Stalk_obot_EU

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  1. Pentad is kinda flawed as COV does exist and team inclusion of these ATs is fun and interesting, should simply be only one AT in team of X imo
  2. Stalk_obot_EU

    Pyschic Offender

    thats some extensive and irrelevant thread hijacking.....
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    I don't think acrobatics needs more than one slot, at least I dont have any more in it.

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    acro costs nearly the same as 3 defence set toggles combined to run, its a seriously expensive toggle and is like having one and a half superjumps on during combat. I couldnt recommend 3 slots in this power enough even on a drainer.
  4. brutes have better potential and a higher damage cap, fire armour is a serious contender now but scrappers have higher base damage and far better epics
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    fire brutes are pretty much regen brutes now

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    ... albeit without Integration, Instant Healing, and Dull Pain.

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    And no Quick Recovery, Consume is great, but hardly the same thing.

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    Regen - re: uber heal such as a 50% heal every 20 seconds, I dont recall saying the the secondary was anything akin to the scrapper set as it clearly isnt, its resistance based. Healing flames has however significantly altered the fundamentals of the FA set.
  6. unstoppable is pretty much just that, a inv/ss should be able to stuff a heavy and a MM at the same time, at least for 3 minutes anyway. Trouble with having pets that deal s/l damage.
  7. Good to see fire armour is truely useful in spite of a truely useless power in the set (burn) and a lack of a tier 9 uber power.

    Kind of wish I had entered but after spending 3 hours+ getting double teamed on the last ffa i entered i figured I would give ffa a wide berth for a while
  8. rad/sonic can he-[censored] man-slap most things silly
  9. fire brutes are pretty much regen brutes now
  10. Stalk_obot_EU

    Arena Night

    always enjoy random team arena matches
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    PBAoE attacks are classed as Melee attacks as far as Defense calculations are concerned.

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    No, this is wrong. Test it with someone slotting a aura 3 acc, not using FA, BU or tactics.

    I've tested it myself, with a lvl 50 spines/DA slotting 3 acc in DS and quills against a lvl 50 regen stalker with Hide one-slotted for defense. 17 hits and 328 misses.

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    PBAoE attacks, especially damage auras classify as melee attacks. Hide ALSO gives melee def. Duh.

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    classification tables are dodgy to say the least, against hide they count as aoes, i know that much from my own testing. Its like shadow maul, thats a melee cone yet in SC a lvl 20 dm stalker will hit through my BS/SR defences with 2 stacked parry with impunity (no aoe/cone def in sc)
  12. i dont think stalkers are done very well tbh, well for that matter I dont think villains as a whole are. They have great potential and variety but simply put the more dedicated nature of heroes wins out in pvp, at least it does at the moment.

    Generally dominators and corrupters can fall over in seconds unless in an organised team and brutes fury has been bugged since release (its still bugged now albeit in a more benefical way ) so people unfortunately gravitate to stalkers as they ahve built in survivability.

    Personally I would prefer stalkers to become more like scrappers so you are not forced to play hit/run/hide due to having less hit points than that of a blaster on a melee character.
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    Except (and feel free to correct me if I'm wrong as I'm only on my second coffee ), there aren't any Hero AT's based enitrely around the concept of stealth and striking from the shadows. I just find it bewildering when people complain about not being able to see Stalker's given that that's the core concept behind the AT. Whether Cryptic should have introduced this type of AT and PvP zones at the same time is another thing entirely .

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    Completely true. But seeing as Bats is basically a Heroic Stalker, you'd think they'd actually allow a melee Hero with Hide as well. It does make my teeth squirm though when the Stealth pool was deliberately nerfed for PvP and then the Stalker AT was brought in.

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    Actually invis for scrappers is becoming slightly en vogue at the moment and is quite amusing
  14. Stalk_obot_EU

    Hami once more!

    defiant raids are such a joy
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    They all work if you've slotted them properly. Apart from Repulsion Field. That sucks.

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    Well i can tell you from my own chars Quills 4 acc 1 end red and 1 damage in it; Death Shroud 3 acc 2 damage 1 end red; Repulsions field 3 end reduc but the power is a joke anyway..... None of them work i have stalkers dancing next to me when i have quills and death shroud on..... You cant slot it wrong lol they just dont work and my Fire tanker blazing Aura again 3 acc and it dont work...... But im going over old ground. Perhaps it would help if i posted screen shots of the stalkers standing next to me having a disco

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    No, it wouldn't.

    I have a Stalker and the only time I can dance with such impunity is if I have external +Def buffs like a Cold Corruptor's.

    You have Quills and Death Shroud? Well, get Tactics. That's Hide+Stealth negated, unless they're stackong GI. If you see a Miss, pop something like Spine Burst or Dark Regeneration. Everything has counters, stalkers are no exception.

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    Unslotted Hide is 37,5% AoE defense. Without +tohit, you'll have a very hard time hitting a stalker with any AoE power ; and even with tactics, you're not going to hit much against 3-slotted Hide.

    Stalkers have many counters, but AoE powers without massive +tohit isn't one of them.

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    Even with huge globs of acc its hard to break stalkers AOE def, running 3acc/dams in quills and 3 tohits in BU means quills will rarely break even a regen stalkers hide. Sure if they stood there long enough a hit would get through and the whup-assing begins but only a poor stalker wouldnt run in and get a hit off before the ticks hit. Oh and even regens can run 59% aoe def in hide so little is really going to upset that. Biggest benefit from aoe powers is the psychological deterant.
  16. Stalk_obot_EU

    best PVP build ?

    there is no win button and everything has its antithesis.
  17. should also do missions from a person around the average lvl of the team, 4 12s and a 15 shouldnt do the highest mission as we just dont ahve the acc to hit and it slows the xp/min right down, better to blitz and get lots of small xp fast than spend ages on high level mobs to get a big chunk. its not great for the highers but will mean everyone evens out much faster
  18. Stalk_obot_EU

    Clear Mind

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    Cauterize would be nice but something has to go to make room for other powers (like GI for stalkers, tpfoe for base campers etc). Even without that heal I think the thermal buffs and area heal on a brute vs scrapper shouldnt result in such a clear victory.

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    No, it shouldn't, and probably wouldn't with Cauterise, what sets was the scrapper?

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    Spine/Regen if i remember.

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    Spines regen is at its peak in S/C whilst you were missing a great deal of powers, with heat exhaustion, your heal and impales neutering you will be soloing these scrappers in RV without many problems. (and ice/cold wipes them in s/c )
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    You don't need lucky or evasion, as the amount of powers rated as AoE is minimal,

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    this is wrong, people think AOE is just AOE when its not, its AOE and Cones. Some corrupters have 75% aoe/cone attacks in their primaries and most have 50%, same with dominators. Before getting your aoe/cone def (its the same) in sirens call you will be hit by fearsome stare virtually 100% of the time as you have no def to it. A smart controller would just spam the aoe immob and bypass your def untill you were locked down etc

    Ignoring your aoe/cone defence is a mistake
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    We also noticed that when the AM wore off endurance began to plummet. Does anyone have any firm figures for when AM gets perma'd (assuming 3 slotted with SO's)?


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    You cannot have perma AM since ED from one person, it is perma with 8xAM with TOs, 6xAM with DOs and 4xAM with SOs and in a team environment like this thats not hard to get.

    I woulnt slot much but recharge in AM till 22 personally, just drop in what enhance u find during the missions. Follow Solars new guide and in the team you wont go far wrong
  21. as stated with 8 AMs you will have no end issues and 8x fire cages + hotfeet + containment will drop most mobs pretty quickly
  22. [ QUOTE ]
    For lv50 PvP you just need 3 attacks (hack, disembowel and headsplitter) if you go with FA. With FA you can slot all your attacks 1 acc 3 dmg 2 rech, and provided the long animation time in broadsword, you will always have one of the powers recharged. You don't need lucky or evasion, as the amount of powers rated as AoE is minimal, but you do need endrdx on your toggles, unless 2 on each, 3 when possible.

    Nevertheless, my bet would be weapons epics, along with fear pool and tp (foe), thus having speed, tp, fear and medicine pools. Few things are as effective as casting fear on a squishie, throwing down caltrops at his feet, and pwning him while he tries to run away in slow motion

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    um this is a very interesting strategy to say the least, so we have speed, tp, prescence and medicine pools......arent we forgetting about stamina?

    i think you would prefer to roll a /dev blaster
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    Attack slotting looks good and the build itself is at least passable!

    From my experiences with Parry/Divine Avalance in PvP, you'll never get a chance to use it unless you're literally going Toe-to-Toe with another scrapper, a brute or a tank. In open zone pvp this will almost never happen, you'll be chasing people instead. I'd consider dropping it for Whirling Sword or Slice.

    I'd swap swift for hurdle and at least two-slot it, so that you get your 'Super jump' at the speed cap.

    Tactics doesn't need the tohit buffs, the bonus is useless for scrappers so you'll only use it combined with Focussed Senses for the +perception. Put them into Build Up instead or as EndReds in your SR toggles.

    Unless you want to be a "Stalker Hunter", taking 'Aid Self' will benefit you more than taking Assault/Maneuvers + Tactics. You could also consider Hasten to improve your attacks' recharge (since they're slotted for EndRed).

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    From my experience with my own BS/SR I will say parry is used all the time in fights, the def buff is awesome and its a great chain filler, I have stood in amongst 5-6 stalkers grabbing a parry buff of one, getting placated then grabbing one of another while whittling them down getting accused of being in elude.

    AOE scrapper attacks in zonal combat are a waste, certainly in the broadsword set

    slotted parry (double stacked, it doesnt triple stack) coupled with your sheilds will give 80% def in melee which is better than base elude, I cannot recommend parry enough
  24. Its just a matter of perception, on your home server you are inately comfortable due to the familiar surroundings and people. While on a new server you are not used to peoples "quirks" and you dont have familiar faces to fall back on and essentially ignore the [censored]

    All servers are the same as they represent a cross section of the gaming society, this unfortunately includes morons but its the same anywhere you go, no one server attacts all the imbeciles, they are split quite evenly
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    The US post talks about whole spawns going down in 4 seconds, which is exactly what our team found.

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    Im 100% behind Solar Flash on this

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    As I recall u put up a post suggesting stamina should be taken... And for the same kind of reasons,

    [/ QUOTE ] my free picks in place of travels, reasoning is my own, valid but team specific irrelevant.

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    it may turn out that maneuvers is redundant too, especially if we try to max our damage and wait till we get LR. Let me know what ur alt is called cause I dont see your name in the list.

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    BlazeZen

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    As for your point about flashfires and "immob & stun", rain of fire is better than a immob and about the same as a stun because it forces mobs to run in "fear"; not only that its actually doing damage unlike flashfire. The slows from RoF stack, and they will also stack with Lingering radiation and lets not forget that if everyone throws a lingering radiation then mobs will be rooted and there recharge rate zero!

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    RoF is great, its about 99% less use in a damage level team than flashfire as higher damaging mobs WILL alpha hit one person far to often following a RoF drop compared to the mass stun of flashfire. My sentence has a comma missing from it, it should have read, "controllers have aoe immob, stuns and holds, flashfire is just a mass stun and one that I use on my fire/kin to eradicate 6 man mobs solo.

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    Also AM has a status "resist" not a status "defence". Your toggles will be knocked off instantly and it WILL take 15 seconds to get back to full defence offence status. The only thing that is reduced is the need to carry BFs since u will be broken free instantly minus your toggles (without your toggles u have zero defence).

    [/ QUOTE ] Toggles will NOT drop if you DONT get hit

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    I see alot of people did take maneuvers and it certainly wont harm at all but its not absolutely necessary going on my experience of the group. Added to that, its the weakest buff out of the 3 tactics, assault and maneuvers. U get about 3% defence from one person (3 slotted!) whereas corruptors give 15.7% acc from tactics 3 slotted (*8), and 15% damage from assault (no slots). As I said, there were only a couple of times where we even needed to heal.

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    Damage is irrelevant with the levels we will be running, offence being the best for of defence is bad news and WILL mob wipe on occassion as everyone CANNOT run in perfect synch, manuevers stacked resolves this in its entirity. There is a reason why you get bigger numbers than def on assault or tactics and even on res sets, you can get 70% res on an inv tank yet my BS/SR can out tank them and runs about 30% def, def is on a totally different scale and for damage mitigation you cant beat it. There was a reason why we had the global defence nerf and this allows us to go back to those heady days of crazy defence. Solo the buff from maneuvers isnt great, combined its beyond awesome. As I said, you will be beating the best def sets in the game from any AT. With the same power on all alts we will ALL be running more def than an ice tank with all sheilds, manuevers and weave, that seems pretty tasty to me Your numbers are also all wrong, its 5.5% def per person slotted, 44% def to all for slotted team.

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    I thought the whole idea was to have a team of 8 blasters, with a side order of the best heal in the game.

    All Im saying is that lv7 is a bit early to decide that u lack defence.

    [/ QUOTE ] In your opinion that is, dropping travel till the 20s means that you can make the team literally unstoppable, why build in a weakness that will lead to mob wiping? A +2 longbow LT can take 50% of a corrupters health with its first volley from its attack chain, with less than almost perfect precision we will have people falling over due to alphas all landing on one person. We have a chance to build in damage mitigation that is normally unobtainable on squishies. Is it needed in the low levels? Only for specific mobs, specifically ones with KB but its setting up the team for later levels against higher damaging mob types.

    The prospect of having 50% better defence on a squishy over my maximised SR scrapper is more than an attractive proposition