-
Posts
178 -
Joined
-
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
If you are web grenaded and ganked, then youre fooked, it happensIf that becomes a problem occasionally, you can get the sirens temporary teleport
[/ QUOTE ]
Doesnt happen with TP. U can also get a SJ pack in sirens, but u are vunerable to KB, -jump, slows (after -jump). Get the TP temp power and u are resistant to slows, -fly (effectively), -jump, immobilize.
I met a SJ in sirens, and he now doesnt get within a 200feet of me, he is so scared of my web nade and TP foeing. Ive just got my forward observer badge, how is it TP is gimped again?
Oh well the less people who recognise its value, the less chance of it getting a nerf. -
I read in people LFT comment, that they often are willing to do strike forces, but not everyone reads the forums. I would guess the majority dont read them.
-
11am was a bit early for me it seems, Im up for 1 now.
-
[/ QUOTE ]
Web grenade etc -jump is a problem I agree. If he hits you with webnade first, placate, SS away, restealth and try again Id say. Of course, your mileage may vary(tm). If he uses something other than webnade, jump at him and stun. Were talking about EM here right? Just two-shot him from hide, or if you fail, restealth and try again.
[/ QUOTE ]
What if u get hit by a webnade and lets say u were able to target him before he got out of range to placate, then his buddy comes into attack; your tottaly defenceless. If u have SJ, and SS in sirens call, then ur gimped anyhow, so SS is not an option, if as u rightly say u covered the hole in nijitsu's KB protection.
Even with cj,sj, acro and if u have an immobilize reist in ur secondary set, -jump still hits 100%. TP is king of the escape artist, and if what is ninjitsu about if not about the art of escape? -
Ive killed plenty of people with TP foe, if u have a runner then what ever u do u might not be able to defeat them. If they are fighting back - they are in range of TP foe.
How is it that u are effectively ignoring -jump, its in RV and sirens?
Your post is so long and convoluted. -
[ QUOTE ]
[ QUOTE ]
how would u do against a ranged enemy who was slowing u and had slotted SJ, SS? Or hit u with a web grenade.
[/ QUOTE ]
Placate, rehide, wait. Follow, BU+TF, Placate, AS+ET, dead. In case he pops BF after TF, just fire ET and maybe bonesmasher (still on BU), there should not be much left of that squishy.
[/ QUOTE ]
What is the range on placate I forget? I doubt its a true ranged attack, and if he is out of range, ur plan seems a little flawed. -
One of my alts is in a SG called Arachnos Killers, I think its the more lower lvl one. Ill try to email u ingame.
-
Im interested, got a DM/elec brute at lv50, and probably have a SS/elec at lv45 by then. My first and only attempt we got to the final mission but it was late and it fell apart. We had 2 MM, 2 stalkers, /stone and me as dm/elec, no corr. We got by when I eventually persuaded the group to go get reds when facing an AV, despite getting "lol"'ed at by a stalker.
With my SS I can do significantly more damage however, Ive got AVs to half health solo, and with an arachnos mace temp power Id be more effective.
Still I believe stalkers could add a whole new lvl of damage, Ive played an EM/DA stalker to lv41 and on teams I could take down bosses in 4 or 5 hits. U just need to avoid getting 1 hit by an AV when playing a stalker (which shouldnt be too hard with hit & run tactics). -
If u intend taking power surge ur energy protection is 257% so 5% is not worth it (negative energy is 175% with 3 slots and 140% with 1 dam res). This over 100% resist only helps if u decide to jump into a squad of nulifiers who shoot u with -res, stay long enough with some mobs out of your AoE range u will die suddently. Considering most brutes Ive teamed with think they should be able to do just that and not die, it may/may_not be worth it to u. In pvp u wont get that volume of -res, at least I dont remember being effected by a -res in PvP.
Same with slotting health, I tested it by letting 2 of my enhancements turn red. I then dropped from the sky, and timed the recharge. I got bored waiting, so only timed it up to a point near halfway (in line with a letter above); and guess what? When I tested with the 2 slots with green enhancements the timing was so close that it could be down to testing inaccuracies.
I still take health, u do notice it at lower lvls; and hurdle has no benifit for me.
Those 2 slots will be better served slotting your attacks.
The only place Ive seen a noticeable difference (on paper), is looking at slotting power surge. With 1 resist, most resists are over 100%, but toxic is 63% and 3 slot its 81%. Considering this is the only toxic resistance /elec gets (apart from demonic aura/inspr), u may find it worth it. -
[ QUOTE ]
[ QUOTE ]
IIRC, the delay between teleporting and dropping from your hover is enough to interrupt your AS. So you'll want something a bit less interrupt-making.
[/ QUOTE ]
NEVER EVER TP next to a target because if the guy can see you your going to be a sitting duck in the time it takes for hover to drop off.
Better of to TP close and move in on foot anyway.
[/ QUOTE ]
[ QUOTE ]
TIPS AND TRICKS
A few other notes..
Travel Powers - Travel powers are very much a matter of personal preference. However, I suggest Teleport. Teleport is the best escape means of all the travel powers, although it is hard to use - especially in confined spaces. Correctly-timed Teleport is also a counter to enemy TPFoe and a minor situational mez-protection of sorts. Also, you can get Teleport Foe as a pre-requisite, which is very useful for Stalkers in general and for EM in particular - since we lack ranged attacks, it is nice to just TPFoe a near-dead enemy to you to finish them off. Also,
TPFoe + Stun + Placate + BU + AS + whatever, or
BU + TPFoe + ET + whatever (to get right into damage and possibly - 50% - pick up a nice Disorient on ET as well)
are both great combos that work wonders on many targets. Also, TP in + take out a target + TP out is fast, hard to stop, and - even if enemies have perception - very hard to see coming. Finally, TP has an inherent Hover just after each teleport built-in, which is just enough to get an AS off. So BU + TP + AS will often let you AS people standing on say Caltrops or similar things.
[/ QUOTE ]
Issue7 - Stalker PvP Guide (EM/Nin/BS) - New Build
Ref. http://boards.cityofvillains.com/showfla...part=1&vc=1
TP isnt just about escape... -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
With teleport as only travel power you
- will never attack flying attacks
- never attack moving ground targets
- hardly be able to follow escaping targets
Get fly, swift + quickness speeds up your flying power, and fly is king in pvp. skip phase shift if you want to hit & run, and probably try to fit in aid self.
[/ QUOTE ]
I have a lv 41 EM/DA stalker on US freedom, with cj,sj and acro. More to the point I have 2 brutes lv50,lv42 with TP who are not stone armour.
- will never attack flying attacks - TP foe + whatever u have in the way of disorient/immob
- never attack moving ground targets - Only way I could possibly have killed an Ice/Kin corr on test (whos tactics should be obvious by now), was with TP.
- hardly be able to follow escaping targets - again TP and about the same chances as any other travel power, considering u have to stop them from running to use AS. U may if u have alot of skill and a little luck be able to build up, tp to their position and AS as they run past.
TP is by far the best way to escape a situation u dont want to continue with. Ive never used TP without the TP bind, so I dont know how fiddily it it as standard.
[/ QUOTE ]
Tp is best at escaping and thats all its good at.
[/ QUOTE ]
U obviously didnt read my previous post then.
[ QUOTE ]
With any other travel power (except maybe SS only with no vertical movement) attacking is easier. Especially if you plan on a prolonged attack chain(ie. non-stalker). I still think that grp tp is best travel for masterminds though.
[/ QUOTE ]
You can control your own postion and the position of an enemy with tp & tp foe. Sure if u have a runner, and u like to chase runners and pwn them, having the same travel power as them will make it easier to catch if they go airborne (effectively nulifying tp as a tool to get u in range, but tp foe still works) assuming you cant defeat them with your attacks after u tp foe.
Again read my previous post, how would u do against a ranged enemy who was slowing u and had slotted SJ, SS? Or hit u with a web grenade.
[ QUOTE ]
One part that I dislike about tp in PVP is the delayed hover that prevents it synching with any other travel power.
[/ QUOTE ]
TP can get u next to the enemy or the enemy to u (if they are not on the ground), u then use ur delaying attack. Heck u can even pull of an assasin strike while TP hovering, nulifying caltrops.
There are occations that a SJ/fly will outperform getting to a target (undetected in the case of a stalker), but if the target wants to fight back TP+ TP foe, in the right hands wont handy cap u; and leave u as I said able to pick more useful offensive/"soft control" powers.
If someone is running to their base, if u run after them u may catch them but they have less distance to cover. If u can TP foe them, and delay them enough for tp foe to be recharged; u can prevent them from making any ground.
I would say that tp is not as easy to use to best effect, but it covers alot of bases; when 1 skill can make or break a template. -
U didnt touch on the point I made about the survivablility of TP compared to any other travel power. I was grouped with a stalker in PvP sirens call. A storm troller was keeping us all on the back foot, he tryed to go toe to toe with the troller. It was a mistake, instantly hit with the -acc, I cant even hit them with rage +2 acc (although any ranged AT, will hand them it), he was also sucked toward the troller. His final words were "tp plz", before he went to stalker heaven.
I dont have tp friend, and tp is the best way to escape; and I know there are ATs out there specifically built for targeting stalkers.
From what I can remember my /DA had very good immobilization resist, but could get overwhelmed by -slows if he stuck around too long. With /DA immobilize resist power added to the resist for hold and immob in CJ, acro; it was quite well protected but I still fancied tp in my build.
As a stalker u will be a real aggro magnet, and if u can escape, then u wont need to fear being ganked and heros wont see u as an easy kill.
Plus if u only need 1 travel power, rather than SS, SJ u can get more attacks to make u more effective, and that stun from EM/ might be worth picking up. I know I dont fancy getting disorientated. -
[ QUOTE ]
With teleport as only travel power you
- will never attack flying attacks
- never attack moving ground targets
- hardly be able to follow escaping targets
Get fly, swift + quickness speeds up your flying power, and fly is king in pvp. skip phase shift if you want to hit & run, and probably try to fit in aid self.
[/ QUOTE ]
I have a lv 41 EM/DA stalker on US freedom, with cj,sj and acro. More to the point I have 2 brutes lv50,lv42 with TP who are not stone armour.
- will never attack flying attacks - TP foe + whatever u have in the way of disorient/immob
- never attack moving ground targets - Only way I could possibly have killed an Ice/Kin corr on test (whos tactics should be obvious by now), was with TP.
- hardly be able to follow escaping targets - again TP and about the same chances as any other travel power, considering u have to stop them from running to use AS. U may if u have alot of skill and a little luck be able to build up, tp to their position and AS as they run past.
TP is by far the best way to escape a situation u dont want to continue with. Ive never used TP without the TP bind, so I dont know how fiddily it it as standard. -
The secondary effect of OG is disorient which ur is your primary's secondary effect, so it will stack (I would expect u get bosses disorientated more often). The single target sharky attack has the lowest damage of the single target patron powers, but has a 100% knockback effect (effective everytime against targets without KB protection, i.e. most bosses).
If u must get fly then drop barrage for air superiority, and then u have 2 100% KB moves which cant be bad.
However if u try to do a respec trial and ur team is relying on u to take the vines out, CJ,SJ,Acro would be the best bet. I tried the respec trial at 28 having just picked up lightning reflexes for faster lvling, but leaving grounded till lv30 meant I needed to wait till lv30 to complete respec trial.
The AoE damage attack from patron powers becomes available at lv44, and to take that u need 1 of the first powers. U dont have any cone effects (like shadow maul), so I wouldnt bother with an immobilize. The base total damage (according to prima guide) is 33 toxic damage. With full fury this will do significant damage, just remember to slot it 2 endurance with 18 base end cost. Since this is an AoE then * 5 mobs u will be doing the equivalent of an energy transfer in 1 hit (roughly speaking).
With and AoE disorient stacking with ur primary, and 2 100% KB moves it sounds like a tasty build; but thats if u can live without KB protection.
For single target damage, 2ndary effects ignored; ghost widow is the most damaging. Its a DoT, but the numbers add up to the highest figure and its negative energy, not too highly resisted.
Ive taken Maximillian's advice and completed the first part of my patron's arc on the test center.
Ive also been testing my lvl 50 out on test since he was granted a respec with the last patch. I was 6 slotting mace blast and disruptor blast, so I could pull out the mace and use 2 attacks, and even web mace if I needed to slow the target.
I recommend using the bind commands to bind the extra attacks to something close to hand like q,e and r. -
Personally I get, fitness, medicine, speed (for hasten), and a travel power (I prefer TP since it negates immobilizes to a large extent).
A popular combo (Ive seen on other brutes), fitness, medicine, Fighting (boxing + tough), travel power.
As an /elec (I have 2), defence from weave is redundant against all but even lvl mobs. Its not even lvl mobs u have to worry about so as a "resist" based brute secondary, dont take weave. I understand there is a significant endurance drain with both, tough and weave, I would 2 slot tough for end cost ( since it has a higher base drain than your primary resist shields).
Running tough uses very roughly the same endurance as running conductive and static shield together, so thats why an extra end will benifit here. Rather than slotting all you attacks with endurance recovery.
I one slot my 3 shileds for end, and 3 slot [the aforementioned 3 shields] for resist, ASAP. Thats 12 slots right there.
Then I slot 2 acc for low lvl attacks, and then 1 end. Although would slot 3 acc for PvP without running "rage" from SS.
I would avoid if at all possible slotting your most damaging attacks with endurance, and use then only when ur fury is high. This way slotted with 2 or 3 acc, 3 dam, 0 or 1 recharge, u will do the maximum damage with no fury and then fury will surpass the effect of the damage slotting (since I read fury does not multiply SOs but the base damage).
I have 2 brutes a DM and SS, if u find urself wanting more damage go fire/fire or SS/elec EM/elec, IMO the best choices. -
Thx, this bar I take it is near the part that says your current bounty ect?
-
I know that temp powers are given to the side who are "in control" of the zone. What effects this control and can I see progress made in the form of a meter?
The ingame text is ambiguous, it could either mean winning hotspots or successfully completing PvP missions (like bomb the base ect.). Which is it? I was finding some of the temp powers invaluable in PvE.
I searched for my answer but I couldnt find it after searching the forums and the prima guide. -
[ QUOTE ]
[ QUOTE ]
Ive seen power sink zap away 1/3 of the endurance bar (dont expect the same if ur up against another /elec. U will need the slotting u have + hasten, and the ulitmate drainer would be elec/elec/mu. Wether /elec/mu will do, something Ill have to test for myself on the test server. I am totally undecided which patron to chose atm. With my DM/elec brute I chose black scorpion, and its an excellent choice, with alot of effects/powers combining, to produce a profound effect.
However no other brute primary has an immobilize to stack with the patron powers, so its either black scorpion again or if I find some other effect worthwhile. I may just try to go with the most damaging patron, based on damage type/magnitude/recharge.
[/ QUOTE ]
I have Hasten and I have Mu Mastery as Patron Powers. Never tried sapping Endurance from another Elec' Brute, but have fought against many other ATs.
[/ QUOTE ]
and .... what was your impression of the two together? With LR + hasten +3 rech +3 End on powers sink, takes 20sec between recharges. Is 20sec long enough to stack the effect? I know Mu mastery's single ranged attack has a 30% chance of a 300% end recovery debuff for 4 sec. Did any fight last long enough for this to because useful? -
Ive seen power sink zap away 1/3 of the endurance bar (dont expect the same if ur up against another /elec. U will need the slotting u have + hasten, and the ulitmate drainer would be elec/elec/mu. Wether /elec/mu will do, something Ill have to test for myself on the test server. I am totally undecided which patron to chose atm. With my DM/elec brute I chose black scorpion, and its an excellent choice, with alot of effects/powers combining, to produce a profound effect.
However no other brute primary has an immobilize to stack with the patron powers, so its either black scorpion again or if I find some other effect worthwhile. I may just try to go with the most damaging patron, based on damage type/magnitude/recharge. -
Dont forget Touch of Fear for that 2nd way to skin a cat. Remember u dont have a high damage attack like most brutes, and fear is part of what u traded that high damage attack for. When u respec, put it early in ur build so u have access in sirens call. With SM left to 32 (I did the same in my respec build), u only have smite, SP, ToF, (siphon life), and punch as ur main attacks in SC.
-
Trying to kill a pesky controller before they fairy fly away depends on burst damage, KO blow is all burst. Most experienced players will try to get out of range and then turn the tables, draining ur fury (which is probably zero to start with). I find tp foe an invaluable tool. If ur super strength (or any melee with a build up type power fully ToHit slotted) and PvPing in siren's call, do urself a favor and buy an arachnos mace, its a 2nd KO blow, and key to killing controllers in 4or 5 hits before they can get away and turn the tables. It will help with AVs too, and it helps super strength out by granting access to toxic damage rather than highly resisted smashing damage.
-
Im not quoting anyone but... hurdle, combat jumping, super jump + grounded? 0o
Someone mentioned getting into the middle of mobs, I find swift+sprint+lightning reflexes = super speed in terms of "stealth". No jumping skill is then needed to land in the middle of a mob (assuming u carry your ground speed into the jump), and u can safely jump into the middle due to the "stealth" aspect (ie while in the air u are vunerable to knockback with only grounded as KB resist), or if u like mob reaction times vs ur straight line speed with /elec.
The only travel power I would take on a melee toon is TP. Undecided about a ranged toon, since I only rolled 1 on my very first trial. -
[ QUOTE ]
Thanks for the advice.
My original plan was to take both Siphon Life and Healing Flames, along with the endurance healing powers from each set, to try and hopefully create a Brute that has little need to rest and lose Fury.
I've taken Siphon Life for now and I'll see how it fares once I get to lvl 22 and put SOs into it.
[/ QUOTE ]
I would recommend dark consumption, for low lvls; but the auto-hit end recovery in /elec is superior and only 1 is necesary in later lvls.
As for healing, I would take all the healing options available. With a full health bar, u will do more damage in less time; u will lvl faster, u will like ur brute more. You are not a tanker, u just need to be able to stand up long enough to watch the mobs fall. Aid self is great, when u need to run + heal.
So, 1 end power at a time (depending on what lvl u want to play at), and all healing options. Also 3 slot health, its better than slotting some of the auto resist powers that brute sets commonly have( which usually have some other essential benifit).
Id recommend respecing into hasten when u get into the 30s and dropping the lowest lvl punch (except in DMs case); this also indirectly effects healing, by increasing the recharge on aid self ect. -
[ QUOTE ]
Again, I've tested Build Up + Fiery Embrace on an EM/Fire tanker and it works fantastically... just wasn't sure if you'd notice an extra 100% damage buff on a brute with a nearly full fury bar!
[/ QUOTE ]
U wouldnt notice with full fury + 15 reds to max out brutes damage cap of 850%, but other than that rare occation u will benifit.
I agree /elec is one of the best armour types (res based, tier 9 panic button, auto-hit end drain/recovery), but if ur set on firey melee then you will be doing more damage with the /FA build up power; and since damage is what a brute is ultimately about, u shouldnt overlook it.
If u were PvPing in sirens call, then no brute has access to a tier 9 power, then the other brute options become more attractive, including fire armour.
Its resist based and has 15% toxic resist in healing flames, although I believe it lacks psi resist, which /elec has a small amount of.
TP is not only usefull for stone tanks, it can completely negate the effects of slows, and can be your "tier 9 panic button", since in an instant u can be out of range of a gank squad.
The reality of PvP is that u will tend to be ganked, its virtually guarenteed, and not limited to hero/vill or even this MMO; when u see 5 or 6 characters decend ontop of u, tp is priceless. -
[ QUOTE ]
[ QUOTE ]
...The DM set is more utilitarian than outright attacks...
[/ QUOTE ]
This puts me off. As a brute, the trick is to spam attack after attack after attack after attack after attack. I'd say Energy is better suited for that. Infinite health? Pop a green. Infinite End? Slot for end redux. When you get slowed by a nerva spectral, don't come crying to me because your attacks aren't up and ready to spam.
[/ QUOTE ]
What DM lacks is a KO blow/energy transfer/total focus type power, it does not lack the ability to spam attacks. Smite and shadow punch have the lowest activation times of any brute attack.
DM however while lacking a big attack does have an immobilize (stacks with patron powers), and a fear which is available at low lvl so u dont lose it when exemplaring down. One of its main attacks is an AoE damage attack. It requires more manipulation of mobs due to the cone effect, but DM has at least 3 AoE attacks and /DA has more.
Remember this is a PvE build, and AoE is much faster than single target attacks when grinding with the right lvl & number of mobs for you. Remember also that fear in PvP is very potent too.
Im not a fan of using dark/dark, en/en builds not at least until some thought has gone into how they will synergise with each other. I would recommend FM/FA however, having read about the build up effects fire attacks to a greater extent.