Finally, stalker buffs incoming
I see more of a survivability buff made up by a; bit here so your better defensively; and a bit there so your more offensive and have a lower fight duration; mainly. The differences, noticeable or not, depending on how one is played, will still exist.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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Remember that's 10% Base.
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It's actually approximately a boost of 11.1% to base (1/9) which is very nice, as it would translate as like having 22% +dmg from set bonuses (with just standard slotting and no other buffs like Assault or BU)
So if you Stalkers want to 'test' the new damage effects now on Live, eat a red. The boost will be about that in effect outside of BU and other +dmg buffs.
The new critical rate for Stalkers (10%+3x%Teammate) only happens in the radius of 30", and that's just 5" longer radius than Dispersion Bubble (and those who have played FF know how hard it is to keep all teammates inside it)
I wonder if MM henchmen affect the % like it does affect Domination gain as per team member?
I like i like
True, the 'elite' stalkers will increase their strength, but imho more important, the 'avarage' will get boosted to a more acceptable lvl
As for defiance 2.0, it made way better balance among all sets, greater benefit for the 'mass player'.
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
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The damage increase is a fairly big deal. It'll be a MAJOR buff on teams, which is the main "weakness" of Stalkers. But it'll be noticable solo, and the damage modifier buff will naturally also carry over to PvP.
My current EM/Regen Stalker has +34% Damage from Assault + Set bonuses. +32% of that is available in Sirens Call. In Sirens it currently takes about the equivilant of one red insp to let me two-shot a HP-Capped Scrapper [with AS + Energy Transfer]. This change will mean I'll be able to do that inspless.
A little payback for the "Debuff Patch" height change... All those Spine/Regens better either learn to jump or scrunch up next to the Stormy in the Caltrops patch! ;-)
I still want a higher HP cap though. 1600 is just too darn low. I'm not asking for the Scrapper 2400-odd cap, but even bumping it up to 1800 would let me get some use out of Dull Pain. In fact, why not just double the Max HP cap across all ATs?!? It's not like solo Regen Scrappers are able to buff up much higher than the current cap anyway, and WillPower Tankers could use a little extra help in the endgame. Also, it'd make all the Colds better appreciated if their +HP Power actually did squat for once...
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Using an Assassination attack and missing will no longer suppress Hide (though lesser stealth and invisibility powers will still suppress) if the attack misses. If the attack hits, Hide suppresses normally.
Hide Suppression for Stalkers reduced from 10 seconds to 8 seconds.
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Oh dear, Stalkers just got that bit trickier
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Assassination attacks now cause a demoralizing effect on PVE targets that survive the attack. Demoralized targets To Hit value is reduced, and the target may be frozen in terror.
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Nice little PvE addition, love the conceptual reasoning behind this
Just tested my stalker and I must say I'm very very very pleased. The fear effect is fun, the faster rehide makes it a lot more usefull in battle and the hp bump is very noticable.
But the thing that really stands out is the omg damage, I didn't think it would make such a difference. I too, like Maelwys have +damage set bonusses and tactics, which allready brought me up to 36,5 % extra damage. And this on top of it, makes even claws amazing. I kept one and two shotting minions with procs and crits flying off like crazy.
I never thought claws was underpowered, but certainly in teams it just didn't make much sense. Now I can't wait to team, and maybe even kill something else in pvp, then the same AT's over and over. Like it was some sort of unwritten rule.
Finally, the concept of a team stalker is no longer an oxymoron.
8 man team, 31% chance to crit whilst not in hide, 3 AoEs and oppressive gloom to hold back return fire..spines/da ftw?????
@Moondog
Union:
CoH: Moondog (WS); V-Rock (Tnk, semi-retired); Pole-Star (Bla); Demon Dog (Scr).
CoV: Midnight Gunner (Corr); Operative John Doe (Ban); Day-Star (Dom); Commissar Jaeger (MM).
Finally, a reason to dust off my EM/EA stalker, IO him up, and drag him through the last 15 levels of the game.
Then I may even be tempted to play the DM/Nin I created a few months ago but couldn't face playing... but then I do also have half a dozen new villains I made in I12 to play as well - so many characters... so little time
i must say wow, these buffs have really made stalkers worthwhile for something other then solo play and pvp. Just spent a good solid couple of hours on my db/wp stalker and i was so noticing the difference, boss's i was having problems with before, where now a lot less hard to take down solo with out the need of a lengthy fight involving hit and run tactics.
in fact the buffs are so good I'm expecting a nerf to come up soon which i hope not.
They're scaling back the ToHit and Fear Duration from AS.
Remember that's 10% Base.