Supernumiphone

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  1. Quote:
    Originally Posted by Siolfir View Post
    Jacob's Ladder is higher DPA than either Charged Brawl or Havoc Punch, even to a single target.
    I'm surprised this isn't more common knowledge by now. JL would be a good attack if it were single-target. Considering how easy it is to hit at least two or three mobs with it I can't imagine ever skipping it.
  2. Supernumiphone

    Ice/Kin?

    I don't think I'd play /Kin without immob protection. You need to be in range of an enemy to heal yourself and getting immobed and plinked to death is no fun. I'm sure it's playable without, but I wouldn't want to do it.

    It's a super fun combo though, however you choose to build it I bet you enjoy it. Just try something out and experiment, tweak the build as you go. It's tight though, for me anyway. So much good stuff to try to squeeze in.
  3. If it were me I'd go Fighting. I agree that the cold shields are more than enough as far as team buffs go. It seems like every time I've teamed with a /Cold Corruptor for high-end content lately, the /Cold is the only one dying, because he/she is the only one without shields. At that point IMO the best way you can contribute is to keep yourself on your feet, so focus on your own survivability.
  4. Supernumiphone

    Fire/Dark

    This is my current build. A little of everything, decent +recharge and 20% ranged defense. I've found it really helps to go along with the -tohit debuffs. The one difference is that my build uses PVP IOs in Dark Embrace for the -KB protection, but you could just put a Steadfast -KB in Shadow Fall instead.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    FireDark: Level 50 Magic Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Dark Miasma
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg:33(A), Thundr-Dmg/EndRdx:33(3), Thundr-Dmg/Rchg:33(5), Thundr-Acc/Dmg/Rchg:33(9), Thundr-Acc/Dmg/EndRdx:33(15), Thundr-Dmg/EndRdx/Rchg:33(33)
    Level 1: Twilight Grasp -- Nictus-Acc/EndRdx/Heal/HP/Regen:33(A), Nictus-Acc/Heal:33(7), Nictus-Heal/HP/Regen/Rchg:33(7), Theft-Acc/Heal:30(17), Theft-Heal/Rchg:30(36), Theft-Acc/EndRdx/Rchg:30(36)
    Level 2: Fire Ball -- Posi-Acc/Dmg:33(A), Posi-Dmg/EndRdx:33(3), Posi-Dmg/Rchg:33(5), Posi-Acc/Dmg/EndRdx:33(9), Posi-Dam%:33(13), RechRdx-I:35(15)
    Level 4: Tar Patch -- RechRdx-I:35(A), RechRdx-I:35(27), P'ngTtl-EndRdx/Rchg/Slow:35(27)
    Level 6: Hurdle -- Jump-I:35(A)
    Level 8: Combat Jumping -- Ksmt-ToHit+:30(A)
    Level 10: Fire Breath -- Posi-Acc/Dmg:33(A), Posi-Acc/Dmg/EndRdx:33(11), Posi-Dmg/Rchg:33(11), Posi-Dmg/Rng:33(13), Posi-Dmg/EndRdx:33(17), RechRdx-I:35(37)
    Level 12: Darkest Night -- DampS-ToHitDeb/EndRdx:33(A), DampS-ToHitDeb/Rchg/EndRdx:33(33), DampS-ToHitDeb:33(33)
    Level 14: Super Jump -- Winter-ResSlow:33(A)
    Level 16: Health -- Mrcl-Rcvry+:33(A)
    Level 18: Blaze -- Thundr-Acc/Dmg:33(A), Thundr-Dmg/EndRdx:33(19), Thundr-Dmg/Rchg:33(19), Thundr-Acc/Dmg/Rchg:33(23), Thundr-Acc/Dmg/EndRdx:33(23), Thundr-Dmg/EndRdx/Rchg:33(36)
    Level 20: Stamina -- EndMod-I:35(A), EndMod-I:35(21), EndMod-I:35(21)
    Level 22: Shadow Fall -- LkGmblr-Rchg+:33(A), S'fstPrt-ResDam/Def+:30(37), S'fstPrt-ResDam/EndRdx:30(37), LkGmblr-Def:33(43), LkGmblr-Def/EndRdx:33(43), ResDam-I:35(46)
    Level 24: Fearsome Stare -- Cloud-Acc/ToHitDeb:30(A), SipInsght-Acc/ToHitDeb:33(25), Abys-Acc/Fear/Rchg:33(25), Abys-Acc/Rchg:33(31), DampS-ToHitDeb/Rchg:33(34), DarkWD-ToHitDeb/Rchg:33(34)
    Level 26: Rain of Fire -- Det'tn-Acc/Dmg:33(A), Det'tn-Acc/Dmg/EndRdx:33(29), AirB'st-Acc/Dmg:33(29), AirB'st-Dmg/Rchg:33(31), Det'tn-Dmg/Rchg:33(31)
    Level 28: Petrifying Gaze -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(34), BasGaze-Acc/Rchg:30(40), BasGaze-Rchg/Hold:30(43), EoCur-Acc/Hold/Rchg:33(46)
    Level 30: Howling Twilight -- RechRdx-I:35(A)
    Level 32: Aim -- RechRdx-I:35(A)
    Level 35: Assault -- EndRdx-I:35(A)
    Level 38: Dark Servant -- Acc-I:35(A), Acc-I:35(39), DarkWD-ToHitDeb:33(39), DarkWD-ToHitDeb/Rchg:33(39), DarkWD-ToHitdeb/Rchg/EndRdx:33(40), DarkWD-Rchg/EndRdx:33(40)
    Level 41: Dark Embrace -- ImpArm-ResDam/EndRdx:33(A), ImpArm-ResDam:33(42), ImpArm-ResDam/EndRdx/Rchg:33(42), ImpArm-ResDam/Rchg:33(42)
    Level 44: Soul Storm -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-Acc/Hold:30(45), BasGaze-Rchg/Hold:30(45), BasGaze-Acc/Rchg:30(45), EoCur-Acc/Hold/Rchg:33(46)
    Level 47: Soul Drain -- Oblit-Acc/Dmg/EndRdx/Rchg:33(A), Oblit-Acc/Rchg:33(48), Oblit-Acc/Dmg/Rchg:33(48), Oblit-Dmg/Rchg:33(48), Oblit-Dmg:33(50), Erad-Acc/Dmg/Rchg:30(50)
    Level 49: Hasten -- RechRdx-I:35(A), RechRdx-I:35(50)
  5. Quote:
    Originally Posted by Frosticus View Post
    Does that statement read as funny (ie a complete joke) as it does to me?
    Yes. Screw the ******* cottage rule already, or whichever one applies here. Just switch them around for all ATs that get the set.
  6. I think it would depend on a few things. If you're only considering slotting at level 50, that opens up SHOs and possibly purples as options. Otherwise it'll probably be just franken-slotting regular sets.

    You can probably get pretty high on the three things you mentioned if you ignore recharge and end redux. The power has a longish recharge and a high end cost though, so unless the rest of the build compensates, ignoring those might not be your best option.

    Trying to balance all those things I can usually manage to get 50%-60% on healing and damage while also getting good recharge and end redux. If I try to push one of those things much higher the other gets hit pretty hard.
  7. Overall I think this is amazing. Great stuff. The only problem I see was mentioned by Posi, but no details were given about the solutions being considered.

    Mainly some badges are going to be a lot harder to get, which means some accolades are going to be harder to get. You don't defeat 1000 PPD along the way to 50 unless you level off of nothing but newspapers and mayhems. You only get that badge by grinding it out.

    Currently I 2-box all my lowbies mayhems with a higher level toon and nuke all the PPD from orbit, clearing the whole map. It takes *a lot* of mayhems done this way to get that badge. When these changes go in place I will no longer be able to do this. If I want to get that accolade before level 50, so I can actually enjoy it on my way up, I'll be skipping a lot of regular content to farm PPD, or turning off XP while I farm PPD.

    Farming Infernal's summoned demons for Hero Slayer will be harder now. It looks like the best way will be to get the mission at 30, then hold the mission and level that character to 50.

    So yes, please do look at the requirements for some of the badges, especially accolade requirements. Hero Slayer and Outlaw I mentioned already. Most of the others can be had through outdoor hunting, which is fine, but while you're at it maybe think about some of those too? 200 Marcone bosses still takes a while even if you can get a full team interested. Trying to get it solo in one sitting is RSI waiting to happen.

    If the damage and debt badge requirements were lowered by one tier, they might actually be achievable through normal play.

    I hope we can get some more information on this. In the meantime just in case I'll be nuking PPD and demons.
  8. Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    MA/Regen: Level 50 Magic Stalker
    Primary Power Set: Martial Arts
    Secondary Power Set: Regeneration
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Storm Kick -- C'ngImp-Acc/Dmg:33(A), C'ngImp-Acc/Dmg/Rchg:33(3), C'ngImp-Acc/Dmg/EndRdx:33(5), C'ngImp-Dmg/Rchg:33(11), C'ngImp-Dmg/EndRdx/Rchg:33(23)
    Level 1: Hide -- DefBuff-I:35(A)
    Level 2: Crippling Axe Kick -- C'ngImp-Acc/Dmg:33(A), C'ngImp-Acc/Dmg/Rchg:33(3), C'ngImp-Acc/Dmg/EndRdx:33(5), C'ngImp-Dmg/Rchg:33(11), C'ngImp-Dmg/EndRdx/Rchg:33(23)
    Level 4: Reconstruction -- Dct'dW-Heal/EndRdx:33(A), Dct'dW-EndRdx/Rchg:33(9), Dct'dW-Heal/Rchg:33(9), Dct'dW-Heal/EndRdx/Rchg:33(15), Dct'dW-Heal:33(15)
    Level 6: Assassin's Blow -- C'ngImp-Acc/Dmg:33(A), C'ngImp-Acc/Dmg/EndRdx:33(7), C'ngImp-Acc/Dmg/Rchg:33(7), C'ngImp-Dmg/Rchg:33(13), C'ngImp-Dmg/EndRdx/Rchg:33(25)
    Level 8: Focus Chi -- RechRdx-I:35(A), RechRdx-I:35(19), RechRdx-I:35(19)
    Level 10: Hurdle -- Jump-I:35(A)
    Level 12: Hasten -- RechRdx-I:35(A), RechRdx-I:35(13), RechRdx-I:35(21)
    Level 14: Super Speed -- EndRdx-I:35(A)
    Level 16: Integration -- EndRdx-I:35(A), Heal-I:35(17), Heal-I:35(17), Heal-I:35(37)
    Level 18: Health -- Heal-I:35(A), Heal-I:35(46), Heal-I:35(48)
    Level 20: Stamina -- EndMod-I:35(A), EndMod-I:35(21), EndMod-I:35(40)
    Level 22: Dull Pain -- Dct'dW-Heal:33(A), Dct'dW-Rchg:33(31), Dct'dW-EndRdx/Rchg:33(31), Dct'dW-Heal/Rchg:33(31), Dct'dW-Heal/EndRdx/Rchg:33(34)
    Level 24: Placate -- RechRdx-I:35(A), RechRdx-I:35(25), RechRdx-I:35(43)
    Level 26: Crane Kick -- Mako-Acc/Dmg:33(A), Mako-Acc/Dmg/EndRdx/Rchg:33(27), Mako-Dmg/Rchg:33(27), Mako-Dmg/EndRdx:33(29), F'dSmite-Acc/Dmg/Rchg:33(29)
    Level 28: Instant Healing -- RechRdx-I:35(A), RechRdx-I:35(34), RechRdx-I:35(36), Heal-I:35(46), Heal-I:35(50)
    Level 30: Fast Healing -- Heal-I:35(A), Heal-I:35(40), Heal-I:35(40)
    Level 32: Eagles Claw -- Mako-Acc/Dmg:33(A), Mako-Acc/Dmg/EndRdx/Rchg:33(33), Mako-Dmg/Rchg:33(33), Mako-Dmg/EndRdx:33(33), F'dSmite-Acc/Dmg/Rchg:33(34)
    Level 35: Cobra Strike -- Stpfy-Acc/Stun/Rchg:33(A), Stpfy-Acc/Rchg:33(36), Rope-Acc/Stun/Rchg:33(36), Stgr-Acc/Stun/Rchg:30(37), Stpfy-KB%:33(37), Dsrnt-I:35(39)
    Level 38: Moment of Glory -- RechRdx-I:35(A), RechRdx-I:35(39), RechRdx-I:35(39)
    Level 41: Dark Blast -- Decim-Acc/Dmg:33(A), Decim-Acc/Dmg/Rchg:33(42), Decim-Dmg/Rchg:33(42), Decim-Dmg/EndRdx:33(42), Decim-Acc/EndRdx/Rchg:33(43), Ruin-Dmg/Rchg:33(43)
    Level 44: Shadow Meld -- S'dpty-Def/Rchg:33(A), S'dpty-Def/EndRdx/Rchg:33(45), RedFtn-Def/Rchg:33(45), LkGmblr-Def/EndRdx/Rchg:33(45), LkGmblr-Def/Rchg:33(46)
    Level 47: Resilience -- ResDam-I:35(A), ResDam-I:35(48), ResDam-I:35(48)
    Level 49: Revive -- RechRdx-I:35(A), RechRdx-I:35(50), RechRdx-I:35(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
  9. Supernumiphone

    Requesting help

    DM/Nin for single-target or Elec/Nin for AoE.
  10. Here's one for your consideration. It's not really focused on any one thing, but more of a little of everything as far as set bonuses go. Decent defense numbers but not softcapped.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Spines/Nin: Level 50 Natural Stalker
    Primary Power Set: Spines
    Secondary Power Set: Ninjitsu
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Lunge -- T'Death-Acc/Dmg:33(A), T'Death-Dmg/EndRdx:33(3), T'Death-Dmg/Rchg:33(3), T'Death-Acc/Dmg/EndRdx:33(9), T'Death-Dmg/EndRdx/Rchg:33(11), T'Death-Dam%:33(37)
    Level 1: Hide -- Ksmt-ToHit+:30(A), DefBuff-I:35(40)
    Level 2: Ninja Reflexes -- LkGmblr-Def/EndRdx:33(A), LkGmblr-Def:33(13), LkGmblr-Def/EndRdx/Rchg:33(13), LkGmblr-Def/Rchg:33(15)
    Level 4: Spine Burst -- Oblit-Dmg:33(A), Oblit-Acc/Rchg:33(5), Oblit-Dmg/Rchg:33(5), Oblit-Acc/Dmg/Rchg:33(9), Oblit-Acc/Dmg/EndRdx/Rchg:33(15), Oblit-%Dam:33(46)
    Level 6: Assassin's Impaler -- C'ngImp-Acc/Dmg:33(A), C'ngImp-Acc/Dmg/EndRdx:33(7), C'ngImp-Acc/Dmg/Rchg:33(7), C'ngImp-Dmg/EndRdx/Rchg:33(11), C'ngImp-Dmg/Rchg:33(17)
    Level 8: Hurdle -- Jump-I:35(A)
    Level 10: Combat Jumping -- DefBuff-I:35(A)
    Level 12: Build Up -- GSFC-ToHit:35(A), GSFC-ToHit/Rchg:33(27), GSFC-ToHit/Rchg/EndRdx:33(27), GSFC-Rchg/EndRdx:33(48), GSFC-ToHit/EndRdx:33(48), GSFC-Build%:33(48)
    Level 14: Health -- Heal-I:35(A)
    Level 16: Kuji-In Rin -- RechRdx-I:35(A), RechRdx-I:35(17)
    Level 18: Impale -- Thundr-Acc/Dmg:33(A), Thundr-Dmg/EndRdx:33(19), Thundr-Dmg/Rchg:33(19), Thundr-Acc/Dmg/Rchg:33(21), Thundr-Acc/Dmg/EndRdx:33(21), Thundr-Dmg/EndRdx/Rchg:33(36)
    Level 20: Stamina -- EndMod-I:35(A), EndMod-I:35(23)
    Level 22: Danger Sense -- LkGmblr-Def/EndRdx:33(A), LkGmblr-Def:33(23), LkGmblr-Def/EndRdx/Rchg:33(25), LkGmblr-Def/Rchg:33(25)
    Level 24: Super Jump -- Zephyr-ResKB:33(A), Zephyr-Travel/EndRdx:33(40), Zephyr-Travel:33(50)
    Level 26: Kuji-In Sha -- S'fstPrt-ResDam/Def+:30(A), Dct'dW-Heal:33(29), Dct'dW-Heal/Rchg:33(29), Dct'dW-Heal/EndRdx:33(36), Dct'dW-Rchg:33(36), Dct'dW-Heal/EndRdx/Rchg:33(37)
    Level 28: Placate -- RechRdx-I:35(A), RechRdx-I:35(37)
    Level 30: Ripper -- Oblit-Dmg:33(A), Oblit-Acc/Dmg/Rchg:33(31), Oblit-Acc/Dmg/EndRdx/Rchg:33(31), Oblit-%Dam:33(31), Oblit-Acc/Rchg:33(34), Oblit-Dmg/Rchg:33(34)
    Level 32: Throw Spines -- AirB'st-Acc/Dmg:33(A), AirB'st-Dmg/Rchg:33(33), Det'tn-Acc/Dmg:33(33), Det'tn-Acc/Dmg/EndRdx:33(33), Det'tn-Dmg/Rchg:33(34), AirB'st-Dmg/Rng:33(43)
    Level 35: Blinding Powder -- Mlais-EndRdx/Conf:33(A), Mlais-Acc/Conf/Rchg:33(39), Mlais-Acc/Rchg:33(39), Mlais-Acc/EndRdx:33(39), Mlais-Conf/Rng:33(40), RechRdx-I:35(50)
    Level 38: Caltrops -- RechRdx-I:35(A)
    Level 41: Mu Bolts -- Thundr-Acc/Dmg:33(A), Thundr-Dmg/EndRdx:33(42), Thundr-Dmg/Rchg:33(42), Thundr-Acc/Dmg/Rchg:33(42), Thundr-Acc/Dmg/EndRdx:33(43), Thundr-Dmg/EndRdx/Rchg:33(43)
    Level 44: Ball Lightning -- Posi-Acc/Dmg:33(A), Posi-Acc/Dmg/EndRdx:33(45), Posi-Dmg/EndRdx:33(45), Posi-Dmg/Rchg:33(45), Posi-Dmg/Rng:33(46), RechRdx-I:35(46)
    Level 47: Hasten -- RechRdx-I:35(A), RechRdx-I:35(50)
    Level 49: Acrobatics -- EndRdx-I:35(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
  11. Quote:
    Originally Posted by Catwhoorg View Post
    If you are not adverse to running flashbacks, I find thats a great way of getting low level Pool B drops.
    Does that work for you? When I run low-level flashbacks my pool B drops seem to always be at the character's native level. Just today I ran a level 14 flashback on a native level 33 and got a Scirocco's Dervish Acc/Rech, which only goes down to level 20.
  12. It is noticeable at times but I wouldn't let it keep you from playing a set you'd otherwise enjoy. Nowadays Stalkers do enough damage that even resistant enemies are manageable, they just take a little longer.

    If you find that it bothers you, you can choose which enemy groups you fight for the most part. Choose enemy groups with low or no lethal resistance. I prefer Carnies over most other enemies on my lethal-based Stalkers.
  13. Quote:
    Originally Posted by SerialBeggar View Post
    I wanted to try selling crafted Set pieces.
    I tried that during a 2XP some time back and had similarly poor results. People will pay more for common IOs than they will for set IOs that give superior performance.
  14. With zombies recently I've noticed a very high level character obliterates them effortlessly while lower level characters seem to plink away at them. The difference seems to be more than can be accounted for by differences in slotting.

    I thought characters were supposed to do the same damage regardless of level, and the reason lower level characters did less was due to lack of damage slotting, but the difference seems too great for just that.
  15. Anyone got a current link to a checklist? Both of them earlier in the thread are no longer valid.
  16. I'm waiting to see the details, but if we aren't given low or no damage versions of Mudpots and Seismic Smash I'll probably roll a Fire/Stone. Slot the immob for damage and completely ignore the ranged attacks in /Stone. The PBAoE will still be godawful slow but at least the rest of the set should flow well.

    It's too bad they didn't just go all melee considering how terrible the ranged attacks are. I'd take Stone Fists over either of them. I'll probably fill the gaps with pool attacks though. They won't be as smashy as Stone Fists, but they'll do methinks.

    It's got me thinking though...anyone know offhand which sets have immobs that don't do -KB? I can't remember except I know Fire and Ice both do. For someone who really wanted to get the most out of the KD in /Stone a primary that didn't shut it down might be nice.
  17. Quote:
    Originally Posted by Spork_NA View Post
    Wait a minute...so you're saying they have Sporks in Europe?!
    They use an upscale version.
  18. Supernumiphone

    Forum Avatar?

    Could be that link is too long...it's mighty long. You might try renaming the file to something shorter, re-upload and try again.
  19. Quote:
    Originally Posted by Snakebit View Post
    Could not care less. Except if I'm trying to pst you and I miss the .
    I almost always use the clickable name feature to do invites and tells these days, so names that are hard to type are much less of an issue than they used to be IMO.

    To the OP, this discussion comes up from time to time and the replies in this thread so far pretty much sum up those discussions. Some people will think a little less of you for using name cheats. Depending on how you look at things, you may come to regret it after seeing it every time you play that toon. Ultimately it's up to you though, it's perfectly legal. If you're ok with it there's not much reason not to do it really. Anyone so tight-[censored] as to deny you a spot on a team because of something so trivial is probably someone you want to avoid anyway.

    Personally I do see it as lazy, but meh, do what you want.
  20. Quote:
    Originally Posted by DMystic View Post
    Holy Necro posting Batman!!
    How has this thread not been purged before now???
  21. So now that converting base salvage doesn't count anymore, is crafting and deleting base buffs the only alternative to creating IOs now? For getting the 1000 necessary crafts I mean. It seems like it would take a long time just crafting IOs if you actually wanted to sell them and not take a total loss on them. I'd say it would take at least a month, even logging in multiple times per day to check and reload market slots. For the lazy like myself, that means realistically it would take months to get the accolade with that approach.
  22. Quote:
    Originally Posted by Daemodand View Post
    I can see using those procs on an Energy Melee character though
    That's probably the only place I'd consider using that particular proc.
  23. [ QUOTE ]
    There is nothing further I can add to this discussion without risking offending one or more individuals deeply held personal beliefs.

    [/ QUOTE ]
    Aw c'mon. You know you wanna go there.
  24. [ QUOTE ]
    FFG does not need any changes.

    [/ QUOTE ]
    I'd be all for changing FFG to a toggle, even being fully aware that would mean the defense would suppress while mezzed and endurance usage over time would probably be greater. My experience playing a /Traps Corruptor was that the FFG is just too slow and stupid to work for me. I have an active playstyle with frequent repositioning and I'd end up out of the bubble as often as in it.

    As an alternate solution, I'd like the defense granted by the big bubble to be somewhat sticky. While inside the big bubble each character has a smaller bubble around them. Let that bubble persist for a short while after exiting the big bubble. That way if a person needs to reposition, or if the FFG gets stuck or just does something stupid, the defense will persist long enough to correct the situation.

    It's fine for a MM, or a hover-blasting Corruptor I'm sure, but it doesn't work for me as it is now. Between that, the current weakened PGT, and all the other things that have been mentioned /Traps pretty much doesn't exist for me right now.
  25. I've been seeing this as well. I've seen it on multiple toons, but it's been most noticeable on my Stalker. Seems really strange that the mob I 1-shotted from behind can turn around, pull out a weapon, wind up, and strike me with it all after being defeated.

    I've also seen the mobs aggroing immediately on attack activation, long before being affected. I was ready to chalk that up to lag or perception error, but if others are seeing it as well...I guess I should trust myself more. ;P