macskull

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  1. I took Axe on my DM/SR because I needed something that wasn't negative energy damage for fighting mobs that resist it, and because Shadow Maul is better than Sands in every way imaginable already.
  2. Quote:
    Originally Posted by Deus View Post
    I had sharks on my regen and recently swaped it for soul, and I like soul a lot better. Meld recharges quick and I also have mog, so between the two it's very nice. Also sharks root a stalker pretty bad bc of the animation time, and I find myself getting other stalkers mostly bc they throw sharks and get rooted long enough me to get an as. Plus dark blast's recharge is very fast and the animation time is very fast and doesn't root you like sharks. It doesn't hit as hard as sharks though but it's still a nice ranged attack to crit with.
    When I know there are hero Stalkers around I'll usually hang out around targets of opportunity waiting for them to come out of hide and into the shark animation, because it gives me almost 3 seconds to hit BU, run over, and start the AS. The problem with Soul is that Dark Blast is a really crappy attack when compared to sharks, but it's ok as a finisher (as a comparison, non-critting Spirit Shark does more damage than Dark Blast on a crit).
  3. Quote:
    Originally Posted by Bill Z Bubba View Post
    Late edit: I'm finding myself surprised at the lack of excitement about this. Is it because most of the forms users tend to form hop so much that you don't feel this to be as large a change as my brain is telling me it is?
    I don't have Fitness at all on my Warshade (Stygian Circle is up very fast with the amount of recharge my build has), so I'd probably end up leaving the default slots for the Fitness powers. My Peacebringer... has Fitness, but I haven't actually touched it once since it hit 50 and I have no plans to revisit it.
  4. Quote:
    Originally Posted by CriticalKat View Post
    If your team agrees to do 5v5 and that lineup is submitted with all stalkers or anything else extra gai you by default can refuse to play it and resubmit lineups of 3v3. Which is what I would advise any smart Captain to do. Realize though that once you start the match then you are held to that lineup and amount of players officially.
    Doesn't the ability to change the match size after finding out the lineup sort of defeat the point of having a double-blind lineup submission? I mean, I could push for a 5v5, find out the other team was bringing something that would shut my current lineup down, and then say "screw it" and go back to a 3v3.
  5. None of the three ladder teams are currently playing due to the copy tool being down. Once that gets fixed things might change, but until then...
  6. Fortunata or Bane, preferably. Widows are melee-centric which puts them at a disadvantage, and Crabs lack decent single-target damage. As a VEAT you main goal is to drop Stalkers out of hide so your teammates can kill them, because VEATs don't have the damage to take out most targets on their own.
  7. DR on buffs and set bonuses in PvE? I approve. Hopefully then the rest of the population will realize what a terrible idea it is.
  8. DR doesn't wreck defense for melee ATs nearly as much as it does for squishies. My Elec/WP Stalker will be at almost 40% defense to everything when Shadow Meld is running, even after DR is factored in. Only problem with Shadow Meld is its 3-second activation time can get you killed if you're not careful.
  9. Quote:
    Originally Posted by Dechs Kaison View Post
    Mez cannot be added to the human forms. It will severely diminish the purpose of the dwarf form.
    It's been nearly two years since the Kheld changes, and I still don't buy this. Sure, you get mez protection in Dwarf form, but as a tradeoff you lose access to all Nova and human abilities, and if there's a non-Dwarf power you need to activate, you'll get mezzed as soon as you drop out of Dwarf. Being able to toggle on Dwarf form while mezzed is a passable and welcome solution, but it is by no means a good one (for example if you get mezzed during the activation time of Dwarf, it'll detoggle and you'll have to activate it again) because of the limitations. No other AT with mez protection has the silly restriction of being able to access only a subset of its powers while mezzed, and if anything Crabs and Fortunatas should be the prime example of why human form, at least, should have basic mez protection (both Crabs and Fortunatas can pump out ranged damage very safely and have non-limiting mez protection to go with it).

    If the mez protection bonus granted by Controllers and Dominators was increased to, say, mag 2 from mag 1, this would be less of an issue because single applications of mez would not require you to shift to Dwarf form. Currently, lack of mez protection is a bigger issue when on teams than while solo (simply by virtue of more teammates meaning more enemies meaning more mezzes), but unless you're teamed with at least a certain number of two other ATs you're still stuck with subpar mez protection.
  10. I'm hoping we'll see this work in the forms, especially now that Cosmic Balance/Dark Sustenance works in forms (and the passive accolades as well). I don't think there's a reason why they shouldn't, to be honest, but we'll see.
  11. Quote:
    Originally Posted by JuliusSeizure View Post
    Have you played with the revamped Fury in PvP yet?
    I have, and building Fury is just as difficult as it was before the change, let alone maintaining it once it's built. Problem with Fury is it relies on you landing attacks more than you being attacked, and as a melee AT you aren't doing that constantly against any intelligent opponent.
  12. Brutes have a lower damage modifier than Tankers while also having less resistance/defense/regeneration and lower base HP and HP cap. In theory, Fury is supposed to make up for this and allow a Brute to outdamage a Tanker, but in realistic PvP scenarios you won't be able to build Fury reliably. Go with a Tanker, since you'll probably be putting out more damage and will have at least 500 more HP than a comparable Brute if well-built.
  13. Progress bar is broken, but once you have the badges you'll get the accolade. Picked it up on a few characters last week.
  14. Suppose I should note, though, that the only reason to play a Brute in PvP was because they had unlimited webnades (Tankers did not), but now that Tankers get Brute patrons you might as well just roll a Tank and be tons more survivable and deal more damage anyways.
  15. SS/Fire/Mace, SS/Elec/Mace. Grab Taunt for the -range, build for at least 41 points KB protection, get your accolades, build for lots of +HP, squeeze in some +rech as well.
  16. Quote:
    Originally Posted by PC_guy View Post
    lol@you for not thinking that that s**t isn't DR'd/supressed.

    read the thread plz
    Your sarcasm detector is broken, good sir.
  17. Quote:
    Originally Posted by LuxunS View Post
    Even with all the nerfs Forts have taken, they're still pretty competitive. I think they're pretty balanced toons. Lower damage, reasonable damage mitigation. They have their weaknesses but have strengths also. The biggest downside is the investment to make them competitive is pretty steep.
    It's odd - I'd have expected to see a lot more Forts/Banes as Stalker spotters since I18 launched, but it's been almost a month and I can count the number of them I've seen on one hand.
  18. Quote:
    Originally Posted by Debt_Magnet View Post
    Nobody's said it yet. I'd like to see /kin for MM's.
    Ever seen ninjas drink monster?
    Kinetics for MMs was at the top of my wishlist until they nerfed pet recharge in I14. Now it'd just be a crappy buff set with no mitigation.
  19. macskull

    Energy Transfer

    Quote:
    Originally Posted by StratoNexus View Post
    Total Focus is on the long end, but other sets have their own long animations (Tremor, Thunderstrike, OTC, Combustion,etc.).
    The thing here is all the powers you listed as comparable to Total Focus' animation time are AoEs, while Total Focus is single-target. That automatically puts Total Focus at a disadvantage because you're only going to be doing damage to one target each time you use the power. The animation may be long on the other powers you listed, but at least you can be fairly sure you'll be hitting multiple targets.
  20. macskull

    Energy Transfer

    Yes, but preferably not a set that used to be fast.

    Part of the perception of Energy Melee is that ET used to be a really good attack, and part of it is that the set's not really good at anything except semi-reliably stacking mez, and that won't kill anything.
  21. I have a list here from the last time I was making predictions. These aren't necessarily "what I'd like to see;" rather, they're "what I think may happen":

    Blasters: Dark Blast/Darkness Manipulation (unlikely to happen without being heavily modified, especially due to Blaster Soul Mastery containing two of the powers that would be in Dark Blast anyways, but it's the last blast set that Blasters don't have)

    Controllers: -/Traps

    Defenders: Thermal Radiation/Fire Blast (not sure why they got AR and Traps last round anyways...)

    Scrappers: Energy Melee/Energy Aura

    Tankers: -/Broadsword

    Brutes: Spines/-

    Corruptors: Psi Blast/Poison (or FF)

    Dominators: Dark Illusion/Dark Assault

    Stalkers: Fiery Melee/Fiery Aura

    Masterminds: -/Cold (or Sonic)
  22. I'd be careful with that. I can think of at least two channels I want to join off the top of my head, possibly more, but I'm not going to join them until the crashing problem is fixed (I'd rather not crash every time I check my globals).