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Quote:I've been mulling resistance sets over since reading this. Since Scrappers have a hit point cap that's 33% higher than Stalkers - and given that the two resistance sets they share give the same amount of mitigation (25%) per toggle, how much good would it do to give the resistance toggles in DA and EleA 33% more resistance to compensate? This would mean that the resistance toggles for each would provide right at 30% resistance.Re: resistance vs defense sets - I tried to come up with something that could possibly address this earlier in the thread (adding more defense to hidden status and "drop into hidden" criticals which would effectively provide both extra defense immediately and extra damage on the next hit), but it would likely be completely broken in actual gameplay - among other things, turning Placate into a better version of Shadow Meld. I don't think it would happen due to that, and don't know if it's really how I'd want to go about addressing things. But considering how the combat system works and the ease of using defense set bonuses - especially positional - compared to the rarity, low values, and need for full damage type coverage of resistance bonuses, I don't think that any AT is better or worse off than any other regarding this. One consideration to aid the "pure resistance" sets to better utilize defense set bonuses could be adding lethal damage resistance to defense debuff resistance for all sets.
Would that be something that would make at least a little bit of difference?
Now the resistance sets in question have to make up a good portion of their mitigation through their respective heals, so if the above isn't enough then perhaps a proportionate recharge bonus could be given to the heals. My original thought was, of course, 33%, but a 20 second recharge on Dark Regeneration seemed a bit too much while 80.4 seconds for Energize brings it below that of Reconstruction, so I won't even speculate on how much recharge - if any - could be given to these two powers and still be balanced.
EDIT - I'm an idiot. Since reducing the recharge seems so out of whack to me, what about increasing the heals by 15% - possibly in combination with a slightly reduced recharge? Eh. That's not completely thought through, but I'll toss it in the mix anyway.
The crux of the suggestion therefore is just the increase to resistance gained from the toggles.
Not really a suggestion that affects stalkers as a whole so much as attempts to at least partially bridge the chasm between stalker secondaries. -
The wife and I are usually on a lot less in the Summer, but we can make exceptions for specific days. Took the survey. Always wanted to do a Hami Raid.
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Just saw this thread and wanted to post that I actually had a ball at this event, and believe it or not my favorite part was Warburg. I'm weird, I know, but it was fun to have to work around not being able to use my waterspout, blinding powder or caltrops. Unfortunately the teams were full, and so I had to go it alone, but it was a blast.
I had to save my placates for the MM pets on the other team, and got a good laugh out of it. A few tells to the other teams let them know I wasn't ganking them even though I had just accidentally swiped at them, and in all honesty I even enjoyed defending against the other stalker (what was his name? Mr. Friendly? Mr. -something-? I dunno.)
I was Strykir, if anyone caught the name. -
I wouldn't use Light Form for PVP even before the days of Diminishing Returns. Why would you want a power that locks you into a sub-par damage dealing form? Sure you're still alive, but then so is every villain in the zone.
I wouldn't take tough either. For PVP, IMHO you're best off pursuing ranged soft cap and dropping a +perception IO in Nova. Use human form for the heals and buildup and STAY IN NOVA as much as possible. Even stunned or held or hit with -fly you won't drop to the ground for the easy kill, and your attacks - while you've only got 4 - are still much much stronger than anything human form has to offer.
Unless, of course, you're going for a human only build. Can't help you there. -
Quote:That's why you don't run in first and open with AS. You're much better off to let the brute or the mastermind run in and take the aggro and then AS a target that's already taunted. Placating that or another target that's already pounding on the higher hp meatbags is safe then, too.No team is going to stand around waiting for you to get in position, line up your attack and go through the entire slower-than-Christmas animation cycle before they move in and start busting heads. They just won't.
If you're lucky, you'll almost have enough time to get in there and get a shot off on something before the whole mob's dead. Even doing that much can be difficult, though. I can't begin to count the number of times I've had my Hide broken by AoEs triggered by my team-mates' attacks, or how many times my Assassin's Strikes have been interrupted before the attack could go off due to my Stalker being bumped by another toon or someone's pets or special effects.
Given that, what's left for us to do in a group but scouting the map and pretending to be Scraps? Which, for reasons that have already been mentioned (low HP, etc-) upthread, we're not all good at.
Too many stalkers I've teamed with seem to think that because they can run in first without aggroing the spawn, that they should run in first.
Not directing that at you, Bright - just making an observation from what you said of what many stalkers I've seen tend to do on teams.
I'll 'fess up - I've slipped and fallen into that trap myself on occasion. -
Any team going up against hard targets would love to have the regeneration debuffs.
I wouldn't mind that suggestion. Wouldn't mind it at all. -
Quote:None of the changes for brutes directly endangered other members of the team. The suggested change for stalkers I was addressing - namely, the chance for random aoe placates - does endanger the team, and if you're going to measure performance based on other archetypes, then it's probably a good idea not to ask for changes that are directly detrimental in that regard.How is it "having my cake and eating it too"?
The metric of Stalkers not doing enough damage was related to their survivability - the same "metric" that resulted in the Brute changes that produced a more steady, but typically lower, Fury level. Brutes had more hit points, a higher hit point (and resistance) cap, and once they built up enough Fury they were doing more damage than (most) Scrappers.
Well, Scrappers have more hit points, a higher hit point cap, unless the Stalker is teamed with multiple other people who are within range to boost the scaling critical the Scrapper is going to do more damage to a single target, and even with the scaling criticals there is a good chance (not a certainty, though) that simply due to higher AoE potential the Scrapper is going to do more damage on a team.
I didn't say I was mostly interested in the buff for soloing, I said that any buff should address it, and thus should address individual performance - whether that individual performance is while the Stalker is soloing, or whether that individual performance is while on a team. It even says that in the part you quoted.
It's not like Stalkers act as force multipliers and can improve everyone's else performance by a factor much greater than their own contribution, so a higher individual performance means that they provide a better contribution to the team.
You likely haven't seen a stalker's placate in the middle of a battle directly kill another team mate very often because stalkers can currently control who and when they placate. The first and only time I incorrectly used placate on a team resulted in a squishy being killed by my intended victim, and I never used it wrong again. Giving stalkers a random aoe placate every time they crit (I believe that was the suggestion) is taking that control away.
I'm all for suggestions that improve a stalker's performance (although like Jibikao I'm not completely convinced much - if anything - needs to be done), so long as they don't negatively affect the team dynamic. My main point was with regard to that one suggestion and the perceived attitude that its downsides didn't matter because we're talking about individual performance.
If that was my misperception I apologize, but I still maintain that - as any changes made do not happen in a vacuum - it would be wise to suggest them in a broader context than individual performance. -
Quote:You can't have your cake and eat it too. You can't use the metric of stalkers not doing enough damage when compared with scrappers and brutes and then say you're mainly interested in the buff for soloing. If you're going to rationalize a buff based on comparisons of a stalker's performance with other archetypes, then you're going to have to accept that any buff you may or may not get will have to take those archetypes into consideration in a teamed environment.Second, regarding making Stalkers "more desirable for teams". While that's a possible side-product of a buff, the issue I'm bringing up in this thread is less about teams and more about individual performance, whether solo or teamed. A Stalker Placating and getting someone killed can happen, but honestly I've seen a lot more bad Masterminds kill people than bad Stalkers. With that said, I'd rather that the buffs not necessarily tie into Placate - although that's more of a performance concern than my worrying about it killing people.
OTOH, what if hidden status were given the Fiery Embrace treatment? If a stalker crits from hide, then bonus damage of a thematic type (say, psionic or negative energy) is also granted to the attack. Instead of a DoT like Fiery Embrace's burning, it would be burst. This would tie in any damage buffs to what a stalker's main job is: to assassinate from hiding.
However, it may not be possible to tie the bonus damage to hidden status specifically (verses an active Hide toggle with hidden status broken) in the same way as Fiery Embrace. In that case, it could be done through the assassin strike's fear effect. If I remember correctly, this is nothing more than a pbaoe tohit debuff power with a chance to fear that is given to the victim of the AS. Add a self-affecting burst of damage to that power, essentially giving bonus damage in a less resisted form to an AS delivered from hide.
The point could be made that the "power" isn't granted to the victim if he/she dies, but then again, who cares about extra damage not being dealt to a corpse? The argument could be made that this is just a fancy way to give a damage buff that could just as easily be attained by a simple damage modifier increase, but I'd point out two things: 1) this suggestion makes a bigger damage buff more likely, since it is balanced by being tied to hidden status and Assassin Strike, and 2) this suggestion is easier to combine with other suggestions (like the one to remove the dead time from assassin strike). -
Quote:The idea is to make stalkers more desirable on teams. Shedding aggro like water off a duck's back is okay, provided you're not sending that aggro over to your teamed squishies.Placate becomes semi-AoE. Your main target gets placated as it is now, but all other nearby (large radius) foes get a strong -taunt. Solo, you'll still top their aggro lists, but in a team, they're very likely to go after your teammates when you Placate.
The quickest way stalkers get booted from teams is by abandoning their team in the name of "scouting." But only SLIGHTLY LESS OFFENSIVE are the stalkers who get teammates killed through consistently poor use of placate in big fights. Giving it an AoE -taunt effect WITH THE INTENTION of sending that aggro to the rest of your team is just asking to have stalkers shunned in the future. -
Okay, now this would be a good excuse to reroll my elec/elec disco-robot tanker Electric Boogie as a disco melee/elec scrapper. With a different color for each armor.
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Go with Mercs. As ranged damage dealers, they will benefit more from /storm's insanely good ability to keep enemies at a distance. Gale will actually be useful. Mercs won't mind the knockback of your hurricane and tornado at all, and are more likely to stay within hurricane's -tohit radius to make them safer from melee attacks. The medic will synergize much more with O2 Boost, allowing you to stack heals, and Lightning storm will help keep melee enemies away from them without you having to worry about them chasing the flopping bodies.
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Quote:This.* Flag the critical portion of Assassin's Strike as unresisted, to aid Stalkers in their primary goal of quickly eliminating single hard targets.
And, for that matter: in lieu of raising the damage/damage buff modifier, why not make crit damage unresisted for every stalker attack?
Why? This lets stalkers focus on what stalkers were made for: superior damage through criticals. The damage is less than scrappers on average when scrapping solo, and could actually (possibly only in my mind - numbers are my nemesis) out-damage scrappers on the criticals. It would make stalkers do vastly more damage on teams (especially with the critical radius expanded) and would give them the ability to score unresisted damage after the placate on their second target. (which, in my case, is frequently a second longbow warden).
Stalkers do not need help in the survivability department. -
My bro-in-law has a volcano themed stone/fire tank named "Sakurajima" who's level-pacted with my mind/kin controller - they're both currently at 43.
So, yeah, I'll second the stone/tank combo. Oh, and the long beard in red with the stone skin and lava armor looks phenomenal. -
Quote:With large spawns, you can hit the 10 target maximum just as easily from the edge of the spawn just as easily as from the middle. With small ones, it really doesn't matter whether you scatter them or not - there's not enough incoming damage to merit that kind of crowd control.That you can use SF without scattering a mob to the four winds is not in question; that in order to not do so you have to use the PBAoE as a wide cone is, imo, a downside; in much the same way that frozen aura having a 10' radius is a downside compared to footstomp having one of 15'; or crowd control would be even better as a PBAoE than a 180' cone.
And if you're going to say it's a downside that its aoe component - if used as I've described - is only as effective as a cone, then I get to point out that it's a benefit that - because it's pbaoe - I don't have to have a target to set it off.
If, for example I want my nove to hit a spawn from the one side or another with its aoe for a little crowd control, I have to have a target selected. If I pre-select the target and then make my move, there's a good chance that target will move also, taking control of where my attack lands from me. If I wait until I'm in position to select a target, I have to either scan the spawn for an optimum target (thus wasting time when every second counts) or just hit tab and hope it's the one I want.
With Solar Flare I don't even have to be looking at the spawn to know where my attack will land. I am the attack, and this gives me greater control of the situation.
Quote:Actually I'm saying that if Solar Flare was knockdown then the mobs would fall down, then get hit by luminous detonation and AoEs from other members of the team, those that survive get up, possibly do nothing due to an AoE control from a squishy that the mob couldn't retaliate against, if not they're still in range to knock down again as soon as the power recharges. By the time they finish getting up a second time they ought to be dead.
With knockback, even ignoring the scatter effect, roughly three quarters of the mob gets sent flying away from the remainder. Subsequent AoE damage, debuff or control powers will only hit one of those groups unless you wait for the KBed mobs to return or have a convenient wall close to the mob.
Now, I'll grant you that your luminous detonation would be a far more effective follow-up if the mobs were knocked down, but with the anemic damage of the human form blasts, I'll wager that the difference in damage between a kd and a kb scenario would be negligible.
Quote:All the positive points Dechs listed were generic KB ones. Solar Flare as a melee PBAoE knockback has disadvantages that ranged AoE KB does not, or does and can easily mitigate.
-Throw foes away from you where they can lose aggro and go after squishy teammates.[/quote]
Which - ignoring the fact that you generated no taunt-based aggro to lose with a human form pb attack - is a valid point.
Quote:Solar flare is (as far as I am aware) the only KB power in the game you must be standing on the floor to activate, and as such the only one you actually need scenery to contain, the others being easily handled in open areas by flying, a power given to PBs at level 1.
Since you need convenient scenery to constrain the knockback, the power has definite downsides in comparison to both similar powers with KD, and KB powers of other types.
Just because a kb power can be used from the air doesn't mean it always is. We can't assume everyone who takes kb powers will take - and use - fly. PB's get fly as an inherent, but because the human form's heavy hitters are melee attacks, you'll see very few people toggling fly before hitting dawn strike or photon seekers.
Also, your statement implies that scenery is rare. With the exception of that same nature preserve map that so many missions take place on (and sometimes it's on fire for extra fun) and a couple croatoa maps, there's a wall or a building or something any which way you turn in the vast majority of missions. No power is used in a vaccum. Why wouldn't you use scenery to your advantage? Tanks and blasters corner pull with taunts and snipes, but no one disparages those powers because they require scenery.
Quote:A downside does not suddenly stop existing because you can mitigate it by using the power intelligently. You do not reduce the number of people using a power badly by not mentioning what the problems are.
Quote:Solar Flare is a full circle PBAoE damage power that you cannot use from a central location without scattering the targets. No matter how practiced you might be at using it from one side of a mob you are not able to use the full area of the attack so this is still a downside compared to the same attack with KD.
The other downsides you mentioned are the same downsides that are the same general downsides to kb that get talked about ad nauseum accross archetypes and powersets.
Keep bringing them up, though. It's discussions like these that help turn bad players into good players. -
Quote:I think the point Dechs is trying to drive home is that if you're hitting Solar Flare in the center of a mob and having them fly in all directions you're doing it wrong. You don't have to be in the middle of a mob to be in melee range. Use Solar Flare from the edge of the mob, preferably on the edge opposite a wall or corner, or the edge nearest the squishies (thus knocking the mobs away from the squishies). Knockback - like every other effect in the game - takes practice to use correctly.It is a PBAoE melee attack, if using it in melee range of multiple targets that have a tendancy to cluster round you during the animation time is "improper" then there is a bigger problem than the player "doing it wrong".
Quote:Good normal resistances, can hit the 85% cap to everything in light form and have two heals on top? It might not be your primary job, but you certainly can tank in human form if you want to.
Quote:~4 seconds to get back up and solar flare cycles in around 7-8 seconds? Ok, not perfect but they're still in the same AoE radius while getting up so often die to the team's damage before getting up twice.
IF Solar Flare had kd instead of kb, mobs would fall down, get back up and fire off a melee attack before being knocked down again. You're still going to take that damage.
SINCE Solar Flare has kb, those same mobs go flying through the air, land outside the radius of the attack, and then get up and fire off their ranged attacks - which are weaker. Now, you don't have to do anything besides work on the guy you missed, because those mobs' ai dictates that - if they're melee mobs - they switch to their melee attacks and close the distance to accomodate.
The end result of both is the same. You take one retaliatory strike in between flares. With kb you take the weaker ranged one.
Quote:The KB can be useful, but claiming that there are no downsides to it is as bad as saying that it should be taken out of the game entirely.
EDIT: GET OUT OF MY HEAD, DECHS!!got your post in ahead of mine.
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Yes - switching Combat Jumping and Ninja Run should do the trick. Be warned, however: if you're ever in a situation where you find you need to press the W key repeatedly (like in a battle, or when you're stuck on something, or when you're adjusting position or whatever) it gets a little quirky, sometimes leaving Ninja Run Activated when you let up on the key instead of CJ. Should be easy to spot when Ninja Run is activated, so just remember to manually toggle it off when that happens.
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Quote:I'll conditionally disagree with this. Okay it's a minor nitpick, but a better way to state it would be that there will always be one build that will outperform the others given the same player at the helm, and that build isn't always going to be the one that looks best on paper. The one build to rule them all is a fallacy just like it's a fallacy to say that there are two players in this game of equal skill.3) I already said what I quoted you as saying, I just added the the part everyone else leaves out. The fact that no matter how many combinations, there is always (yes always) one that will outperform the others given equal players at the helm.
Why? Because the two are interdependent. A player who is exceptionally skilled at playing one build of warshade might be less than effective on another build. That other build might have more recharge, optimized slotting and all three forms, but if that player can't use that build effectively he or she would be better off on the build they know. Depending on the other build and the skill of the player, that first build - even if it is less damaging on paper - might be used to outdamage the latter build.
To put it mathematically, to say that one build is always going to be the superior build is fallacious simply because a build by itself is an incomplete equation. It leaves out the player. Just as a character in game can be mathematically defined with mathematical formulae like dpa, dps, mitigation, dpe, and [insert random Arcanaville-originated term], a human player can be quantified by looking at age, IQ, reaction time, mental stamina, etc. The fact that the latter can't realistically be measured and analyzed by someone on the boards doesn't change its effect on the former.
Now you could say, for example, that tri-form warshades out-damage human form warshades on average, and no one here - even AlienOne - would argue with you. That's a good bit different than saying one build will always outperform another. The former is a generalization, and a sound one to make. The latter is pure hyperbole. -
I read somewhere that someone took team teleport and would periodically tp everyone back out of melee range.
YMMV - never tried it, personally, but it sounds like a quick way to get everyone out of melee. -
Here's a question: what if you slotted it in a Single Target attack? Will it have the chance to proc on the single target or will it have a chance to proc for all targets affected by gauntlet?
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Quote:This. Slotted, Tactics gives @10% ToHit and Supremacy gives 10% ToHit. The def debuffs in mercs (and I can't believe I'm actually going to say something in favor of def debuffsWhich brings up another fun point. Pets in Group Fly don't seem to get travel suppression. Another way to help get past the to hit debuff is to call in the airborn rangers. Mercs throw out -Def like fairy tales hand out morals. You can even take Burst yourself to help start the -Def cascade. Group Fly is still very situational, but knowing when to use a power well is half the fun for me.
) is a huge benefit here, so long as you realize you're not going to be zooming around and fighting. Too far in any direction, and your mercs end up out of its radius and drop from the sky. Round a corner, and they end up out of its radius and drop from the sky. Sneeze, and they somehow end up out of the radius and drop from the sky.
However, using it to hover up to a ledge or balcony - or just up out of melee range - for a tactical advantage is awesome with a slice of bacon on top! -
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I don't have this pack yet, so let me ask this: If my PB accidentally mutates into a Rikti Monkey and has all the powers grayed out (if that's even how it works) will he be able to switch forms at all?
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Quote:Rhetorical question I've been dying to ask:If they insist on keeping the prompt in they need to make it where I can set it to auto-accept. Simple as that. Doing anything less creates and unnecessary nuisance. I do not want that gods damned popup showing up in the middle of combat. It pisses me off.
I keep seeing posts (and entire threads) about people hating the prompt because it gets them killed in or otherwise interferes with combat.
Why in six shades of hell would anyone cast this frakkin' power in the middle of combat in the first place? Shouldn't they be either fighting or using their - you know - REAL buffs? The buffs this power gives are pretty spiffy, but they're nothing to write home about compared to the buffs that should be getting thrown around in combat, and any damage dealer that stops fighting long enough to stand like a moron with their hands in the air until I accept or deny their buff which is both random and minimal would kinda make me scratch my head.
It's not the kind of buff that's going to save the day. Can't it wait thirty or forty seconds until the next spawn?
Don't care much about the prompt one way or the other (I was talked into liking the autohit in closed beta). I'm just askin'.