macskull

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  1. macskull

    So... Stalkers.

    Quote:
    Originally Posted by Santorican View Post
    AS is unresisting in PvP!?
    The critical portion is. That was taken out as part of the I13 changes but was re-added in I14 due to a lot of complaints about AS being practically worthless (it still sort of is, since you can put out only a few hundred points less from 80 feet without an interrupt timer).
  2. macskull

    So... Stalkers.

    It's already unresisted in PvP (kind of like all criticals from Stalkers and Scrappers, all debuffs from Defenders, and a portion of all damage from Blasters should be).
  3. macskull

    So... Stalkers.

    Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Make Stalker criticals automatic for any target that is held, asleep or stunned?
    There used to be a chance to critical on held/slept targets (20% I think?) but that was scrapped in favor of the current team-based criticals.
  4. By level 27 you can slot level 30 generic IOs, which offer roughly the same benefit as a +3 SO and never expire (so you spend the inf on them once and never have to worry about that slot again unless you decide you want something else there). Level 25 generic IOs offer roughly the same benefit as an even-level SO, and are sometimes cheaper than their level 30 counterparts, so it's a good idea to check for price differences (for example I'll sometimes use level 45 generics instead of level 50 for those powers which require them, because I'm paying a fraction of the price for an almost negligible decrease in effectiveness).

    In short, keep doing what you're doing, but maybe step up your marketing a bit. It may seem tedious, but the thing to remember is that the more money you have, the easier it is to make more. 3.5 million inf at level 27 might have seemed difficult to get, but it becomes pretty easy to turn that 3.5 into 10, and then 10 into 25, and then 25 into 100, and so on.
  5. macskull

    Energy Melee

    Re: power replacements... Gravity Control had Fold Space replaced by Singularity very soon after launch, and Telekinesis was changed to its current toggle hold/repel shortly thereafter. Until the Energize change there weren't really any power "replacements" of that sort, though I suppose one could argue that changing IH into a click from a toggle, or changing Black Dwarf Mire from a long-recharge long-duration click into a Follow Up-like click are also power replacements.
  6. macskull

    Energy Melee

    Yeah, the animation is still too long, but that's a power that plagues just about every power in the set except Bone Smasher and Energy Punch.
  7. macskull

    So... Stalkers.

    The issue with Stalkers is pretty straightforward: they're single-target specialists in a game that by and large favors AoE damage. Spines and Elec Melee help with that somewhat, as they've got decent AoE (and now Kinetic Melee as well, which I think is a good thing), but there's not much that can be done in that respect without really changing the powersets around and that's not something that is going to happen at this stage in the game. It's the same reason certain blast sets are preferred over others. That doesn't mean the sets that are less-preferred are bad (well, there are exceptions), just that they excel at things other than AoE output.

    Here are a few potential changes that would help out Stalkers:

    * Raise the HP cap to scale 1.2 (cap would raise from 1606 to 1928).
    * Raise the damage modifier to 1.125 (same as Scrappers).
    * Increase the allowed radius for team-size-based criticals from 30 to 60 feet.
    * Increase the damage buff modifier from 0.8 to 1.0 (same as Scrappers).
    * Flag the critical portion of Assassin's Strike as unresisted, to aid Stalkers in their primary goal of quickly eliminating single hard targets.

    The above changes would mean Stalkers get more survivability through hit points than other "squishy" ATs and would ensure that they are consistently the best single-target damage dealers while not significantly stepping on the toes of Scrappers in the AoE department.
  8. macskull

    Farming Brute

    Hurdle 2-slotted with jump enhancements. Slotted-up Hurdle + CJ really is the best in-combat movement you can get in this game save teaming with a Kin.
  9. This was mentioned in another thread, but it bears mention: having to do calculus to figure out how much damage a given power should do is not making things any more accessible or easy to understand, even for the people that know the system.
  10. No, but you can't be an idiot and try to stand in melee range all the time. Kite, use ranged attacks, taunt people off your teammates. As a Brute you're there more for disruption than damage, so play like a disruption character.
  11. macskull

    Energy Melee

    Quote:
    Originally Posted by Ultimo_ View Post
    They NERFED Energy Transfer? The thing oneshots minions!
    Yeah, staring at your hands for 2.67 seconds to one-shot a minion (which your teammates have probably already killed several times over) is a great way to spend your time. My Fire Blaster can also one-shot minions, except it can do it from 40 feet (60-ish if I've got Boost Range) and in about 1/3 of the time.

    Quote:
    I think the set could use another AOE and/or a ranged attack. My thinking is that you could combine both if you used Explosive Blast.
    And I think the set needs to be either have its existing AoE capability buffed, or have its single-target increased to return it nearer to where it used to be. Thankfully my suggestion doesn't require replacing powers (which one would you take out for Explosive Blast?), so that's probably what'll happen.

    Quote:
    I'm a bit of a fan of Knockback, it's just so comic-booky. One thing I've suggested before was that they revamp knockback/knockdown this way:

    Turn all knockback into knockdown. Use of Knockback Enhancements would change Knockdown to Knockback. Add a small damage component to Knockback, more Knockback means more damage.

    The idea here is to allow those who hate Knockback to have Knockdown instead, and to allow those who like Knockback to have it if they choose. However, since they would have to use slots up to get it, they should get the benefit of some damage in compensation.


    After that, you could add it to powers that could benefit from it thematically without breaking the way they work normally.
    Hell no. Knockback is situationally useful - this is one of those lrn2play sorts of things.
  12. macskull

    Energy Melee

    In terms of power placement, Barrage is still tier 1, but it's actually a better power than Energy Punch now. The problem with EM is that it takes a while to mature, and once you get up in levels most of your damage is locked into long-activating powers. It used to be a top-tier single-target set, but had very poor AoE, which was an acceptable tradeoff to most players. After the ET nerf, the set is now... a mediocre single-target set with very poor AoE.

    (Also, there's no "standard" when it comes to how fast powers from a given tier recharge. Most Blaster tier 1/2 attacks are at 4/8 seconds, for example, but there are several sets with follow different times (Arch 2/6, Pistols 4/6, Fire 2.18/4, Sonic 3/6). You can't say "this power has this recharge time, so it should be in this tier.")
  13. Quote:
    Originally Posted by Tokyo View Post
    Pretty much what mac said, except what he left out is that it's unfair and stupidly broken. Something he understandably wouldn't say since he is more than likely in closed beta.

    Don't expect any changes to these rules in the foreseeable future.

    Oh, Good morning! d;D
    I figured the "unfair and stupidly broken" went without saying, hence my leaving it out.
  14. macskull

    Energy Melee

    Energy Melee needs two things:

    1. A buff to Whirling Hands
    2. A buff to Energy Transfer (and no, adding knockback is not a buff in any way, shape, or form).

    So here's what you do:

    1. Increase the radius of Whirling Hands from 8 feet to 10 feet, increase the damage slightly
    2. Give ET the Stun animation, and give Stun the old ET animation.

    Problem solved!
  15. People reporting that Snow Storm makes it hard to see need to stop playing the game in first-person view and zoom out a bit.
  16. Quote:
    Originally Posted by Most_Amazing View Post
    I have yet to find why or how they justify this as fair
    Welcome to post-I13 PvP, where all sorts of things happen that you just can't counter. Don't worry about seeming lost, because everyone else is still trying to figure out how the system could possibly be considered fair.
  17. Regarding the OP:

    Pain Dom has been out the same time for Corruptors as it has been for Masterminds (since I13). It's actually a better set on Masterminds, despite their crappy heal modifier and higher endurance costs, because Soothing Aura (small ticking heal toggle) is replaced with Suppress Pain (toggle +regen), meaning you can power right through Share Pain's -regen effect. In terms of power picks on an MM I'd grab everything except the rez, since the effects it gives you are largely worthless. Share Pain would be my next power on the "skip" list, but even then it's a great power.
  18. Yes, actually.

    (lol fireminded being wrong again)
  19. Quote:
    Originally Posted by Silverado View Post
    To be fair, Fire/Fire/Pyre Tanker was the original farming build back when people didn't know how to play controllers, and is still a top contender nowadays. Plant/Rad and Fire/Rad, while not being as fast as Fire/Kin, also rank fairly high up there in AoE destruction, while blowing Fire/Kin out of the water in other situations
    I'm aware of the damage Fire/Fire/Pyre can put out, but as he was including villains in his list I thought it odd to mention a Tanker when the same Brute would be that much more efficient. Regarding the Plant/Rad and Fire/Rad... they're good builds and I'm not going to debate that, but they lack the +damage to farm quickly and efficiently. AM's damage bonus combined with Enervating Field is still far less total damage increase than you'll get at the damage cap.
  20. AR is the worst blast set in PvP, hands down, so that should answer your question right there.
  21. Quote:
    Originally Posted by Fire_Minded View Post
    Fire/Fire/Pyre Tanker

    Elec/Dark/Mace Corruptor

    Stalker of the Elec/Elec type

    Plant/Rad Controller

    Fire/Rad Controller

    Cold/Ice Defender

    Dark/Cold Corruptor

    Cold/Dark Defender
    lol
  22. Rad can slot one in Accelerate Metabolism (BotZ) and Kin can slot one in Increase Density (Steadfast) and Speed Boost (BotZ). Interestingly, TA is the only buff/debuff set that does not have a power which can take a -KB IO, probably because it is also the only buff/debuff set without any buffs.
  23. macskull

    3 options

    I would do a second build on the Fire/SS.
  24. Quote:
    Originally Posted by Alpha_Zulu View Post
    Only because it's broken and has a chance to double crit. Aside from that there's nothing that makes elec "ZOMG I GOTTA HAVE THIS RITE NAO!!!ONEOENOEN!!111"
    This, however, will never be fixed, so it's okay, and it means you can take Soul Mastery instead of Leviathan Mastery.