Supernumiphone

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  1. It works just as you'd hope it would. It isn't often you get it to proc on most of the mobs it hits, but when it does it's a lot of fun to watch. I try to squeeze that proc into Chain Induction on all my Elec Meleers these days.
  2. It's not difficult to HP cap a Stalker with the +HP accolades and a handful of set bonuses. At that point Dull Pain is just a big heal. Yes it makes a very large difference in the overall mitigation levels available to Regeneration Stalkers vs. Scrappers.
  3. Last I heard the proc isn't working in PvE, so it's a moot question.
  4. Quote:
    Originally Posted by GavinRuneblade View Post
    You will get a freespec and access to the powers. At least you are supposed to. =)
    I think it's a regular respec and not a freespec. It stacks with freespecs. That is to say, you can have the respec granted by running the patron arc available at the same time as a freespec, whereas freespecs do not stack.
  5. Resistance enhancements are schedule B, so yeah you should be shooting for 60% enhancement, which ED will probably reduce to somewhere in the 55%-56% range.

    For frankenslotting you can get by with 3 slots on toggles if you're using level 50 IOs. Otherwise 4 slots per is a good way to go.

    There are no resistance purples, so there's no need to concern yourself there.

    As for how many of each set to slot in a power, that depends on your build. There's not much of value in the 2 or 3 slot bonuses on resistance set, not to a Stalker anyway. You could shoot for some +HP bonuses if you aren't at the HP cap yet.
  6. My thoughts haven't changed much since this was first brought up.
    • Increased HP cap
    • Make Placate inherent and in its place return one of the removed AoEs
    • Give AoEs a 100% crit rate from hide
    • Make the AS demoralize effect go off regardless of mob defeat
    • Reduce the animation time on Placate. At its current animation length some sets have no attacks that benefit from Placate. It only serves to lower DPS.
  7. Quote:
    Originally Posted by Nethergoat View Post
    The merits still stink. =P
    That will get fixed eventually, when they've finally data-mined it enough and make another adjustment pass through all the merit rewards. I fear that day though.

    On the global channels I'm in, people run a lot of ITFs, and a 25 minute one is considered slow. That TF is going to get hammered hard in the next round of adjustments. That's really too bad, as it's the only TF in the game that's so inclusive. It will be a sad day when it's hard to put one of those together anymore.
  8. Quote:
    Originally Posted by Grey Pilgrim View Post
    Well, no guarantees, but it's not impossible for it to be sooner.
    Castle has surprised me in the past with some of the things he's managed to squeeze into an issue, seemingly at the last minute. So I agree it's not impossible. I'd still be willing to bet real money it won't happen for I19. My guess is that for Stalker changes to get shoehorned into I20 they would have to be fairly high priority. Is that the case? I doubt it. I think there's a general consensus that Stalkers could use some tweaks, but the perceived imbalance is not so great that it requires immediate attention.
  9. Quote:
    Originally Posted by Enyalios View Post
    3) The price on purples and PvP IOs has increased alot because they're not in the random rolls and people have more inf left after pool C'ing and have spent it on high-end stuff. Any effect amerit buying may have in increasing supply hasn't been seen yet.
    I wonder if this is the main reason purple prices are where they are now. In the early days after I18 release people claimed it was because everyone was playing new characters in Praetoria rather than running 50s and generating purples. I think we're far enough out now that it's clear that wasn't the reason. Prices have stayed high.

    I wouldn't have thought the price difference on pool Cs alone would be enough to fuel the rise in prices on purples, but I don't have an alternate explanation. I'm eager to see how I19 affects them. There will be lots of people playing their 50s with completed builds, generating purples. I expect prices to dip, at least marginally.
  10. My guess is that once most of the bigger bugs from I18 were squashed, the devs worked to rush out I19 ASAP to get the alpha slot in the players' hands. It was promised with GR so they surely want to get it out quickly. I think it's unrealistic to expect any Stalker changes to get squeezed into a rush job like that.

    Considering that they are usually planning at least a couple issues in advance at all times, it seems likely that I20 is already solidified enough that there will be no room for any Stalker changes there either.

    If we see anything before I21 I'll be surprised.
  11. I made a quick pass, trying to keep it as similar to your original build as I could. I'm surprised at how little +end and +recovery you had in your build, considering you said you are a fan of DA. I don't think it would be nearly enough. Mine has a lot more +end and a fair bit more +recovery. Also a bit more +recharge. If it was me I'd drop Hurl Boulder. I love the power, but this build could really use those slots to better effect elsewhere.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Legend Breaker: Level 50 Magic Brute
    Primary Power Set: Stone Melee
    Secondary Power Set: Dark Armor
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Stone Fist -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(9)
    Level 1: Dark Embrace -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(15), TtmC'tng-ResDam(15), S'fstPrt-ResDam/EndRdx(17), S'fstPrt-ResKB(36)
    Level 2: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11)
    Level 4: Heavy Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(13)
    Level 6: Build Up -- RechRdx-I(A), RechRdx-I(37)
    Level 8: Murky Cloud -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(17), TtmC'tng-ResDam(25), Aegis-ResDam/EndRdx(25)
    Level 10: Obsidian Shield -- EndRdx-I(A)
    Level 12: Swift -- Run-I(A)
    Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46), Numna-Heal(50), Numna-Heal/Rchg(50)
    Level 16: Dark Regeneration -- Theft-Acc/EndRdx/Rchg(A), Theft-Acc/EndRdx/Heal(27), Theft-+End%(27), Nictus-Acc/EndRdx/Rchg(29), Nictus-Acc/EndRdx/Heal/HP/Regen(29), HO:Golgi(31)
    Level 18: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(23)
    Level 20: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-End%(46)
    Level 22: Hasten -- RechRdx-I(A)
    Level 24: Super Speed -- Run-I(A)
    Level 26: Hurl Boulder -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(46)
    Level 28: Cloak of Darkness -- LkGmblr-Rchg+(A)
    Level 30: Death Shroud -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(31), Sciroc-Dmg/EndRdx(31), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Acc/Dmg/Rchg(33)
    Level 32: Tremor -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Dmg/Rchg(34), Erad-%Dam(34), Sciroc-Acc/Dmg(34), Sciroc-Acc/Dmg/EndRdx(50)
    Level 35: Cloak of Fear -- Cloud-Acc/EndRdx/Rchg(A), Cloud-Acc/ToHitDeb(36), Cloud-ToHitDeb/EndRdx/Rchg(36), Cloud-Acc/Rchg(37), N'mare-Acc/EndRdx(37)
    Level 38: Fault -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(39), Stpfy-Acc/EndRdx(39), Stpfy-EndRdx/Stun(39), Stpfy-Stun/Rng(40), Amaze-Stun/Rchg(40)
    Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
    Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Rchg/EndRdx(45), DarkWD-ToHitDeb(45)
    Level 47: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(48), Dsrnt-I(48), Dsrnt-I(48)
    Level 49: Soul Transfer -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 2: Ninja Run

    I have a Stone/DA Brute I'm quite a fan of and a Mace/DA I really like too. I went a different direction with my builds though. If you're not familiar with Fault there are some things you should be aware of. First it has low base accuracy, so it needs good slotting for accuracy. Second it's a freaking awesome power. Fully slotted for recharge and stun duration you can keep even bosses stunned. It's a 6-slot for sure power IMO.
  12. KM/DA seems like a natural pairing to me. DA is a resistance-based set, which will combine well with the -damage from KM. It has a damage aura to help make up for the lack of AoE in KM, and the stun aura can stack with the stuns from KM to occasionally stun a boss.
  13. Quote:
    Originally Posted by kendo View Post
    quick question regarding grounded. wouldn't taking combat jumping, slotted with a -KB proc, give you enough protection if something hit you while you were jumping around?
    I did occasionally get knocked around while jumping on mine. My solution was to slot a Steadfast -KB in Grounded, since the resistance on that power isn't really worth slotting. Since I did that it's quite rare to get knocked around on mine.
  14. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Actually, we do know one thing that is definitely coming that will wildly change some people's builds--the Alpha Incarnate Slot!
    Unless it's significantly changed from the preview we got before, it won't change my builds at all. It doesn't function below level 50, which means any build that might ever exemplar can't rely on the effects of that slot. For farmers or those who only run TFs and such at 50 it'll be a great boon. I always plan on being able to do other content though.
  15. Supernumiphone

    Laying an egg.

    Alternate animations are your only real hope if you don't like the AS animation. I'm sure the post has been purged but to paraphrase a post by BAB, while there are a lot of people who don't like the animation there's probably someone out there who named his Stalker "Horsestance Kidney Puncher" whose entire concept relies on that animation. It's extremely unlikely to get changed.
  16. I'm sure I have one at level 33. You're @metatron in game, yes? I sent you a PM. Let me know if you're still looking.
  17. Quote:
    Originally Posted by Mercury_Down View Post
    Hmm, interesting, I have it in boxing so it must be firing off every time I stun someone (10% chance.) I had no idea the proc was firing 100% in PVP though. I gotta find an attack that has a better chance to stun on a defense-based toon .
    The proc should be checking regardless of whether the stun fires or not, so it should be working all the time in PVP.

    I have one of the procs in a build I have planned. It would sure be disappointing to find out it doesn't work at all in PVE. No one knows of a better way to test to be sure? If it's not working I'd like to bring it to the attention of those who can fix it.
  18. Quote:
    Originally Posted by Ethical View Post
    that is depressing. So concentrated strike does not crit out of hide? *sigh*
    Nope, which surprises me. The Stalker version of Eviscerate was changed from a cone to a single-target attack, and IIRC the reason given was to provide Claws Stalkers a high damage attack they could get a guaranteed critical on. It seems strange for that change to have been made, then we're given a new set that on Stalkers has no heavy hitter that can crit. Now that I think of it, I need to look over the numbers. There may be no good reason to take Placate on a KM Stalker. Well other than non-crit aggro control of course.
  19. Supernumiphone

    Patron arcs

    Yeah you only get to run the missions for the patron you choose, and only once, you can't flashback them.
  20. Quote:
    Originally Posted by Reptlbrain View Post
    Yes, you can use someone else's morality mish--though I assume you've got to have the 10 pts of proper alignment.
    Yes that is how it works. I've been 2-boxing them for a while. As long as both toons have their bars full they can share a morality mission. However the non-mission holder doesn't seem to get credit towards the alignment temp power. I'm presuming that's a bug but we'll see.
  21. Supernumiphone

    Field Crafter

    Yes it can be quite profitable if you're not in a rush. The people who get the whole accolade in a weekend are the ones paying through the nose. How profitable it is varies with the ebb and surge of demand, but aside from certain categories you just have to delete, most of them sell at a profit.
  22. Quote:
    Originally Posted by UberGuy View Post
    I find Scrapyard's behavior especially immersion shattering, since he proclaims how he's going to "kick ***" and then proceeds to run like a headless chicken.
    I wish I could remember the exact quote, but he also says something like "Don't be afraid to stand and fight." while running like a scared little girl. I'd guess he's exhorting his minions to do his fighting for him while he heads for greener pastures.

    I understand that running serves a purpose and will not go away. I wouldn't want it to, though it can be a bit much at times as it is now. If it were up to me there are two changes I would make that would IMO make the mechanic much less annoying.

    First I wouldn't allow mobs to run quite so far. It really can get to absurd extremes.

    Second I'd tweak certain especially problematic mobs and powers that seem to trigger running more than they should. The two powersets that I have personally noticed as triggering running way over the top are Traps and Storm Summoning.

    Many of the worst offending mobs have already been mentioned. Ghost of Scrapyard, Deathsurge, Bat'Zul. I'll add Agent X, an EB in Archmage Tarixus' story arc. I'll often as not drop the mission he's in unless I have some way of keeping him from running all over the place instead of fighting.
  23. Quote:
    Originally Posted by Catwhoorg View Post
    The last BIG outlier that I was aware of (Spy Hunt) was hammered down by making the last mission not timed. (and thus not fail-able)
    That was changed with GR? I used to run the carp out of that arc, but haven't since GR release. I was not aware it had changed.
  24. I tried to like them but they go kersplat so damn fast...and then that icon is sitting there with a loooong ways to go before it's recharged...

    Yeah if you have buffs for the pets and the desire to babysit them, they can contribute a decent amount. For how squishy they are though, the recharge is just way too long.

    I wanted to like them, I really did. Right now I'm burning my freespecs in preparation for Monday's fresh grant, and every one I do I drop the patron pet if I had it in the build. I would only use those powers as set mules now.