Stalkers got ripped off?ٍ
My problem with Stalkers ( I played to 28 ) was that I found that I peaked early and after that gained few tricks.
Basicially Assassin's Strike is 6 slotted well before 22. Which means that at level 22-25 the primary power of the stalker is maxed out with SOs. However after that the enemies continue to get harder whilst your alpha strike doesn't increase in damage. Yes you have other attacks but they are seriously lacking in power.
@Unthing ... Mostly on Union.
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Blasters have far more damage output and no shields though
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what are supossed to do our shield against a double ampli? clear mind? FA?
our shields are useless at high level.
go to recluse with a sr stalker, figth a sr scrapper you will see the difference ^^
by the way me i don't want a buff, i only want that stalker are able to stalk again i mean
a blaster or a tank or a scrapper to deal high damage, only has to cross you for the power to trigger.
we can be interrupted and need hide and need to stand little time.
hp damage ect are fine has they are, just i find they are to much way of not only escaping from or killing a stalker, but of nullifiate his ability to stalk.
there is no way to make a scrapper unable to scrap, a blaster unable to blast (and even more but that's another debat ^^) or to make a def unable to buff or heal, why could stalker be unable to stalk??
killing longbow commando last night made me think of something
i was trying to hit them, it was hard when they was stealthed.
i could see them so avoid or flee them, but without an ampli i saw a lot of "deflected" message.
why wouldn't get the same def extra bonus when hidden?
people would still got there + percept and we will not much stealthed than before.
cause getting crit from hide is fine, the fact is it is useless if you are not hide.
persuasion is broken so...
Playing my Claws/SR stalker last night I had a thought, the Def probably beats that of an SR Scrapper as we have hide +Def bonus as well. I also found that even with Claws (probably the lowest damage set of stalkers) I can still take down an Orange minion with 3 or 4 hits (not including crits/AS or build up) and do it so fast that they basically only get 1 or 2 shots in.
I love my stalker again (after adding aid self to the build) but never play here PvP as as stated here everybody can see her and even SRs phenomenal DEF is negated by every heroes +Acc bonus. (I've never had a thrown spine miss her PvP )
I didn´t get everything from that post by Ken Titus (the last part about persuasion etc. was almost incomprehensible), but I think the poster wanted to imply that stalking = assassin´s strike.
Well, assassin´s strike is a stalker´s strongest attack, but it is not always the best attack. Sometimes you are better off when you choose to crit from hide with a "normal" high-damage-attack.
As a dark stalker I also like the possibility of touch of fear => placate => AS, so there is absolutely no problem of ASing even in PvP.
So, if you think that stalking is all about running in hidden and ASing the first target in sight, you will have problems. Stalkers require some skills to play effectively, but then they are fine.
That said, there are two things I do hate about stalkers: enemies´ auto-aggro breaking your hide and elite-bosses with +perception who are almost impossible to solo.
Especially the first thing is something that should be looked at.
If it has eyes, you can blind it, if it has blood, you can make it bleed, if it has a mouth, you can make it scream.
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I'm thinking of going back to CoH and rolling a new scrapper with my GF. Tahts another thing. I wanted to be a scrapper and my GF a controller so we can due. Now, my GF is a dominator that CAN NOT heal and I'm a scrapper that CAN NOT tank. All my plans were ruined.
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yes, you are missing something very fundamental and it is; Stalkers are NOT Scrappers AND Scrappers are NOT tanks. That should clear up any confusion.
(\_/)
(O.O) Bunny: Our time is coming
(> <)
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there is no way to make a scrapper unable to scrap, a blaster unable to blast (and even more but that's another debat ^^) or to make a def unable to buff or heal
[/ QUOTE ]Debuffs, Debuffs and Debuffs.
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there is no way to make a scrapper unable to scrap, a blaster unable to blast (and even more but that's another debat ^^) or to make a def unable to buff or heal
[/ QUOTE ]Debuffs, Debuffs and Debuffs.
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Max is completely right. Proper debuffer will reduce those ATs to weak kittens.
yes but debuff can't prevent a scrapper of crit on a hit for exemple
all i can say is that if you find stalkers "bad", dont play them. that goes for all AT's. or just select a set for the AT that works for you, i've tried loads and loads of different AT's/Sets that i didnt like but just changing the primary or secondary can do loads for ya, my lv l18 stalker (ma/nin) can actually scrap fairly well if i want to do that, but as said, stalkers are not scrappers and you cant really play them as such.
as for CoV lacking heals i find that not true, sure CoV doesnt have empathy but if it had i'd ask them to get rid of it since villains arent supposed to be very empathical. you still have Thermal wich have heals/buffs/rez and kinetics so dont say there arent any heals on CoV.
@EU Brimmy - Union and Exalted servers
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yes but debuff can't prevent a scrapper of crit on a hit for exemple
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A Scrapper won't get a Crit if their ToHit has been debuffed into the ground and then even if it does, damage debuffs soften the blow.
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yes but debuff can't prevent a scrapper of crit on a hit for exemple
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crit can only double the damage at most, if you get a rad or a dark on you... well to exaggerate, double nothing is nothing
I think it's true that Stalkers are broken out of the box, so to speak. I really didn't like mine that much until about 25, when I respec'd in stamina, fixed my /nin choices and got SOs - then it became great.
However I've recently rolled a new Stalker on defiant and had a very different experience to my nin/nin. I have been skipping the secondaries this time (EA) and concentrating on the primaries (DM). She is seriously deadly. DM is almost the opposite to Ninja Blade in that it gets all its good stuff early, whilst nin blade is weak until soaring and golden. I've had great fun so far If anyone was planning to start a Stalker, I would say go with DM to avoid being put off in the early stages.
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there is no way to make a blaster unable to blast
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Well yeah there is, Hold, Sleep, Disorient for three.
stop saying the same non sense
hold don't make a blaster unable to do what is AT was builded. it paralyze it.
what i mean and that you seem to fake to not understand is that there is no power that get rid of one inherent aptitude of a blaster or a scrapper and so on.
Ok, a blasters inherent is Defiance; which really is easy to stop. Their high damage can be stopped by moving between cover (as snipe is interruptible by vision). They have next to no mez protection and no immob protection.
So, Mr Blaster shoots Mr Stalker with his greatest attack. 2/3 damage. Mr. Stalker then disorients Mr Blaster and has 30 seconds to maim him brutally.
Mr. Stalkers inherent can be brought back by the irresistable placate.
Echoing Stalkobot's idea, I'd lower Hide's defences, make it 'flicker' every 10 seconds or so, buff their other damages and lose a lot of AS damage.
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stop saying the same non sense
hold don't make a blaster unable to do what is AT was builded. it paralyze it.
what i mean and that you seem to fake to not understand is that there is no power that get rid of one inherent aptitude of a blaster or a scrapper and so on.
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You do know that a Corruptor basically nullifies Defiance with it's own inherent? A good Corrupter will make Defiance a nail in the coffin for the Blaster each and every time.
As for Stalker's being broken-vs-+Perception, mine's not. Hide gives me a good +Def, and I can always pop a purple if needed.
Stalkers were not designed to scrap, standing still and wondering why you just got pounded in to the ground by a team with +Perc is nothing new and is WAI. Just keep moving, ninja style and you'll be a lot better off.
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Echoing Stalkobot's idea, I'd lower Hide's defences, make it 'flicker' every 10 seconds or so, buff their other damages and lose a lot of AS damage.
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This would kill the AT IMHO.
Why? They'd still have their target loss, placate, criticals and would actually be better at PvE,TF's & Mayhems; which is where they really fail atm.
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Echoing Stalkobot's idea, I'd lower Hide's defences, make it 'flicker' every 10 seconds or so, buff their other damages and lose a lot of AS damage.
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This would kill the who AT IMHO.
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Agree... If you are going to do that why not just ditch the whole AT and have Villain Scrappers... that seems to be what you want.
Stalkers are fine as they are, and (at least in my limited experience) heroes are finally not whining so much about stalkers in PvP and actually using tactics to beat them, which is exactly how it should be.
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Mayhems; which is where they really fail atm.
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My Claws SR has never failed a mayhem infact she does them faster and easier than any other character I have (including my Dark/Dark brute). This may have more than a little to do with the choice of secondary pool however, I eneded up deleting my lvl 34 spines/regen stalker after she died 3 times on a single (Villanous) mayhem.
This is the problem with Stalkers, add anything and they become Scrappers+; take anything away and their survivability plummets.
Looking at my (albeit limited) experiences of Stalkers; their team role is unfulfilled except from receivers of buffs, their solo role is eliminated from +Per enemies but I could still stand and AS two scrappers and a tank who tried to gank me.
Their plusses are tremendous, their lows are awful; sort of like Blasters. What would be nice is if you could mix and match which high/lows you took: As fighting against one is either an easy kill or an impossible kill; which isn't satisfying either way.
A stalker's team role (IMHO) is to take out the biggest and nastiest Mob/Boss in the group as quickly as possible, removing the biggest threat to the rest of the group. After that our role is the same as a scrappers. A team should always say who they think is the biggest threat and leave the stalkers to cut them into tiny bits leaving the rest of the team free to wipe out the next biggest target(s).
From my own experience after the Boss is lying on the floor I quickly check none of the squishies are getting pounded and unless I need to go and rip apart anything that they have aggro'd I'm off scrap the next hardest thing I can find, placating and AS-ing as necessary.
I also play the perimeter defense role, hunting all the sneaky ones who run away and shoot into the mob at a distance (longbow eagles or nullifiers) and take out the hassle crews (Malta Sappers and Longbow Spec ops) before they can do much damage.
Though they can scrap ,I think they do require a very controlled environment and good team communication. All it takes is a mob to get aggroed before the stalker is ready and SPLAT.
They are not helped by the reactionary changes players and devs suggest/make.. Personaly I think stalkers should be able to ghost a mission with ease.. To make things tricky all you need is a few enemies with +per..None of this stealth suppression mularky :P
Though they are easy to solo I think that perhaps they are one of the toughest ATs to integrate into a team..Without ending up with the standard Team of villains +1 stalker..somewhere,we're not sure.No ones seen him/her
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stop saying the same non sense
hold don't make a blaster unable to do what is AT was builded. it paralyze it.
what i mean and that you seem to fake to not understand is that there is no power that get rid of one inherent aptitude of a blaster or a scrapper and so on.
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According to devs, removing inherent aptitudes is not what PVP is about.
Thats why the toggle-drop nerfs came to being for instance.
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stalker have far less HPs than blasters which is silly for a melee class.
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Blasters have far more damage output and no shields though. Hitpoints don't mean anything when you're immobilised for 30 seconds.