macskull

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  1. macskull

    Redside purples

    I don't think prices will be coming down significantly in the near future.
  2. Quote:
    Originally Posted by TheSwamper View Post
    - the markets are fine. If anything, I'd say raise the inf cap so people aren't forced to avoid the market for ultra-high demand items. I've seen one offered at 6 billion!
    Currently everything on the market sells for well under the inf cap except one or two items. In that case it's not the market or the inf cap that's the problem, it's those items. What about them makes them cost so much? The two I'm referring to of course are the Panacea and Glad Armor procs - I really don't understand why the Panacea proc sells for so much because it's a terrible proc, and the reason the GA proc sells for ridiculous amounts is because PvEers want it to softcap their builds and it only drops off rep-valid PvP kills. Simple solutions there are either nerf the benefits those procs provide, increase their drop rate, or introduce another way to obtain them off the market other than drops (i.e. a "merit vendor" just for PvP IOs, which would use PvP reputation as its currency).

    If the inf cap was raised beyond 2 billion, the highest they could make it would be 2,147,483,648, as that is the largest number allowed by a 32-bit signed integer. They could remove the signing bit and raise the cap to slightly over 4 billion (4,294,967,295) but that would likely open up a whole new can of worms. If they switched to a 64-bit signed integer the inf cap could be as high as 9.2 quintillion (9,223,372,036,854,775,808) but that would require rewriting the entire game to be 64-bit compatible (I think? someone who knows more than me about this might be able to verify).

    Quote:
    - please, please, please do not try to curtail the storage available. It's one of the things I love about this game and in fact is the ONLY MMO I know of to let you have so much.
    I have a funny, funny feeling that the amount of enhancement storage allowed will be reduced at some point (kind of like what they did to salvage racks when I13 dropped - going from 999 to 30 was so much fun! *rolls eyes*). I have no insider information to go on, of course, I'm just basing this assumption off the fact that Posi mentioned to a friend at PAX that one of the issues with high prices and low supply was people hoarding enhancements. Of course, the reason people hoard them in the first place is because of the supply and price...

    Quote:
    I really don't understand what problem needs fixing, aside perhaps from some rarity of purples redside. However, with the coming GR update, I forsee more players enjoying the superior redside content, and thus generating more supply.
    I'm guessing you've never tried to IO a character using non-max-level sets. The few pieces that enter the market at lower than max level are generally cheaper than the max-level ones (sometimes by a power of ten, or more) but there isn't a reliable enough supply where you could expect to IO a character that way in any decent timeframe. I recall in November 2007 I placed a few bids on non-max-level Decimation triples (don't remember which triple) redside and my stack of bids didn't fully fill until March of the next year.

    I won't argue that redside content is better, but blueside has more of it and it's generally more rewarding for the time spent. I seriously doubt enough people will be going fully villain (they'll probably just go vigilante to keep access to the hero market) to impact the Black Market in a positive way.
  3. macskull

    *pokes WW*

    Quote:
    Originally Posted by D4nnYb0Y View Post
    What's this about? Quoting Avatea:

    "The Live North American and European City of Heroes servers will be offline for the implementation of a build on Wednesday, April 7th, 2010.

    Start Time: 4AM Pacific Time (7AM Eastern Time / 12PM British Summer Time / 13:00 Central European Summer Time)
    Expected Duration: 2 hours
    Expected Finish Time: 6AM Pacific Time (9 AM Eastern Time / 2PM BST /15:00 CEST)

    Patch notes will be available after the downtime.

    We apologise for the inconvenience and thank you for your patience!"

    Does this mean no Open Beta? Or perhaps DS is being released seperatley from I17 (Dual Pistols also went Live on a Wednesday)? I'm not speculating I'm honestly asking.

    (Ok maybe I'm speculating a little bit. )
    Just a patch, probably to fix [redacted].

    This closed beta has been unusually long, I'll admit, but I assume that since it hasn't gone live yet, they're working on ironing out kinks and such - adding a bunch of new graphics stuff that they need to ensure runs on a wide variety of hardware configurations will probably take a while. However, this probably means open beta will be short-ish if they want to get this live by the end of the month.
  4. Quote:
    Originally Posted by PhroX View Post
    Hence why I feel that a boost to Whirling Hands is most likely
    Castle said after the ET/TF changes that Whirling Hands would not be getting a buff to compensate, so I doubt this will happen.
  5. Quote:
    Originally Posted by Fear_of_Hell View Post
    Why? Because i personally think it was a pvp motivated change. You could drop anything in about 2 seconds with it back in the day. But the tradeoff is that it does damage to the user. Now with the new(ish) PVP changes, it actually does MORE DAMAGE than it did before.
    Have you played an EM Brute/Tanker/Stalker since the I13 changes? Between free base resists for just about everyone and DR on damage buffs and slotted enhancements, ET might get to around 400 damage (more on melee characters without significant resistance, like Regens or SRs). Prior to I13 (even after the animation change, but before all the PvP crap) you could take off at least twice that and sometimes even more. While I have no doubts that the change was prompted at least in part by PvP, I don't think it was necessary to change the Tanker or Brute versions as those weren't a serious threat in PvP (Stalkers could AS + ET for a quick two-shot kill, or ET + ranged followup if they had enough +dam). The problem was that EM was far and away the best single-target set for PvE, which came at the expense of being an absolutely horrid AoE set. Now EM is only slightly better than other sets at single-target damage, and still has terrible AoE. In other words, you can find sets that have better or comparable (maybe slightly worse) single-target damage that can also crank out better AoE, making EM a bad choice.

    Quote:
    Originally Posted by PhroX View Post
    The thing is, EM is still one of the best ST damage sets out there, particularly with SOs and low end-IO builds (ie what the game is balanced for). Based on Bill's work here, only Fire exceeds it for Brutes (and were it ported to scrappers, it would be top). It probably feels weak because it was brokenly good before.

    Whirling Hands needs looking at though IMO, really poor compared to other sets' AoEs.
    Problem here is when you start getting into the higher-end builds, where you start becoming limited by animation/activation time more than the recharge time of powers. Once you get enough recharge, EM just doesn't have a fluid attack chain, and the long animations hinder Fury building on a Brute.

    Did ET need to be changed? Yeah. Did it need to be nerfed as badly as it was? Not really.
  6. macskull

    PvP slows

    Quote:
    Originally Posted by Commando View Post
    Slows were broken pre i13. Melee, especially were in big trouble with slows, unless you were an Ice/ tanker or a stalker. Slows do not stack like they used to. i13 took care of that. However no one is immune to movement slows. I have been slowed (movement, and yes, super speed slowed) on my Ice/ tanker in RV, something which I find very odd. There are ways to slow people's movement. I think this issue will be fixed also, at least for Ice/ as it makes no sense why an Ice/ tanker will be movement slowed. So, like black barrier said, there are ways to slow people, and yes, you can still slow peoples recharge.
    No one is immune to recharge or movement slows, some are just more immune than others. Slows were not broken pre-I13 (a case could be made for slows being broken in duels, but then it was a matter of what builds the duelers were using and how they were being played):

    * Kins could give an entire team slow resist
    * Emps could give one teammate slow resist

    Neither of those powersets were uncommon pre-I13. These days movement slows are laughable unless you can stack a lot of them (hello, Ice/Cold) but recharge slows are still very potent.

    Quote:
    Originally Posted by Supermax View Post
    Eh...considering there's like 1 total good ice/cold troller in the game (mage), something tells me it's not that great. Seriously, I don't think I've seen a single one in zones in like a year. If it was really very effective, we'd hear about more than one total person in the game playing it.
    You forget, though, no one plays squishies in zones because of the retarded ruleset.
  7. Quote:
    Originally Posted by Xury2 View Post
    ALL procs are unresistable in pvp, and this is also by design. Working as intended. It's stupid.
    Purple procs are resisted (except the hold smashing one), and a few of the non-purple ones (Lady Grey, I think, maybe ToD) are resisted as well. Reason people rely on procs so much these days is because DR puts a limit on damage buffs (remember when Blasters used to bring a bunch of reds instead of a bunch of greens?) and because all the base resistance further neuters the ability to put out damage. Procs are basically like getting a free attack in. It's ridiculous how much some of the procs cost, but in DR-land they're almost necessary for any high-end build.
  8. Quote:
    Originally Posted by Supermax View Post
    The AoE toggle isn't really necessary, since there's no AoE in PvP for the most part. Everything else is good.
    Evasion provides a good chunk of your def debuff resistance, I wouldn't skip it unless you absolutely need to. Old-school SRs used to skip the Fitness pool and alternate Elude and CP for their endurance issues but I'm not sure how well that would work these days. For comparison: my DM/SR's 95% def debuff resistance gets DR'd to around 75% in RV. Considering DR on enhancements, and the removal of unresisted debuffs, 75% DDR is nuts.

    Quote:
    Originally Posted by kebin View Post
    As far as primaries go... does parry or divine avalanche stack with all the defense in SR or is it better to just use Fire Melee instead of Broad Sword or Katana?
    They do stack but both Parry and DA are wastes because you're gimping your own damage by spamming them. Good PvP BS builds skip Parry, and Katana isn't all that wonderful so you won't see many people playing it. Fire's still better than BS but it's not like BS is bad...
  9. macskull

    Bane PvP Build?

    Quote:
    Originally Posted by Predatoric View Post
    Also just noticed in that post the build on there is very low defencively, sure it has 66.3% ranged defence, but melee and aoe are 35.3% and resists are at 25-27%.

    I dont know if its been updated but mids doesnt count DR does it still? Would this build even work anymore since defence got nerfed?
    That 66% ranged defense will probably get DR'd to the low 40s and melee/AoE would probably be in the upper 20s to low 30s (those are numbers when Cloaking Device isn't suppressed, so when you're actually attacking/being attacked it'll be a few percent lower).

    Reason I built for ranged defense on that build is because of all the Blasters and Stalkers who like their Sharks. Even without elusivity to back it up, 40-45% defense means something outside Aim/BU won't be hitting you reliably unless they're an SS Tanker or something. Regarding melee and AoE defense - just stay out of melee range and there's one problem gone, and the fact that no one takes AoEs in PvP anymore means that you don't really need to build for that either. The resists are a bit low, yes, but it's a defense-based character. You've got teammates and Phase for a reason.
  10. Quote:
    Originally Posted by Kioshi View Post
    Oopsie, my bad. Now I remember in the announcement that trollers had this already. Shame on me for having two 50 IO'ed out trollers (mind/emp and fire/kin both leveled the hard way) and not remembering this, but well I left for 1 year and change and was having fun with corrs, doms and stalkers in the last 9 months I played
    Yeah, that chance for a "critical mez" has been there a loooooong time, but it never showed up in combat logs or gave a visual indication. The "overpower" text was added in I12, same time as they revamped the combat logs to show things like critical mezzes or proc effects.
  11. Quote:
    Originally Posted by PhroX View Post
    Sure Rads are very good, and I love them around, but they're soooooo far from necessary. -regen (the thing people are usually after rads for) is found in other sets too. Cold, Poison and Traps have serious amounts of it, while Dark has some too (and maybe Kin?). Not to mention, that in a team setting, -res is just as good if not better (there was a very short period when -regen was king, but not anymore except one one or two encounters), so things like Storm, TA and Sonic are perfectly good.
    It's more a combination of the -res and -regen. You don't need -tohit when your teammates have their own defense (or defense buffs from Colds/Bubblers/VEATs/whatever), or -def when your teammates have slotted attacks and team buffs (lots and lots of +tohit out there, really). -Res and -regen are the only debuff types which allow you to essentially stack your team's effectiveness against an encounter. For example, you can't get higher than a 95% hit roll against a mob, so any -def or +tohit that would raise hit rolls higher than 95% is essentially wasted. Mako, Viridian, and Ace McKnight are the only (relatively common) AVs/EBs that have Elude, and are therefore the only AVs/EBs that can give some teams issues with hitting them.

    Meanwhile, -res means everyone is doing more damage and damage buffs on yourself or teammates are doing more work. -Regen means you don't need to deal as much damage to down an AV or GM because they won't be regenerating HP as fast (essentially it's like adding more damage into the equation). As far as sets that bring both -res and -regen, there's Rad, Traps, Poison, Dark, Cold, Therm, and TA (am I missing one? I know TA's -regen is in EMP Arrow, which many skip, but it's still there so...). Sonic, Pain, and Storm bring -res but not -regen, and Kinetics brings -regen but not -res.
  12. Wow, this thread has really taken off. Bets on whether we'll have a second season?
  13. CIGAL vs dUmb:

    Match 1: 4-3 CIGAL
    Match 2: 7-0 dUmb
    Match 3: 13-4 CIGAL

    EDIT: Apparently we got a PvP IO out of that third match, wtf.
  14. Quote:
    Originally Posted by Heraclea View Post
    The encounter is specifically designed to create problems for melee characters.
    Considering most other encounters in the game are designed to create problems for any other characters, I'd say one or two that cause problems for melee characters isn't a bad thing.

    Quote:
    Speaking broadly, we don't face complex issues as to which powers from our powerset work best on the next spawn, an issue even my electric/mental blaster has to consider from time to time. An enemy? Hit it with a melee attack. A mob paying attention to a character that's less tough than I am? Charge it. This is what makes me happy.
    Right - you want things simple and repetitive, ergo, you don't want a challenge. Why is this thread here again?
  15. Quote:
    Originally Posted by je_saist View Post
    missing the obvious is a talent of the Original Poster.
    Isn't this just a tad bit ironic?
  16. Quote:
    Originally Posted by Smurphy View Post
    Does GW use her scary powers with great frequency and unpredictability? Is there a way to predict when she uses such dangerous powers?
    She uses those powers as often as they are recharged as long as she can get to the target of the attack. If, for example, she is immobilized and being taunted from range, she will not use her Dark Regeneration attack even if there are targets for it around her because she is not aggroed by those targets. This is why the "immobilize, taunt from range, Scrappers attack from the back" method is very reliable (assuming competent teammates, something this thread shows is not as common an occurrence as it should be). Ghost Widow would at that point only be using her Life Drain heal, and it might not even hit the target, only the Tanker might get caught in Soul Storm, but he'd have enough mez protection (external buffs, maybe just not getting hit in the first place) for that to be a non-issue.

    Is Heraclea really trying to say "Scrappers aren't good for STFs because they are useless against Ghost Widow?" Please explain to me, then, why I completed an MoSTF with not one but two Scrappers, and Regens at that (no defense to speak of). There is no content in this game that player competency cannot overcome.
  17. Errrr, squishies may get 40% base resistance but that gets DR'd to around 28%. Adding a resist-based epic/patron shield will get that up to 35-40%, and it requires a lot of buff stacking to get a squishy into the 45-50% range. Meanwhile your Tanker/Brute/Scrapper is getting higher resists without that base resistance (Brutes/Scrappers get 10% but Tankers get 0%) and can also benefit moderately from external buffs. Add in the fact that the melee builds usually have much more HP and good self-heals and there's no question which AT is better off under the zone rules in terms of survivability.
  18. 1. Recharge starts to get hammered pretty hard past 70ish percent, I think, though I know there are people with better knowledge of the numbers than me.

    2. It does not.

    3. Tactics.
  19. Quote:
    Originally Posted by Heraclea View Post
    If further "challenge" is added, I want it to be creative, and less obvious than "huge sack of hitpoints and regen, so bring a rad or go make a pot of coffee", "let's cut defense/regen/resistance to shreds", "let's force everyone to stay out of melee range", or "let's give it a PBAoE self heal".
    Unfortunately, the AI in this game is really really bad, so they only way they can make encounters "challenging" is to give NPCs brokenly good powers (or in the case of MA mobs, clones of player powers). A far, far better solution would be to rewrite the AI to make NPCs more intelligent, but then we'd never hear the end of "BAWWWWWWWWWWWWWWWWWWWW THE NPC'S AREN'T LETTING ME HERD THEM AROUND A CORNER TO AoE THEM TO DEATH."
  20. Quote:
    Originally Posted by Epic_ View Post
    this
    Yeah, no reason to do anything else from a powergamer perspective.
  21. The above information is current for all newer versions of CoH. Basically, the directory structure on the Mac is exactly the same as the PC version (they are, after all, the same game), but it takes a bit of digging to actually get to that structure as it's hidden inside the application itself. On the plus side, that makes file replacement (replacing sounds, textures, or fonts) on the Mac as easy as it is on the PC version.
  22. This is what I'm running right now. Cheap build (no Glad Jav procs, basically, because two of them would've cost more than the entire rest of the build). Ran me about 1 billion, and could probably do it for less if you are patient and have some of the pieces on hand. HP capped without Task Force Commander. Could probably use a larger damage bonus, but oh well.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Psychic Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Psionic Dart -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(37), Dev'n-Dmg/Rchg(37), Dev'n-Acc/Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Apoc-Dam%(40)
    Level 1: Power Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(3), KinCrsh-Rchg/KB(3), KinCrsh-Rechg/EndRdx(34), KinCrsh-Dmg/EndRdx/KB(36), KinCrsh-Acc/Dmg/KB(37)
    Level 2: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(40), Decim-Acc/Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42)
    Level 4: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(5), GSFC-ToHit/Rchg/EndRdx(5), GSFC-Rchg/EndRdx(7), AdjTgt-ToHit/Rchg(7)
    Level 6: Telekinetic Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Dmg/Rchg(43), Dev'n-Acc/Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43), ExStrk-Dam%(46)
    Level 8: Psychic Focus -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(9), AdjTgt-ToHit/EndRdx/Rchg(9), AdjTgt-Rchg(19), AdjTgt-ToHit/EndRdx(21), Rec'dRet-Pcptn(21)
    Level 10: Will Domination -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Dev'n-Dmg/Rchg(11), Dev'n-Acc/Dmg/Rchg(17), FtnHyp-Acc/Rchg(17), FtnHyp-Plct%(19)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(15), QckFt-EndRdx/RunSpd(15)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-End%(23), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(25)
    Level 22: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(27), LkGmblr-Rchg+(27)
    Level 24: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(34), SprngFt-EndRdx/Jump(34)
    Level 26: Acrobatics -- EndRdx-I(A), KBDist-I(50)
    Level 28: Psionic Lance -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(29), Dev'n-Dmg/Rchg(29), Dev'n-Acc/Dmg/Rchg(31), CalAcc-Acc/ActRdx(31)
    Level 30: Maneuvers -- Krma-ResKB(A), LkGmblr-Rchg+(31)
    Level 32: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33)
    Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(36), EndRdx-I(36)
    Level 38: Vengeance -- Krma-ResKB(A)
    Level 41: Snow Storm -- EndRdx-I(A)
    Level 44: Frozen Armor -- Krma-ResKB(A), S'fstPrt-ResKB(45), LkGmblr-EndRdx/Rchg(45), LkGmblr-Def/Rchg(45), LkGmblr-Rchg+(46), LkGmblr-Def/EndRdx/Rchg(46)
    Level 47: Hoarfrost -- Numna-Heal(A), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(50)
    Level 49: Hibernate -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 0: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  23. Quote:
    Originally Posted by Epic_ View Post
    Tell me this why can a stalker hid while in hibernation? That just not right.
    Because Hide is still running and stealth works exactly the same for Stalkers as it does for any other AT?

    I'm not sure why people complain about Hibernating Stalkers, because they need to be in Hib for 8 seconds for Hide to come back up (and 10 seconds for the rest of their stealth). That's 8 seconds after they hit Hib that they're completely visible and you can drop whatever you want onto them. Most don't take Phase so if you can damage/debuff them when they drop Hibernate you'll also drop them out of hide and get a relatively easy kill. Usually when I'm on a team and I see a Stalker hit Hibernate I think "free kill."