee, *etc*...) which stacks with itself and other Stalkers. Also alters Placate into a Placate+AoE 'something' (maybe a debuff, a confuse or maybe just AoE placate...dunno)

    Assassin = Increases critical damage (from 2x dmg to 2.25x dmg) and alters Placate to recharge much faster and turn it to an effect-less power (doesn't placate anything) but puts you in crit mode. You're basically clicking placate to focus your crit damage and not for personal protection (of course no ones opposed to a faster activating Placate ). It's all about damage. This mode also disables Demoralize.

    Stalker (no switch) = Same as now but adding a boost to BU depending on team size. Call it an 'Ambush' bonus that add a +% to base damage to your next attack.

    Saboteur is the utility melee support mode. Assassin is the burst damage but weakened self/teamed mitigation. Stalker would be a mix of the two, a middle ground.

    Sounds more like an EAT tho, but would still fit within their style, only veering slightly.
    That is a dream change, and it's not one I would say no to.
  24. Quote:
    Originally Posted by Thaumator View Post
    You must have me confused with someone that doesn't know how to play. Just because I'm referencing a scenario I've seen time and time again does not mean I was the one doing it
    Not intending to imply that at all. That's why I said If you are doing that. Sorry for any misunderstanding.

    Quote:
    Did you just turn your back on someone you were fighting ie aggro'd? AND they're still alive?
    Sometimes that happens. As a melee archetype with a self-mitigating secondary, I'm generally pretty safe. Same can't be said for the squishy in that example.

    Quote:
    Not true. If they were placated, you would get to critical one of them and quickly remove that threat without getting squished yourself.
    You're missing the point. I would survive, but the guy I had been fighting would turn from me to the squishie while I was taking care of the squishie's guy.

    Quote:
    For you, perhaps. When you assassinate someone for 1500+ damage, you've just painted a great big bullseye on your forehead. I don't care who's tanking, the mobs do notice that. I can see many benefits to changing Placate from single target to AoE... both on teams AND solo.
    Sorry, not in my experience. If I've used AS correctly, I never have had the problem of everyone around the guy I just AS'd turning and killing me.
  25. Quote:
    Originally Posted by Beelzy View Post
    You misread my intent. The idea of -regen is for a single situation, and that is for soloing AVs. It shouldn't be useful on a team or in any other situation, otherwise it would require a counterbalance, weakening Stalkers. But for this one situation, it would be very helpful.
    Just saw this - so you're proposing a change to an entire archetype just to accommodate a situation that is only sought after by a tiny slice of the playing population?

    Just buy an envenomed dagger recipe and have done with it.