Supernumiphone

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  1. Quote:
    Originally Posted by Overlord_Mondo View Post
    3. I currently have the Gaussian Build Up proc in my TT: Leadership power, but I never notice it proccing. It's very possible that I just never notice it, but it's been in there for a while. Does it not proc in that? I thought such enhancements had a chance to go off every 10 seconds in a toggle power.
    It will proc in TT: Leadership. You can notice the icon showing along with all your other active power icons. It's purple, though I don't remember the exact image. If I'm remembering correctly when you click/hover over it, it's called [Boost Up]. It only lasts 5 seconds so it's easy to miss.
  2. It seems to me that there have been some improvements over the years, but the follows are still quite uncoordinated. At least they don't tend to run off through the walls any time you go up or down an elevator like they used to.

    Also I could be wrong but it seems like follows are better at getting themselves unstuck these days. It still takes a while, but eventually it seems like the AI has a fallback "I've tried everything else" trick the devs have given it, to do something akin to /stuck.

    They're still pretty stupid. It's probably really hard to fix though. There's a reason the tech in the RSF (which was a common cause of /petitions and/or restarts) was changed from an escort objective to a "release" one.

    The one that gets me the most is the FFG. For a thing that flies and has nothing to do but follow me around, it is the stupidest ******* thing ever. I don't know how many times I've been mezzed and getting shot up and look over to see my FFG some distance away with no obstacles between us, but it's just sitting there. Then some number of seconds later while I'm spamming inspirations like mad it finally decides to pick itself up and move over to where I am.
  3. Supernumiphone

    fire/fire/fire?

    Quote:
    Originally Posted by JayboH View Post
    Questions: when is it best to use hasten? I see that I have to really watch my domination power and hit it right away to get the perma effect. I had Hasten on auto but it isn't perfect.
    Try putting Domination on auto instead. I used to have Hasten on auto and either fired Domination manually, or I tried having various binds fire it, such as when I hit a movement key. I dropped Dom fairly regularly.

    Ever since I put Domination on auto and started firing Hasten manually, I hardly ever drop Dom. Even if I don't notice Hasten is recharged right away I'm generally still okay.

    I should note that I have Hasten perma or near to it on my builds. If you're at the minimum global +recharge for perma-Dom that might change things somewhat. I'd still say give it a try though.
  4. Another thing that makes the +regen side superior is that a lot of ATs don't have all that much room for +HPs before they hit their HP caps. This is especially true if those affected have accolades and IO builds.

    Blasters and Stalkers have the least distance to travel to their HP cap. The other squishies take a bit more to get there, but all have a relatively low cap. The other melee classes generally get the most benefit, provided they don't already have a +HP power available.

    As has been said, the +regen side is so vastly superior I have to wonder about the thinking behind the design of Rebirth. I don't think there's any other incarnate power that has anywhere near that kind of disparity.
  5. If it's survivability you're after and you have the budget for it, it's hard to beat /Willpower on Stalkers.

    On the other hand if you like to be one step away from defeat often, /Regen might suit you. I'm not sure I'd want to pair it with Dual Blades though, due to the redraw and some of the long animations on attacks.
  6. It's been done. There used to be some videos floating around of people soloing AVs on their Dominators by overpowering the purple triangles. Generally you need one of the faster animating holds, such as Mind/ or Fire/. /Stone helps too since you have an extra hold there along with Power Boost.
  7. Supernumiphone

    Cebr

    Quote:
    Originally Posted by Demonic_Gerbil View Post
    You use them (and Hasten) before going IN the mission.
    I'm a somewhat amazed at how many people are posting in this thread who haven't bothered to read the OP.
  8. Quote:
    Originally Posted by Memphis_Bill View Post
    Does anyone actually remember, or go out of their way to unlock, any of the unlockable contacts? And would you want more, if they were introduced better?
    I tend to unlock most of the redside unlockables. Many of them are unlocked by badges required for accolades, so I figure if I need to get the badge at some point, I might as well get it early and unlock the contact while I'm in range.

    Having two accounts helps there. Trapping ghosts at an early enough level to still get missions from the contact is often a debt-filled affair. I just use a 50 on my other account to do the trapping until my new toon gets the badge and unlock.

    People run teams to get Gangbuster (while unlocks Slot Machine) fairly regularly since it's an accolade requirement. I jump on those with newer alts and have the contact as soon as I'm in range.

    Same for Crimson Revenant. It's hard to finish leveling through Sharkhead without taking out Ghost of Scrapyard at least once. Maybe on lower population servers that's not as true.

    It used to be very close trying to get Doc Buzzsaw unlocked without outleveling her. I'm not sure what changed there but I don't have that problem anymore, despite leveling rather slowly and as a result often having patrol XP.

    The only ones I don't usually get, and in fact have never done, are Arbiter Leery, Number 204, and Viridian. I don't run respecs often at all, and when I do I usually take the merits. I don't know if it's still true but in the past if you didn't take the respec reward you didn't get the unlock. I have never had anywhere near 50 toxic tarantula kills before I hit 50, much less 45. I don't know what possible leveling path would change that. As for Viridian, that's just ridiculous. I don't expect to ever run his arc(s).

    As for wanting more unlockable contacts, I would only want more if they were done right. For me "right" means that if I chose a leveling path that had the right enemies or other badge requirements in it, I could unlock that contact through regular play, but it would still have to be a deliberate choice to make that happen. Unfortunately most of our badge requirements are not set up that way. Even choosing missions with a specific enemy type at every opportunity most defeat badges can't be had without a lot of grinding.

    I would not want more unlockables if the key to unlock them was more mindless grinding.
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    Which Stalker set is it that gains an Assassin's Strike without losing an AoE power in the process?
    The only one is Electrical Melee, provided that when you say "AoE power" you really mean "AoE damage power." I think that is the way most people look at it though. Electrical Melee is unique in that way, which probably helps explain its popularity.

    Edit: FYI in case you weren't familiar, Lightning Clap (a clone of Hand Clap from SS) was the power removed in the Stalker version.

    Edit2: Also it's interesting that the original version we were shown had Thunder Strike removed for AS instead of Lightning Clap. It was only after much complaining and cajoling that we were able to get the version we have today.
  10. Supernumiphone

    PB and AV/EB

    Quote:
    Originally Posted by plainguy View Post
    I think he needs IOs or roll a warshade
    or even better...both!
  11. Quote:
    Originally Posted by Leo_G View Post
    It's why I don't say 'Stalkers' have poor or good AoE, but 'sets' have poor or good AoE.
    If Stalkers have a much greater proportion of sets that have poor or no AoE, I think it's fair to say Stalkers in general are not strong in that area. It looks like you disagree there. /shrug

    Speaking only for myself, I have no interest in playing sets that have no AoE or only a single 5-target cone. What that means is that if I want to roll a Scrapper, almost every single attack set available to Scrappers is on the table. On the other hand if I want to roll a Stalker, my options are severely limited.

    From my perspective there is a deep and wide chasm between the two in terms of AoE potential. I can understand that you may value things differently, but your attempts to paint a picture of Stalkers as not being disadvantaged at all in that area seem disingenuous at best.
  12. I would think any attack should. I remember seeing people build Domination using the snowball temp power during the winter event. If that does it, anything should.
  13. I believe it appears over your character's head. There's no way to disable or move it that I know of.
  14. Okay here's a quick first pass I put together. I'm not really happy with it, but it may be a decent starting point. I found myself having a hard time balancing the build for defense, recharge, and +runspeed without having any specific goals for any of them.

    It's not softcapped, but the defense numbers are high enough to provide strong survivability. If you can afford the PvP +3% defense IO that would make upping the defense easier.

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Stone Armor
    Power Pool: Fighting
    Power Pool: Teleportation
    Power Pool: Concealment
    Ancillary Pool: Pyre Mastery

    Villain Profile:
    Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7)
    Level 1: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def(11), GftotA-Run+(15)
    Level 2: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9)
    Level 4: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(17)
    Level 6: Stone Skin -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(15), Aegis-ResDam/Rchg(46)
    Level 8: Boxing -- Empty(A)
    Level 10: Fault -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(39), Amaze-Acc/Stun/Rchg(39), Amaze-Acc/Rchg(39), Amaze-EndRdx/Stun(40)
    Level 12: Mud Pots -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(40), Sciroc-Dmg/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(43)
    Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(27)
    Level 16: Rooted -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(42), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Heal(43)
    Level 18: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(23)
    Level 20: Brimstone Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(29)
    Level 22: Weave -- LkGmblr-Rchg+(A), GftotA-Run+(34), HO:Enzym(37)
    Level 24: Teleport -- Empty(A)
    Level 26: Build Up -- GSFC-ToHit/Rchg(A), GSFC-Rchg/EndRdx(37)
    Level 28: Crystal Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31), GftotA-Run+(31)
    Level 30: Taunt -- Empty(A)
    Level 32: Tremor -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Dmg/Rchg(33), Erad-Dmg(33), M'Strk-Acc/Dmg/EndRdx(34)
    Level 35: Minerals -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(36), GftotA-Run+(36)
    Level 38: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 41: Char -- G'Wdw-Acc/Hold/Rchg(A), G'Wdw-Hold/Rng(42)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46)
    Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Knock%(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Invisibility -- GftotA-Run+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A), Run-I(34)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(37), RgnTis-Regen+(46), RgnTis-Heal/Rchg(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(50)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  15. Quote:
    Originally Posted by Square_Woot View Post
    I'm assuming that a Stone/Stone brute will want to focus on sets that add Defense, Recharge, and Run Speed.
    Pretty much. I'd be sure to put a Numina's proc, Miracle proc, and Perf. Shifter proc in the build. Those along with the amount of endurance cost reduction you get from most sets should be enough to keep endurance usage manageable.

    I'd be taking the Fighting pool for sure. Both Tough and Weave. Even with those and a Steadfast unique, you'll still only be sitting at around 27.5% S/L defense. I think you'll need most of your focus on S/L/E/N defense when putting together the build, with +run speed and +recharge where you can fit them in.

    It looks like an interesting challenge. I don't have time now but if no one has responded tomorrow I'll see what I can put together in Mids'.
  16. Well I'd probably be taking Tough anyway to fill out S/L resists, so I expect I'd put it in Weave.
  17. I have not been asking for more damage for Stalkers. When I bring up damage and survivability discrepancies it is to point out the reasons that I think Stalkers could use some kind of compensation for those shortfalls. Not necessarily that I want them addressed directly, though for the hitpoint difference to some degree I would. I wouldn't ask for Stalker hitpoints to be brought up to Scrapper levels, but I do want to see the cap for Stalkers brought up to a point where they can get some actual, meaningful benefit from +HP powers in the secondaries.

    I think it was a mistake to allow melees with personal defenses and mez protection to even get anywhere close to Blaster level damage. That ship has sailed though. Still there's no reason to try to make the situation any worse, and I think the comment from Castle on the subject showed that the devs agreed, at least at the time the statement was made. Personally I doubt requests for more damage will go anywhere, and I think Stalker advocates would better spend their time exploring other avenues.

    As time has gone on I've become more and more a fan of the idea of allowing Stalkers to be single-target melee debuffers. I think it really fits well with the theme of the stealthy assassin. I have my doubts that any melee will ever get a significant AoE debuffing role, but I've been surprised before. Anyway I think it would be a worthwhile tradeoff for the general lack of AoE, lower hitpoints, and IMO typically lower single-target damage.

    That would be my preference. That's why I don't even want Stalkers base hitpoints brought up to Scrapper levels. I'd like there to be a greater separation between the ATs, and that would be greater justification for giving them a more divergent, specialized role.
  18. Quote:
    Originally Posted by EvilGeko View Post
    No one bothers to try and quantify the effect of Assassination on overall DPS, but in my experience it's significant.
    We will differ in opinion there then. AS is a good opener, but on full teams that's often times all it is. Stalkers may start out faster due to the higher burst from AS, but after that it's all scrapping.

    A number of Stalker sets have no attack other than AS that can be used after Placate that doesn't lower overall DPS (over not using Placate). For those sets that do have a good attack to use following Placate the difference in overall DPS doesn't tend to be large. Placate is a good aggro management tool, and for controlled criticals, but it's not that significant a contributor to DPS.

    As far as the scaling criticals, it takes four team members within 30 feet to exceed Scrapper damage on average. Not everyone agrees on just how common a scenario that is, but I would say that Stalkers will not out-damage Scrappers on average due to the scaling criticals alone.

    Damage comparisons are usually done at base and at the cap, but Scrappers will often pull ahead in the middle ground due to differences in powersets. Follow Up, Blinding Feint, Soul Drain, AAO, Fiery Embrace, and of course damage auras all give Scrappers an edge in damage.
  19. I don't consider a second or three of downtime on Hasten to be enough of a problem that I'd sacrifice elsewhere in the build to eliminate it. YMMV of course.
  20. I made some small tweaks to your build. See what you think. I don't think endurance usage will be a problem for you. Thorns is a slow set so it doesn't burn endurance too quickly.
  21. Supernumiphone

    Earth/Ice build

    Quote:
    Originally Posted by Shadow Wail View Post
    I have an Earth/Ice/Ice...Why do you need so much global Acc when Earth/ does -Def?
    I think most of that came as a byproduct of chasing +recharge and +def, rather than being something that was sought after specifically. That aside, speaking for myself I wouldn't want to have to debuff something in order to be able to hit it reliably. Sure in many situations you'll be doing that anyway and it won't be an issue, but there are situations where I want to be able to just apply damage immediately without any setup.
  22. Quote:
    Originally Posted by Techbot Alpha View Post
    THIS, God, THIS! What the hell was the 'logic' behind this stupidity?!
    Supposedly it was to encourage people to form up, re-buff, and rejoin the fray en masse. I have never seen that happen in practice. Not once. Instead it just annoys the piss out of people and for me personally is almost enough to ruin what might otherwise be an enjoyable trial. There have been times on Lambda that the timer on the sabotage phase is counting down, I get defeated and hosp just in time to miss the door opening, and have to wait the full time before getting back into action, and I'm a hairs breadth from swearing off the damn trials because of that ridiculous door timer.

    Sadly if past experience is any indicator, that decision will not be revisited. Probably not ever, or at least in the next couple of years.
  23. One fix I'd like to see is to have Placate suppress enemy affecting toggles the same way hide does. As things are right now the toggles will break Placate almost immediately. We have to choose whether to run the toggles or have Placate work properly. Especially with Stalkers getting another armor set with such a toggle soon, this could really stand to be fixed. It kind of feels like the change to suppress the toggles while hidden was put in but never fully tested. That or maybe there are tech limitations preventing it from being fixed, I don't know.
  24. Supernumiphone

    Earth/Ice build

    This is all my opinion, take it for what it's worth, etc., etc.

    As far as I know the FF proc in Earthquake will have a single chance to proc when you cast Earthquake and that's it. Any subsequent procs will affect the pseudo pet, which will do nothing for it. I'd say take that slot and put it to better use elsewhere.

    Like Ice Sword maybe. Add an A/D or A/D/R from another set and it will actually have enough accuracy to hit reliably, and be at the ED cap for damage, which I would consider a good thing. Then again if you never exemp you can rely on your IO accuracy bonuses and are only shortchanging yourself a little on damage. Your call there.

    I would want more recharge on Sleet. A lot more.

    Chilling Embrace is a waste of endurance IMO. YMMV but I'd drop it and pick up Combat Jumping instead. A cheap, easy 2% defense and a LotG mule at the same time. Pure win.

    I tend to skip Ice Slash on my /Icys. It deals more damage than Ice Sword but the difference is all lethal damage, so in many situations where you're facing lethal resistances it's worse DPA than Ice Sword despite being at tier 8 in the set. If you really like the swords obviously you'll want to keep it, but I think you're a little over-saturated on attacks and could probably stand to drop one, and that's the one I'd pick. If you move those slots to Brawl you can keep the set bonuses and pick up a LotG mule in its place. Like Stealth. Add in a stealth IO and you'll be able to stealth missions too.

    At that point you'd be close enough to perma-dom I'd start taking a real close look at what other changes I could make to get more recharge without sacrificing too much defense.

    I'd put together an alternate build for your consideration, but it seems like every time I do that the OP never returns to the thread so I'm not going to waste my time. No offense.
  25. I don't like Ice/ but I do like /Icy. I guess if you're going for thematic pairings you have to put the two together though. I took Ice/ to 50, IO'ed and perma-dommed it, and it just never clicked for me. That toon got transferred off my main server when we had free transfers and I haven't touched it since.

    So I wouldn't be in too much of a hurry to get back to that toon. Try some other combos and you'll be in a better position to decide when you do come back to it.