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So I'm working on a build for my WP/SJ tanker, and in 40 levels haven't really looked at IO's for him till now. So I break out Mids, start working on slotting and notice that Spinning Strike takes Targeted AoE sets.
Buh?
Melee power? Check.
7 foot Range? Check.
No placing reticle? Check.
Okay, now powers like Shield Charge and Lightning Rod I expected to be Targeted AoE sets (and thank heavens they aren't) but this power is like every other melee AoE power in the game.
Is this a bug that I've just missed everyone complaining about in the forums? Or - if it isn't - what the hell? -
Quote:For the three AoE chain described last, you can hit inner light first, shift to form and do all three in JUUUUST at or under 10 secondsCheers Joe, that's pretty cool
But... Requiring macros?. And ya know, you're still losing time and toggles by turning to Dwarf in the first place. Still seems clumsy.
I generally only take the smashing/lethal shield on my triform builds, and my shifting bind down from form looks like:
/bind [key] "powexec_name shining shield$$Goto_tray 1$$powexec_toggleoff white dwarf$$powexec_toggleoff bright nova"
If you've taken three shields, you can always use this and add the following bind:
/bind [key] "+down$$powexec_toggleon quantum shield$$powexec_toggleon thermal shield"
Because it's a toggle key, it will activate thermal shield on the downward press and - if you keep the key pressed long enough for the animation to start - will activate quantum shield on key release.
So that's form dropped and all three shields activated in two keystrokes.
But really, the binds for the double stomp are meant to be activated under combat circumstances where it's assumed you'll be back in dwarf or nova in a matter of seconds anyway. If you were to plan on staying in human form (ie- had all three shields) for the rest of the fight then it might not be a practical tactic. YMMV -
Quote:What? Are you talking about the shifting animation? Because shifting from Dwarf to Human is instantaneous. I can't imagine trying to chain Solar Flare followed by Dwarf Flare.Double flare is pants. Maybe when we have shorter animation times it'll be a slightly less clumsy way to chain some AoE. But now? Really not.
No - the double stomp begins the dwarf flare. The macro looks like this:
/macro DS "powexec_name "powexec_name Solar Flare$$goto_tray 1$$powexec_toggleoff White Dwarf."
Start with your Dwarf Flare, then as the animation for that ends hit the macro - you'll drop to human form instantly and perform Solar Flare.
But that still carries the animation time of dwarf flare before you can get the Solar Flare off. Want something quicker?
/bind [key] "powexec_toggleoff White Dwarf$$goto_tray 1$$powexec_name White Dwarf Flare$$powexec_auto Solar Flare"
Because dropping to human form is instant, the white dwarf flare will animate in human form at the same time as solar flare, resulting in two back-to-back AOE hits. The only catch is that it puts Solar Flare on Auto. You can either hit the bound key a second time to turn the auto off, or change up your dwarf shift bind like so:
/bind [key] "powexec_toggleon White Dwarf$$goto_tray 8$$powexec_auto Solar Flare"
Note that the same bind toggles auto on and off.
For chaining three AoE's, you could always substitute a well-slotted Luminous Detonation for Solar Flare in the first macro like so:
/macro AoE "Powexec_name Luminous Detonation$$goto_tray 1$$powexec_toggleoff white dwarf"
Here you hit WDF, followed by this macro, where you'll drop to human and fire off LD at your nearest foe. It's fast animating, so you can still hit them with Solar Flare while they're in the air for a good 3 AoE combo.
Chaining AoE's with khelds is easy - you just have to A) start your first AoE in form, and B) experiment. -
To get back on the topic of a tanker's role, a tanker protects the team, but is not alone in that role. I've never seen my tankers as the sole source of a team's protection, and don't think it should even be considered as the primary role of tankers, since it's only one aspect of several archetypes' roles.
I don't necessarily want to be the hammer that smashes my foes to bits. The role of the hammer falls to scrappers, brutes and blasters.
My tankers are the anvil.
From 1-30 they stand directly between the enemy and their teammates. The team's damage is focused on them and they serve as the focal point for all the fireballs, fists and steel that their team can unleash.
From 31-50 they are hunters, moving beyond the enemy's front ranks even as the team is mopping up and funneling spawn after spawn back to die as the team slogs forward through a red haze of combat. If a team feels like the mission was one long battle vise a series of smaller skirmishes - and no one died - then my tanker has done his job.
In the incarnate game all bets are off. Incarnate powers give every teammate - regardless of archetype - the ability to be completely self-sustaining. Nonetheless my tankers are still the anvil standing between the Praetorian archvillains and the rest of the team. Say what you will about shiny rings, nova fists and whatever insta-kill ability a trial is kicking out, it's always a tanker that's asked to pull Siege to the tennis courts or drag Neuron from terminal to terminal. My incarnate tankers stand in the 51+ content where they stood for their first 30 levels: between Battle Maiden/Maelstrom/Tyrant/whoever and the team. There is a noticeable difference when a tanker isn't there.
It's when my tankers are solo and on small teams that they really feel lacking, especially when the tanker is also the designated damage dealer. The team is safe, but also bored. On small teams I tend to tank less and fight more, letting the taunt aura do the tanking for me. My tanker fights more like a really weak brute on small teams. -
Quote:When did I argue that human form was lacking? It's bloody well the dominant form on a Peacebringer after the current changes went live. Or are you referring to the open beta forums for them, where I argued somewhat vehemently that the changes favored human form too much? I still feel that way, and the statement you quoted was bolded for sarcasm as much as for truth. It can compete with nova for damage (exceeding it in single target damage) and is more survivable than dwarf.Now don't paint yourself in a corner, because I know you have said and argued different in the past. I also think this is flat out wrong, as there are human powers that are very much not working well.
Non-synergistic mezzes and excessive knockback in its powers it might have, but in light of the changes made to its survival and damage it's unlikely that these will be fixed for fear of "overpowering" Peacebringers. Remember when Arbiter Hawk was going to look at the data and decide if knockback and pulsar needed fixing? I do believe it was I-21.5 - well, that's in the past now and I haven't seen any changes whatsoever.
I wonder if that means he's made his decision? -
Interesting idea - and the slot crunch will be an oft-repeated problem with it.
One thing to note - epic pools are unlocked at 35 now, not 38.
I like the idea of a controller-type form, with the caveat that it's probably not something the devs are willing to devote animation time to. Light Form has the current animation for the stated reason that the animation team is backed up for something like years.
But don't let that deter you. I'd like to see the form's powers and the form itself as a power fleshed out some more. Peacebringers and Warshades have very different control powers, so if you're going to have the powers be stronger versions of human form powers you're going to have two very different power combinations between warshades and peacebringers.
Off the top of my head, Warshades have Inky Aspect, Gravitic Emanation, Gravimetric Snare, Gravity Well (for the hold) and Unchain Essence (for the stun) in their control arsenal. So - normalizing the damage in favor of strengthening the controls, you've got powers to choose from.
If you discount knockback (as your suggestion implies), Peacebringers have Incandescent Strike (for the hold) and Pulsar. Not so many powers here.
So you've got some problems in power choices to iron out. I honestly think your best option might be to choose two aoe and two single target attacks from each one and replace the secondary effects like knockback and stun with mag 1 fear that stacks and is unslottable. Give the form itself an auto mag 1 fear aura and it has a stacking control that is little resisted. With enough recharge you could fear a boss.
With regard to the slot problem, you could always have Tauri be mutually exclusive with either nova or dwarf. In other words, Kheldians can only have three "active" forms at one time per build that they can switch to, and one of those will always be human. -
Quote:It's true. I'm a troll. Hairy toes and all. But just to clarify I wasn't accusing THB of trolling.As far as any Moderator will be concerned whoever calls a person a troll is a troll. Then also what might seem like trolling may not be trolling at all. I for one did take THBs comment as banter. I think you have to try and look at things in the best light possible. You may write something I can actually take four different ways without knowing it. No matter how I edit stuff what I say can be taken in the wrong light. Some people may come to the forums looking for an argument I do actually think they're a waste of time. We are all entitled to an opinion.
You can be very unlucky with CoT, you jump in and not only could you instantly have your tohit down to squat but find a Succubus just confused you anyway.
Edit: I'll be amazed if my Warshade came to more than 1.5billion XD
Oh, right. Clarifying who you called a troll is still trolling, isn't it?
...Oh, very well.
Quote:- Human, Bi, or Tri-form? Why?
- What is "wrong" with Peacebringers?
- What's wrong with Warshades?
- What's wrong with the respective human forms?
- How do they, if at all, compare to VEATs
2. What's wrong with them? Numerically speaking, nothing. Peacebringers are actually quite fine on paper. The buffs worked.
...unless you played a Peacebringer because of the variety in playstyles that comes with mixing up the forms. The buffs may have worked on paper, but they completely disregarded the unique qualities of the forms, giving human form all the best that the other two forms had to offer. Light Form lost its unique animation and all the goodness that went with it in favor of making it "eclipse with a crash and no psionic resistance." Inner Light might give a longer duration buff on par with Mire, but the majority of its buff goes to human form, which now competes with Nova for damage. Nova, on the other hand, was given nothing to compensate for this. Nova still has to drop to human to hit Inner Light, Heals or Hasten. Another point to human. Human is as tough as Dwarf and as damaging as Nova. Only a sentimental fool like me keeps the forms in the 50+ game.
To compete in that game you're better off sticking with human form, where your playstyle is more like that of a brute, madly mashing buttons and keeping your eyes more on your buff icons than what you're actually fighting. It's a playstyle I detest, frankly. That's why I don't play Brutes. Or PVP.
3. Absolutely frickin' nothing, IMHO. My Warshade still sports SO's, but is one of the toughest characters I play. I'm currently planning on IO'ing him up as my new main to replace my PB.
4. Heh. Nothing on the planet is wrong with PB human form. NOTHING. Come to think of it, I don't have any heartburn with Warshade's human form, either.
5. VEAT's are tankmages from level 24 on. They stomped on so many other archetypes' toes it's not funny. Playstyle-wise, VEAT's are the most versatile archetypes in the game. Themewise, they're the most restricting. They're sheer hell to get to 24.
EAT's, in comparison, are an easier out-of-the box archetype to play, and a much, MUCH harder archetype to master. A good VEAT player sees all the credit go to the archetype. A good Kheld driver is a diety to his or her teammates.
'Nut, I had been following this thread, but lost track of it over the last three or five days, so if your suggestion is there I missed it. Have you posted your idea yet? -
If you REALLY wanted to activate more than one power with a single keypress, there are ways to "cheat" the system, none of which are recommended unless you REALLY pay attention to what you're doing.
/bind [key] "+down$$powexec_toggleon Twilight Shield$$powexec_toggleon Penumbral Shield"
This bind will activate your Penumbral Shield when the key is pressed down, and activate Twilight Shield when the key is let up. There's a catch: You have to leave the key depressed until the cast time of Penumbral Shield starts and let up on it only when you're sure Penumbral Shield will activate, or all you'll get is Twilight Shield. Not easy to do in a battle.
/bind [key] "powexec_toggleoff Black Dwarf$$Goto_tray 1$$powexec_name Black Dwarf Mire$$powexec_auto sunless mire"
This will drop you to human and give you a nice double mire, but will also put your sunless mire on auto. So long as you remember to hit it one more time while your mires are animating you'll be fine, otherwise sunless mire will stay on auto, and the next time you need that bind it will actually not work (the auto command activates and deactivates the auto status on a power)
Those are the two that spring immediately to mind, and - like I said - I wouldn't necessarily recommend them. But I've used them (briefly, for testing purposes) and they do work. -
Quote:Don't feed it. It's obviously a troll.You might want to redirect your cheers towards said Warshades (Plural) soloing high level Arch Villains, 54x8 Malta, Arachnos, and Carnies. Warshades are able to compete with any high end set at max investment- Just like Fiery Aura, the most overpowered Melee secondary at the same investment threshold. Are you gonna rag on FA too?
Uh. I hope you don't hurt yourself.
What did you just say? For your magic WS making they... I don't even think there's any point in quoting you anymore. I'm hoping you do better this time!
Good thing my Warshade stacks resistance debuffs... And Super Strength, in case you were wondering, is widely considered the most powerful melee set in the game. Spoiler: It also does one of the most commonly resisted damage types. So does Dual Blades, if I'm not mistaken, which is the current king of DPS. Warshade damage output is less resisted than both of these examples, which are obviously great ones... So I hardly feel that you can use potential NE resistance as something to negate a Warshades ST potential.
I have a FOTG -Res proc in my Damage aura and a 25% -Res from my t4 reactive. That means I'm capable of stacking resistance debuffs. I don't think that team mates are completely useless- For end game content they're obviously necessary. You originally quoted a post that I made to demonstrate the self sufficiency of my Warshade during soloable content set for teams and with teams.
What? Sure I did.
......HAHAHA. Your "big challenge" is Circle of Thorns? My Perma Sunless Mire buffs my toHit through the roof. I just... I can't even take you a little bit seriously anymore. I mean. Come on. Circle of Thorns?
Sure, Scrappers put out the best ST damage in the game. I never disputed that. I just said that my Warshade can compete with Scrappers- Not touching the highest sets numbers but surpassing many of the lower combinations, and keeping level with the moderate combinations.
ST oriented Scrappers though, would be hard pressed to accomplish the other things I've pulled off with my Warshade.
Uh.. rest? What the hell is wrong with you?
::Sprays MisterD with a can of Troll-B-Gone::
Shoo! Shoo! Get on out of here now! We gave at the office! -
Oh don't get me wrong, Jib - I'm not angry by any stretch. I've just gotten... pretty much what I expected to get.
Disappointed? Sure. But I don't have it in me to continue another debate on another archetype that's in the end not going to gain me anything.
I still have my stalkers, and will still be able to utilize my preferred playstyle, I just won't be as effective as the new STrappers (tm) (Single Target scRAPPER, get it?)
And in the end, the stalker community will be quite happy with their characters.
Old school stalkers like me will never die - we'll just fade away.
Or so you'll think...
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Quote:Any archetype can fill any given role in the game. Defenders can tank. Brutes and stalkers can scrap right along with scrappers. Hell, stalkers have access to holds, stuns immobilizes just like controllers and dominators. Does that make controllers any less controllers? Does that mean controllers weren't designed to use holds? Of course not. You know as well as I do that Stalkers don't get containment.Those tools that you're talking about in primaries and secondaries other than Ninjitsu exist for other ATs, so it's not something unique to Stalkers. So the point about it being "a Stalker thing" are just plain false.
By the same token other archetypes aren't rewarded for using those powers they have in common to the extent that stalkers are. Controllers's holds and immobilizes let them benefit from the double damage of containment, and stalkers' mitigation powers give them the breathing room to better leverage the double damage from their inherent.
Brutes using stun arent' guaranteeing a full fury bar, and scrappers using cloak of fear aren't going to increase their chance of getting a critical. But a stalker using cloak of fear might just have time to get that placate/attack combo off.
And - again - speaking of which:
Quote:As for worse damage with Placate - try figuring out the DPA of the various attacks. You'll find that you're better off using two attacks in the same animation time in almost every case. Or better yet, check the thread I made which listed the powers whose damage per activation time increased and how much they increased by. If you're using Placate offensively and not using one of the attacks in that thread, your overall damage per second is going down - that's why it sucks offensively, because when used offensively it hurts your damage over time.
More to the point, you've indicated a problem with damage falling off by the use of placate, so why aren't you jumping up and down for them to reduce the cast time on placate? If there's a problem with placate being overshadowed by just using another attack then the answer isn't to go ahead and buff the tactic of just using other attacks - it's to buff placate.
Or so I would have thought. Apparently not.
Quote:And if you want to kill the Sapper, try using Assassin's Strike and then you don't need Placate for that second power activation to kill a minion.
I get the impression that I'm wasting my breath (I'm reading aloud as I type, so it counts). I don't understand why stalker players keep insisting on changes that turn them into single target stealth scrappers, and I'm no closer to illumination now than when I started this thread.
Have we all just given up on stalkers and are settling for being scrapper wannabes just because we don't want to reroll as scrappers?
Fine. Have no fear, the changes everyone wants will be the changes that come. Heaven knows nothing I say about this or any other archetype ever seems to hold any water. I have what I came for (or as close as I can expect to get), and nothing productive is coming of this discussion. So close the thread - I'm done. -
Quote:As I said before, I'm of the opinion that SR, Regen and Willpower are there because players that want to pvp might not find Cloak of Fear or Power Sink super-useful in that environment. They are self-contained straight up self-buffing sets that pvp'ers tend to go for.Yes I do know there are some tools in some secondaries and that's where the problem is. If they somehow improve those tools (fear aura, stun aura, caltrops, confuse), what about those secondaries that don't have, like Super Reflex and Regeneration? How should they buff those?
Not to say you can't pvp on the other secondaries (especially Ninjitsu) any more than I'm saying that those sets aren't useful for pve - I'm just saying that the preference among pvp'ers seems to be for self-contained self-buffing sets, and that those three cater more to the pvp crowd than the pve.
To be expected on an archetype that gets so much pvp reputation (not to be confused with pvp rep as it is in the game) -
Quote:See my post above this one with regard to Ninjitsu and the other secondaries. Just because you're not counting them doesn't mean they're not there.With Stalkers, I tab through and find something that needs to die right away and make it a priority. I then pick the next priority when it drops. Sometimes it's a minion, sometimes it's a boss. Sometimes the team is running smoothly and it's "whatever the reticle lands on first", but even then I usually try to pick up something that can cause issues if left unchecked.
Do you see how this is different from "wade through minions until the boss", "keep the bosses attention while splashing AoE on the minions", or "point to a corner where the bodies end up"? But you can play the same way (ie, fast and strategic elimination of trouble targets) for ANY of the melee ATs; that's not a Stalker thing.
You mention tools for distraction... uhm, with the exception of Ninjitsu and Demoralize, the other melee ATs get the same tools and often more - they share secondaries after all. Want to keep an entire spawn unable to act? A Stone Melee/Dark Armor Brute is going to handle that job a little better than a Stalker will.
And the primaries aren't just giving you demoralize. As I said in the post you're quoting, you've got some for of mitigation or aoe powers at 18 and 26 that often also do high damage to boot. Parry and Divine Avalanche deliver mitigation in spades, the range in impale and focus combines well with the immobilize/knockup to keep an enemy at range just long enough for you to land an attack on that boss. A well-placed stun will do wonders for stalker survivability, and might even just give you the opportunity to placate/AS his buddy, provided you're solo. Speaking of which:
Quote:Except that Placate sucks offensively unless you use it with Assassin's Strike. There aren't many powers that it helps, and you can trim out all of the Assassin's Strike powers after i22. So basically the bolded part above? Yeah, not really seeing it as helping.
Or are you saying it sucks because you can't do the scale of damage with a tier 8 power that you can do with Assassin Strike? Because that's even more ridiculous. Assassin Strike is ONE power with ONE function (although it will soon be improved) - so why compare every other power's damage to that?
As it is, when I'm on a team I can use Placate to placate/two-shot that sapper that just beamed the tank for half his endurance. How's that suck?
Just saying something sucks doesn't mean it sucks. Placate has its uses. You just have to - you know - use it for that.
Quote:Did you read the second sentence in the post you quoted? I specifically asked this powers team about it after the proposed changes were listed. That indicates to me that they have no intention of doing it and that it's off the table. -
Quote:Not so. Dark Armor has two mez toggles, EA has a mez Toggle, a sapping power that also gives +defense, Ice Armor has a -damage/slow toggle and a sapping +defense click, and Electric Armor has... well it sort of has a mix with a heal, a +recharge and a Sapping power.Unfortunately, Stalker is an AT with Damage primary and Defensive Secondary. Ninjitsu is as close to what you describe as it gets. (maybe Dark Armor too and Ice Armor)
It would be nice if they can re-vamp this AT with Damage primary and Control/Debuff secondary (much like Burglar class in Lord of the ring). Bane is similar to that except Bane is freaking slow.
Let's assume, re-vamp is not an option, what else can they do to make Stalker more "assassin-like"? I know "stealth" is no longer a Stalker specialty. When people think of Stalker, they are more likely to associate it with "burst damage" and more "fragile" (even though Stalker has the similar defensive values as Scrapper/Brute).
So you do have tools outside of Ninjitsu in your secondaries. Ninjitsu has the lion's share, to be sure. But other secondaries can be played in similar fashion - and ought to be IMHO. Those extra toys aren't just "skippable slots." -
Quote:That's what they said about Light Form locking out the forms on Peacebringers. Didn't stop them from tearing up the cottage rule with that one, did it?That's not going to happen. It's part of the design of the power and will not be changing.
Consistency is probably too much to ask for. -
Quote:Yes.Just because you are attacking, you are not immediately labeled as a "Scrapper" you know. Are you saying all Brutes/Tankers are really just Scrappers without criticals? I brought up Placate + AS because that's what's unique to Stalker. You contradict yourself by saying that "Stalker shouldn't use Placate + AS because it's ineffective and yet you say Stalker will become Scrapper by simply scrapping. What exactly do you want Stalker to do? Just stand there and pass inspirations during Hidden?
Quote:Stalker can control where the critical hit lands. That's an offensive advantage that Scrapper doesn't have. (Of course Scrapper has more offensive advantages in aoe damage)
I don't understand the notion that if your Stalker is attacking, you become a Scrapper. Unless Stalker suddenly has a different secondary set, Stalker will always attack first and ask questions later.
The only part that makes Stalker not like a Scrapper is to use Placate and get in and out of Hidden, which has proven to be unreliable and inefficient in such "fast-pace" game. If the game's pace is slower, sure, you can take your sweet time to find a target and eliminate. However, the regular bosses aren't exactly hard and there is no point in "stalking" if a tank is herding and it's not like Stalker can kill an AV (the real threat!) in one or two hits.
I don't want to get into this shutting match because that will only make Synapse not want to read it. We can come up a list of what makes "Stalker" unique and present to him in a list like the one you see in Tanker's forum (which caught Synapse's attention).
My English isn't good enough so I won't start the thread. Feel free to list out what you think makes Stalker unique and how effective that adds to gameplay. We Stalker fans better come up a list soon before they finalize the changes.
Anyway, to your point. Scrapping it out. First off, every archetype - from Defenders and Dominators to Brutes and Scrappers - is going to have scrap it out scrapper style at one point or another. In a game based on the unpredictability of combat I can accept that.
Apart from that, however, I see melee combat in this game as something very different, depending on the archetype I'm playing. With Brutes I see a spawn, run in ahead of the team and chew a path through the minions to build fury on my way to the boss. With a tanker I see a spawn, run in ahead of the brutes and taunt the boss, swinging my aoes at the minions to get their aggro (don't worry brutes, they'll still be there to build your fury).
With scrappers - and I've said this on multiple occasions - I point to the corner where I'm going to pile the bodies and start by hitting tab-follow. I don't stop until the red haze lifts. It's random, violent and indiscriminate.
THAT is what I refer to as "scrapping it out." Regardless of what special mechanic I'm given to increase damage, combat is a random mess of orange numbers and falling bodies. It goes by in a blur and I come out in one of two places: at the top of a heap of bodies or at the bottom, combining inspirations to make a wakie and continue. Odds are heavily in favor of the former, but I don't shrink from the latter. These are the only two proper places for a scrapper to be, IMHO.
NOW for Stalkers:
As I said upthread, a stalker engages an unwitting or helpless opponent. This is not to say that the stalker is a coward. A stalker is a trickster, creating those circumstances that lead to unwitting or helpless oponents in the midst of battle. Dare I say it? They lay ambushes.
Every stalker primary has either a mitigation, ranged mitigation/damage, or aoe damage power at 18. At 26 stalkers get some sort of heavy damage/mitigation/aoe combination.
Stalker secondaries tend to come in two flavors - self-contained and rogueish. The self-contained ones (Regen, Willpower, Super Reflexes) are far outnumbered by the rogueish ones, and IMHO are generally most popular for PVP (to the point that I wonder that they weren't added for that very purpose).
The rest are what I refer to as "Rogueish," in that they contain - in addition to the passive mitigation of shields - active mitigation that is used on your enemies.
Take your active mitigation powers from both your primary and secondary! Use them! This is what I tell new stalkers all the time.
When I see a spawn on a stalker, I WAIT for the brutes/tanks to run in, let the battlefield get set, and THEN I pick the biggest opponent and stealth in. I may AS the boss if the conditions are right, or I may have to hit follow - jump the caltrops and hit a fast animating attack before I land. THE NEXT THING I DO is throw out some active mitigation. It might be caltrops, blinding powder, cloak of fear, disrupt or water spout. IF YOU PLACATE ANYTHING DURING TEAM PLAY, MAKE DAMNED SURE THAT TARGET IS AGGRO'D ONTO ANOTHER PLAYER, AND FOLLOW THAT UP WITH YOUR QUICKEST, HEAVIEST HITTING ATTACK THAT ISN'T ASSASSIN STRIKE. Not sure why everyone keeps insisting on using placate as a defensive power. It has NEVER been a defensive power only. It is and always should have been used as an offensive power with defensive capability.
But that's just my take. Others might have different (read that as: Better) tactics.
THE POINT is, when a stalker is in melee, he's diverting the attention of his foes directly with the many active mitigation tools and toggles at his disposal. Properly done, a stalker can keep an entire spawn distracted, mezzed, or otherwise occupied with other things for an entire battle. A scrapper punches you in the face repeatedly and randomly. A stalker points and says "look over there!" and downs you with a punch to the chin.
THAT's the difference between a scrapper and a stalker in melee. It requires practice, thought, and foresight to do it well, and I detest anything that dumbs that process down.
And the assassin's focus that is being planned does exactly that. Three hits and a critical. Regardless of what control it might actually give, what it does more than that is encourage players to stop thinking and mash buttons.
Can I still play a thinking-man's stalker with these changes? Sure. But forgive me if I'd rather see changes come to the archetype that don't encourage players to actively ignore the flavor of what makes stalkers who and what they are. -
Quote:Are you constantly using Assassin Strike and Placate as a combo? Why? Of course it's unreliable!! Assassin Strike wasn't meant to be used in EVERY. SINGLE. COMBAT. SITUATION. It would be nice if it had more flexibility, but it was never intended to be the crutch that you're describing. There are ideal circumstances for using Assassin Strike, and nine times out of ten it will NOT come after Placate.I honestly believe Placate + Interruptable Attack is simply unreliable. It doesn't matter it's 1s or 0.5s activation time. As long as you have interruption, it's a questionable attack.
What if Placate + Assassin is a bad design to begin with? How do you elaborate from a "bad" design?
And I am telling you that Placate + Assassin Strike has its use. It's a use that may not be popular but Placate + AoE is still viable.
What if the dev simply don't want us to take one extra step to get that critical ST damage? Just look at how many people complain about Placate. Does Placate "define" what Stalker does? Or it's Assassin Strike? Or it's "burst" damage?
Look, just because you can't use Assassin Strike in every situation doesn't mean that Stalkers have to be scrappers in every other situation. You do have other tools and other options besides the standard fight club response.
And there is NO EXTRA STEP when you gain criticals by dropping into hide. Saying that there's an extra step implies that some time passes or that the player needs to do something extra. NEITHER is true. If a game mechanic can guarantee a critical, it will take exactly ZERO extra seconds and ZERO extra effort on the part of the player if hide is also induced. This extra step you keep talking about is nothing more than semantics.
Having said that - there are obvious problems with just using hide to gain critical states - my position isn't to simply do that - it's to START with hide and see what's possible from there (vise just tacking on free regular criticals) -
Quote:I agree with you on this. Whole-heartedly. My haste in communicating my thoughts led me to oversimplify and describe only one means to the end. But yes. Ambush is an apt description. Stealth is just one way to go about it. You can also "ambush" a held target or a sleeping target.That's the very reason I tend not to think of Stalkers as the 'Stealth AT', because stealth is available to everyone (and mixed into powersets). I wonder if I'm talking to myself or do people just think my notions are retarded? Stalkers are the 'Ambush AT' because they get 'bonuses' for striking an unwitting enemy. Stealth has nothing to do with it, frankly.
The key is that you're benefiting from attacking an unwitting opponent. Sowing mayhem and confusion among his allies to leverage another ambush even in the middle of combat. Assassin's Focus - as proposed - does nothing like that. It's pretty much the dumbing down of the archetype. -
Quote:Yes, I remember that. I played stalkers back then, too. The effect was the same as stealth: attacking an enemy who - by dint of not seeing you or not being able to move - could not attack back. It's the difference between assassination and combat. The stalker inherent is called assassination because stalkers in this game are/were assassins.Stalkers have always had Out of Hide crits.
When CoV launched Stalkers had 2 ways to get critical damage
the first using Hide/Placate, and the second was a 20%to crit on held/slept enemies.
So from creation Stalkers had a means to do Crit damage outside of Hidden.
Now quite a bit of criticism can be leveled at the notion of putting assassins in what is essentially a dps combat game. Nonetheless the playstyle was - and is - appealing to an apparently shrinking minority.
Being an assassin doesn't have to be a one-shot-one-kill all or nothing deal, however. But changes to the archetype ought to keep the assassin theme of avoiding combat as much as realistically possible in favor of stealth, diversion and confusion.
The proliferation of combos/fury/build up tokens is getting ridiculous.
Quote:Then everyone realized Stalkers were under performing in team content, and that the 20% crit was pointless in PvE and we got the Stalker buffs of Demoralize, innate 10% Crit and Scaling team Crit
Quote:Now we're getting Assassins focus.
Which isn't being borrowed from Scrapper Crits since those are just a flat %. Seeing how focus doesn't seem to have any kind of decay mentioned it's another way to control our crits, now granted it's a controlled AS crit which may not always be desired but it is a controlled crit.
But that's just me, and maybe one or two others. You're right. Like it or not, we already have scrapper-style crits. I just think it would be nice if we could stem the tide.
That control you're talking about doesn't give nearly the control that you're letting on. In the post right above yours Leo G hits it right on the head: What happens if you get your Assassin's Focus after the heavy damage portion of your attack chain? You crit with a tier one attack or - if you're right and there's no decay - take a hit to your dps while you wait on one of those larger attacks to recharge. Where's the control in that? You're just getting a guaranteed critical every three hits. You're not in control of anything more than who you're hitting, unless you really want to micromanage your attack chain. -
Quote:Then fix the current mechanisms. Adding new ones is just adding new gimmicks. What happens when the game out-grows those new gimmicks? What new toys will we add then?Exactly. I think at the end of the day, the dev just think the current "placate" and "hide" and "re-hide" mechanisms are just too unreliable. They want Stalkers to deal "massive" ST damage that is not interruptable. Focus counter is there so Stalker doesn't go too crazy on critical damage.
Quote:What the buff will do doesn't take away what we have now. You can still use Placate + AS but it may seem less effective because uninterruptable AS seems very effective! Using Placate still has an advantage because you can stop the foe from attacking you for a little while, or you can Placate one and attack another (just like Hold One, Attack Another strategy).
This is exactly what happened to Peacebringers. Once on a time a Peacebringer was equally effective in any form - it was just underperforming.
After the changes made Light Form more like Eclipse and Build Up more like Sunless Mire, shapeshifting on a shapeshifter suddenly became a sub-optimal way to play the high end game. The forms were just there to crutch your way through the lower levels with no noticeable boost to performance until you got Light Form and made it perma.
Now, a truly effective Peacebringer is a sight to behold, and that sight looks (and plays) a good bit like a brute with ranged powers.
I see something very similar coming for stalkers. -
Quote:See, that's what I'm saying, though. For all the effort they're putting into making us more like scrappers, they could be fine-tuning our existing mechanics - like hide - to better fit with the current game.I think it's already been covered as far as why dropping to hidden status is - at least as the code works currently - functionally worse offensively than simply granting the critical damage.
Could that be changed? Sure! They don't have to have hidden status suppress on taking damage, it could just be when you attack (or click glowies, because god forbid we should be sneaky when doing that). It would also get rid of the disparity between resistance and defense sets. But that's just as unlikely to happen as payer-targeted ambushes no longer being able to see you through stealth or the interrupt being completely removed from Assassin's Strike.
Quote:We all nerd raged about it because it's denying us power options for no good reason as anyone can come up with a thematic reason for anything.
I don't see Assassin's Focus as breaking theme,here's why....
Back in D&D(2E,3E) the Assassin Class had a special ability called Death Attack. If the Assassin spent 3 rounds studying a target, they're next attack on it would deal Sneak Attack damage and could instantly kill the target. Now the studying had to be done out of combat, and while undetected by the target.
Because COX only has combat and doesn't really support out of combat activities Assassins Focus as proposed seems a natural way to integrate such a mechanic into the game.
Also Stalkers being a specialized fighter can quickly discern an enemies combat style, and set them up for an opening with 3 attacks on that enemy.
Focus is certainly thematic to Stalkers with these 2 views.I'm sure plenty of people can come up with other ways that Focus is thematic to Stalkers.
I also fail to see how Focus is being pasted from the other melee AT's.
Scrapper Crits are all about that lucky shot
Tanker Bruising/Gauntlet is nothing at all like Focus
The closest would be Brute Fury but I think Focus is different enough.
Yes they both boost damage, but the means and the control are entirely different
But maybe that's just me. Maybe the new direction for stalkers is more like surgical scrappers, with controlled criticals and single target damage.
Except that single target damage is never going to be anything that a scrapper that throws indiscriminate criticals and splash damage around is ever going to envy. Or a brute, for that matter.
What made us stalkers IMHO was the ability to choose our targets and our battlefields, and that's something the current changes are ignoring. But it is what it is. It'll never change because of anything I say, so I'll just leave it at that and bow out.
Oh, and that study the enemy thing that Assassins do in your example? It's currently being done by Bane Spiders. -
Quote:You don't get the critical on placate sometimes because (a) placate is bugged. It's been proven, admitted and stickied. Just not fixed. OR you don't get a critical on placate due to being unable to attack during Placate's long animation in combination with enemy attacks that cue and land before you can capitalize on it.I think it is far too easy to get knocked out of Hide or a hidden state. There are plenty of times where trying to get a critical off from Placate doesnt work because of the enemy attacking after the placate has gone off, especially for builds that are not built around high defense IOs.
You can't complain about being knocked out of hide based on how it relates to placate.
If, on the other hand, you attack right after achieving hidden status, your attack will critical EVEN IF YOU GET KNOCKED OUT OF HIDE before it lands, because you were hidden when the attack was initiated.
If assassin's focus were geared to give you an instant hidden state, then the latter of the two situations above would be the result. So long as you're following up an attack with an attack, an instant hidden state will result in a critical.
Quote:If you're going to stand there and fight, I dont see the point of it throwing you back in Hide, where you could lose the chance of the critical because something knocks you out of Hide. I dont think the Hidden state adds that much to your survivability in the middle of a fight.
But that's not the point, either. There are admittedly a number of problems with just allowing assassin's focus to just put you in hide.
The POINT I was making is that any new mechanics to the stalker archetype ought to START with stalker mechanics already in the game, NOT with what works for some other archetype.
Quote:I like Hide criticals,I like them alot, however there are way too many things that go wrong with Hidden Crits. With Hidden being the primary way to get crits, it's very often that becuase of the games mechainics you don't get a crit at all.
I like that Stalker damage is generated from Crits, both controlled and a high chance for random. To me this shows the Stalker as a specialized fighter that is always looking for that weak spot and exploiting it once found.
Assassins Focus, to me, is a good way to bypass the mechanical problems of Hidden while still allowing the Stalker to be that specialized fighter.
Quote:As for the defense boost for being Hidden, I'm not entirely sure that it's granted off of Placates Hidden state, I think that defense boost actually only happens when the rehide timer ticks off.
So why not give assassin's focus the ability to grant an eight second defense buff by the same numbers?
I'm not talking about using Hide *as it currently is,* I'm talking about using hide *as a basis* for a new mechanic, verses scrapper criticals.
Quote:I think Stalker mechanics, more often than not, just don't get along with the game mechanics. Because of that they're looking outside the Stalker mechanics so that we can have the damage output we were supposed to.
But when it comes to the problems stalkers currently have, they'll throw theme to the winds and paste any old mechanic from our nearest cousins on there and we as the community will RAVE about it.
I don't get it. I don't get "us."
But I shouldn't be surprised. They did the same thing to Peacebringers, most recently. Everybody loves Peaceshades, now. -
Quote:Unfair ambush mechanics aside, here's what I don't get:Regarding this list, don't forget about some ambushes, as there are some in game that ignore, or see through to put it more motivating, you being hidden. This is especially a weakness if you're a non-defensive based secondary Stalker, like /regen and /elec.
As I see it, this will make it easier for my main (DM/Regen) to deal with unfair ambushes and tough battles (EB/AV). This said, my main intention with the new Stalker changes, which might as well be said at some point, is to only use AF+AS against ambushes, eventual double mobs and hard targets, as a means to not lose the feeling of being a Stalker.
Why do players have such an aversion to using hide to get criticals? I think it was Jibikao who mentioned up-thread about not having to go through the extra step of going into hide to get a critical, and several have made the point about auto-hit effects knocking you out of hide.
But if you're just scrapping it out anyway there IS no extra step - the hidden status comes on and your next attack is a critical. As far as you're concerned there is no functional offensive difference between the two. And if you're scrapping it out in an auto-hit situation, then the odds are better than good that your next attack will be initiated before the autohit's damage tick can register so again virtually no offensive difference.
However, if assassin's focus achieved criticals through a hidden state, then maybe I might use that to a defensive advantage. Remember, when you're hidden you have fantastic AoE defense, and even something like 5% ranged and melee defense. Throw in combat jumping and/or a purple and you're likely to avoid some of that aggro while you escape. Hell, even if you are scrapping it out against impossible odds you've got a little extra defense to help you get a green down.
And just dropping you to hidden status might not be the best answer. My point is this: shouldn't developer thinking at least start with stalker mechanics instead of looking immediately to what is clearly a scrapper mechanic to fix stalkers? And why are we as players so averse to that thinking? Do we really all want to play scrappers and brutes?
Lately it seems that Hawk and Synapse have insisted on fixing the archetypes they're looking at by applying what seems to be working on other archetypes, and players by and large have been happy with that; so long as their melee scrapper-like or brute-like can be called something else at character selection we seem quite content to pretend that the gameplay isn't just like scrappers or brutes.
The result has been predictably generic. -
Quote:Assuming you mean the iTrials, because I can't think of a situation where my stalker in the normal high end game has been knocked out of hide by anything short of KoV Caltrops or CoT Crystals.To deal with the late game, where autohit wide area damage or mez effects keep knocking people out of hide.
Also to deal with the fact the re-entering hide doesn't actually do anything - once aggroed enemies can't be hidden from. All re-entering hide would do is give you a chance at another crit - which is exactly what Assassin's focus will do. Only more reliably.
Eh, there could be more. But now I'm amused/annoyed by the philosophy "fixing" autohit powers knocking stalkers out of hide by making hide one step closer to irrelevant. -
Out of curiosity, anybody know why Arbiter Hawk decided to go with a critical outside of hide for Assassin's Focus instead of just having Assassin's Focus put stalkers back in hide?
I could ask him directly, I suppose, but then I don't tend to get too much response from PM's.