Supernumiphone

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  1. You may want to look at this guide created by Starsman in which he tries to quantify Scourge. If you go by his numbers, you will see that in practice Scourge does not provide as much bonus as you might expect. If damage is your main goal, Blaster is the way to go IMO.
  2. Quote:
    Originally Posted by Lord_Garth View Post
    I was wondering if Rad/Rad would work. I haven't played a Corruptor before, so I was wondering about that set.
    Yes it would work but it's not a great choice, especially for a solo Corruptor. Rad blast has very weak single-target damage.
  3. Of the two I'd say Pain hands down. You get the same self heal but also a heal over time toggle. You can grant yourself damage resistance, while Thermal's is ally only.

    They get similar -res, which is the main debuff that will matter when solo. Thermal wins on debuffs overall, but none that will likely matter unless you plan to solo AVs. Pain gets +damage in addition to -res, so I'd say for solo Pain wins in just about every way.
  4. Quote:
    Originally Posted by UberGuy View Post
    That's why I would very much have preferred recharge debuff resistance.
    I completely agree, recharge debuff resistance is what Regen really needs if the goal is to have a meaningful impact on survivability.

    It will be nice to be able to take the edge off regeneration debuffs, and perhaps not get regeneration completely shut down with such regularity. I don't think those debuffs have the same level of effect that -recharge debuffs do though.

    Putting aside meta-game concerns, I am pleased that Regeneration will have some resistance to debuffs of the effect it is named after. Survivability issues aside it always bothered me to see my regen shut down when playing a set named after the effect.
  5. Quote:
    Originally Posted by Electric-Knight View Post
    In case you haven't found anything yet...
    Access To Cool Features Thread!
    I had not. Thanks for the link.
  6. It does nice damage when you can get a foe to stand in it. I'm not sure it's worth going out of your way to obtain an immobilize to leverage it though. It'll be a situational power, so whether or not you take it will depend on how you feel about that.

    Any time you team with someone (usually a Controller) spamming an immobilize, you will be able to use it. Against AVs you will be able to use it. Most other times, it won't be effective for damage.

    The avoid can be useful by itself though. You can put it at your own feet to keep enemies from meleeing you...much. They'll probably still run up and smack you once, then run away.
  7. Supernumiphone

    Cebr

    Quote:
    Originally Posted by Combat View Post
    (I believe that a tier 3 luck will softcap you by itself).
    One large + one small
    or
    Two medium
    or
    Four small
  8. Supernumiphone

    Uses for Burnout

    What I want to know is if the debuff will persist through defeat. If not, I'm thinking use long recharge powers->Burnout->Self Destruct->rez, and you get all your powers recharged without the debuff.
  9. I think it's very unlikely that Stalkers will get more damage. Not base damage anyway. Better criticals in some way, maybe, but still unlikely IMO. As has been pointed out there is a lot of overlap among melee ATs already so I think something that would further differentiate Stalkers, rather than bringing them closer to Scrappers or another AT, would be the way to go.

    That could be a more interesting critical mechanic or something else. I'm fond of the suggestion that's been made before to give them more debuffs. Basically take the idea behind demoralize and take it to the next level.

    I think for me a big part of the appeal of Stalkers over other melee ATs is that they reward thoughtful play over button mashing. Done right, I think Stalkers could be changed to enhance that appeal rather than reduce it.
  10. Quote:
    Originally Posted by Von Krieger View Post
    epic pools being lowered to have the powers available earlier.
    If this has already been mentioned elsewhere I must have missed it. Can someone provide a link or more info?

    I can think of two ways to interpret that statement and I'm not sure which is correct.
  11. Quote:
    Originally Posted by BrandX View Post
    Did they add +REC to a power for Regeneration losing QR? What about WP?
    The way I remember it, I believe it was Castle who said the removal of the +recovery powers was intentional based on theme. I guess it didn't seem appropriate to him and/or other devs for a sneaky assassin to be well conditioned. Probably something having to do with the idea of an assassin striking suddenly from the shadows, then blending back into them, therefore not needing to maintain continuous effort...or something. I don't know. Any way I look at it, it's completely at odds with the way Stalkers actually play to think that they have less need than other melee toons, with the possible exception that for some secondaries they have less toggles to run.

    In any case, there was a clear reason why they felt it was not appropriate for Stalkers to get those powers. I doubt the same would be true for the effects that would be lost from the removal of a power to make room for Hide in Shield Defense. I think it's quite reasonable to expect to maintain all or at least some of the effects of the removed power.
  12. Well mine is Dark/Storm/Mu, but maybe the OP will return and post their build.
  13. Quote:
    Originally Posted by BrandX View Post
    11.25% Regen Debuff Protection.
    Oh okay so it's a "Shut up the whiners" token buff rather than an actual buff. Too bad.
  14. It's all overpriced IMO. The enhancement trays might just end up being the lesser of evils at some point if I need to pull out a lot of enhancements from a build, so I might be forced to spring for that eventually. The rest seem to be greatly overvalued.
  15. I've been on the fence about creating my first PB for some time. These changes are going to make it a sure thing. I expect the form change animation changes to be a big help when they go through. If the PBAoEs (at least) could be changed to KD that would really seal the deal for me.
  16. Quote:
    Originally Posted by Amy_Amp View Post
    Regeneration - Fast Healing: This power now provides regeneration debuff protection.
    How much?

    Also to all the people who kept arguing against Regen getting debuff protection: pancake it.

    Though I would have preferred recharge debuff protection, still this is nice.
  17. Supernumiphone

    Cebr

    Quote:
    Originally Posted by TopDoc View Post
    By the way, have people been making personal SGs for this?
    I have on the two servers I've tried this on. The empowerment buff really helps and is well worth it IMO.

    I also make sure to keep a Secondary Mutation up at all times. Most of them are worthless, but one of them is a 30% recharge boost. Add that to the empowerment buff and Hasten and it's good times.
  18. That's why I don't roll single-target Stalkers (or single-target anything for that matter). I never have to work to convince myself that I'm making a meaningful contribution.
  19. Supernumiphone

    Cebr

    Quote:
    Originally Posted by Xanatos View Post
    Got one of these to 50. Is there any point IOing it? Do the bonuses still apply when exemp'd in AE?
    Purples and PvP IOs, as mentioned in the OP.

    I made mine /Fire instead of /Elec, not for any particular reason, but just to experiment. After running it a bit I realized how much thought TopDoc put into the choice of powersets, and why /Elec works better for this. I don't have Energize at the start, and I do occasionally take enough damage to get whittled down during the run.

    My fix was to change the first macro. I put an inspexec for tier 1 heals at the beginning of the macro and a combine for tier 1 heals to reds closer to the end. Since macros are executed from right to left the macro first combines 3 greens to a red if I have 3 greens, but if I don't it uses the greens. So I'm not using too many greens when I'm at full health, but I do pop one occasionally. That is sufficient to keep me topped off most of the time. Since the inspexec for heals is the first in the macro it is the last executed, so any other inspirations it will use are used first. Because of that I can control whether I pop greens by simply controlling how fast I spam that macro while watching my inspiration tray.

    I don't keep anything in reserve and very rarely die. The only time it seems to happen is when I am unlucky and don't get enough defense inspirations to keep me softcapped. If that happens and I don't notice in time to make a run for the glowie, I will die. Like I said though, that's rare.
  20. People are getting necro happy lately.
  21. Supernumiphone

    Cebr

    I believe that's rather the point.
  22. Supernumiphone

    Walk

    My tinfoil hat blocks the wavelengths necessary for me to receive that answer. Sadly I cannot remove it as I am currently the subject of a DoS attack.
  23. Supernumiphone

    DM/Regen?

    The build looks solid to me, but if your goal is to find a Stalker you'll really like I wouldn't recommend starting with the secondary that is arguably least suited to a Stalker, that being Regen. The inability to benefit from the +HPs in Dull Pain is really quite significant.

    On the other hand if you're really set on that combo I'd say go for it. With the build you posted I don't think you'll have any major survivability issues.
  24. I wouldn't call it a "large" cone. Not even close. Besides that the difference in target caps will leave Shadow Maul behind in any situation that's not solo at x1.
  25. Yeah it's one of the combos that is just clearly superior in every way on a Scrapper.