Smiling_Joe

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  1. Smiling_Joe

    So... Stalkers.

    Quote:
    Originally Posted by DMystic View Post
    It would also do some weird things with certain pets.
    Oil Slick Arrow for example, if AS dealt unresisted damage it would be possible to light the slick with spines.

    ....aaaaaand that wouldn't be awesome because?

    ...I keed! I keed!
  2. Quote:
    Originally Posted by Test_Rat View Post
    Ok enlighten me then:

    In what way is a DM/Elec stalker better than a DM/elec scrapper?

    How aobut a Dual Blades/DA stalker vs a Dual Blades/DA scrapper?

    In every possible case I can think out outside of spines and elec paired with Ninjitsu, the stalker loses AOE, gets less DPS and less survival, along with a tighter build.

    Ninjitsu is THE stalker set because whomever the dev who was that worked on that, made up alot for the shortcommings of this pathetic AT.
    Okay. I'll bite. Once.

    Forget for a moment that a stalker is second to none when it comes to carving 1000 hit points at a time out of hard targets. That's a small percentage of actual play and would be heavily resisted anyway.

    Unlike a scrapper, a stalker is a master at manipulating combat conditions to his favor. Ninjitsu is strong only because it makes the most of this. Other secondaries do that, too. Name another archetype that can suppress its own toggles the way Dark Armor and Energy Aura for Stalkers can now. Now a /DA stalker can stealth into a group and not have to worry about landing an AS to fear the enemies around him. Not only that, if he's MA on top of that, he also can stun the majority of a mob. There's a teaming benefit right there that scrappers can't get.

    What about repel? Used unwisely, it'll get ya booted. Used wisely, however, you could jump out of a fight that's going south, rehide and toggle repel. Go in and AS the biggest guy near the almost-dead tanker. When hide drops, all the baddies go flying. Drop the tanker a green and carry on. Can a scrapper do that?

    Can a scrapper, in the middle of a fight, turn and placate a lieutenant that's just turned on a squishy and immediately thereafter bring that lieutenant from full health down to zero with a massive critical burst? No. The scrapper would have to take two or three hits, leaving his former target free to possibly target the same squishy. The stalker can turn back around after one hit and continue without so much as breaking stride.

    A scrapper can't take out every sapper or operations engineer in a bank mission full of Malta without having to fight his way through every spawn. A stalker can take both problem mobs down across an entire map without a team even having to break pace.

    See there? I don't believe stalkers are gimped on teams, after all, do I? Any stalker driver worth his or her salt can utilize the tools available to accomplish on a stalker things that just aren't possible with the more straightforward scrappers. My problem with stalkers is one of design more than performance. I want to be able to use all my tools more equally than I can now, and that means making AS/Placate less situational on a team. This is why I'm against changes like increasing our hit point cap and damage modifier.

    If you play a stalker like a brute, you're gonna have a bad time. If you play a stalker like a scrapper, you're gonna have a bad time. If you french fry when you shoulda pizza'd, you're gonna have a bad time.

    If you play a stalker as it's intended, however, you're going to have a blast, and you'll never need to worry about what a scrapper is doing.

    That experience doesn't lend itself quite so well to teams currently, but I'm hoping that will change.

    In the meantime, the scrapper forums are two forums up. Nothing wrong with giving in to the urge and rolling a scrapper. Got a few of those myself.

    EDIT - I never did answer your specifics, did I? Oh okay. Here you go:

    DM/Elec Stalker: Gets Lightning Reflexes sooner. Gets Build Up instead of Soul Drain (which some people for some reason like better), and gets it at level 8 instead of level 26. Can drain enemies of end with Power Sink and go back into hide for another guaranteed crit without worrying about enemies having enough end to knock him out of hide or interrupt AS.

    DB/DA Stalker: Can suppress Oppressive Gloom and Cloak of Fear, dropping hide with an AS or other critical only when positioned for maximum effectiveness without having to worry about these toggles aggroing the spawn until he's ready. Gets Build Up instead of Blinding Feint (again - some people prefer a self-reliant damage buff). Gets a really sweet sweep combo with every Build Up/AS/Ablating Strike, giving him powerful group mitigation early on when it's needed most. Alternately, also gets the choice of the Empower combo simply by swapping Ablating Strike and Placate, giving you extra damage on the follow up crit. By contrast, a scrapper only gets Empower with Blinding Feint as a finishing move (thus giving no overlap to the damage buff and making the combo less likely to go off due to Blinding Feint being accuracy dependent and coming only at the end. The stalker version has a self buff at the beginning and an auto hit at the end.) and a scrapper only gets Sweep after 32.
  3. Quote:
    Originally Posted by Leo_G View Post
    Not really going to respond because my previous post was really a mess...but I wouldn't say the post was meant to read as "Stalkers are fine because they play like Scrappers" but more like "Stalkers have no problems performing like a melee damage dealer".
    Now give yourself some credit. Your post was plenty coherent. And I can agree with the idea that Stalkers have no problems performing like a melee damage dealer. I just think they should be able to have more flexibility with their burst damage tools when teamed.

    Quote:
    Scrappers don't have some kind of patent on hitting things in melee range to defeat them therefore doing so isn't being a Scrapper. The idea of what Scrappers do is so generic that, yes, you can consider it 'being a Scrapper' if you want but then then there's honestly nothing Stalkers could be to you just on principal of the primary/secondary powers they have available. Stalkers have their own approach and priorities in a fight...
    To be clear, the main difference between a stalker and a scrapper is that a stalker can control the criticals. My problem with stalkers as currently designed is that control is significantly reduced when teaming.

    I honestly think it was a mistake to remove the criticals on held/slept targets in favor of random crits, but nothing to do about that now.


    Quote:
    You know, saying this over and over doesn't make it any more true.
    On this we agree.
  4. Quote:
    Originally Posted by Leo_G View Post
    The idea is, if the speed the enemies drop is too so fast then a Stalker 'taking the alpha' is pretty easy considering part of the group will be feared, they'll all have their ToHit debuffed and if you're a melee worth your salt on a team, you should have *something* (reconstruction, Dark Regeneration, Energize, good defense to stack with the -ToHit, etc) to at least give you enough time to retreat after the initial attack. Ideally, demoralize and your own mitigation should be enough to stave off the alpha and keep scrapping.
    You misunderstood. I wasn't saying taking the alpha was dangerous for the stalker, I was saying it was dangerous for the team. In the examples I gave, the AS would likely not go off before the spawn aggroed onto your team - whether because of the interrupt on AS or because someone on your team followed you right into the spawn. A prematurely aggroed spawn is dangerous because it gives them the momentum and takes the initiative away. It lets the spawn get the alpha in before the team.

    Demoralize only happens when an AS crits, and then only when the initial target doesn't die, so the usefulness of that debuff is only good so long as your team is fighting EB's and AV's and the rare boss that hasn't taken damage before the AS lands.

    And using AS as an alpha strike is only effective if you get to the spawn three seconds and change ahead of the team. Maybe back in the days of herding tankers teams were willing to wait around for one member to do their special thing, but these days teams pretty much steamroll without pause. Your AS might land or it might not, and it will most likely kill your target (because your target has already taken damage) but there's an outside chance that the demoralize will go into effect and help the team.

    It isn't a stalker's job to take the alpha. That's what tankers and brutes are for. Not saying that a stalker - or a scrapper, or any archetype well equipped - can't take the alpha. I'm just saying that the odds are in favor of the tanker or brute on the team running in and punchvoking before your AS can land. That happens, odds are good that you'll have to reposition to follow through with that AS, which means that odds are good that your target will have already suffered damage from the rest of the team. Your AS will likely kill them, meaning there's no demoralize.

    Is this a bad thing? Enemies dying never are. The point I'm making is that - nine times out of ten - you're more efficient on a team if you just take on a role as a secondary scrapper.

    And while a team might be better off to call on a scrapper - who will be much better equipped to scrap than a stalker is - I'm not even saying your average team will care about the difference.

    All I'm saying is that the tools that make a stalker a stalker are often obviated by team play, and that a good improvement to stalkers would be something that makes those tools more relevant to team play.

    Nothing wrong with adjusting tactics and scrapping when you have to, I'd just like that to not be the default behavior quite as often on a team. If anything is done for stalkers - and I'm betting that's a big if - I'd prefer it to be something along those lines.

    Quote:
    Now keep this in mind. Burst is a tactic. It comes with its own advantages and dangers. Just like a Blaster using Aim+BU then wailing on a boss will more likely than not peel off aggro from that tank, you can use your Stalker to AS to break the alpha to aid your team, get in your burst and take out the nasty targets faster.
    Yes, I get it. Burst is a tactic. So is DPS. So is ranged. So is buffing and debuffing. Like it or not, however, most archetypes are designed to be specialists in only one of those tactics. They might have secondary uses for two or even three others, but the standard archetypes in this game are specialists. (not talking about Kheldians and SoA's, obviously)

    Stalkers are specialists in the burst damage tactic. Can they use dps tactics? Yes. One of the sword stalkers can also slot their attacks for defense debuffs and use a debuffing strategy, but that doesn't make them a debuffer.

    Okay, that's admittedly hyperbolic. There's a difference in modifiers that affects a stalker's effectiveness at debuffing and dps'ing. Switching to dps tactics is still using the same modifier as burst tactics. My point in that illustration is that just because an Archetype can fill another role doesn't mean that said role should be viewed with the same importance as their primary role. With a stalker, that role was designed to be single target burst damage.

    In practice, however, that role becomes secondary on teams to dps - which is something they will never be better at than brutes and scrappers, mostly due to their low hit points.

    Quote:
    Stalkers were not designed to rely on AS as a crutch. Never. They *are* 'Scrappers' meant for the dps role. And when I say 'Scrappers' I mean generalized melee damage dealer because that's all a Scrapper is...melee damage per second. Honestly, Brutes are in the same role...they just have a few tools to do tanking too.
    You're generalizing far too much, here. If scrappers are generic damage dealers and everyone is one form of scrapper or another, just with a few different tricks, then I don't think you're being fair to scrappers. Why have different melee archetypes at all if that's the case? I couldn't disagree with you more here.

    I do agree that stalkers weren't designed to rely solely on AS as a crutch. However, they have to make huge sacrifices in their builds just to make it effective as an attack, and I don't see anything wrong with giving stalkers a reason to use it more often. It's our major source of burst damage when it crits, and removing some of the recharge and/or interrupt from its cast time would go a long way towards expanding its usefulness.

    You could even use it to scrap. The random crit outside of hide would give occasional bursts of damage that would let a scrapping stalker still be able to contribute burst damage.

    I'm not saying AS is useless. I'm saying it could be more useful.


    Quote:
    Scrappers, Tankers or Brutes do not have psionic damage. They do (including Stalkers) get pure energy damage (Jacob's Ladder for example), and Stalkers will get Fire melee so it's a moot point bringing that up...What you didn't bring up is ice damage which is far less resisted than those other types and only Tankers get that.
    You're forgetting blasters. It keeps getting brought up that we're melee blasters - the glass cannons of the melee archetypes, and so it really isn't fair to leave them out of the comparison.

    And yes, I did forget Ice damage (but I thought that was largely paired with smashing.)

    And if fire melee is ported over to stalkers, I will gladly take back any remarks about other melee archetypes getting access to pure fire damage. Happily. But it hasn't happened yet.


    Quote:
    Considering lots of AoEs don't have the fastest cast time (Fireball probably being the fastest at 1sec) and not counting Aim/BU (that's 2.3sec right there) a standard volley of AoEs from a single player is around:
    -Archery = Fistful of Arrows(1.17sec) + Explosive Arrow(1.83sec) = 3sec
    -Assault Rifle = Buckshot(0.9sec), M30(1.67sec), Flamethrower(2.33sec) = 2.57sec to 4.9sec
    -Energy Blast = Torrent(1.07sec) + Explosive(1.67sec) = 2.74sec
    -Fire Blast = Fireball(1sec), Fire Breath(2.67sec), Rain of Fire(2.03sec) = 3.67sec to 5.7sec

    Basically, yeah, those AoE attacks are *not* instantaneous. Nor do they always connect with every target nor are all enemies always in range of them. This can require repositioning to get closer for cones, angling to get the most from the effect, etc.
    First, let me just state for the record that I'm not saying a stalker is always obviated by his or her teammates' damage; I'm saying that the odds are tilted just a little too far in that direction. Not by much, but enough to be noticed.

    Second, it's really not a good comparison to hold entire attack chains up to a stalker's single attack. But let's go with it.

    Let's assume that Buildup is hit as the stalker travels to the boss, and let's give the benefit of the doubt and assume Aim is not up for any of the blasters. Next, let's add a SS brute to the mix for the sake of team makeup. I doubt very many teams would have just one melee type, and that it would be a stalker, to boot. Finally, let's assume 93% damage enhancement to all attacks. Give the brute half a bar of fury, which shouldn't be unusual if they've just come from a spawn. Assume rage is up.

    So, going by first attacks:

    The brute doesn't have to hit buildup and so his hurl boulder hits first. With rage and 50% fury you're looking at what? 800 damage? I might be off there, since I'm not sure how rage/fury affect enhanced damage.
    Fistfull of arrows does around 220 points of damage to the boss and any minions and lts. (built up and damage enhanced)
    Buckshot likewised odes 220 points of damage.
    Torrent does 232 points.
    Fireball does 217, not counting the dot - which, for the sake of this example, we won't.

    Let's also assume that the boss is resistant to kb to keep things simple.

    So in the opening volley that's 1,689 points of damage that land before the AS falls.

    Now a boss at level 50 has 2,500 hit points. Any minions around him have around 430 each, and any lts have 857. Just the AoE portions of the attack have killed any minions in the immediate vicinity of the boss, and likely any lieutenants as well.

    Now, because of the way AS interrupt works, you have to pause after running up before activating the power, or it will interrupt itself. So before you've even mashed the key the boss has less than a thousand hit points left.

    What would be more efficient at that point? Going through with the AS for 1000 points of damage or hitting (for example) Soaring Dragon, which will nail him for 679 points in less than half the cast time?

    Before you answer that, keep in mind that less than half the cast time of an AS has expired, and you know that at least one more salvo will land before your AS, which - if you're counting - will be mainly the blasters' second attacks (The brute's inevitable KO blow would land after) and total right around 600 more points of damage.

    Smart money's on the Soaring Dragon. You can then move on to another target like one of the lt's or minions that wasn't affected by the AoE damage.

    You're likely thinking that's not a problem. Adjust your tactics, hit Soaring Dragon and scrap it out with another mob. My point, however, is that - for that spawn - that was probably the most damage you could hope to have achieved. Scrapping it out after that will be far more dangerous with your lower hit points than it will be for the other melee members, and your damage won't be as much as they can dish out.

    Now as I've said, the problem is a small one, but wouldn't it be better for stalkers to know that they could have landed the AS before that second salvo from the blasters and let them use that second blast to mop up everything else?


    Quote:
    And just to be clear, a snipe will not outdamage AS from hide. Not even a BU+snipe.
    You might have seen this from one of my posts up-thread:

    Quote:
    Originally Posted by Smiling_Joe
    For example, using a calculator and Red Tomax and a fuzzy concept of math, I can tell you that a Fire/EM Blaster can hit Buildup, Aim and Blazing Bolt for around 1011 points of pure fire damage (with 93% enhancement) and follow up with Fireball for an additional 434-ish points of mostly fire damage (enhanced as above) in around 8 seconds, with the second attack damaging the entire spawn within radius and cap.

    An EM stalker will do 1351 points of similarly slotted damage that is split between smashing and energy from a built up AS, follow that with placate and Total Focus for an additional 490 points of damage in about as many seconds.
    A built-up/Aim'd Blazing Bolt will do around 350 points less damage than an EM AS.

    So, yeah. As it should be. I might point out, however, that a blaster doesn't have to be hidden to do that damage, and doesn't have to be in melee, where the animation can be interrupted.

    Quote:
    As it should be. Concentrated fire from 3-4 allies *should* outdamage the attack of *one* Stalker. This is in lighthearted jest when I say this but...what have you been smoking to think 1 stalker needs to do more damage than 2, 3 or even 4 other players *combined!?
    Heh. Never said a stalker needs to out damage those other players combined. What I'm saying is that the burst damage a stalker does is too slow and too situational to contribute, and the dps damage meant to compensate for that could be more "bursty" and less "strictly dps" in nature, otherwise a stalker looses the benefits it gains from being a specialist archetype.

    Quote:
    Situational awareness. The enemies aren't auto-hoarded for quick slaughter nor do they always stay that way. Not to mention, since the enemy cannot see you, you can wade into a group, look what's there, figure out what needs to drop first then initiate combat on your terms with a target gone at the start.
    That's a perfect analogy for solo play. It doesn't fit the team scenario. Like I said, the days of teams waiting around for one member to set up for their special flavor went the way of the map-herding tanker.


    Quote:
    Shall I explain the tactical edge Stalkers get? But the things listed (BU, Placate, AS and Hide) can be used in varying combinations depending the situation.

    Then there are quirks and tricks you can learn through toying with the tools like how you can hop at the last part of the AS animation without interrupting the attack, that if you're not aggroed to anything while a foe is placated (because everything else is dead) the enemy still won't aggro, that you can time the activation of AS so that it connects just as hide unsuppresses, and other various set specific tricks...There's other stuff too but it can all be used to great effect solo or teamed.

    Really, it's a lot more than I can say a Scrapper can get besides pressing buttons and using KB...
    Of what benefit is it to hop away at the end of an AS animation when the AS is so situational in the first place on teams? All of the quirks you list are valid and good tactics... to a solo stalker. Their use is limited on teams due to the problems with placate shedding aggro to the squishies and AS being as situational as it is. They are tactics befitting a slower playstyle that just isn't there on teams.

    Quote:
    I can agree that Stalkers could get some advantage points raised here or there but honestly, I'm always going to argue against players that shortchange the AT just because it's not their cup of tea or making over generalized complaints like AS isn't useful because everything dies too fast.
    I'm not shortchanging the AT. I'm trying to strengthen the AT. Solo, my stalkers can do things that make my scrappers turn green with envy. Teamed, they play like weak scrappers. I would rather they played a little more like stalkers.
  5. Quote:
    Originally Posted by Leo_G View Post
    I think your problem lies in the definition of 'Burst Damage'. It's not solely a set feature. It's a tactic.

    If you can't get your AS in before everything hits the fan, then Move. Faster. Why do you even have stealth at all if you're not going to use the situational awareness it can provide before a battle starts?
    Two reasons: First, when you run up to a mob to hit AS, you have to stop for roughly a second for the server to recognize that you've stopped, or your AS will interrupt itself. Second, no matter how many times you tell people, someone will always assume you unintentionally aggroed the spawn and run in after you.

    The first can be partially answered if I'd buy a real computer upon which to play the game. Workin' on that, but there will always be server lag of some sort, and so that will always be an issue to some degree. The second one would think could be remedied with a little communication. Yeah. I'm still workin' on that, too. In the meantime it's still an issue, and I'd bet I'm not the only one.

    Far safer, IMO to forego the AS until the Alpha's past, but then we run into the problem of trying to fit into a role that the archetype wasn't really designed to fill: scrapping.

    Burst is a tactic, but the archetype was designed around that as its intended role. If it's meant to fill a more dps role when teamed, then it needs to be a little better defined.

    Quote:
    That said, just because you can burst doesn't mean that's all that matters. It's all a gamble, really. Putting all your eggs in one basket to hit the enemy hard before retaliation. Blasters do it with BU+Aim+nuke, (de)buffers do it by piling on the force multipliers before laying the smack down. All of it takes time and sacrifice. But you don't have to. A Blaster can stagger their BU and Aim use to keep more consistent damaging AoEs, and Stalkers can use their free crit on a quicker high-powered attack instead.

    It's not about being sub-par, it's about dealing with the situation. It's your choice if you'd rather view holding off AS as relegating yourself as a weaker scrapper, I'll consider it a pocket nuke for when a target isn't/won't go down. But if my tactic focuses on abusing AS, I'll simply build the character and adjust the tactics to the situation to use it better.
    Well said, sir. And I heartily agree. I may be pointing out what I feel to be a slight disparity in the archetype, but don't think for a minute I don't do exactly as you describe when I play my stalkers.
    I'm not saying Stalkers are sub-par or gimped, or that I even think they're that far out of line. But IMHO there is some room for improvement on a team.

    Quote:
    And the ATs we need to compare to share (and will share) the same offensive sets. So the argument is pretty moot considering those other ATs don't get armor like you do.
    Fair enough, although I might point out that - support archetypes aside - the damage dealers also have access to pure fire damage, pure psionic damage and pure energy damage.

    Quote:
    You're generalizing a lot. Like I said, even if they have equal acces to ST and AOE dmg, their time is still divided. Unless there are AoEs that have higher damage than a focused ST attack we have access to, there will always be a reason to use both AoE and ST but you cannot use both within the same activation time (perhaps exception being pet classes). So if the other guys are spending 3-4sec of activation to pop their high powered AoEs, how can you not have already started your AS on the sturdy target?
    The other guys aren't all spending their time on 3-4 second activation attacks. Who's generalizing now? The others are opening with what they feel is their best opener, which could have any length of animation.

    And even if their time is divided, a three second snipe followed by a one second aoe happens in the same time as your buildup and as. You keep talking like there's only one aoe going off when you're readying your as. On some teams there could be two or three. Or four. One aoe isn't comparable damage to a single burst attack. Several combined is a good bit closer. Throw in a brute's alpha that lands before your as and you've got some wasted damage potential.

    Quote:
    And no, having an extremely coordinated team would probably put a vice on the Stalker's role of taking out his targets (i.e. you have to do it faster). It's on uncoordinated teams where it's easier to do your thing. Foes aren't magically within 15ft of each other, people aren't focusing their fire on particularly annoying foes, everyone's not meta-game levels of power, etc. I'd say that's more likely to happen than your ultra-coordinated team.
    No, foes aren't magically within 15 ft of each other; they end up a lot closer immediately after they're aggroed. But I agree that an extremely coordinated team is a fiction best done away with. If everyone was single target damage you might have a point about chaotic teams opening up opportunities for a stalker, but that just isn't the case. AoE debuffs and AoE damage are far and away more used than single target attacks.

    Yeah, I know. You don't think AoE can compare to the raw damage of single target attacks, and when comparing attack to attack you're right. As I said above, teams rarely have one aoe attack firing at one time, and when two or three are layered on top of some of the debuffs that are also likely being thrown out, then you have a force that can obviate a slow animating burst attack. Where are we left then? Right back as scrappers.

    Quote:
    Eh, I think you're starting to project a stereotype on the role of a Stalker, now. Does your view of how the AT should function line up with everyone else's? As is, all I see a Stalker as is a type of melee who is not punished for stopping to think/calculate but instead rewarded. By contrast, the other melees are probably punished for stopping to think or staying on the fringe of combat.
    Where you're wrong is where you assume a stalker is rewarded for stopping to think/calculate. You just said in the same post that I should move faster. At what point will stopping to calculate synergize with that?

    I'm not really projecting any role one way or the other; I'm pointing out that our role as an archetype is somewhat schizophrenic.

    Quote:
    What you do with that is up to the player. You don't have to use every tool available to function properly or 'as intended', you don't have to strap yourself to a style or mechanic to win, you're flexible. Not as flexible as a Scrapper but close. In exchange for the survivability edge they have, you gain a tactical one.
    The problem with that tactical edge? You guessed it. BU/AS/Placate. Ten seconds of animation time for powers that - with the notable exception of Buildup - have marginal usefulness on teams. The debuff from AS is only good if the target survives, and as I've been saying a good portion of the time the target is already nearly dead from teammates' damage. Placate is actually detrimental unless used on mobs that are already aggroed to someone else, and in that case they're likely going to die anyway whether you critical or not.

    Solo, stalkers are fine and that tactical edge is extremely powerful. Team performance is what I've been talking about, and that could at least use some clarification, if not a slight buff.

    Quote:
    Then explain why every melee set the Stalker has, every other melee has yet it not being their issue? If an issue covers multiple ATs, multiple sets and set types (could easily argue that since Energy Blast is all split between energy and smashing the same as Energy Melee, that the set suffer too, or Archery for that matter and Psi is often more heavily resisted than any of the other elemental sets), then it fails to be an AT problem and becomes a mechanics problem.
    Because those other sets not only have access to sets stalkers don't get, they also are better balanced with different modifiers than stalkers. I
  6. Quote:
    Originally Posted by Zem View Post
    Hang on now. You're telling me AS is no good because the whole spawn is dead inside of 5 seconds but you want to tell me that a Dominator using a single target hold is useful? Honestly, how much is that going to matter in a fight that only lasts five seconds? Or those debuffs? Forget using Darkest Night or Radiation Infection. Just look at THOSE cast times! Nothing will live long enough to fight back and if they are all firing their first attacks at a beefy Tank or Brute... who cares anyway? Give him a single healz0r and be done with it right? We'll be lucky if we can even all get in range long enough for a Fulcrum Shift inside of those five seconds. And what good is my Dark Corr's Tar Patch if all the minions are dead in the opening salvo? At a rate of one spawn every ten seconds (figuring in a little travel time ya'know) I won't even be ABLE to use it every spawn! We've got all kinds of problems!

    At least in the world of forum theory-crafting anyway.
    At no time did Jbikao say the fight would only last five seconds. The only time he mentioned five seconds in relation to anything was the animation time of BU+AS. No real fight only lasts five seconds.

    And your Dark Corr's Tar Patch is a good portion of the reason WHY all the minions die in the opening salvo.
  7. Quote:
    Originally Posted by Leo_G View Post
    This is contradictory, IMO. For the case of bosses falling too quickly to get off an AS, then don't. While it's a signature move of the Stalker, the AT isn't built around *needing* to use it to fulfill its role effectively which is a *good* thing. AS is a great extra omph available with the sacrifice of an AoE and the time to invest setting it up but you have other options.
    Where are people getting that I'm talking about bosses dying off before the AS lands? What I'm saying is that a normal boss is heavily damaged, and AS - by the time you get it to land is overkill. I'm saying that the extra damage that exceeds your target's hit points is wasted, and thus a more efficient way to go is your other attacks.

    And it's not just that you can't use AS in teams, it's that you're not able to use your powerset as it's intended - high burst killing of single targets - in most situations. You're relegated - as you state - to using your other attacks and scrapping it out. The problem with that is that you're now a sub-par scrapper.

    And that's not a huge problem, IMHO, in the later levels when Stalkers are able to get more AoE out of their PPP/APP's.

    Quote:
    For the case of bosses falling too slowly is the real conflict of argument. If you're on a team where the bosses will be resisting damage heavily, then all those AoEs will practically do nothing to those hard targets since the damage is spread and such an AoE focused team will have to invest END and animation time using ST attacks to handle those foes.
    I wasn't talking about situations where bosses resist EVERYONE's damage. Those are the exceptions. The bosses in the late game specifically resist the damage most dealt by Stalkers: Smashing and Lethal. Even sets like DM, EM and ElM do smashing components. By contrast, other Archetypes have access to pure fire, psionic, dark and energy damage.

    Quote:
    This means:
    A. There will be other targets to take out if the team has to turn focus on a single target.
    Again, that's the exception. But even then other damage archetypes have more or less equal access to Single Target and AoE damage, both of which will be utilized. Those other targets you speak of will be incidental deaths due to the AoE.

    Quote:
    B. There will be a boss to fight if they turn their focus on everything else except that single target.
    You must have some amazing teams who will all coordinate specifically so that you alone can focus on a single target. Most teams I've seen go after the bosses and lt's - and if there's more than one they'll split their efforts among them. Most melee types want the glory of one kill all to themselves, no different than stalkers. The minions fall in the crossfire.

    Quote:
    C. Single Target focused builds, no matter if their damage is resisted or not, have either better burst (EM) or extreme DPS (MA) so those hard resistant targets still go down faster than an AoE build focusing on the hard target.
    I'm not talking strictly AoE verses Single Target. Brutes have access to EM and both Brutes and Scrappers have access to MA. Scrappers will still do more damage and Brutes will do comparable damage and survive longer.

    But that's not even the point. The point is that solo or teamed they're still able to function as the archetypes were intended.

    Stalkers, by contrast, get to ignore the best tools in their archetype and imitate what the other melee archetypes do, but not as well.

    Quote:
    If your issue is that AS doesn't remove those hard targets quickly enough because they resist your attacks, that's an issue with damage type and enemy resists, not the Stalker AT.
    Except that four out of eight powersets in the archetype are strictly heavily resisted damage (smashing/lethal) and of the remaining four three deal at least half smashing. EDIT - and Spines deals lethal with its toxic. Dagnabbit why do I always forget Spines? When heavy resists affect 75% percent of an archetype, then it is an archetype problem and not just a damage type problem.

    But that's not my issue at all, really. I can't speak for others, but what's at issue with stalkers currently is a minor identity crisis that only shows up when teamed. If stalkers are intended to play as melee blasters, they are only doing that effectively when solo. If - as the current design implies - they are intended to switch roles on teams and be single target scrappers with low hit points then something needs to be done to make them better at it, because currently they're not (when compared to the other melee types they're forced to emulate) until they hit the 40's or are Ninjitsu, and mainly then because of the AoE controls that come with either that go to complement the damage that they do with attacks outside of AS and Placate.
  8. Quote:
    Originally Posted by Zem View Post
    I said that because it's mostly what I do now on my 50 stalker. But substitute any good sized spawn with a boss or two on a decent difficulty setting. Point being, that as you go up in levels, bosses gain several times the hit points of their surrounding minions. Graph the hit points of a spawn along the x-axis and what you have looks a bit like a mountain. Stalkers are there to shave off that peak. Anyone focused on ST damage could do the same, but the Stalker can generally do it faster from a standing start. Burst damage IS relevant when the target is only going to live for 10 seconds.
    Bosses gain several times the hit points, and players gain six or seven times the damage and debuffing potential. If we're talking later levels, minions generally die in the alpha, with Lt's following right after. The only reason any survive at all outside of bosses is damage/aggro caps. But above level 40 any archetype can pretty much pwn any minion and most Lt's in the game. So that leaves the bosses for the entire team to pay attention to. Now I'll grant that some of those bosses can be a real PIA. (looking at you, Master Illusionist and your "untouchable!" message that appears right after my AS) but when faced with the utter onslaught of six to ten heroes/rogues/villains/whathaveyou they nonetheless melt pretty quickly.

    Burst damage only matters in those ten seconds you speak of if you can land it all in those ten seconds (and including buildup, AS, Placate, and whatever followup attack you're planning that can be difficult) and it isn't a heavily resisted damage type. Unfortunately, the vast majority of the damage stalkers do is the most heavily resisted damage in the game. That Radiation Blaster and that Psi Dominator don't have that to worry about. Neither does that Fire Scrapper.

    You can hit buildup on your way to your intended victim to shave off 1.19 seconds (or if your KM 1.9 seconds), but then again you have to make darn sure you're completely stopped before you even begin to cue up your AS, or it interrupts. Heaven help you if you rubberband back or lag past your intended meatbag, or maybe they decide to finish firing their ranged attack and move just before you get the AS key mashed. Then you get to waste time repositioning, further burning off precious damage buff.


    Quote:
    Maybe you're not arguing the same thing Jib is, but I hear him and others like Test_Rat going on about AoE all the time and I still have to ask what having AoE is going to accomplish in this same scenario where the boss you're trying to AS is losing 50-75% of his hit points before you can land the AS. He's not dying any faster by taking you out and replacing with someone who has more AoE. The team isn't done with the spawn until everything lies dead, including that boss with the inconveniently high hit points. So... who is doing that last 1000 or so hit points of damage to him faster than you are?
    Not really arguing AoE verses ST so much as I am pointing out that most - if not all - the other archetypes are equally focused on AoE AND Single Target. Those Blasters tossing out aoe's are also slinging snipes and short range heavy damage attacks. With Buildup and Aim, blasters also have the potential to reach pretty massive levels of single target damage, and follow that up with an aoe that will wipe out a boss and his entire spawn.

    For example, using a calculator and Red Tomax and a fuzzy concept of math, I can tell you that a Fire/EM Blaster can hit Buildup, Aim and Blazing Bolt for around 1011 points of pure fire damage (with 93% enhancement) and follow up with Fireball for an additional 434-ish points of mostly fire damage (enhanced as above) in around 8 seconds, with the second attack damaging the entire spawn within radius and cap.

    An EM stalker will do 1351 points of similarly slotted damage that is split between smashing and energy from a built up AS, follow that with placate and Total Focus for an additional 490 points of damage in about as many seconds. On paper the AS is far and away the heavier hitter, but in practice it's heavier resisted than the Blazing Bolt and it's all to one target.

    Now, since a level 50 Boss has 2500 Hit points on average, you can imagine that blaster's combo taking the boss down to 1000 hit points, which you easily strip him of with your AS, only to turn around and have no one to placate because the blaster also killed the minions, who have about 430 hit points each.

    You could make the argument that that was just one boss in a spawn full of minions, but keep in mind that I'm only talking about one fire blaster on a team of two. Scrappers and Brutes that don't also make for the boss will one or two-shot the lt's and another blaster will likely do the same to a second boss.

    Don't even get me started on the wasted damage potential from killing half-dead lt's.

    The point is that while the problem isn't exactly dire, the perception is there that Stalkers - when played as stalkers - don't contribute as much to teams.


    Quote:
    When he dies is totally relevant. I suspect what most people use as their measure of contribution to a team is total damage, at least on a damage-dealing AT. They want to see lots of orange numbers. While that sounds like sense, it's not necessarily what helps the team kill faster.
    Most people are only watching the numbers they themselves generate, and assume that any other numbers that appear over a foe they're attacking are theirs unless that foe has an untimely death while their attack is still animating. What you're talking about above is player perception, and what I and others are talking about is actual damage contribution.

    Quote:
    If a single enemy is the bottleneck to faster spawn defeats, the stalker is your corkscrew. Not someone with yet more AoE.
    Unfortunately, there is rarely a situation in most teams where a single enemy is the bottleneck for faster spawn defeats. It's likely a more common situation in Task Forces, but for the vast majority of the content the minions and lt's are incidental casualties in very quick battles with minor bosses. The most common bottleneck mechanics in this game have to do with the environment of the mission and how to use it for better AoE leverage.
  9. Quote:
    Originally Posted by FunstuffofDoom View Post
    Well, and here inexperience bites me in the ***. I haven't ever had a high-level Stalker, and when I've teamed with them, I've never really paid them any attention. Figured they were doing their own Stabbity Death! thing.

    Huh. Well, I'd thought Stalkers got fixed up back in the day. Shame, or something, I guess.
    No they were definitely fixed. Playing a stalker before that was .... painful. Since then, however, a good bit of re-balancing has taken place. Archetypes that Stalkers team with have been changed, and even the kinds of archetypes a Stalker teams with have changed. Heavily IO'd builds have become more and more commonplace. Content - never difficult to begin with - has actually gotten a little challenging. All these are changes for the better. And that's a massive understatement.

    All these changes haven't rendered stalkers obsolete; far from it. Stalkers can take advantage of IOs and can now be buffed and assisted by heroic archetypes. But today's game has brought out quirks in the stalker playstyle that yesterday's game overlooked.

    Namely, it's virtually impossible to play a stalker on a team as a stalker, verses a generic melee archetype. Right now, there are three melee archetypes that can be compared, and those are tankers, brutes and scrappers. All can be burst damage dealers, all can be dps dealers, and (with the exception of a few powersets) most can be aoe damage powerhouses.

    Stalkers fall somewhere in the grey area between scrappers and blasters. Is a stalker supposed to be a one shot-one kill glass cannon single target burst damage archetype or is it supposed to be a melee dps fighter with low hitpoints? Right now, that depends on whether you're solo or teamed.

    I personally would prefer the former even when teamed, but wanting that and making that happen in today's game are pretty far apart.

    Any number of suggestions could remedy the disparity, but with everything that stalkers already do with the combination of their inherent and the trifecta of AS/BU/Placate has come dangerously close to making them the gimmick kings. While I love some of the ideas that have been thrown around, I worry that we're asking for Castle to give us a Frankenstein archetype with a patchwork inherent.

    That's why I think Jbikao is right on the money with his view of the three aforementioned powers. Using them as intended strings together some very long animations, meaning that the true talent of a stalker is wasted on a team, due to nothing more than the baddies having drastically fewer hit points than the damage your attack string is doing. In short, it's inefficiency of the highest order.

    Shortening the animations would help, but I also (alternately) wouldn't say no to removing the interrupt from AS in PVE or giving it a little longer than melee range. (Maybe ten to twelve feet instead of seven).
  10. Quote:
    Originally Posted by FunstuffofDoom View Post
    I'm reading this five-to-seven seconds number a lot, and forgive me if I'm missing something here, I'm one of those boring, low-brow Scrappers y'all made speak of, but isn't that number irrelevant at best and disingenuous at worst?

    Can a Scrapper do more damage from more safety after five-to-seven seconds?

    ...******* duh. This isn't news. 'Twas my perception that the point of a Stalker is to end the fight before then. If a Scrapper fights for ten seconds, then the Stalker preps for seven and fights for three.

    So, if the two are quite apples and oranges, why are they being compared?
    Keep in mind we're talking team stalkers verses solo. Teams won't wait around for a stalker to prep for even three seconds, much less seven. (And I realize that you were just tossing out a number there. No one really needs seven seconds to prep, eh?)

    My point is that in order to make stalkers more team friendly, they made them more like scrappers with the ability to crit out of hide on any target (early on it was just a chance to crit on held or slept targets) that scales with number of teammates in range. The more people on your team, the more like a scrapper you play. Your AS doesn't see nearly as much use during normal teaming as it does solo, and AS (combined with your tier 9) is close to half your damage potential.

    What it boils down to is that - while teamed - a stalker plays like a weak scrapper unless your team is fighting AV's and hard targets, which are a small fraction of total teamable content.

    And I'll be the last person to say scrappers are boring.
  11. Quote:
    Originally Posted by Zem View Post
    I just don't see this on the TFs I usually take my Stalker into. I don't see bosses vaporizing in front of me in a mere 3 seconds (which is all it takes AS to animate and deliver its damage according to my chat logs). Build Up happens on my way TO the target, so I don't count it. Maybe all of you are talking about farm teams or something? Nice, orderly packed spawns? I find plenty of bosses running around in TFs that I can dig my blade into without having some "AoE is everything" zealot nuke them away first.
    Task forces are what? Five percent of the game? You can't judge an archetype's performance based solely on how it performs in Task Forces.

    And in any case, I'm not talking about bosses vaporizing (especially in the context of the longbow warden example I opened with) before you can damage them. I'm talking about a rather binary state of affairs where a boss is either tough enough that it won't be heavily damaged in three or four (or ten or fifteen) seconds due to high resists, or those minor bosses and lieutenants that are heavily damaged shortly after the alpha.

    If it's the former, your damage is so heavily resisted (as are most of the stalker primaries) that archetypes with more exotic damage types are able to close the gap. In addition, the value of burst damage goes down somewhat in favor of debuffs (that make everything feel like major damage).

    In the latter case - and the latter is far and away the more common case, I'm still not talking about the boss dying. The boss or lt may not be killed before your AS animates, but their health is reduced enough that the heavy damage from a built-up AS or Tier 9 is pure overkill by an exponential amount.

    There doesn't seem to be much of a middle ground between the two. Either you're damage is resisted enough to make single target burst damage all but irrelevant, or the mob's resistances are low enough that the majority of your damage is overkill. Hell, on teams anyone can take down a boss in 3-5 seconds, so who needs stalkers to do it for them?

    Quote:
    I've said this before and I'll say it again. If there's enough AoE on the team to kill a boss in three seconds then it hardly matters whether your Stalker has good AoE or not. The team is so overpowered you might as well go AFK for a smoke while they kill everything. They probably won't notice.
    You won't find many people arguing with that statement. But there again, at no point was I talking about killing a boss in three seconds. I'm talking about either having a stalker's largely smashing/lethal damage obviated by a boss's resists or having your having your high burst damage obviated against weaker mobs by the long activation times when competing with AOE and DPS archetypes.

    Whether the boss dies in three seconds or an hour is irrelevant. It's whether or not Stalkers can equally contribute to that death in a team environment that's at stake.
  12. Smiling_Joe

    mercs builds

    Quote:
    Originally Posted by The Chimbley Sweep View Post
    I've got a Mercs / Storm at 42 currently, and recommend the combo highly. Storm has a lot of anti-melee powers, as well as general chaos-causing powers, both of which complement the Mercs' long range. Also, Storm has Freezing Rain, Tornado, and Lightning Storm to support the Mercs' overall low-ish damage. Thunder-Clap will work alongside the Spec Ops' stun powers to stun lieutenants and bosses, and you've got a single-target heal (albeit a lousy one!) on top of everything. I'd vote /Storm as one of the most synergistic secondaries for Mercs.
    Seconded. And with hurricane and gale you can knock the spawns back whenever your soldiers run into melee range (or, in the case of kb resistant bosses and EB's you can run in and debuff their tohit with hurricane )

    Nothing compliments the chaos of /storm like the mercs' range attacks. Steamy mist gives you a bit of group stealth, some resists and defense as well for your guys. Mix that with Maneuvers and you've got some... okay... defense.
  13. Quote:
    Originally Posted by JD_Gumby View Post
    Assassin's Strike from Hide is basically a mega, single-target nuke. Haven't seen what a high-level Stalker can do, but my L27's doing over 400 now on stuff that doesn't resist. Nothing else comes even close when it comes to single-target damage. (yeah, I know, your AoE nukes do way more when you add it all up, but NOT to a single target)

    Wait until you hit the 40's and your built-up AS barely takes a quarter of a longbow warden's health.

    AS does great damage, but the resists in the late game are far and away disproportionate to the level increase in your damage scale. Since the vast majority of Stalker primaries do smashing/lethal (and those that aren't pure lethal are at least half smashing on most of their attacks) then the ST damage in the upper levels isn't quite as noticeable.

    Especially when it's the upper levels where other archetypes are beginning to come into their own, AoE-wise. I agree with Jbikao - so much of the stalker damage is based on three powers (BU, AS and Placate), which being so slow to animate that most of their damage is wasted on half to mostly dead targets when teamed, that the damage numbers on the spread sheets are obviated by their implementation in a teaming dynamic.
  14. It doesn't seem like much on paper, but on teams it's very annoying when you realize that the difference is just long enough for you to hit build up and have your target move out of AS range before the attack cues up. I had to reposition after buildup so many times last night that - given the lag on my server - if I tried to reposition of the AS I would more often than not lose too much time on the damage buff to make it worthwhile.

    Even if I did get the AS off, the brute would have my target half dead by the time the AS landed. As the night progressed, I used AS after BU less and less often.

    Given that Buildup for KM is otherwise identical with the same power from the other sets, I'd wager that the animation time is an oversight, because I certainly can't see what the extra animation time is balanced against.
  15. So turn off hide. Your escort will be able to follow.

    Ambushes almost always say something when they spawn, so the minute you see those little speech bubbles in your grill toggle hide back on and wait with your escort. When the ambush shows they won't see you and will stand around like any other spawn. Treat them accordingly, turn hide off and head on out. Rinse and repeat for repeat ambushes.

    ...

    Sometimes, however, they follow so close on each other that Hide might not be recharged in time. You have two options:

    1. Don't lead your escort anywhere until the first ambush arrives. Finish them off as above and stay right there until all the ambushes are done. This has the advantage of maximizing the distance between you and the ambush's spawn point.

    2. The Zag Method. Ambushes for escorts almost always default to the escort's starting location if they don't meet the escort enroute. They will go there and stand around even if the escort isn't there, so turn hide off and lead the escort down a side hallway until you see the escort pass and scoot on out.

    Hope that helps. Be aware that some ambushes will see right through hide. As a rule, they haven't traditionally been escort ambushes, but that might have changed with new content. I don't remember off the top of my head if that's the case in Praetoria.
  16. You can do a lot in the animation time of AS - even select another target and cue up another attack.

    Try it - choose your first target and position yourself so that you're in easy range of both that target and another. Hit build-up and AS. Then, while AS is animating, select the second target and cue up your next biggest attack. The AS will kill your first target, and your next attack will go off without you having to think about it. Within the span of two heartbeats one foe is dead and the other is well on the way. Makes the most out of buildup and is immune to server lag.

    Once you get caltrops, your next move should be to throw them out on the floor around you. The fear in caltrops will do a great deal to keep you alive while you finish off the remaining targets.
  17. Smiling_Joe

    So... Stalkers.

    Quote:
    Originally Posted by Jibikao View Post
    Why can't each Assassin Strike do unique things in each set so it actually gives people a good reason to use? Why can't Kinetic Assassin Strike boosts Stalker's damage after it hits so Stalker is not losing out on Siphon Power kind of buff? Spine AS can poison the target and Electricity AS can drain like 40-50% of endurance on npc?
    This I agree with, as well as the sentiment of your post. It does seem that Buildup/AS/Placate seem to have way too much sway over primary powerset design. Your suggestion of tying different effects to AS that are unique to each primary is one I would heartily get behind.

    (Although I would point out that the sweep combo on stalkers deals out some very nice mitigation for the chaos right after the AS. - Still get your point about DB, though).

    Quote:
    Originally Posted by Golden_Pie
    Way to get real deep in your analysis by just judging by descriptions. LOL

    Obviously Stalkers are not for you so Scrappers and Brutes are ---------> over there
    If you'd been around the stalker forums as long as Jbikao has you might have noticed the contributions this veteran stalker has made to the community.

    Nonetheless, your post amounts to lol lrn2ply noob and that's just weak. If you'd actually read what he'd written you might actually have seen the useful suggestion in there. At no time did Jbikao declare Stalkers a lost cause, and his statement calling them "unimpressive" was in the context of their perception, not the reality of how they play.

    Reading comprehension ftw, I guess.

    Quote:
    Originally Posted by Golden_Pie
    yeah big damage and the AOE debuff on AS doesn't help the team out at all...ha ha good one.
    In order for an AS to actually help out a team it actually has to (a) land before someone else on the team kills your target (which with a 4 second animation is difficult, to put it mildly), and (b) not kill the target. If the target dies from the AS then poof! No debuff.

    And all that presupposes that the damage and the debuff are actually noticed in the chaos of an 8 person team. Single target damage spikes are virtually invisible when everyone is looking at their own immediate target. That's kind of why the game centers so much on AoE damage. Nothing less is seen as a contribution. That's not a problem with stalkers so much as it is with player perception, but it's a problem still the same.

    In the land of AoE's, single target damage isn't going to be noticed no matter how much you do, and the argument could be made that the AS damage being boosted actually works against that AOE debuff you mentioned.

    Quote:
    One could argue that placate hurts the team by sending aggro their way, but that's the trade off for getting those Crits. Plus it fits thematically that having a distracted enemy helps the assassin find/land that killer blow. And it's not like an assassin wouldn't use a teammate as bait would he???
    Again, single target damage is not going to be a noticeable factor on teams. It just isn't. What WILL be noticed is that you just placated a lieutenant that went and two-shotted the dominator who was holding everyone else. It might not be fair, but that's human nature. Sending aggro to your teammates with placate is NOT a fair tradeoff for your increased critical rate in their eyes, and I'd be willing to bet any team that heard you say that to them after getting them killed will be looking for another brute very soon after.
  18. Quote:
    Originally Posted by Cold_X View Post
    Fiery Aura has been BUFFED IMO. Now the damage modifier applies to mostly all damage for 20 seconds, that's a huge buff.

    The fury "nerf" as you call it can be seen as a buff as well. At lvl 8 my KM/FA runs around with 200-300% Fury no problem....
    Pardon my ignorance.... but you're running around at how much fury?

    'Cause I thought the bar thingie filled up at 100%
  19. Sweeet I'll check them out and add a linky to the sticky!
  20. Most excellent guide, Dechs! A must-read for any Tri-form Kheld Driver!

    One thing you might mention when dealing with mezzers is that if all else fails, Nova form's got unsuppressed fly. Since toggle suppression came out, you won't detoggle Nova if you're held, stunned or slept, and if you're still in Nova you're still flying! No dropping to the ground for the easy kill for you my squiddy friends, so it's not such a panic when you're right-clicking inspirations to create a break-free.

    SPEAKING of which, you might also want to link to Microcosm's inspiration combining guide - something else I consider canon for new Khelds.

    A five-tentacled salute to you, sir! I may have to change up my playstyle a little after reading this a second time through.
  21. Smiling_Joe

    Shadow meld ?

    Quote:
    Originally Posted by DSorrow View Post
    I'm wondering what the fuss about Shadow Meld is when we get Water Spout, too.
    Let's see...

    Knocks nearly all foes around repeatedly... check.

    High mag stun... check.

    Fair to good damage... check.

    Up almost every spawn with minimal IO investment... check.

    Yeah. Water Spout's the one I can't wait to get. You want to talk about one power making you immortal, talk about Water Spout. Entire spawns staggering around half dead ftw. Hell, toss out one aoe afterwords and move on.
  22. Done and done. Awesome binds!
  23. Quote:
    Originally Posted by Dremster View Post
    I just made 2 new binds using what i learned here and a little trial and error that might make you cry with joy.

    /bind [key] "+down$$powexec_auto stygian circle$$powexec_name black dwarf"

    Simply when you hold down the bound key you will drop out of dwarf form and use stygian circle and when you release the key you will pop back into dwarf form. As an added kicker it also removes the auto power from stygian circle so it will work properly the next time as well!

    /bind [key] "+down$$target_custom_next enemy defeated$$powexec_auto dark extraction$$powexec_name black dwarf"

    This one is the same idea except it will target a downed enemy and summon a fluffy! and as soon as that long summoning animation is done you will go right back to dwarf form.
    Oh cool! I'll edit the front page accordingly!
  24. Smiling_Joe

    So... Stalkers.

    Quote:
    Originally Posted by Jibikao View Post
    ... Dark Armor has two powers that can get stalkers out of hide.
    I believe this is being fixed or has been fixed for I18 or shortly thereafter, is it not? Stalker toggles like the two in dark armor and repel from energy aura will NOT effect enemies until hide is broken, if I recall correctly.

    Quote:
    Electricity Armor is an average resistant set with NO healing to backup.
    I've never played the set, tbh, but I thought Energize was a heal?
  25. Smiling_Joe

    So... Stalkers.

    Probably better off to restart the thread and summarize the suggestions.