Stalker Secondary: Devices


Arbegla

 

Posted

1. Cloaking Device - standard stalker hide toggle

2. Body Armor - passive 7.5% smashing and lethal resistance 20% hp buff

3. Personal Shield Generator - toggle 10% defense to all but psionic, 5% resistance to all but psionic

4. Stimulant Patch - click power Mez Protection except knockback, 15% recharge

5. Smoke Grenade - Exact copy of blaster power.

6. Surveillance - Similar to blaster and soldier versions 10% defense and resistance debuff

7. Trip Mine - increase recharge to 30 seconds, special addition for stalkers the proximity trigger on the trip mine only works when the stalker is out of hide

8. Holographic Decoy - 120 second recharge, 20 second duration, creates invulnerable, immobile decoy that has a strong pbaoe taunt effect, does not break hide

9. Adrenalin shot - 240sec recharge, 20 second duration, 500% regen, 500% recovery, 30% recharge

Let me know what yall think.


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Posted

seems decent, but some of the powers seem a little overpowered, specifically adrenalin shot, that power would be good tier 9, but reduce or eliminate the 300% rech bonus

theres a few other powers that i think need tweaking, but the overal design isnt bad


 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
seems decent, but some of the powers seem a little overpowered, specifically adrenalin shot, that power would be good tier 9, but reduce or eliminate the 300% rech bonus

theres a few other powers that i think need tweaking, but the overal design isnt bad
I agree with this.
I'd say reduce the recharge buff to maybe 30% and then give the Stimulant patch another 15% rech buff instead of the +tohit.


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Posted

Changes made. Looked at the recharge times for the stalker melee attacks and ya 300% was way too much.


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Posted

i still think adrenalin shot is quite powerful enough to still be the tier 9, in fact it could just be switched with the trip mine entirely since the trip mine is kind of a meh tier 9

after looking through it again, i think surveillance might need to get a slight reduction in the debuff like drop it to maybe 5 or 7.5%

how would the decoy work? would it be like illusions phantom army or just the single decoy that the phantasm summons? does it even attack or just act as a taunt bot? i think this power might need a tiny bit more explaination of how it would be used cause it could be VERY overpowered or worthy of the tier 8 slot


 

Posted

The decoy is immobile and acts as a taunt bot. I guess moving the Adrenalin shot to 9, surveillance to 6, and trip mine to 7 might work.


Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TLR

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Posted

ok then, well if the decoy is just a taunt bot and acts kind of like PA with 0 attacks, then the power seems fairly balanced

i honestly like this idea and will give an alternative to the current sets, i like ninjitsu secondary, but its a little end heavy, this set would be like a mix of a few different things and would be quite fun to play, especially since i think devices was more meant to be a stalker secondary anyway since its kind of mediocre on blasters


 

Posted

Okay now that its been adjusted and made a bit more sane here is my thinking behind the set. My idea was to mix traditional damage mitigation with less traditional mitigation as well as some more offense. The first 4 powers are similar to what you would find in stalker defense secondaries.

Smoke Grenade has two functions. It debuffs to-hit giving you and your team more defense and it also debuffs perception which lets your team sneak up with you. Whats worse than the stalker you don't see? The brute that managed to sneak into melee range without a shot being fired.

Surveillance lets you increase your burst damage at the start of the fight.

Trip mine with the changes I proposed lets the stalker with this secondary if he has enough time blitz a group all at once. Of course most teams will not let you take the time to set up more than 1 mine. Some may not even give you the time to set 1.

The holographic decoy works both solo and in teams. Solo you pop the decoy out in the middle of the group, AS a target, placate a target(even in teams the aggro wont go anywhere the decoy should be next on the aggro list), AS or crit another one. In teams the decoy can soak an alpha strike letting a stalker off tank when he needs to.

The Adrenalin Shot acts like a full heal over time. When the heal is fully enhanced the regen it grants would provide nearly a full bar of health over 20 seconds. Additionally the added recharge that the power grants would let the stalkers melee attacks recharge faster. The idea I had was that this power would have many uses from I need a rest but don't want to take a knee to I'm in over my head.

I tried to make the set have enough mitigation to survive and enough utility to make up for its lack of direct mitigation. I doubt that anything resembling this set would ever make it into the game but it was a fun mental excercise. Thank you for the help and for your time.


Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TLR

"I'm going to beat the Jesus out of Satan!" My Wife while playing Dante's Inferno

 

Posted

Quote:
Originally Posted by Crim_the_Cold View Post
Okay now that its been adjusted and made a bit more sane here is my thinking behind the set. My idea was to mix traditional damage mitigation with less traditional mitigation as well as some more offense. The first 4 powers are similar to what you would find in stalker defense secondaries.

Smoke Grenade has two functions. It debuffs to-hit giving you and your team more defense and it also debuffs perception which lets your team sneak up with you. Whats worse than the stalker you don't see? The brute that managed to sneak into melee range without a shot being fired.

Surveillance lets you increase your burst damage at the start of the fight.

Trip mine with the changes I proposed lets the stalker with this secondary if he has enough time blitz a group all at once. Of course most teams will not let you take the time to set up more than 1 mine. Some may not even give you the time to set 1.

The holographic decoy works both solo and in teams. Solo you pop the decoy out in the middle of the group, AS a target, placate a target(even in teams the aggro wont go anywhere the decoy should be next on the aggro list), AS or crit another one. In teams the decoy can soak an alpha strike letting a stalker off tank when he needs to.

The Adrenalin Shot acts like a full heal over time. When the heal is fully enhanced the regen it grants would provide nearly a full bar of health over 20 seconds. Additionally the added recharge that the power grants would let the stalkers melee attacks recharge faster. The idea I had was that this power would have many uses from I need a rest but don't want to take a knee to I'm in over my head.

I tried to make the set have enough mitigation to survive and enough utility to make up for its lack of direct mitigation. I doubt that anything resembling this set would ever make it into the game but it was a fun mental excercise. Thank you for the help and for your time.
This is cool power I would like to see a gun based power for stalkers as well they are assassins after all.


 

Posted

The whole set looks pretty solid. Too bad it won't get any attention with Going Rouge in its final stages. I really like the ideas behind trip mine and the holographic decoy. This would probably be the teaming stalker secondary.


 

Posted

Quote:
Originally Posted by Dark_Passenger View Post
The whole set looks pretty solid. Too bad it won't get any attention with Going Rouge in its final stages. I really like the ideas behind trip mine and the holographic decoy. This would probably be the teaming stalker secondary.
Ya I doubt that it'll get much attention but it was neat idea and it was fun to make it.


Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TLR

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Posted

Quote:
Originally Posted by Crim_the_Cold View Post
Ya I doubt that it'll get much attention but it was neat idea and it was fun to make it.
You may want to add the finalized version to the big power suggestion sticky. That way it won't get lost as new threads are posted and I assume the devs have an easier time picking up powerset ideas from one thread with (almost) no discussion/derailment.


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Posted

Thanks I'll do that.


Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TLR

"I'm going to beat the Jesus out of Satan!" My Wife while playing Dante's Inferno

 

Posted

It looks like a great idea, but the only issue i see with it, is that hide, which suppresses pretty hard, and a +10% defence from a toggle is really the only form of mitigation. Even at SO level, your looking at maybe hitting 20% defense to most things, and even then, not having much else (prolly about 12% resistance, which is really nothing) It seems very offensive, with trip mine, the decoy, and the Adrenline boost, but not very defense.

Stalkers already have a bad reputation about being squishy and always kissing the floor (not that its always true, people just think it is) So giving them a very defense lite secondary will really only add to that. Theres no defense debuff resistance, so one or two machine gun blasts, and its like you don't have a secondary at all, which with the lower stalker hit points (the 20% from the body armor, +20% from accolade actually overcaps you, as you only need about 36% +hps to cap a stalker) means your be doing so much dieing you'll have to play hit and run just to survive.

I'm at work now, so i can't give much thought into what i would change as the powers themselves look pretty solid, and really match a 'natural' assassin type, but it just seems really squishy in its current form.