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Just thought of this, so I'm not sure how it'll work. But for the shield bind you might try:
/bind [key] "powexec_toggleoff White Dwarf$$goto_tray 1$$powexec_toggleon shining shield$$powexec_name thermal shield$$powexec_auto quantum shield"
That's a big if on whether that works or not, so if it doesn't try the combination of these two binds:
/bind [key] "powexec_toggleoff white dwarf$$goto_tray 1$$powexec_toggleon shining shield"
/bind [key] "+down$$powexec_toggleon thermal shield$$powexec_toggleon quantum shield"
Basically hit one key to drop to human form and toggle your smashing/lethal shield on and then hit the next one to toggle the other two shields on.
As for the dwarf teleport bind, you can use the standard:
/bind lshift+lclick powexec_name white dwarf step
teleport is targeted, so you'll always have to click at least once. -
Quote:And I'm saying it's entirely possible that AS - regardless of how much damage it does - has limited usefulness in pvp outside of killing non-pvpers who stand around and let it happen. Shortening the animation might lower the damage in pvp, but I'm not sure many pvp'ers would care much, given its limited use in pvp.As for its effect in PvP: The damage of an attack, I believe, is based on the length of the cast time and not the recharge of the power like in PvE(i.e. Midnight Grasp from Dark Melee does less damage than Eagle's Claw from Martial Arts because one animates longer than the other...that's just one example) So making AS quicker to use is also making it do significantly less damage.
I'm sure there are other effects such a change would have on Stalker PvP and they aren't all good.
But you know what? I'm not going to make any claims to being a very good pvper, so I'll concede the point.
Quote:That Scrapper still wouldn't have AS or crits from hidden, no placate, stealth would take longer to unsuppress, and his AoEs will always have base crit chance.
In the situation where a controller or dom mass holds a spawn, it really would matter very little if you crit all the time on the enemy. The spawn is neutralized. Your use, to neutralize difficult/annoying targets, isn't really that necessary now. What are you gonna do? Target through the dom and just hit everything he holds? Now you're *really* not doing what Stalkers are intended to do. Perhaps you'd start outdamaging that Scrapper or Brute though? But then honestly, how often do you think you'll be in a spawn where everything is just mezzed for the pickings? Yeah, this is a one of those extremes that you don't like people dwelling on.
Doing amazing damage on mezzed foes is a nice trick, but not particularly the aim of the AT, you think? We're around to eliminate threats, afterall. -
You have two builds. Try'em both.
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Yes, and bear in mind that starting with a brute will give you different app's and ppp's than starting a scrapper and going redside and back to get the ppp's, so if you're wanting to get a specific power like shadow meld or waterspout you should plan accordingly (go scrapper).
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I love Ice Storm, but then my tank that has it is Ice/Axe. Chilling Embrace, Icicles and Axe's knockdown makes a huge difference with regard to everyone running out. If you've got an Ice/ tank, take it and don't look back. You have the tools to keep an entire spawn in the storm long enough for the damage to take hold. Slotting Ice Storm for slows, recharge and damage (two levl 50 IO's each) should bring it back up in just over a minute, do good damage, and - in conjunction with Chilling Embrace and Icecicles, floor their movement speed. They won't be running anywhere.
With little more than Hasten, it's up every 8-man spawn I solo, and a quick build up/pendulum/whirling axe will just about finish off everything but resistant lt's and bosses. With /fire as your secondary I'm fairly certain you could melt faces before the vast majority of them get out. -
You know what? I stand corrected. I must have the worst luck with caltrops, because apparently I've always been hit almost immediately when my targets became aware of my presence when I threw them.
Good call. -
Quote:Because archetypes that can leverage controls and sleeps are some of the more popular archetypes in the game (with the notable exception of dominators). I doubt any team you run these days would be short on control. Even mez resistant enemies can be held by a single controller with an overlapping mez effect.Honestly, why would you prefer this? It would suck against anything that is mez resistant, suck on teams that don't have a lot of control, more or less force you to take the patron hold, etc.
And control archetypes aren't the only ones with holds and sleeps. Tankers, blasters, Kheldians, SoA's, Corruptors and Masterminds off the top of my head are some examples of archetypes that have holds and sleeps mixed in as secondary effects. And epics aren't the only place where stalkers can get holds and sleeps. Ninjitsu scrappers can also use Blinding Powder for short duration sleeps and holds. It would be nice if the other secondaries can say the same, but what are you going to do? One thing I forgot to mention is that I would have also liked to have seen that crit ability extend to stuns. That alone would make a huge difference in the utility of the feature.
Now having said that, the I12 changes were made in a very different gaming environment than we have today. There wasn't a tremendous amount of cooperative play, Going Rogue was still just a pipe dream so far as the playing populace was concerned, and Dominators were as unpopular as stalkers, so the chances for holds and sleeps were drastically lower than in today's game. So I understand why they went the route they did.
Hindsight is 20/20. No going back now, really, so there's not much point in discussing it any further except for my pointless rambling, at which I'm unfortunately somewhat gifted.
Quote:Why does Stalker performance have to come with all these strings attached when a Scrapper can run around anywhere doing higher melee damage all the time AND being tougher to kill? Isn't AS situational enough? -
Quote:Bear in mind I'm not proposing that AS's activation time be stripped to nothing in conjunction with making it uninterruptible. I wouldn't want it to be made brain dead easy, either. And an AS with a 1 second animation would be overkill.PvP is one of the reasons, yes. No, I'm not a PvPer but then I'm not going to take the selfish route and lobby for changes that will practically **** someone else's part of the game just for one insey-wittle second shaved off of AS that no one will ever notice.
Want another reason why? Because any skill needed left to perform adequately on your Stalker is practically stomped into the mud. Shaving off practically all of AS's cast time, making it uninterruptible and auto-hit dumbs down my Stalker game even more than the random crits dumbed down 'scrapping' for you. I'd much prefer needing to actually practice the skill than it just being another click.
But I do think a balance can be reached that can make it less situational. Increasing the range to 10 feet and normalizing the animation to match and just exceed the interrupt of 2 seconds would go far enough for me, I think. Why? It gives me just a bit more flexibility with where I stop when running up to a mob, letting me start the animation a little bit before other melee types are in range, making the one second that would theoretically be shaved off feel like a bit more. Not sure if 10 feet would be enough for an effect to be felt, though. Maybe 12, but I can't reconcile that number too well in my mind, so I went with 10.
I also don't think I'd be out of line in asking for the demoralize to go off even if the target is killed. Then at least there'd be some benefit to assassinating a half dead target.
I'd also still like to see more damage from our criticals, but then we both agree on that point.
With regard to PVP, I don't think anything I said would gut any serious pvp'er's playstyle in the least, and it wasn't my intention to be selfish. Almost no one stands still long enough to be the victim of an AS, to the point that most experienced stalkers rarely use it as a main option. I have a feeling that if an AS were made easier to leverage - whether with a shorter animation time or a shorter interruptible time or some combination thereof - at the expense of its bonus damage in pvp that most pvp stalkers would happily adjust their game, or I would never have voiced the thought.
If I'm wrong, and even one pvp'er comes in to say differently, I'll happily retract the statement.
And thanks for being the one "still talking." We may have locked horns, but it's been a good experience for me. I never end a debate with exactly the same views I brought to it, and anyone who reads the whole of our exchange will notice that while I think what I said remained fairly consistent - my viewpoint has undergone some change. You've made some good points, and I'm glad for every opportunity to change my thinking even a little. -
It's been pointed out in another thread that the animation for AS is shorter by roughly the same amount that Build Up has been extended.
Now that I know to expect Build Up to be longer, I can work around it. Has anyone noticed any difference in practice on the AS? Jury's still out for me on whether the 2.65 second AS makes any significant difference. -
Quote:Too many subtleties get lost in text. Nature of the forums, and all.Peace. 'Twas meant to be tongue-in-cheek, which I thought the 'See what I did there?' indicated. You've done a much better job of keeping your cool than I ever would.
Go you.
No offense taken, although I am rather irked at myself for not getting the humor right off.
Sorry if I misread. -
Why? PVP? I'm getting a little sick of changes in pve being affected by the ghost of what pvp used to be in this game. I'd rather they removed the extra crit damage (be it through removing the unresisted flag or whatever it took) in pvp and shortened the recharge/interrupt of AS to make it more useful to ninety percent of the populace.
Even among players who do pvp, it's not like AS is the single power that defines the set, either. In fact, it's widely known as little more than a noob killer.
And if it isn't pvp, then what is it? How would a recharge/interrupt on AS that actually makes it useful on teams overpower it in pve?
EDIT - Now that I think about it I think about it increasing the range of AS from 7 to 10 or 12 feet would actually help as well, making even a 1 second change in the animation time somewhat useful.
Quote:Stalkers still have a 20% chance to crit held or slept foes in PvP. But honestly, a 20% chance to crit a slept foe was and is practically useless. -
Quote:Yes, I was there. I remember. Pretty much everything anyone asked for was in the name of team play. My point was not regarding the reason it was given, it was that it isn't something stalkers do for free that's over and above anything anyone else can do. My wording was poor. Regardless of why it was given, its advantages were and are offset by its situational use because it is tied to an Assassin Strike that doesn't kill the target. One of your suggestions in the other thread was that we get more use out of Demoralize. Giving AS more utility on teams will do exactly that.No....how the heck do you get that as the reason Stalkers got Demoralize?!?
No, Demoralize was added to Assassin's Strike for the very reason you guys are rallying for change: It was a boon to team play. It was either Demoralize or Scaling AS which let Stalkers solo GMs easily.
Quote:Where I'm keeling over is, you guys are practically complaining that Stalkers get nothing on teams when they do, provide nothing on a team when they can, struggle with their use and yet do not attempt to revise your strategy and instead seem to seek out situations and teams where any extra teammate is not needed.
Quote:If you think Stalkers get crap AoE now, any AoEs they'll get or ever get would be horribly nerfed if Stalkers simply controlled their crits all the time (either that, or we'll hear complaints how much more tedious and slow Stalkers are because, to get any benefit from them you'd have to pick around their mechanics even more to get good effect).
Quote:People complained not only that Stalkers were defensively and offensively weak, but that they were clunky and difficult to use. The random criticals was to make them offensively stronger and easier to use.
But that's kind of a moot point now, and my opinion of random criticals is irrelevant to the discussion at hand, since I'm not advocating anything that would affect that aspect of our inherent one way or the other.
Whether I like it or not, we have random criticals, and before you get madder at me than you already are, I'm certainly not advocating rolling that change back.
Quote:And it's not like 'frikken random damage' replaced the control Stalkers got. It was *ADDED*. So any complaints about adding Scrapper's inherent to Stalkers is looking a gift horse in the mouth.
Quote:Just to clarify, Stalker's source of controlled burst comes from Hide and Placate. The 'control' to 'burst' is tied into those powers, not AS. Shortening AS's animation won't suddenly make your burst damage stronger or more controlled without the use of Placate or waiting for Hide. It'll increase your DPS, yes, but that's not what you're complaining about, is it?
Quote:I told you my rant wasn't aimed at anyone in particular. My main complaint is that, apparently, fighting in melee without constantly resorting to AS makes us 'weak Scrappers'. I've heard it all before, not just here or not even by you. If you want to take it as me regarding you as a NERDRAGE'er, that's your prerogative. A stalker is a stalker and what makes it different from other melees is its priorities and approach.
AS is situational at best on teams, and the arguments I've presented have been to that end and that end alone. You yourself said you agreed that a tweak on the animation time wouldn't be a bad thing, so stop shadow boxing with what has thus far in this discussion been a fairly silent crowd that longs for a return to the one trick pony days of pre-I12 stalking. Test Rat's bitterness notwithstanding, of course.
Quote:As for what I think would help Stalkers, go look at the 'So...Stalkers' thread. The last few pages, I made a post stating the direction I think Stalkers could go. Granted, I hadn't put numbers and weeks of planning behind them, I don't think Stalkers need a huge overhaul.
Quote:But sinking *more* resources into making AS *the* trick pony of Stalkers rather than *one* tactic among many is painting Stalkers into a corner that you're apparently not seeing yourself do. Heck, the main complaint about Stalkers is how it relies so heavily on ST damage...and yet, that's your solution...make it do ST damage more.
But Jbikao makes a good point when he says that a large part of the design of every single primary has gone into the Assassin Strike and two other powers that enable us to maximize its potential, (to say nothing of Hide from every one of our secondaries, without which we would almost never be able to land a critical on our AS.) and we really haven't gotten enough payoff from it in return. All I'm saying - and I think all he's saying - is that we should be able to get more out of it than we do, and that - because the design is heavy on cost and low on payoff - it shouldn't come at the cost of our other tools.
Now if you see that as unreasonable, then you're entitled to your opinion and we can agree to disagree. But you're not going to see me accusing you of wanting to strip AS or Placate of any relevance or meaning to stalkers in their current state. I'd appreciate it if you could give me the same benefit of the doubt.
I've never argued so much with someone I largely agree with. -
Quote:Good advice; just be aware that caltrops will invalidate any hidden status and prevent any automatic criticals. If you've got a purple or two, you'd be well advised to try using the purples first and trying to get a good attack that isn't AS off before they can hit you, because even though they can see you, you're still technically in hidden status and can critical if you can land an attack before you're hit.Beyond this, if you're a Ninjitsu Stalker in Praetoria, seriously consider Caltrops at 10. Throw these down at the corner you are hiding behind and it will seriously delay and reduce incoming attacks. Not much else you can do besides running away if things are going down the tubes.
If you don't have any purples or are up against foes with superior accuracy, sure. Caltrops away. And even if you do go for the critical with a purple or two; after the crit lands you can throw caltrops under your own feet and scrap while the mobs are trying to flee the caltrops. -
Quote:If it's alright with you, I'd like to be able to discuss reasonable changes to an archetype with which I have at least some experience without being called an unskilled noob. Regardless of how much I've been trying to point out the flaws in the AS/Placate mechanic on teams, I am capable of setting that combination up.So, this touches upon a rather minor point I would like to raise. Consistently, the hypothetical mob of mobs being assaulted assumes everyone starts from go.
In my experience, there is only one such mob on any given map where everyone has a strong probability of attacking with coordination: The first. After that, it's more like a rotation thing. People are attacking mobs, as things die, some move forwards, some stay behind to finish off the stragglers, and then join up with the people attacking the next group, rinse, repeat. So, if a Stalker's got an inherent that makes him a bloody ninja when he wants terribly to be, what's to stop him from leaving just a little bit earlier? Does that last Bronze Strongman really need three people wailing on it? That Crey Rent-A-Cop? Yeah, were it me, I'd feel a bit patronized that other members of my team thought I couldn't handle it on my own. Just sayin'.
Anyway, so, my point is, it's not necessarily a three-second slog from the moment someone yells 'Go!'. There are ways to set an AS up so it lands in a timely manner.
Might that require a bit of technique, knowledge, and experience? Why, yes, it would. And some skill and finesse, too.
See what I did there?
Yes, it's possible to set up an AS before the rest of the team gets to the spawn. It's also possible that yet one more person on the team was scrapperlocked and followed you right into that spawn and prematurely aggroed it, robbing you of the initiative.
It's equally possible that - even though with practice anyone can set up a successful AS on a team - they might just decide that it's not necessary when they can scrap it out. It's also entirely possible that many of these same people will see that other archetypes can scrap it out longer and more effectively and give up on their stalkers in favor of that other archetype.
Dominators could still achieve domination and get high levels of damage before the changes to their archetype. Tankers could still achieve reasonably high levels of damage before bruising. Skilled Kheldians could still function in high mez situations without the ability to use Dwarf Form as a break free.
The fact that some people who played each of those archetypes thought it might be a good idea to make it a little easier to achieve these things didn't make them unskilled players, either. -
Quote:Yeah. You know what else it would be like? It'd be like if Scrappers had only one AOE power and while it was a really really awesome AOE power, they have to be scrapperlocked for it to critical.See "team aid"...
It'd be like if Scrappers PBAoE buffed the teams ToHit every time they hit BU or Follow up. It's a power that Scrappers already try and capitalize on and if it just so happened to have a buff for allies wrapped into it, that's equivalent to what Demoralize is. But Scrappers don't get team aid at all.
Yes, a Scrapper could put good use in a team aid power in all those 'Scrapper-lock' situations where he just keeps fighting but his allies already bit the dust.
Yes, demoralize is situational...about as situational as an Alpha strike can be.
In all seriousness, Scrappers get two AoE powers in most of their primaries, and some even in their secondaries in the form of damage toggles. Shield scrappers get a mini-AoE nuke in the form of Shield Charge. Essentially, they don't get something like demoralize because they can utilize AOE damage all. the. frickin. time.
Demoralize isn't something Stalkers got that's extra that other melee archetypes don't get - it's something they got to balance the fact that their single best way to use their inherent and control their criticals comes through the use of AS and Placate.
Quote:Okay then. I'll put it in the form of a rant. This isn't directed at you or anyone in the thread.
I even agreed with it for the most part.
Quote:[/B]Stalkers. You've got Assassin's Strike. Great! Now use the rest of your damned primary. Seriously. Just because you've got *ONE* signature single target attack does not derive the bulk of your strategy. The devs gave you a *MELEE SET*....to attack things! IN MELEE! They didn't give you 'Assassin's Strike Melee'! You've got 6 other attacks, god damnit! Use them! And no! Using melee attacks in melee range before, after or in place of AS does not make you a god damned Scrapper! If it did, the devs *would* have just filled your primary with melee snipes...but they didn't.
And how is asking for changes to improve AS going to take away from using the rest of your primary? You'll still be able to scrap it out all you want, so what is it that you're seeing that you'll have to give up if a second or two were shaved off of AS's animation or - if that's just not going to happen - some other suggestion along the lines of controlled burst damage were made?
I'm asking for changes to AS's activation for one reason: pragmatism. If a stalker's main source of controlled burst damage is meant to come from AS/Placate alone, then I'm content to try and make them more than situationally useful. I'm not trying to force anyone into the role of using AS as a crutch; I'm trying to open up the option of being able to relieably use AS more than once in a single battle.
Quote:As for all this BS about AS being too slow? Alright, I can see where you're coming from and the cast of placate could be reduced/removed for ease of use, but COME ON! You can't use AS before the enemy's dead or before it's overkill!?
Quote:HA!
Couldn't resist. I'm corny like that.
Quote:I honestly don't know *WHAT* kind of assassin's these people are trying to be...expecting the enemies to just fall on their swords/fists. Or hitting and running outside of soloing annoying targets (2 Daemon Lords to deal with is annoying)...I honestly am fed up with the whole argument. This isn't a 'lrn 2 ply' post, this is an 'If you're going to complain about something, complain about something that matters!' post.
/rant
I'm saying I'd like to see future changes focus not specifically on AS, but on burst damage, and I'm using AS's (admittedly not huge) shortcomings to illustrate the need. All you appear to be hearing is NERDRAGE!!!!11!!!!AS SUX I don't want to scrap I want to AS ALL THE FRAKKIN TIMEA!!!!!!1111!!!
Can we land somewhere in the middle, here? If you're willing to admit that stalkers could use some help, and you're willing to concede that AS and Placate are at least somewhat important to a stalker's inherent and role and are at least somewhat more situational in teams than is necessary, then what would you suggest? Anything? -
Quote:Okay, I'd really like to bridge the gap between your views and mine, because it sounds like we're not that far apart in practice. If I'm under a misconception, then what is your concept of the function of the AT? Surely you don't mean to imply that the AT shares the same function as a Scrapper as generic melee damage dealers, because that's a massive oversimplification. Were that true, there'd be no reason to have different archetypes at all.You're under a horrible misconception about the function of the AT, it seems.
Quote:It's more than what a Scrapper gets, which is nothing. For team aid, Scrappers often consider such a thing a detriment to their role. For a Stalker? You get it wrapped into a power you're already trying to use. Brushing it aside as if it's a non-issue (especially considering the debuff capacity vs the foes that resist -ToHit) is underestimating it.
I'm beginning to wonder which one of us has a horrible misconception of the function of the stalker archetype.
Look, the demoralize effect is a wonderful tool, and I'm not brushing it aside in any sense when I say I'd like to see more opportunities to use it on teams. You say it's wrapped up in a power that we're already trying to use, and I say good! My problem isn't that the debuff isn't valuable, it's that the power it's wrapped up in has situational usage on teams, and that's what limits its value.
Put simply, giving stalkers the ability to leverage AS on teams to greater effect than they currently can will increase the occurrence and value of what we both agree is an already valuable debuff. -
Don't forget to respec! And when you do, scroll down on the inherent powers when slotting. At level three, you can start slotting those nova and dwarf attacks! That generally eases a little of the slotting crunch pre-22.
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Quote:This game isn't exactly rocket science fella.
Dps and TTL, that is pretty much the entire game.
Maybe the case isn't that I don't get stalkers, but you don't know that you are underperforming.
Only reason I play stalkers is that my themes required the Ninjitsu set, thankfully its the best set available to stalkers.
Wait, what? You hate stalkers because they're not up to min/max standards of performance, but play stalkers nonetheless for concept reasons?
o.O
.....aaaalrighty, then! -
And I'm actually kind of worried. If memory serves, the exact quote was "I'm extremely aware of where stalkers are, there just isn't time before Going Rogue to address it."
Or something to that effect. That, to me, isn't exactly a ringing endorsement for a buff, but I've got my fingers crossed.... -
My DM/FA is still sitting at 35 after a year, mostly due to an extended stint on Kheldians and a DP blaster, but the SL/Healing Flames combo in conjunction with DM's -tohit were very synergistic. Throw in a winter's gift slow resistance and use Healing Flames proactively and you should be good to go with a scrapper. I don't have enough experience with brutes to tell you which would be better, however.
I can't remember off the top of my head, but wasn't the fear removed or lessened from burn? Bah, I don't remember, but in any case with the front-loaded damage I'd guess that the value of Tenebrous Tentacles has gone down before the raw power of a scrapper-thrown Fireball.
hmm... great. Now I've got to dust off that scrapper and test out the changes for myself.
So many alts.. .so little time... -
Dude, just go play a scrapper and quit trolling. Scrappers are six shades of awesome. And they don't need Ninjitsu ported over for you to participate in that awesome. Go. Hunt. Kil skulz.
I'm not gonna sit here and tell you Scrappers ain't all that, because they are. They're all that and a bag of razor blades. So go on with your bad self and roll one up. I personally enjoy both playstyles, and have 50's in each.
You don't get Stalkers, and that's cool. Scrapper forums are two forums up, and as someone told you in that forum - don't be a Johnny Butane. Play what you enjoy and stop trying to shoehorn another archetype into your playstyle if it doesn't fit. -
Quote:If that problem were the spawn dying before you could do max damage to it I would agree, but a Scrapper in that same example would continue scrapping on a different target. A sonic Blaster would just switch targets.I'm not going to respond to every point. I'll be here all day. But I do feel you're shortchanging the AT, Joe, because you're basically putting the AT up in an unrealistic situation where *any* such AT (oh, stick an Ice or Sonic blaster in the same scenario as you're putting the Stalker, or nearly any Scrapper that isn't Spines or Electric Melee) and they will run into the same problems as your Ninja Blade Stalker example.
A stalker has to switch tactics from burst damage to something he's not designed to excel at. That's the problem I'm trying to illustrate.
Quote:Not only that, but you're over-penalizing AS while underestimating demoralize.
Don't get me wrong. I love demoralize. Hell, I'm the one who originally suggested it. I'm just saying that demoralize's uses on teams are limited by how often AS can be used without killing its target.
Not saying it never happens on teams, just saying it doesn't happen enough.
Quote:Another Aside: While the devs can alter powers so they have different effects in PvE than in PvP, they *CANNOT* differentiate activation times like that. So asking for the activation of AS to be shortened to 2-3 seconds? Won't happen.
Could be a mistake. Time will tell. -
Quote:Bear in mind that this example doesn't take into account the position or number of minions and lt's. I specifically said any minions around him because I didn't account for any lt's or minions that would be outside the radius and/or target cap. But that's not the point. The point was not to show that everything would be dead by the time the AS landed - it was to illustrate that it would be more efficient to use a lesser, faster animating power.Joe... what does this scenario prove about adding a Stalker to this team that it doesn't also prove about adding ANY more damage to the team? You just obliterated everything but the boss inside of three seconds. What is ANY damage dealing AT going to do except ST damage to that boss that will improve the situation? This certainly isn't a case where AoE helps. In fact it will do LESS than single target here because it will only contribute to further overkill on minions.
Killing this fast makes a lot of things useless, in fact. What chance does anyone have of getting hurt so long as the Brute runs in just a half second before anyone else to grab the aggro? So long, bubblers! Get him a healz0r to top him off between spawns and you're golden. No one else has been touched. And unless my Dark def/corr lands Tar Patch before the Brute gets there (thus taking the alpha) it's not likely to buff ANY of the first round attacks, by which time it ends up only adding a bit of -res to the Boss and then not being availble to use for the next spawn or two (after all, we're killing a spawn per 10 seconds it sounds like).
An AS that activated in just half the time would have saved those blasters from wasting their follow-up attacks on the boss and let them - through the joy of automatic targeting - target another mob in what's left of the spawn.
And to your point about Tar Patch: it can be cast from range, can't be interrupted and would affect more than just the boss and his surrounding minions. Those not destroyed in the initial round of AoE would likely still be in range of the tar pit and would be debuffed by (and be too busy to return fire due to trying to get out of) that same patch.
Quote:What does that mean though? A faster Assassin Strike wouldn't make the Stalker in your example much more useful. "Contribute" doesn't mean "kill the enemy one second before someone else would have anyway". If you can go AFK and no one notices... you aren't contributing. Not really. And no one is going to notice AS landing one second earlier if its damage isn't needed anyway.
Alternately, an AS that can't be interrupted will also be more flexible, letting the stalker use it on the run like other attacks. I'd take that, too.
Quote:Odd side note: Playing my newbie KM/SR last night I noticed that KM's AS *does* seem to land a second earlier. Maybe this has been noted elsewhere but its listed activation time is 2.67 and it doesn't appear to be a typo. In my chatlog (which only has 1-second resolution on its timestamps) my AS is landing either 2 or 3 seconds after activation, which would probably average to 2.67 if I took enough samples. -
Quote:Well, now I wouldn't be posting in this thread in the first place if I didn't agree with that on some level. AS and Placate could use some help to be made more effective on teams.T
On teams Assassin Strike does not have value.
Placate is mostly situational.
Quote:The Bonuses you offer for DA (citing the new hidden toggle mechanic whose purpose was to get people to USE the toggles) are also present for the scrapper version which includes a damage aura.
Quote:I don't want to discuss the value of radial Knock back in EA.
Quote:Scrappers can "Jump in" and eliminate sappers just as quickly as Stalkers.
Quote:Outside of ninjitsu all he scrapper/brute shared secondaries have LOST tools, be it damage or survival in trade for the hide state, which is of little value on teams beyond the opening crits (aoe primaries like spines and Ele melee make much better use of it).
Then you're doing it wrong.
Quote:I don't value "Stealthing In" as much as you do apparently.
---Sun Tzu
In other words, Stealthing in gets you to your intended target at full health. With a scrapper, you risk getting there at less than optimal health and endurance levels, and may have to struggle for the victory. The ability to start a fight when and where you choose is not to be underestimated.
Again, if you don't see the value, you're doing it wrong.
Quote:I don't agree that everything stalkers lose makes up for the highly situaitonal things they gain on teams.
Combo for combo scrappers get, better DPS, nearly all the burst, Better AoE, Better Survival, less reliance on time consuming gimmicks, and more build flexibility than the stalker.
Quote:EDIT
Elec has energize, which will not drain enemies without -recovery which stalkers get none of till Mu pool. In the time you are waiting on hidden the scrapper continues to do damage with his AOE damage toggle. Build up vs Souldrain is personal preference, though I do think Soul Drain is far superior.
And I'm not talking about waiting for the re-hide, either. You don't have to use placate right after the AS every single time ya know. In large spawns you might just be better off on an /elec to drain their end first and then be able to placate/crit without worrying about return fire knocking you out of hidden status.
Quote:Stalker combos on Dual blades are gimped and usable less often. This is a benefit? -
Out of curiosity, I believe the critical part of AS is indeed unresistable in PVP, or at least once was. How did that work there? Was it possible to AS and ignite an Oil Slick there?