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Quote:Fan-freakin'-tastic. Awesome change.[*]Umbra Beast: This pet should now be more aggressive and will not wait until it or its owner is attacked. Additionally, the Umbra Beast's movement speed has been increased by a fair amount and it will fade out almost immediately after being defeated.
NOW can we get it to STOP BARKING SO DAMNED MUCH!?
EDIT - the capslock doesn't mean I'm angry - I'M SHOUTING OVER THE BARKING!
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The nice thing about Google docs is the "save as" feature. I went with Plasma's Gold Standard builds because they were fairly equal, generally accepted as good standard builds, and because putting together spreadsheets of that complexity sucked up most of my available time.
And I'm sure the attack chains could use some optimizing. Hell I got into all KINDS of trouble with the damage cap when I tried to plug in the inherent (Microcosm discovered I'd forgotten to count enhancements toward the damage cap - nearly made my head explode.)
So I'd encourage anyone and everyone to download those spreadsheets and plug their own builds in. But if you do, bear in mind that the spreadsheets assume hasten is always active. They also assume that you drop to human form when necessary to cast all attacks and buffs the instant they recharge. In other words, they represent a snapshot of what each build can do on a *perfect* day. With the exception of aoe's, which I averaged out to 3 targets hit. Otherwise the Peacebringer build would never use the wakie the Warshade just gave it.
One day, I'll finish that spreadsheet I started that took the inherent, procs, IO's, and Achilles' Heel debuffs into account for an ultimate Kheldian spreadsheet.
But not today. Besides, that's why we have Mids.
EDIT - BTW Princess, good to see you back. -
Quote:Bear in mind that 8 or 10 targets hit by each photon doesn't necessarily equate to 24-30 targets. Photon Seekers has a very small radius at 10 feet and a max targets hit of 10. The only way to get ten targets into a ten foot radius is to herd them all together, either with Dwarf or pulling with a human Blast/corner pull, followed by casting seekers at point blank range.I believe your using Photon Seekers on 3 targets. I Think that is unnacceptable. Its so good at hitting anywhere between 6 and 10 +4s with a very basic build. It doesn't reflect the potential in making a comparison with Dark Extraction. Combined with Dawn Strike it is a true asset in burst goodness despite KB even vs 0s Dawn Strike has a large enough radius. In my Excel I picked 10 targets for each Photon, now each Photon may hit 8 targets each causing differing levels of damage across all effected targets, upto 6 targets could be hurt less than the remaining hit. Its pretty tasty and not hard to hit 10. So damage output from getting out photons should be multiplied by an appropriate amount, not 3.
I am looking to get an average idea of every attack when fighting at 0s*8 to +4*8. Its DPS to the entire group that matters, keeping to 3 targets tells me nothing. Attacking fewer targets than possible is not reflective of potential.
I want people to suggest changes like that. If you can hit 10, work on hitting 10.
And if you do that then all three seekers will head for the nearest target and explode, resulting in each seeker more often than not affecting the same mobs with its explosion as its two brethren. Which means at least some wasted damage potential, as the targets will be dead. Some variation will occur, but I thought I was being rather generous to Photon Seekers when I assumed three targets apiece. (See, I didn't limit them to 3 altogether - but 9 once all the seekers are accounted for. Keep in mind that each seeker does 177 points of damage on its own when you look back at what I wrote).
Especially given the fact that extracted essences can attack from 60 feet away, with a 10 target cap and a 45 degree cone, EASILY hitting eight targets with each blast of Gravitic Emanation. Had I chosen not to limit all aoe damage to 3 targets, I suspect the extracted essences would STILL have outmatched the seekers by embarrassing amounts.
Now what you should be raking me over the coals about is the fact that I didn't take into account that the extracted essences need to stay alive to deal all that damage, meaning that if a Warshade player wants to capitalize on everything the pets have to offer then he/she needs to tank for them, either in dwarf or in human with Provoke from the presence pool. -
Quote:Aw.. I like you too!Extracted Essences are the tipping point for you by your conclusion for me its Stygian Circle, the ability to keep going while a PB could be in need of some breath.
It would be more accurate to say that Extracted Essences are the tipping point for me where offensive capability is concerned. I very much agree that Stygian Circle is what's still putting Warshades over Peacebringers in the mitigation department.
Having said that, however, I do feel that saying Warshades are more survivable than Peacebringers is the rough equivalent to saying 60 watt bulbs are brigher than 40 watt bulbs. In other words, they are both survivable enough for me to overlook the difference.
It sounds like you've got a nice analysis shaping up - good luck with it! I look forward to reading it.
I might be finished playing Peacebringers for the time being, but I am still at least interested in the archetype.
EDIT - and give Grey Pilgrim some credit - he's speaking from a perspective of having analyzed my numbers ad nauseum during the open beta for I-21 and even before. He was our most vocal advocate during closed beta, and has done more than his share of time forced in the middle between abrasive folks like me and Arbiter Hawk.
I do agree with him on Pulsar - and on Khelds in general.
If I were him, though, I'd be exhausted, and it's nothing short of amazing to me that he hasn't been reduced to sniveling lunacy by the position forced upon him by his advocacy on our behalf.
Heaven knows Arbiter Hawk's not going to listen to anything I say... -
Quote:/EA is awesome, isn't it? When I'm in the mood to be more... active... I play my Elec/EA stalker who just got his alpha slotted to Tier 1. He wears me right out to play, but man is it ever rewarding.Smiling Joe, thanks for those. I knew you had updated things somewhere. I am sad you have given up on your PB, though.
I am admittedly playing my STJ/EA Brute more these days (who is a Praetorian version of my Peacebringer), but I haven't given up on him!
And that's the thing. I have two basic playstyles and only so many characters to play. I assess the mood I'm in and either choose a laid-back, reliable bastion who can protect a team, kick a little butt and look damn good doing it, OR - when I'm in the mood to froth at the mouth and rip keys out of my keyboard - I'll choose the roller-coaster ride of a stalker, scrapper or a warshade (or a dominator - holy crap I fell in love with that archetype this past double xp).
Peacebringers used to be very much in the former camp. They needed some work to bring them up to par, but - fortunately for some and unfortunately for me - those same changes put them in the latter camp.
....where they are totally eclipsed by virtually every other rollercoaster character I have in my arsenal.
So my peacebringers got the shelf, for now. EDIT - To be fair, I gave the changes a shot. I have perma light form, perma hasten, perma inner light. I spent roughly a month or two with my eyes on the buff bar with my mouse pointer hovering over hasten and inner light (LF was on auto) and hitting tab/follow/attack keys with the left hand. And I'll admit that I was frightfully effective. But I ended each gaming session exhausted and not even sure who I'd been fighting, to say nothing of actually enjoying the graphics and story. In the end, it just wasn't for me.
::shrug::
I didn't like the changes. I adapted. -
It's a bug - and a damned annoying one. The good news is that there seems to be a fix on test right now.
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Quote:Ask and ye shall receive:Trick question.
An Extracted Essence (unbuffed by enhancements or effects) is able to output how much Damage Over Time, on average, just by cycling its attacks? Pick a time window ... doesn't really matter ... 10 seconds, 20 seconds, 30 seconds, 1 minute ... whatever. Use an alternate build to test it against the Rikti Dummies in RWZ and record the results to get an "accurate" in-game set of numbers to work with.
Then find out how much Damage per casting do Photon Seekers (unbuffed by enhancements or effects) do when they explode.
Compare the steady DoT yield of Extracted Essence to the "bursty" Damage by Attack (ie. ONE, or three if you want to think of it that way) that Photon Seekers do. From that raw data, it should be relatively easy to determine an average DPS for Extracted Essence ... which can then be used to determine how fast the Recharge would have to be on Photon Seekers in order to yield an equivalent/equal damage throughput via their "1" burst attack. It would even be possible to take that sort of raw data and mine it for results concerning the difference between single target and multi-target saturation of attacks, so as to get a sliding scale of equivalence between the two Pets.
I'm willing to bet that the BASE Recharge on Photon Seekers would have to be somewhere down around 60 seconds (or less!) in order for them to even begin to hope to yield an equivalent damage output *per casting of the power* so as to at least pretend to normalize the damage throughput of the respective PB-v-WS Pets on a per use of power basis that also "roughly" matches/aligns with their damage throughput over time. If that means that the Duration on the Photon Seekers has to drop along with the Recharge, I for one am perfectly fine with that!
I believe Smiling Joe did a lot of the work necessary to determine the answer to this question already. Joe? Do you still have your old data lying around?
Updated Peacebringer Spreadsheets
Updated Warshade Spreadsheets
All the math is laid out, and was checked by Dechs Kaison and Microcosm back in I-20/21 Beta.
I've been reading the thread - and the Kheld forums - but largely lurking. ESPECIALLY in thread talking about changing Peacebringers. I'm sooo done with that. I gave up months ago when my 50+3 Peacebringer went on the shelf and my 50+1 WP/SJ Tanker became my new main (who's had a long wait for DA content).
Some things I'll respond to, though:
Quote:Originally Posted by New DawnUse EXCEL, don't be subjective. The difference in DPS with multiple targets considered is a healthy gap in the PBs favour. The PB could do with Stygian to hold that gap really but without it it might be reined in. Tied down so to speak, tired sooner. WS TP about a bit, getting to mobs sooner potentially, allowing for end rec less, these factors have to be involved. All factors do.
My spreadsheets found the following:
Peacebringer Human single target DPS: 117.68
Peacebringer Human AoE DPS: 172.05
Peacebringer Nova single target DPS: 101.68
Peacebringer Nova AoE DPS: 198.05
Peacebringer Dwarf single target DPS: 84.68
Peacebringer Dwarf AoE DPS: 141.05
Warshade Human single target DPS: 186.67
Warshade Human AoE DPS: 264.19
Warshade Nova single target DPS: 182.67
Warshade Nova AoE DPS: 383.19
Warshade Dwarf single target DPS: 196.67
Warshade Dwarf AoE DPS: 302.19
Now those AoE numbers count damage to multiple mobs and for both assumes a modest 3 mobs hit by the AoE's. I'm sure in most circumstances that would be more.
The builds used are SO BUILDS, and are virtually equal (I used updated versions of Plasma's Gold Standard Builds for both). Never mind that this game is *stated* to be balanced around SO's (I don't believe for a minute that Arbiter Hawk balanced around SO's when he altered Peacebringers). One reason is that IO's can make such a wide variety of possibilities open up. Another reason is that I don't have an IO spreadsheet for Peacebringers with the changes (I have IO spreadsheets for both Warshades and the old Peacebringers, though that compared my pb to THB's ws) and I'm NOT doing another spreadsheet! If someone wants to see how IO's would affect things, download them and plug in the builds of your choice.
Note that there's also mitigation in there. I used Dechs Kaison's mitigation tables for that, and you'll see that Warshades are ahead in that department too.
At any rate, Dawn, on MY Excel Warshades far, far outdistance Peacebringers in the AoE department, and are still ahead in the Single Target department.
The reason? Extracted Essences.
Which brings me to the trick question of Redlynne's post:
Quote:An Extracted Essence (unbuffed by enhancements or effects) is able to output how much Damage Over Time, on average, just by cycling its attacks?
AOE numbers are 67 and 100, respectively.
Any warshade with hasten can have two fluffies out pretty much all the time, but only one will be hasted, for a total of 114 single target and 167 AoE dps.
Photon Seekers explode for 177.84 points of damage apiece. With three, that's 533.52.
Since a Warshade has to summon fluffies from a corpse in the middle or at the end of combat, let's assume a fresh spawn with three photon seekers and two fluffies.
In the approximately 3 seconds it takes to summon photon seekers and have them explode for 533 points of damage against a single target, the two extracted essences have done 342 points of damage to the same target. Three seconds later, they've exceeded Photon Seekers' damage and are still blasting while photon seekers are just starting their cool-down.
Taking AoE into consideration, Seekers did 1600 points to three targets, and Essences did only about 1,000. Nine seconds into the fight, they've even topped Seekers' AoE damage, AND they're still blasting.
And because they're ranged, the Essences don't really care that the photon seekers just scattered the survivors all over creation. This means that the warshade (who likely mired as photon seekers was animating) can switch to nova and not experience much in the way of a dps drop. The Peacebringer? Yeah he gets to switch to nova too, but doesn't have a steady stream of damage from his pets to help his aoe potential on a now-scattered spawn.
Now don't get me wrong. People can do amazing things with practically any archetype. I've got nothing but respect for New Dawn's stated ability to find creative ways to make Peacebringers "excell," and I'd be interested to see any in-game comparisons that can be quantified.
But if Peacebringers are meant to emulate tankers (as has been said in justifications of their damage potential) then I can tell you that the level of performance I have to WORK to maintain on my peacebringer is delivered effortlessly by my WP/SJ tanker. (and who needs ranged damage with taunt and a taunt aura?)
So why wouldn't I just play the tanker?
Well, you know the answer to that from the beginning of my post, right?
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Looks like some issues with a server? Mapserved mid-mission and could access all servers but Liberty and Victory. After a bit I could access them but all my TW, SW and Beam characters were locked out.
Worse yet, the character I had been playing before had JUST GOTTEN an enhancement catalyst drop in DA before being disconnected, and upon logging back in had been reset to before even starting the mission (including drops, of course)
Boo, I say. Boo.
Oh, well, looks like our (mine and the wife) gaming time tonight is over. What's that great big flat monitor over there in the entertainment center? Maybe I'll see what happens when I turn it on... -
Quote:Sure! It's great for placating enemies with increased perception, and absolutely fantastic for stealthing long range enemies like Nemesis Comets while you're trying to get a hostage out without hide on.Okay, now THAT'S interesting, Joe. I've honestly never entertained the notion of slotting Placate for Range ... and what doing so might enable and/or make possible that can't be done (easily) without slotting for Range. Can you regale us with some stories about situations where slotting for Range allows you to "do things" that aren't possible otherwise?
Back in the day before IO's ruined PVP (I said it.) I used to placate perceptive heroes as I jumped towards them so I could land a critical on the way past (A bind that dropped Invisibility while activating Placate helped too). A range enhancement or two makes it a fantastic follow-up to a thrown shark. Hit placate as Spirit Shark is animating and keep right on the move in complete safety.
That latter can let you get the jump on a spawn from range in pve as well. Hit a minion with a ranged attack for a guaranteed crit/kill, and select the boss/placate while the ranged attack is animating. Jump in and either hit the other minion or score a crit on the boss.
I play tankers a lot as well, so I'm used to looking at the health bars in the team window. If a squishie's health starts dropping, all I have to do is click on the name, placate and throw a shark. A range enhancement virtually guarantees that they will be within placate's range.
Having said all that, though, slotting range instead of recharge really won't make a revolutionary change in the power's use. It just puts you one tactical move ahead of some situations. But since I've had so much less reason for Placate in general use, recharge has become much less valuable to slot. -
I still find it a good tool for any mobs that bypass stealth, like Rikti Drones. Placate the drone as I get into range, and either stay hidden for the alpha or cruise on through.
My slotting priorities have changed for it, though. I used to slot it for recharge first. Now that priority goes to range. Recharge, if it gets slotted at all, comes second.
EDIT - of course, it goes without saying that drones usually come in packs.... YMMV -
Quote:Just remember the Clockwork King is straight up psionic. Carry purples for that fight. Enjoy. You'll have a blast!Cool, thanks for the info guys.
I'm going to get him up to a level where I can run repeated Synapses on 2xp Weekend. Good defense and decent resistance to energy seems like a good combo to fight Clockwork with.
He's level 5 at the moment, so I can't really say how much I like him yet, but I kinda like the name I picked out for him. I named him Arc Nemesis. -
Righto! It doesn't break hide, just be aware that it and lightning rod DO aggro mobs to you, so pop yourself a purple or three before initiating that chain if you want the crit on your third attack.
Which had better not be AS. Since neither attack breaks hide, if you do successfully pull that chain off you'll get the interruptible version of AS (once the changes go live) and - since the spawn is still aggro'd to you you will be interrupted unless you're softcapped or have a purple buzz. -
Quote:If I may pick your brain - and since it's related somewhat to the OP in terms of what he may be missing as the set's weakness - how did you address the set's weakness to psionic damage? I"m planning on around 70% recharge in my build before hasten in order to bring Energize up more often, but should I also invest in some Psi defense/resist IO's?i have an elec energy stalker at 50 and heres my take on it
1. disrupt is a good power, but the graphics for the power are just abyssmal, do not use if you are prone to seizures
2. yes overload does prove very useful when i need to use it, most of the time i dont need it all too often
3. oh i can almost guarentee you will need energy drain. aside from it doing +def to help against def debuffs and end recovery, it also does hefty amounts of -end on the baddies. my elec/energy stalker can easily drain an entire mob dry of end with the -end from elec attacks + the massive -end of energy drain. i can also tell you from experience without energy drain i would have massive end issues even if i had energize up all the time -
Mine just hit 39 and so far I'm loving every minute.
Quote:1. I have AS five-slotted with Stalker's Guile (including the proc) and haven't noticed Disrupt interfering with the chance to hide at all. It has procced every time. I was initially underwhelmed with Disrupt until I turned up the diff to +1x8. Jury's still out, but so far it's been a fantastic mitigation tool. My only complaint is the enemies wandering around when they're stunned.1) Is Disrupt at all useful or is it entirely skippable? I plan on running on teams a lot at least on 2xp weekend, does Disrupt help at all with team mitigation?
2) Is Overload worth it on a stalker?
3) If I'm soft-capped and have no endurance issues, will Energy Absorption be needed, or can I skip it? (Planning on going Body because this will be a blue-side character and I don't feel like switching)
2. I haven't had Overload long enough to say with authority, but so far it's been good to have to mitigate cascading defense failures. Bear in mind that my build is only 39, so I've only been able to softcap it to S/L/E so far. Right now I'm thinking I'll keep it with its default slot.
3. If you take disrupt - and I recommend you at least try it out - you will have end issues in large spawns. That's when Energy Drain really shines. Not to mention the fact that it's a handy place to put a LoTG +recharge. Energy Drain is so handy, in fact, that I'm forgoing the body epp and going with Fire so I can chain fireball after my lightning rod/spring attack combo.
But yeah, that's my experience so far. Elec/EA is a beast.
EDIT - one thing I have had trouble with at +1x8 is the psi hole. I'm hoping recharge bonuses and a winter's gift slow resist will bring the heal up enough to help my selective assassinations mitigate that. -
Heh. She's the one who keeps me playing.
But my wife isn't the only family member playing. I also play regularly with my brother-in-law, his wife (my sister, obviously) and BOTH my retired parents.
All sporting multiple incarnate 50's.
EDIT - okay here's the build I'm planning:
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Mana Strike: Level 50 Magic Stalker
Primary Power Set: Electrical Melee
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Blaze Mastery
Villain Profile:
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Level 1: Havoc Punch
(A) Kinetic Combat - Accuracy/Damage
(5) Kinetic Combat - Damage/Endurance/Recharge
(5) Kinetic Combat - Damage/Endurance
(17) Kinetic Combat - Damage/Recharge
(43) Damage Increase IO
Level 1: Hide
(A) Luck of the Gambler - Recharge Speed
Level 2: Kinetic Shield
(A) Luck of the Gambler - Defense/Endurance
(9) Luck of the Gambler - Defense
(13) Luck of the Gambler - Defense/Recharge
(34) Luck of the Gambler - Recharge Speed
Level 4: Power Shield
(A) Luck of the Gambler - Defense/Endurance
(9) Luck of the Gambler - Defense
(13) Luck of the Gambler - Defense/Recharge
(34) Luck of the Gambler - Recharge Speed
Level 6: Assassin's Shock
(A) Kinetic Combat - Damage/Endurance/Recharge
(7) Kinetic Combat - Accuracy/Damage
(7) Kinetic Combat - Damage/Endurance
(15) Kinetic Combat - Damage/Recharge
(40) Damage Increase IO
Level 8: Build Up
(A) Gaussian's Synchronized Fire-Control - To Hit Buff
(17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(45) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 10: Jacobs Ladder
(A) Eradication - Damage
(11) Eradication - Chance for Energy Damage
(11) Eradication - Accuracy/Recharge
(15) Eradication - Damage/Recharge
(40) Eradication - Accuracy/Damage/Recharge
(43) Eradication - Accuracy/Damage/Endurance/Recharge
Level 12: Entropy Shield
(A) Endurance Reduction IO
Level 14: Combat Jumping
(A) Defense Buff IO
(39) Luck of the Gambler - Defense
(45) Luck of the Gambler - Recharge Speed
Level 16: Super Jump
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(39) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 18: Chain Induction
(A) Kinetic Combat - Accuracy/Damage
(19) Kinetic Combat - Damage/Endurance
(19) Kinetic Combat - Damage/Recharge
(23) Kinetic Combat - Damage/Endurance/Recharge
(50) Damage Increase IO
Level 20: Spring Attack
(A) Eradication - Damage
(21) Eradication - Accuracy/Recharge
(21) Eradication - Damage/Recharge
(23) Eradication - Accuracy/Damage/Recharge
(40) Eradication - Accuracy/Damage/Endurance/Recharge
(43) Eradication - Chance for Energy Damage
Level 22: Placate
(A) Recharge Reduction IO
Level 24: Kinetic Dampening
(A) Aegis - Resistance/Endurance
(25) Aegis - Resistance/Recharge
(25) Aegis - Endurance/Recharge
(46) Steadfast Protection - Resistance/+Def 3%
Level 26: Thunder Strike
(A) Eradication - Damage
(27) Eradication - Accuracy/Recharge
(27) Eradication - Damage/Recharge
(31) Eradication - Accuracy/Damage/Recharge
(31) Eradication - Accuracy/Damage/Endurance/Recharge
(50) Eradication - Chance for Energy Damage
Level 28: Energy Drain
(A) Red Fortune - Defense/Recharge
(29) Performance Shifter - EndMod/Recharge
(29) Luck of the Gambler - Defense/Recharge
(31) Defense Buff IO
(46) Efficacy Adaptor - EndMod/Recharge
(46) Luck of the Gambler - Recharge Speed
Level 30: Disrupt
(A) Endurance Reduction IO
Level 32: Lightning Rod
(A) Eradication - Damage
(33) Eradication - Accuracy/Damage/Endurance/Recharge
(33) Eradication - Accuracy/Recharge
(33) Eradication - Damage/Recharge
(34) Eradication - Accuracy/Damage/Recharge
(45) Eradication - Chance for Energy Damage
Level 35: Energize
(A) Doctored Wounds - Heal/Endurance
(36) Doctored Wounds - Endurance/Recharge
(36) Doctored Wounds - Heal/Recharge
(36) Doctored Wounds - Heal/Endurance/Recharge
(37) Doctored Wounds - Heal
Level 38: Overload
(A) Recharge Reduction IO
Level 41: Char
(A) Basilisk's Gaze - Accuracy/Hold
(42) Basilisk's Gaze - Accuracy/Recharge
(42) Basilisk's Gaze - Recharge/Hold
(42) Basilisk's Gaze - Endurance/Recharge/Hold
Level 44: Melt Armor
(A) Accuracy IO
Level 47: Fire Ball
(A) Positron's Blast - Accuracy/Damage
(48) Positron's Blast - Damage/Endurance
(48) Positron's Blast - Damage/Recharge
(48) Positron's Blast - Damage/Range
(50) Positron's Blast - Accuracy/Damage/Endurance
Level 49: Hasten
(A) Recharge Reduction IO
------------
Level 2: Swift
(A) Empty
Level 2: Health
(A) Empty
Level 2: Hurdle
(A) Empty
Level 2: Stamina
(A) Endurance Modification IO
(3) Performance Shifter - EndMod
(3) Performance Shifter - Chance for +End
Level 1: Assassination
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 4: Ninja Run
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My only use for purples is to sell them. I obviously went for defense bonuses over recharge - I like layered mitigation, and too much recharge drains the end bar.
But I'm open to any and all advice. -
Quote:See, now I know I've used placate from hidden status and it hasn't broken hide. You can go in game right now and placate any mob you choose and you'll still be hidden to everyone in the spawn.Any version of placate has always worked like that, even the single-target ones. So yes, I think it's working as intended.
10joy
But where smoke flash is concerned you are quite right- it breaks hide. Which - along with its punitive cast time - makes it worthless. -
Quote:Sweet! Thanks for the info!the est place for that Proc is actually in AS itself. the proc has a higher chance to trigger off of higher recharge powers. Reports show that putting the proc into AS has it almost always triggering. Also by putting the PRoc into AS you have better control of when the proc goes off in your attack chain.
It would be bad for the proc to trigger after you've built 3 Focus, but before you use AS. Since the Proc can only trigger off of AS you never have to worry about a bad Focus stack leading to an unwanted HIDDEN AS. Also Build UP+As from HIDDEN, Proc triggers= Free follow up crit. -
So I have this fantastic wife who - for a little CoH valentines day present - let me bring my lv 27 Elec/EA stalker along with her 50+ Elec/Shield Scrapper on a few +2x8 RWZ Borea missions, levelling me right up to 33 (and IO build range).
An Armageddon dropped (I offered it to her, but she said it was part of the gift).
THEN I spent some unused paragon points on a super pack and got the Stalker's Guile: chance for hide.
So yeah. I've been a stalwart old-school AS/Placate stalker, but I do believe I'm going to have to take advantage of all of this love and good fortune to make a newer-style main battle stalker that can take maximum advantage of the new changes coming in a few weeks.
With the 500M that came from the purple sale and the infl I had already I can afford a pretty good build, but this is my first /EA stalker (I usually play /nin).
As I look at mids I can see that it should be insanely easy to softcap most types. BUT I could also get insane amounts of recharge. The build I have (will post when it's finished) accomplishes s/l/f/c softcap with one foe from energy drain and softcaps to e/ne with two foes. It also has around 80% extra recharge before Hasten. (Hasten is about 20 seconds shy of perma)
Should I roll with it, or should I go for more recharge? I'm actually leaning towards more recharge.
Also - and more importantly - where's the best place to put that proc? -
Quote:Air Superiority is one example that springs immediately to mind, as well as pretty much every attack in the game. The animation still uses two fists clamped together to deliver the blow, but pretty much everything else about it is different when you're in the air, verses when you're standing on the ground. In fact, White Dwarf Flare and Solar Flare already have different animations for flying and standing. Just look at the feet.If the Devs were serious about switching back to the Footstomp rather than the Handclap animation, they'd have to do something which would make the White Dwarf Flare CANCEL the Flight Duration of using White Dwarf Step's teleportation. That was the limitation. You could teleport into a pile of Foes ... and then you'd have to *WAIT* to stop floating before you could PBAoE Damage them on a Peacebringer, which you most certainly did NOT have to do on a Warshade (because Dwarf Mire had no "on the ground only" limitation built into it).
It was just yet another example of TEH STOOPID on display of how Peacebringer powers as originally conceived and designed all limit and conflict with each other to the detriment of the whole ... rather than synergize together (like Warshade powers do much more successfully) so as to make the sum greater than the parts.
If no code existed to differentiate between hovering animations and standing animations, then every airborne attack would look like the character was standing on an invisible shelf.
The basis for the required code is already there. All it takes is the will to manipulate it. -
Quote:Huh. I've seen the "hidden" message go away every time, but I get a critical every time on the next attack. Sweet.It will cause aggro, and they will become aware of you, but until you attack or they attack, hide/hidden is still on,, and you get an auto crit. You probably got hit by one of them that didn't get the KD.
Good to know. Thanks! -
Quote:Not true - I just used it in game and it DOES break hide on a stalker. So maybe it's changed?I'm using it on a Katana Stalker to try and give him more AOE.. It doesn't break hide either, so I can swoop in, knock everyone down, and then use soaring dragon on the nearest body and go from there. It's fun.
The PROBLEM is that it's not very practical. It has such a long recharge and sort of lowish damage. I'll probably like it more once I start IOing out the character, but it doesn't really impress me mathematically on a "vanilla" character.