-
Posts
7 -
Joined
-
Oops, you're right. I was looking at jawbreaker and shatter slotted with damage procs in mids and it was showing me (187) and (191) in parenthesis.
As far as mace graphics, I think the celestial mace looks pretty awesome, it's a big glowy warhammer, but it is tier9 so I guess not many people can use it. -
So scrappers got warmace a while ago, and I don't think I've ever seen anyone playing it, and I've barely heard anyone talk about it.
This set seems absolutely ridiculous on scrappers. With the scrapper melee numbers, it gets THREE attacks that hit harder than headsplitter on broadsword, two of which have significantly shorter animation times, and it gets two fairly nice AoE attacks that both hit up to 10 targets vs. the titan weapon/staff 5 target attacks, and half of the powers in the set have very high rates of knockdown or knockup.
Am I missing something here? Is there some kind of downside I'm not seeing? I mean, clobber with a base damage of 200, activation time of 1.2 seconds? That's better than the new buffed up assassin's strike.
Why aren't more people bashing heads in? -
Not gonna recommend staff/regen for people who are rolling a new character since its got loads of clickies and redraw is a pain when you have long animations like staff does. For those who already rolled this and still want a build, here's what I'm using currently.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Brute
Primary Power Set: Staff Fighting
Secondary Power Set: Regeneration
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Mercurial Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Achilles-ResDeb%(37), Zinger-Dam%(46)
Level 1: Fast Healing -- Heal-I(A), Heal-I(21)
Level 2: Precise Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Zinger-Dam%(37), Mako-Dam%(37)
Level 4: Guarded Spin -- Erad-Dmg(A), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/Rchg(9), Erad-%Dam(11), LkGmblr-Rchg+(11), Zinger-Dam%(43)
Level 6: Eye of the Storm -- Erad-Dmg(A), Erad-%Dam(13), Erad-Dmg/Rchg(13), Erad-Acc/Dmg/Rchg(15), Sciroc-Dam%(15), Sciroc-Dmg/Rchg(17)
Level 8: Staff Mastery
Level 10: Reconstruction -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(19), Numna-Heal(19), Numna-EndRdx/Rchg(21)
Level 12: Quick Recovery -- EndMod-I(A), EndMod-I(17)
Level 14: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-EndRdx/Rchg(40)
Level 16: Integration -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(25), Mrcl-EndRdx/Rchg(27), Mrcl-Heal/Rchg(27), Mrcl-Heal/EndRdx/Rchg(29)
Level 18: Serpent's Reach -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(29), Apoc-Dmg(31), Apoc-Acc/Dmg/Rchg(31), Apoc-Dmg/Rchg(39), Zinger-Dam%(46)
Level 20: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 22: Kick -- Empty(A)
Level 24: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(33)
Level 26: Innocuous Strikes -- Erad-%Dam(A), Erad-Dmg(34), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34), Sciroc-Dam%(43), Sciroc-Dmg/Rchg(43)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Sky Splitter -- SBrutesF-Acc/Dmg(A), SBrutesF-Dmg/Rchg(36), SBrutesF-Acc/Dmg/Rchg(36), SBrutesF-Acc/EndRdx/Rchg(36), SBrutesF-Acc/Dmg/EndRdx/Rchg(40), SBrutesF-Rech/Fury(40)
Level 35: Super Jump -- Jump-I(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(39), RechRdx-I(39)
Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob(42)
Level 44: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/Rchg(45), BasGaze-Acc/Hold(45)
Level 47: Fire Ball -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50)
Level 49: Instant Healing -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(50), Numna-EndRdx/Rchg(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I(A)
Level 4: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- P'Shift-End%(A)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 8: Form of the Body
Level 8: Form of the Mind
Level 8: Form of the Soul
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Vigor Core Paragon
Level 0: Task Force Commander
Level 50: Barrier Total Core Invocation
Level 50: Diamagnetic Partial Core Conversion
Level 50: Vorpal Total Radial Judgement
------------
I have this built for itrials so I went heavy on the +hp and regen so that I can cap out my HP at 3200 with just dull pain. Originally I had gone for softcapped defenses, but as time went on it seemed like a balanced approach made me overall tougher in trials, with higher hp and regen, since with barrier I was going to hit an average of +20% defenses anyway. Went with vigor instead of spiritual because I don't have hasten and the extra healing % means more to me overall. 45-50% defenses, 3200 hp, and 100hp/sec regen means I basically never die to trash mobs, ever, and when it comes time for a boss fight regen has 2 crashless unkillable clickies so I can tank pretty much anything as well as a stone tank.
There are probably way more optimized builds out there, so take it with that in mind. For me, this is about as much tweaking as I was willing to do, only thing I seriously considered was dropping reconstruction in favor of taunt since I only tend to use it in emergencies, and for that role moment of glory seems to do the same job better. -
Question is regarding the dark regeneration power in the dark armor powerset for scrappers, tankers, stalkers, and brutes.
I mentioned this in a thread on the stalker forums, but upon checking several of my other characters, it appears that it is the same on other ATs as well. The listed cast time on the tooltip is 1.17 seconds, which is what I remember it should be, but for whatever reason it is considerably longer than this. Having played four separate characters over many months that use dark armor as a primary/secondary, I distinctly recall it being a very quick activation that did not root you in place. However, this no longer seems to be the case.
So what is the problem here? Was it changed at some point and the tooltip is out of date? Is it a bug? Am I remembering it incorrectly?
Edit: the current animation is the same one used for the invulnerability power: invincibility, which is listed as 3.00 seconds activation time. -
Quote:I have a 50+3 dark armor stalker I have been playing a lot recently, so maybe I can help.Have you tried your defensive based Stalker in DA? I am not sure what the "Modern" day CoX mean but I guess it has something to do with itrials? If so, I feel resistance based sets with good set bonuses (good is the key!!) fairs better than defensive sets. There are a lot of "auto damage" in itrial.
However, if we are not talking about itrials, then defensive sets are better for Stalker.
My defenses are 40%, not quite softcapped, but combined with the -tohit from cloak of fear, it is more than enough for practical purposes. My resists are something like 55% S/L, 40% neg, 35% fire/cold, 50% psi, 20% energy. For a stalker, it is surprisingly resilient. The recent buff to HP values helped a lot in this area. I can charge into groups of enemies in itrials or x8 missions in astoria and usually stand up nearly as well as the brutes and to a lesser extent tankers around me.
The big problem for dark armor though, and most non-def specific sets, is that endgame mobs in astoria can absolutely trash your defenses. Nearly every enemy has some sort of stupid -def debuff, half of which are auto hit, and most of which stack many, many times. Without the resistance to def debuffs that are inherent to ninjutsu or super reflexes, my defenses will drop extremely rapidly against certain enemies. For dark armor specifically, the ancients or elders of sorrow of the pantheon are especially brutal, because their radiation blast attacks have massive def debuff numbers and dark is already pretty weak against energy in general. I can roll through x8 missions in astoria with ease until I run into a group with 2 or more ancients of sorrow, and then I get flattened in seconds when they land their lame -20% defense debuffs. I imagine electric armor would have a MUCH easier time with this.
Plus dark regen on stalkers takes a stupidly long time to activate, seriously, the ingame tooltip, mids, and everywhere else says 1.17seconds, but it is NOWHERE near this fast. It is closer to 3 seconds, which I'm not sure is a bug or not. I could swear that the same exact power on my elec/dark brute casts in LESS than half the time, but I digress.
As far as itrials go, resists make you a lot tougher when half of the enemies have 70% hitrates vs. 45% defense. Unfortunately, a very large portion of these enemies hit with energy damage, which is dark armor's big weakness.
Anyway, to summarize - resist based stalkers are pretty good now, I would say they are tougher in general than def based stalkers, assuming you can softcap defenses on top of your resists, but if you want to roll one, I would recommend electric armor if only because of how much endgame content has enemies which do energy damage. -
Street Justice with AS slotted with the stalker chance to hide IO, followed by an uppercut, is pretty berserker. Unlike a lot of bigbad stalker powers like energy transfer and headsplitter etc, crushing uppercut does full crit damage from hide, balanced by the fact that it doesn't hit as hard without combo and it isn't easy to get a big combo from stealth.
Doing 30-40% of an elite-bosses' lifebar in 2 hits makes me smile -
How come the pistols sound like the generic one that all the low level gang mobs use? I was sorta hoping it'd be more like the one malta gunslingers use, ya know, meatier sounding.
Edit: the one the thugs use, not the pistol attacks in the set