Supernumiphone

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  1. What Cat said. It's just latency. I either pause for a moment before queuing AS, or I just mash the button over and over until it takes, ignoring the endurance hit from doing so.
  2. I'd like to see some clarification on which features are part of I18 and what is in GR specifically. If GR only has side switching and the new powersets I might put off buying it. IIRC those who do not buy GR will still be able to do tip missions but won't be able to switch alignments. Will they be able to earn hero & villain merits?
  3. Supernumiphone

    So... Stalkers.

    What I would like to see more than anything else is for Stalkers to get back the AoEs that were removed from their sets. Trying to increase Stalker damage to the point they can drop single targets fast enough to simulate an AoE is just a roundabout way of addressing the problem. This game is largely about AoE. Sure you want strong single-target damage, but other ATs don't have to give up one to get the other.

    I doubt most people are inviting Blasters to their teams just so they can help take down AVs faster. They are expected to obliterate groups of mobs with AoEs. Stalkers are in many ways melee focused Blasters. IMO they should be able to fill the same role.

    If it were up to me I'd make Placate inherent and replace it with the missing AoE power. I don't know that I'd go so far as to make Hide inherent, or AS for that matter. Probably just Placate. Another thing this would help with is how tight Stalker builds are in the early levels. Anyone who has built Stalkers or spent time on that section of the boards knows how tight a squeeze it is trying to get in the core tools along with the other bare essentials. Making Placate inherent wouldn't eliminate the problem but it would put it closer to being in line with other ATs.

    Beyond that my second pick would be the HP cap. I wouldn't increase it a lot, but enough that secondaries with +HP would at least be able to get some meaningful benefit from that effect.
  4. Quote:
    Originally Posted by Zamuel View Post
    Correct me on this, but isn't Energy Melee actually considered good for Stalkers due to the burst damage and higher stun chances?
    Stalker EM has lower stun chances than other ATs get. Why? No idea, maybe an old PvP holdover.

    In reference to the larger thread topic, there's a reason all my Stalkers these days are either Electric Melee or Spines. I gotta have my AoE. Unfortunately that means I don't get to roll many new Stalkers since I don't like repeating power sets very often. Nonetheless, so many people are talking about Stalkers as if they don't have access to those two powersets, as if all Stalkers are weak in AoE. Most are, but if you don't like a single-target focus, that doesn't mean Stalkers are off limits, it just means you have fewer powerset choices with that AT than most other ATs.

    I keep hoping the devs will reverse their old decision to strip AoEs from Stalkers any time they get a powerset proliferated. We managed to get the best version of Electric Melee, but only after complaining about the original version they tried to give us (IIRC it was Lightning Clap instead of Thunder Strike).

    When Broadsword was proliferated I thought that was a perfect opportunity to give Stalkers another good AoE set. Since it's so similar to Katana, they could have kept Whirling Sword to set it apart some. Instead they did the usual, and pulled Whirling Sword to make room for Placate. The message seems to be clear. Stalkers only get AoE powers if there is no other choice.
  5. Here's a slightly different approach for your consideration. My main goal was getting defense in range so a single small purple inspiration would softcap me to most damage types. After that I went for recharge.

    Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    ElecWill: Level 50 Natural Stalker
    Primary Power Set: Electrical Melee
    Secondary Power Set: Willpower
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(7), F'dSmite-Acc/Dmg/Rchg(7)
    Level 1: Hide -- Ksmt-ToHit+(A), LkGmblr-Rchg+(15)
    Level 2: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-%Dam(17)
    Level 4: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Assassin's Shock -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), F'dSmite-Acc/Dmg/Rchg(13)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(15), AdjTgt-Rchg(17), AdjTgt-ToHit/Rchg(40), AdjTgt-EndRdx/Rchg(50)
    Level 14: Health -- Heal-I(A)
    Level 16: Indomitable Will -- EndRdx-I(A), LkGmblr-Rchg+(40)
    Level 18: Chain Induction -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/EndRdx/Rchg(19), KntkC'bat-Knock%(23), F'dSmite-Acc/Dmg/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-End%(46)
    Level 22: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(23), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(36)
    Level 24: Placate -- RechRdx-I(A)
    Level 26: Thunder Strike -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(27), Erad-Dmg/Rchg(27), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Dmg/EndRdx(29), Armgdn-Dam%(50)
    Level 28: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 30: Heightened Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), LkGmblr-Rchg+(40)
    Level 32: Lightning Rod -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Acc/Rchg(34)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(37)
    Level 38: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(39), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 41: Mu Bolts -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Dev'n-Dmg/Rchg(42), Dev'n-Hold%(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Knock%(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46), RechRdx-I(46)
    Level 47: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(50)
    Level 49: Stealth -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
    Level 6: Ninja Run



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  6. Supernumiphone

    Sonic/Ta

    Quote:
    Originally Posted by Blitzkrieg88 View Post
    Is ta the best secondary for a corr?
    It's generally considered the worst secondary available to Corruptors.
  7. Supernumiphone

    a but hesitant.

    The Corruptor FFG by itself doesn't do much. Add in the patron S/L shield though and everything changes. CJ/Hover/Maneuvers to taste, and even without IOs you'll be quite durable.
  8. I've had similar experiences to the OP. I can't remember ever having people make comments about not wanting a Stalker on the team after I've joined though. Usually it happens in tells before I join. Someone advertises that they are recruiting for an SF. I send them a tell offering to bring a Stalker. Usually what I get back is something along the lines of "Do you have a Corruptor or Brute you could bring instead?"

    Other times I get no reply at all. It does happen to me. I still get plenty of invites to teams on my Stalkers though. The one place I really notice it is on LRSFs. Getting one of my Stalkers invited to one of those is like pulling teeth. I just rolled a new Stalker, currently level 9, and I'm already dreading trying to get him through an LRSF so I can get the Marshal accolade.

    As to the main point of the OP...I agree with what another poster said earlier. The only problem currently is one of perception. The only change that would fix that is one that made Stalkers ridiculously OP.
  9. My Dark/Storm is currently level 49.9. There is a lot of synergy with this combo. The immobilize keeps mobs where you put them with Gale/Hurricane. It also helps with the fear component of Tornado and Lightning Storm. Dark provides a self heal to patch up the occasional hit that gets through. Mayhem missions are a blast. Run all over the map triggering a bunch of ambushes, head into the bank, and you have your own personal death zone.

    However I don't think I'll roll another Storm Corruptor. Soloing EBs has been very frustrating. Storm should be excellent for that task, but the fear component of the summons has them running all over the map like scared little girls. Using the AoE immobilize to keep them from running is impractical for me because of the endurance consumption that would require over the course of a long battle.

    IMO the fear is way overdone on the set, but I doubt it will get changed. That's why any new stormies I roll will be Controllers with a single-target immobilize.
  10. Quote:
    Originally Posted by UberGuy View Post
    what WW says motivated it was a recognition of the on-going maintenance and development of code to "artificially" separate the markets.
    I haven't seen the quote you're referring to. Even so, my first thought on learning about the impending merger was that the devs probably ran into some intractable problems while attempting to implement their "alternate solutions" to the market, and finally had to give in and just do it. As much as I try to give them credit for the good things they do, I just didn't see them coming around on the matter of the merger on their own.

    It's disappointing to see that I was right.

    When the markets are merged and armageddon doesn't come to pass, I'm sure many will take that as proof the markets should have been merged long ago, while others will argue that in the ensuing years the two factions have closed the gap enough to make the merger a viable endeavor.

    Edit: That's not to say I don't give credit to those who have been incessantly beating the merger drum. I certainly do. The way I look at it, if the devs had to be dragged kicking and screaming to a merger, even in the face of all the loud voices asking for it, I don't want to try to imagine the kludgey non-merger solution we might have been saddled with otherwise.
  11. Quote:
    Originally Posted by ROBOKiTTY View Post
    Grounded also only works obviously when you're on the ground, and the checks are pretty sensitive. If you get hit with KB while curb hopping, you get KB'd. This doesn't mesh well with flight and teleport and discourages mid-fight jumping, which can hurt combat mobility.

    It took me forever to stop bunny-hopping on my elec, and just as long to pick up the habit again on other characters. >.<
    That's why I put a -KB IO in Grounded's default slot.
  12. Thanks for the update. I was interested in how this was going to go back when you first brought it up, but had forgotten about it since then. It's cool that it's worked out for you.
  13. You'd know about it if you ever tried stealthing as a brute. I try to keep my distance from mobs, or if I can't do that I try to move by them as quickly as possible. Every now and then the check triggers when I'm right next to some and they attack, even if I have full invisibility level of stealth.
  14. I'm in the "It's the only AoE in the set, so of course I'll take it." camp. Yes you can get some from your patron, but those are on much longer recharges. I put the purple fire proc in mine to give it a little extra oomph.
  15. I tried to keep the build similar to yours but changed a few things. Similar stats overall but more +recharge. It shows too high due to Mids showing the Force Feedback proc as always active. On my builds I usually just leave that slot empty so it doesn't mess with my numbers display.

    Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Inferno Squall: Level 50 Technology Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Storm Summoning
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Concealment
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(36)
    Level 1: Gale -- Acc-I(A), FrcFbk-Rechg%(31)
    Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(36)
    Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15), RechRdx-I(50)
    Level 6: Swift -- Flight-I(A)
    Level 8: Hover -- Krma-ResKB(A)
    Level 10: Steamy Mist -- S'fstPrt-ResDam/Def+(A), LkGmblr-Rchg+(43), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(46), GftotA-Def/EndRdx(50), GftotA-Def/EndRdx/Rchg(50)
    Level 12: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(17)
    Level 14: Fly -- Flight-I(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Heal-I(48), Heal-I(48)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(36)
    Level 20: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-End%(31)
    Level 22: Freezing Rain -- UndDef-Rchg(A), UndDef-DefDeb/Rchg(25), UndDef-DefDeb/Rchg/EndRdx(27)
    Level 24: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(29)
    Level 26: O2 Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(34)
    Level 28: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(31), DarkWD-Rchg/EndRdx(33), DarkWD-ToHitDeb/Rchg(33)
    Level 30: Snow Storm -- EndRdx-I(A), EndRdx-I(40)
    Level 32: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(48)
    Level 35: Tornado -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(37)
    Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
    Level 44: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46)
    Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Invisibility -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
    Level 6: Ninja Run
  16. I'd like to sign up for this but my schedule has been a bit unpredictable lately. Put me down as an alt please.
  17. From the formula used to determine merit rewards seen here:
    Quote:
    TimesRunModifier: 1.0 if the task has been run enough times for the developers to be comfortable with the datamining, 0.6 otherwise
    So presumably the rewards are currently at 60% of what they "should" be. Eventually there will be enough data mined and things will calm down enough from GR that the rewards for the new Posi will get reworked. In the meantime the TF is giving very low rewards.

    That's why I just ran it once to see it, but I'm waiting to run it again until it gets readjusted.
  18. Supernumiphone

    Fire/fire?

    I'd build for defense. That's one of the squishiest Brute builds you could make.
  19. Quote:
    Originally Posted by Frosticus View Post
    IMO none of the mace models are particularly intimidating.
    Yeah and it's too bad. The only one I'd really like is the Carnie mallet, but it's just not worth the pain to unlock it.
  20. My goal is usually 100% minimum global recharge with Hasten 3-slotted. At that level I have enough breathing room that I don't feel like a slave to the Domination icon, watching for it to recharge. I still occasionally let Domination drop, but at that level I can keep it up most of the time comfortably.

    I have Hasten on auto and a bind on my jump key to activate Domination. Since I use Hurdle+Combat Jumping for movement during combat, that means I'll usually fire off Domination shortly after it recharges even if I don't notice it. The downside is that when I'm moving around and Domination isn't up yet, I keep hearing that "not recharged" sound over and over.
  21. FW, could you use any help with this project? I'm rapidly approaching a point where I'll have time to devote to a side project, and this seems like a very worthwhile one. It seems like I'm seeing more and more people using Macs who are unable to use Mids.

    I understand the project may not lend itself to distributed development, or that you may simply want to handle it yourself. The offer is there anyway, FWIW.
  22. Quote:
    Originally Posted by firebug_EU View Post
    i think too that at least Dominators and MMs will get their own APPs and I like the list.
    But i would like to see more heal like healing flames in Fire Masters and more buff/debuff like accelerate metabolism in force mastery or freezing rain in ice mastery.
    I like the way you think.

    Pwn Mastery
    -Kinetic Shield
    -Accelerate Metabolism
    -Sleet
    -Dull Pain
    -Summon Vanguard HVAS
  23. A sort of middle of the road approach would be to take Health and slot the +recovery uniques in it. With both you would get the equivalent recovery of unslotted Stamina.

    Of course you only save one power choice that way, as opposed to three power picks if you skip the Fitness pool altogether, but it's a third option anyway.
  24. How do you plan on tackling the weakened Hamidon mission?
  25. Quote:
    Originally Posted by Umbral View Post
    I still don't agree with this. If making it a click power or click power equivalent is the simpler solution to balancing the performance of the set, then that option should still be viable. Just because some people want the power to remain available at all times rather than having to gauge the situation to determine whether you want to use the power in question doesn't mean that it shouldn't be an option. If anything, it should be an option because otherwise there's no playstyle variance in the performance of the set and the effectiveness of it just becomes a question of your build rather than your abilities.
    I don't think that converting it to a click power being the simpler solution is a strong recommendation for that approach. If there is a better solution that requires a bit more work, do the work. You also seem to be sticking to the presumption that any solution that allows Granite to remain toggled on indefinitely would result in everyone doing so. My guess is that there's a solution or three that would not give that result.

    I really don't know how the devs will view this proposal. I think they give much greater weight than you do to the consideration that many people have built toons centered around a concept that requires them to be in Granite mode pretty much full-time.

    Then again, the devs have a really mixed record on the matter. My perception is that they try to do what they practically can in that regard most of the time. The powers team in particular though seems to be willing to take a "damn the torpedoes" approach at times, so it wouldn't completely surprise me to see something like what you propose implemented.