Add more damage to Cobra Strike
Thunder Kick has NOTHINHG, Storm Kick has an insulting stun (10% chance for diddly sqat manitude 2 stun for seven seconds), Crane Kick has a 60% chance for knockback, Crippling Axe Kick has a low-mag immobilize with a 50% CHANCE of a higher-mag immobilize and a bunch of not very useful slows Dragon's Tail has chance for knockdown... Eagle's Claw and Cobra Strike are practically the only powers which actually have a guaranteed side effect, and the 4 second stun on Eagle's Claw is insulting.
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Shard Warrior - 50 MA/Regen/BM Scrapper
Founding Member and Leader : Shadow-Force
Co-Leader: Council of Heroes
"Whatever evils come this way... we will be there to stop them."
I need you guys on the Blaster boards. With the way you guys insult the chance for an effect happening, I think I could conceivably convince everyone that Energy Blasters don't do any knockback at all.
Ok...if adding damage is absolutely out of the question...then you it needs its stun mag raised so that it will work on a boss by itself.
Maybe something like: mag-3 stun with a duration of 11.9s with an extra mag-1 stun for 5.9s. Then it would be able to stun a boss with one hit for 5.9s. |
Scrappers are not Controllers and are not designed to do this. It takes at least two applications of a mez power for other ATs to affect a boss (even more for certain bosses and lts such as Night Widows) so why one powerset within the Scrapper AT should get to do this right from the start is beyond me.
Adding extra damage to Cobra Strike would give an unfair advantage over other Scrapper sets.
Have you ever played a character with Dark Blast and taken the Targeted AoE Disorient power? (Its name escapes me). Its damage is miniscule, even on a Corruptor. It also cannot stun most bosses after one hit. Granted it hits multiple targets but then it is a ranged power on a set with comparatively low damage.
When I've played MA Scrappers before I've skipped Cobra Strike because I don't get on with it. If it's bugging you that much then try respeccing out of it.
Shard Warrior - 50 MA/Regen/BM Scrapper
Founding Member and Leader : Shadow-Force
Co-Leader: Council of Heroes
"Whatever evils come this way... we will be there to stop them."
Not when coupled with Cobra Strike it isn't. I still do not understand how people are unable to reproduce this effect when including Cobra Strike and Eagle's Claw in their build. My main has never had an issue perma stunning bosses with this combo.
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Now, granted, hitting a boss with Cobra Strike FIRST and THEN striking with Eagle's Claw will give you four seconds' worth of stun. Which accomplishes exactly nothing. It's not long enough to let you switch targets OR mitigate much damage.
Basically, the stun on Eagle's Claw does almost nothing. It's too short to make much of a difference, especially on the recharge that Eagle's Claw is at, so its contribution is negligible, but for delaying a boss a couple of seconds (with the flip landing eating up part of the stun). Its being guaranteed doesn't really help, because from my experience, enemies stay stunned about long enough to take a step, then turn around and keep attacking. And unlike a pure stun attack, slotting the power for a lot of stun is tricky.
As a matter of fact, a four-second stun is actually WORSE than knockdown, in that things are stunned just long enough to step out of melee range, yet not long enough to actually make a difference.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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For the record and regarless of any counter argument. I would like Cobra Strike to do more damage. As the power stands right now, it is on my nomination to get /respecced out asap. I realize that this will never happen though. Every powerset has one or two rubbish powers and I guess this is it for the MA.
Sorry, but I've never had an issue perma-stunning a boss.
Then again, I have Thunder Kick, Cobra Strike and Eagle's Claw in my build. Spamming those in combination along with everything else, I've never experienced trouble keeping a target stunned and off it's feet... and Cobra Strike is the only power I have with any kind of Stun enhancements slotted.
Also, it's not like you're hitting a boss with EC then standing there waiting for the stun to wear off. Spamming CS + EC (+ TK) will stun a boss long enough for you to throw in CK, CAK and DT even. I've always thought of the stun chain for MA to be like the combos in DB. You just have to have the required powers in your build and use them in the correct sequence.
Again, just my playstyle and preference, but when built/used correctly, perma-stunning isn't all that difficult with a MA toon.
Shard Warrior - 50 MA/Regen/BM Scrapper
Founding Member and Leader : Shadow-Force
Co-Leader: Council of Heroes
"Whatever evils come this way... we will be there to stop them."
Scrappers are not Controllers and are not designed to do this. It takes at least two applications of a mez power for other ATs to affect a boss (even more for certain bosses and lts such as Night Widows) so why one powerset within the Scrapper AT should get to do this right from the start is beyond me. |
Shard Warrior - 50 MA/Regen/BM Scrapper
Founding Member and Leader : Shadow-Force
Co-Leader: Council of Heroes
"Whatever evils come this way... we will be there to stop them."
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Let me just remind you that Martial Arts isn't just a Scrapper set. It's a Stalker set too and Stalkers have Energy Melee as well. I'm not sure what you mean by "should get to do it right from the start" but EM has no problem stunning 2 or more foes or keeping a boss perma stunned *and* output good damage on them at the same time while MA struggles to keep 1 foe stunned.
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While Energy Melee can stun them, and send mobs all over the place running away in their drunken walk, which isn't always that great for a melee AT (especially ones where they have an aura in their secondary which depends on the number of mobs in range to work at it's peak), MA can keep them all nearby.
Comparing a set that has a bunch of different effects that can work together with one that does only one thing is kind of silly, especially if you're going to leave out what else the set can do.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Shard Warrior - 50 MA/Regen/BM Scrapper
Founding Member and Leader : Shadow-Force
Co-Leader: Council of Heroes
"Whatever evils come this way... we will be there to stop them."
Sorry, but I've never had an issue perma-stunning a boss.
Then again, I have Thunder Kick, Cobra Strike and Eagle's Claw in my build. Spamming those in combination along with everything else, I've never experienced trouble keeping a target stunned and off it's feet... and Cobra Strike is the only power I have with any kind of Stun enhancements slotted. Also, it's not like you're hitting a boss with EC then standing there waiting for the stun to wear off. Spamming CS + EC (+ TK) will stun a boss long enough for you to throw in CK, CAK and DT even. I've always thought of the stun chain for MA to be like the combos in DB. You just have to have the required powers in your build and use them in the correct sequence. Again, just my playstyle and preference, but when built/used correctly, perma-stunning isn't all that difficult with a MA toon. |
CS with both disorient slotting and heavy recharge can stack with itself and perma-stun a boss in theory. CS+EC is a stunned boss for a couple seconds. Since CS has base recharge of 20 seconds and EC has base recharge of 12 seconds, the combination itself can perma-stun a boss if you maybe 2-slot EC with disorient and 3-slot it with recharge, or get the equivalent in global recharge buffs and hasten.
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Maybe it's just me, but I don't have stuns slotted in anything but CS and I generally open with EC + CS + TK, then throw in CK, CAK and DT. Rinse and repeat. Most bosses are stunned until they're dead.
Shard Warrior - 50 MA/Regen/BM Scrapper
Founding Member and Leader : Shadow-Force
Co-Leader: Council of Heroes
"Whatever evils come this way... we will be there to stop them."
Here's some numbers from BillZ
They include all current melee sets if added to Brutes and Scrappers "as-is" back in May of 09 (So post I14, including the I13 animation changes). MA comes in for ST DPS above both the more commonly used sets of Broadsword and Katana for "normal-recharge builds". It is, in fact, roughly middle of the road for all current scrapper sets, with the following results: Claws: 153 DPS Fiery: 152.5 DPS Dark: 144.9 DPS MA: 143 DPS DB: 138.5 DPS Katana: 131.2 DPS BS: 123.8 DPS Elec: 106 DPS Spines: 81.8 DPS Now, knowing that Elec and Spines are AoE sets, not ST, MA is still smack in the middle, and above 3 other (very popular) sets for ST DPS. in fact, it's only 10 DPS shy of the leader, and has a 19.2 DPS advantage over the lowest ST set. |
Moreover, of the three sets with *higher* single target potential, two *also* have higher AoE potential, and one has vastly superior secondary effects (anyone that wants to argue that one immobilize, two and a half stuns, a PBAoE knockdown, and a knockback power beats an immobilize, a self heal, a stackable fear that has four times the uptime of CS, an endurance recovery power, and a stackable tohit debuff, be my guest).
MA is not a bad set, because there are no bad scrapper primaries. But its arguably the lowest in overall capability, and unarguably the one original scrapper primary that was given no area to excel in specifically that was achievable**. What's more, the devs know this: its just an incredibly low priority to make the lowest of the good, slightly better.
** Castle has, as I've mentioned previously, told me point-blank that MA was originally intended to be the "jack of all trades" set which specialized in "secondary effects" as those were defined back in the design-days. Unfortunately for MA, what apparently didn't count as a "secondary effect" included nearly every good effect that every other set got: self defense buff (Parry), self heal (Siphon Life), endurance recovery (Dark Consumption), foe tohit debuff (all of Dark Melee), fear (Touch of Fear), defense debuff (both single sword sets), DoT (originally no scrapper set but in Fiery Melee). Apparently none of these was a "secondary effect" as the devs conceived the MA set.
MA was left with stun, knockback, immobilize, and movement debuff. And some genius at the beginning of time put the immobilize and movement debuff in the same power which meant CAK was often debuffing the run speed of things it immobilized.
Then the devs realized that pervasive knockback/down and stackable stuns were too dangerous to allow a single set to have. So MA got the leftover effects, and was specifically barred from having too much of them. That's a recipe for mediocrity. Even the +5% accuracy is honestly weak sauce, because its lower in magnitude than the defense debuff that the swords get, lower in magnitude than the tohit debuff that dark melee gets, and its not stackable. And the single swords get it also. Archery gets +15.5% accuracy: +5% for being a weapon, +10% for being archery, and those were baked into the archery powers multiplicatively. Which is not to say that MA has more issues than Archery overall, its just to demonstrate that +5% is extremely low.
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But MA can also knock them down, knock them back, immobilze them, and so on. Energy Melee is a one-trick pony. It tends to do that well. Martial Arts is a grab-bag of effects, that can sometimes be better when used in conjunction with each other. For instance, if you stun and immob an enemy, that's a poor-man's hold.
While Energy Melee can stun them, and send mobs all over the place running away in their drunken walk, which isn't always that great for a melee AT (especially ones where they have an aura in their secondary which depends on the number of mobs in range to work at it's peak), MA can keep them all nearby. Comparing a set that has a bunch of different effects that can work together with one that does only one thing is kind of silly, especially if you're going to leave out what else the set can do. |
And if you're going to point out stunned mobs wobbling away slowly as a detriment to EM, they why not the KB in Crane? Sort of evens out when you're considering buff auras from secondaries.
Another suggestion I had MA was to make the immobilize from CAK suppress KB for a short time if the immobilized proced. That just gives synergy within the set so, if you don't want to send a foe flying with Crane you just axe kick 'em first.
...oh and Crane needs 100% KB...
Maybe it's just me, but I don't have stuns slotted in anything but CS and I generally open with EC + CS + TK, then throw in CK, CAK and DT. Rinse and repeat. Most bosses are stunned until they're dead.
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*However*, the boss would only be stunned about half-way through the chain in the first cycle, and wouldn't be perma-stunned until the second time through.
EC is acting as a margin for error buffer in the event you attack something of significantly higher level and CS cannot quite overlap in that chain. But that perma-stun is coming 90% from CS, and only 10% from EC.
A Dark Melee trying to perma-fear a boss would, with similar levels of recharge on ToF, apply ToF once, and then 3.7 seconds later apply ToF a second time, and in a total of 1.32 + 3.7 = 5.03 seconds the Boss would be perma-feared. What's more, there is so much overlap due to the low recharge and high duration of the effect (base fear duration at level 50: 22s) that the Dark Melee scrapper can focus on attacking and not even have to reapply the fear for nearly 17 seconds at even con. And this is with *no* fear slotting. With fear slotting comparable to the implied stun slotting above, a DM can hit a boss with ToF twice in about eight total seconds, and then wail on him for over thirty five seconds without reapplying (alternatively, the DM can just keep applying ToF as fast as possible, stacking an additional -11% tohit debuff on each application which lasts 20 seconds per application).
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Prior to adding Fire, DB, and Electric to scrappers I asserted that MA was about in the middle of the pack in terms of single target damage and inferior in AoE, and could not make the unambiguous case that it had the best secondary effects. Its *still* about in the middle in terms of single target damage, and every single set that is lower than MA on Billz table has unambiguously better AoE with the possible exception of Electric (and only because Electric is a more complex set to analyze, not because it ultimately loses there).
Moreover, of the three sets with *higher* single target potential, two *also* have higher AoE potential, and one has vastly superior secondary effects (anyone that wants to argue that one immobilize, two and a half stuns, a PBAoE knockdown, and a knockback power beats an immobilize, a self heal, a stackable fear that has four times the uptime of CS, an endurance recovery power, and a stackable tohit debuff, be my guest). MA is not a bad set, because there are no bad scrapper primaries. But its arguably the lowest in overall capability, and unarguably the one original scrapper primary that was given no area to excel in specifically that was achievable**. What's more, the devs know this: its just an incredibly low priority to make the lowest of the good, slightly better. ** Castle has, as I've mentioned previously, told me point-blank that MA was originally intended to be the "jack of all trades" set which specialized in "secondary effects" as those were defined back in the design-days. Unfortunately for MA, what apparently didn't count as a "secondary effect" included nearly every good effect that every other set got: self defense buff (Parry), self heal (Siphon Life), endurance recovery (Dark Consumption), foe tohit debuff (all of Dark Melee), fear (Touch of Fear), defense debuff (both single sword sets), DoT (originally no scrapper set but in Fiery Melee). Apparently none of these was a "secondary effect" as the devs conceived the MA set. MA was left with stun, knockback, immobilize, and movement debuff. And some genius at the beginning of time put the immobilize and movement debuff in the same power which meant CAK was often debuffing the run speed of things it immobilized. Then the devs realized that pervasive knockback/down and stackable stuns were too dangerous to allow a single set to have. So MA got the leftover effects, and was specifically barred from having too much of them. That's a recipe for mediocrity. Even the +5% accuracy is honestly weak sauce, because its lower in magnitude than the defense debuff that the swords get, lower in magnitude than the tohit debuff that dark melee gets, and its not stackable. And the single swords get it also. Archery gets +15.5% accuracy: +5% for being a weapon, +10% for being archery, and those were baked into the archery powers multiplicatively. Which is not to say that MA has more issues than Archery overall, its just to demonstrate that +5% is extremely low. |
Arcana's comments on the relative usefulness of all the secondary mezz/buff/debuff really hits home. I think the one thing I don't like in the older sets is, that most effects were treated as equally useful. It's become clear in several years of playing that Stacking effects trump nonstacking, and (in melee) effects that mitigate but at the same time keep the foe in range are far superior to anything that makes you stop and move to get back to attacking.
So here's my thinking. Is there another way to simulate the "precision" aspect MA is supposed to have, that would serve better than a simple +Acc bonus?
In the first attack in the set, the short description mentions an increased chance to Critical Strike, and that got me thinking. What if the entire set had that advantage? Either that or a variation on Furyfiance that gave an increased chance to crit for successive attacks until you critted, then went back to the base chance?
I'm not a numbers guy, and I realize that tinkering with Crits is probably a quick path into Overpowered land, but couldn't there be a sweet spot?
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
Let me just remind you that Martial Arts isn't just a Scrapper set. It's a Stalker set too and Stalkers have Energy Melee as well. I'm not sure what you mean by "should get to do it right from the start" but EM has no problem stunning 2 or more foes or keeping a boss perma stunned *and* output good damage on them at the same time while MA struggles to keep 1 foe stunned.
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And Grinning Spade's comment that every powerset pretty much has a less-than-useful power could be changed to every powerset has a less-than-useful power depending on personal playstyle. (paraphrased etc!)
I'd be more than likely not to take Cobra Strike on either a Stalker or a Scrapper as it stands as I just don't like the slow animation (does it root?) - even the new one.
Shard Warrior - 50 MA/Regen/BM Scrapper
Founding Member and Leader : Shadow-Force
Co-Leader: Council of Heroes
"Whatever evils come this way... we will be there to stop them."
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Thunder Kick has NOTHINHG, Storm Kick has an insulting stun (10% chance for diddly sqat manitude 2 stun for seven seconds), Crane Kick has a 60% chance for knockback, Crippling Axe Kick has a low-mag immobilize with a 50% CHANCE of a higher-mag immobilize and a bunch of not very useful slows Dragon's Tail has chance for knockdown... Eagle's Claw and Cobra Strike are practically the only powers which actually have a guaranteed side effect, and the 4 second stun on Eagle's Claw is insulting.
If starting from scratch is not an option, then we can at least significantly up the power of the secondary effects. Give Thunder kick a mag 3 stun, and give it a better chance, something like at least 30%. Give Crippling Axe Kick a mag 3 guaranteed immobilize, give Crane Kick or Dragon's Tail a guaranteed knock effect, and I'd say up the stun on Eagle's Claw. I mean, the secondary effects are all over the place and FAR weaker than I thought they were.