The Perfect Stalker Set (discuss)


Beelzy

 

Posted

I think Spines is near "perfect" on Stalker because you have AoE damage and if you solo or on a small team, you can always start with AS. It's not like Spine's AS damage is lower.


Ideally, sets that don't have AoE or lack of AoE should have a better "AS". Martial Arts' AS should activate a lot faster than Spine.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Smiling_Joe View Post

EDIT - @ Leo: Spectral Melee?
That name sounds familiar. I wonder if someone suggested such a set and what their theme and focus was on.

And would a moderate attack that doesn't crit or attract aggro or drop hide be too much? It seems thematic the enemy is just patrolling with his buddies and all of a sudden one of them starts screaming "AAAAAHH! SCORPIONS! GET 'EM OFF!!!" and goes off running leaving his friends scratching their heads...and then *pop* one of the others goes down revealing a stalker.

Maybe a Moderate psionic DoT that causes avoid and doesn't get aggro/drop hide in exchange for being a 100% heal back? I.e., all the damage will eventually vanish.

Quote:
Originally Posted by Jibikao View Post
I think Spines is near "perfect" on Stalker because you have AoE damage and if you solo or on a small team, you can always start with AS. It's not like Spine's AS damage is lower.


Ideally, sets that don't have AoE or lack of AoE should have a better "AS". Martial Arts' AS should activate a lot faster than Spine.
Well, I wouldn't say the intent of my thread was to suggest changes to existing sets...more trying to extrapolate the essense of what a Stalkers want from their sets. But I think that a Stalker with ST attacks is already pretty strong in removing targets quickly. The Spines character is limited in ST damage (basically just AS or Impale) and everything else is inefficient waste of END.

For parity, I'd just decrease the END cost of some of the high end ST attacks for Stalkers instead. Efficiency (and style) should account for something when it comes to how Stalkers handle targets.


 

Posted

Well, my idea of a good Stalker set is just having HARD hitting attacks. Forget about Claw's Swipe or Spine's first attack. Those two are so useless it's not even funny.


I think it's cool to have a melee AT that can buff/debuff. Most support ATs are range.

Fear from Assassin Strike is a good start but it should inflict even more FEAR when the target is dead instantly rather than having "no effect" at all.

Actually, I don't even know if it's possible to do it in the game. I was thinking Spectra Ghosts. When a target is killed by certain attacks, the dead body spawns a Ghost that will fight randomly for you but those Ghosts are "location based" only, meaning that they spawn and just attack any enemy within attack range (40-60' range).

It seems like in this game, after the target is dead, everything is "gone". Warshade does have a power to summon pet from a dead body but I want it to be different. I want the Ghost to appear on its own and only stay where it is but you can create more Ghosts easily.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Jibikao View Post
It seems like in this game, after the target is dead, everything is "gone". Warshade does have a power to summon pet from a dead body but I want it to be different. I want the Ghost to appear on its own and only stay where it is but you can create more Ghosts easily.
They're not dead, they're just arrested! Yeah. That's the ticket. Teleported off to jail. In pieces.


The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies

 

Posted

Quote:
Originally Posted by Test_Rat View Post
Possibly you.play on rather weak teams
Well, they are for sure not the superstar teams you keep going on about that can kill entire spawns, +2 bosses included, in less than the time it takes AS to animate. But then again, you've yet to explain what good your Spines stalker is going to do on a team that is already killing that fast either.

The truth is that on most teams, you can contribute even with single-target damage. In fact, on any team that already has enough AoE to wipe out the minions and LTs easily, you are BETTER off with good single-target damage. You won't be racking up the largest total damage numbers but that's not what the team needs. What the team needs is to get EVERY member of the enemy spawn dead before it can move on to the next. And that's not true until the toughest enemies are dead. AoE kills the weakest enemies first.


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Posted

Quote:
Originally Posted by Zem View Post
Nope. Leveling up an MA/Nin now. Not having any trouble getting teams. Plenty of bosses to kill on teams, especially the ones running at +2. Funny... no one is killing those before I can. You said that would happen, no? Still waiting for it.

Yeah, sad existence alright.
Same here. my ST-oriented Nb/Nin stalker has saved a Brute's butt by taking out 2 of the 3 bosses that are pounding his face in. Plus tapping on the softcap constantly in the middle of a freakshow moshpit while gaining back more HP than I'm losing.


 

Posted

Quote:
Originally Posted by Test_Rat View Post
Possibly you.play on rather weak teams
give it a try sometime, Test_Rat. Go ahead and level up I dunno...an EM/ or NB/ or BS/ stalker sometime. once you get up in levels enough, you'll see how awesome ST-killers can be. Break away from your AoE-centered limitations and be an EB assassin! It's awfully fun surprising the haters with the power you hold.


 

Posted

Quote:
Originally Posted by Smiling_Joe View Post
They're not dead, they're just arrested! Yeah. That's the ticket. Teleported off to jail. In pieces.

We need an option to turn on "Gore"! I wanna see that target's head explode after I use Headsplitter!


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

i´m not liking nins kb hole and the low ddr that i cant reall increase. this is on so´s. i´m sure its nice when io´d


 

Posted

Quote:
Originally Posted by Zem View Post
Well, they are for sure not the superstar teams you keep going on about that can kill entire spawns, +2 bosses included, in less than the time it takes AS to animate. But then again, you've yet to explain what good your Spines stalker is going to do on a team that is already killing that fast either.

The truth is that on most teams, you can contribute even with single-target damage. In fact, on any team that already has enough AoE to wipe out the minions and LTs easily, you are BETTER off with good single-target damage. You won't be racking up the largest total damage numbers but that's not what the team needs. What the team needs is to get EVERY member of the enemy spawn dead before it can move on to the next. And that's not true until the toughest enemies are dead. AoE kills the weakest enemies first.
You do know there is an entire thread for your topic?

Go there, if you want to keep trying to convince me that ST stalkers have value.


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


BEHOLD THE POWER OF CHEESE!

 

Posted

Quote:
Originally Posted by Smiling_Joe View Post
To answer the question of what would be the perfect primary set, I would want to see something that capitalized on a stalker's ability to leverage burst damage.

Strictly off the top of my head, I banged out an idea for a set that might do something like that. I call it:

Psionic Melee:

1 Psychic Fist - You wrap your fists in psychic energy and deliver a quick punch to your enemy. The attack deals minor damage, but the psychic residue makes your opponent think they're more damaged than they really are. The illusory damage goes a way after a few seconds, but if they are defeated beforehand the defeat is very real.

1 Neural Chop - You wrap your fist in psychic energy and use it to deal moderate damage to your opponent. In addition, your blow wreaks havoc with your opponent's central nervous system, temporarily shutting some bodily functions down for a few seconds. Your opponent will take a little longer to recover than when hit with Psychic Fist, but there's a small chance that the attack will leave your enemy disoriented for a short time.

4 Dream Daggers - You sweep your arm in front of you as though you're releasing a spread of venomous daggers. They are very real to your opponents, however, dealing moderate psionic damage in a wide cone in front of you. The damage is moderate, but as with the first two attacks feels worse than it is. Opponents think they are poisoned and suffering poison damage over time. The illusory damage fades after a few seconds, but is very real in the meantime.

6 Psionic Strike - standard AS, but all psionic damage

8 Build Up

12 Placate

18 Telekinetic Burst - You deliver a roundhouse blow with a fist of psychic energy, knocking your opponent into the air and sending them smashing to the ground with tremendous force. Because they think they've been knocked higher and fallen harder, the attack deals extra but temporary psionic damage in addition to the damage dealt by both the punch and the fall.

26 Waking Nightmare - This purely psionic attack deals devastating and real damage to an opponent's psyche, made even more terrifying because it happens from a distance. Your opponent is lost in a nightmare of your making, and in addition to the damage suffers from a high mag fear effect.

32 Mind Ripper - A devastating attack. You bring both fists down with full psychic force on your opponent, knocking them down and dealing extreme damage. The psychic shockwaves ripple out, invading the minds of your foe's allies and making them think they too have taken damage from the attack. Mind Ripper deals real superior damage to your target and moderate illusory damage to up to five foes within a fifteen foot radius. If any of these foes are defeated before the mental damage disappears, they too will fall.


Apologies for the stupid sounding names. I put like ten minutes' thought into this.

The premise of the set is similar to spectral wounds from the Illusion Control set. The idea is to reward a stalker's ability to exploit opportunities to do damage and bring foes down with burst damage spikes. The illusory damage would not be counted in criticals, and Psionic Strike and Waking Nightmare carry no illusory damage at all. Mind Ripper deals illusory damage only to those in the AOE. The actual damage of any attacks that also deal this illusory damage would obviously have to be scaled down to balance the extra illusory damage, but the illusory combined with the real damage should bring the set significantly above other single target sets in total damage potential due to the fading nature of the illusory damage.

It would require some heavy testing to determine the correct levels of damage and the duration of the illusory damage, and most attacks would do a combination of psionic and smashing damage.
My first toon was Illusion Control, so I'm almost in love with this set.

You might want to just start off with Spectral Wounds and Blind recalibrated for melee range... Possible make dream daggers an AOE, I prefer single target damage, but it sounds like it should be an AoE. Maybe a tight arc like Shadow Maul. I also think this set would be better with less punching style animations and more mindplay type animations...

Just my thoughts...


 

Posted

Quote:
Originally Posted by Terror1 View Post
i´m not liking nins kb hole and the low ddr that i cant reall increase. this is on so´s. i´m sure its nice when io´d
That's where hide helps out. Karma: KB Prot fits, then a Steadfast Protection in your Kuji in sha. My stalker has NB/ so I fit another Karma:KB Prot in Divine Avalanche, but combat jumping would fit one as well. Then there's acrobatics if you go for SJ as a travel power, and another Karma can fit in your Kuji in Retsu, and either of your toggles will take one too. That's pretty good I'd say.


 

Posted

Perfect Stalker set? Claws/ with tweaks: Focus dealing Energy damage instead of Lethal, and a slow recharge single target big hitter instead of Shockwave. Just my thoughts on it.

I would love a Psi-melee set in the future though.


"Scrappers don't want the bit of dignity that Brutes left them taken away by (lol)Stalkers." -Delta_Strider, on Stalker buffs.

Current Project: Hard Goodbye, StJ/Nin
Retired: Blitzwulf, Claws/Nin (50); Perdition's Blade, Night Widow (50)

 

Posted

Quote:
Originally Posted by Test_Rat View Post
You do know there is an entire thread for your topic?

Go there, if you want to keep trying to convince me that ST stalkers have value.
Nice try, Test, but I'm not the reason for this little thread-jack. You don't get to bag on ST stalkers and then tell anyone disagreeing with you to leave the room. It doesn't work that way. You don't want this here? Don't troll.

And this is relevant to THIS thread anyway. What is the perfect stalker set? Obviously I know your answer. And I even agree that some AoE is nice to have. But the one additional PBAoE that most scrapper sets have (which gets replaced by AS in stalkers) is not so totally transformative as you would have us all believe. It wouldn't make a Stalker that is "useless" on a team with only ST attacks suddenly worth having if his set got switched around to include that one additional PBAoE.


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Heroes: The Clockwork Mime, Soccerpunch, The Fissioneer, Samurai Houston, Oversteer

Join The X-Patriots on Virtue!

 

Posted

Quote:
Originally Posted by Smiling_Joe View Post
Caltrops slows their movement and (I think?)attack rate, but more importantly it carries a hefty fear effect, meaning that they're actively trying to leave the patch and not attacking you.
Caltrops doesn't directly reduce attack rate (i.e., it has no -rech,) but like you said, time spent trying to crawl out of the patch is time spent not shooting you. And that adds up to pretty much the same thing.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

Posted

Quote:
Originally Posted by Zem View Post
Nice try, Test, but I'm not the reason for this little thread-jack. You don't get to bag on ST stalkers and then tell anyone disagreeing with you to leave the room. It doesn't work that way. You don't want this here? Don't troll.

And this is relevant to THIS thread anyway. What is the perfect stalker set? Obviously I know your answer. And I even agree that some AoE is nice to have. But the one additional PBAoE that most scrapper sets have (which gets replaced by AS in stalkers) is not so totally transformative as you would have us all believe. It wouldn't make a Stalker that is "useless" on a team with only ST attacks suddenly worth having if his set got switched around to include that one additional PBAoE.
Its my opinion that single target only sets on stalkers blow.
Its my experience that single target only sets on stalkers don't add much to a team, and are little desired since scrappers pretty much do it just as well OR BETTER while keeping SOME aoe too.

You aren't going to convince me and I really don't care to continue to derail the thread by arguing a point with you that has been well argued in the other thread.



Solution, I am just gunna put you on ignore.

EDIT: Its nothing personal, I am just past this. I found some regular people to S/TF with who appreciate my Min/Maxed AoE stalkers so I am fine. I am finished with thier Io'd builds, and have moved on to a sweet Traps/Ice Defender. I just don't care to discuss this anymore with you.


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


BEHOLD THE POWER OF CHEESE!

 

Posted

Suggested Ninjitsu primary

1 Nekode (alt. Swipe)
description: Climbing claws in the palms of the hands can make even the most subtle of moves lethal. Minor lethal and toxic damage. 30% chance for fear. -25% regen (10s)
animation: Similar to Swipe from Claws, but smaller.

1 Kyushi (alt. Deadly Secret or Sudden Death)
description: A knife up the sleeve, when doused in poison is a deadly secret. Moderate smashing, lethal and toxic damage. 50% chance for fear. -25% regen (10s)
animation: Right leg steps forward, right elbow comes up at shoulder level, right hand swings down to waste level with a dagger. Damage will be smashing then lethal+toxic.

2 Kyoketsushoge (alt. Whirling Fate)
description: Easy to hide, or wrap around the waste, the kyoketsushoge attaches a deadly double bladed knife, one straight, one curved, to the end of a chain to give deadly accuracy and reach. 10' melee attach, moderate lethal and toxic damage. 50% chance for fear. -25% regen (10s)
animation: Left hand pulls from the belt buckle, a chain comes loose which, is swung in a figure eight, then snapped forward then back before being flung around the waist.

6 Garrote (alt Silent Assassination)
description: AS (lethal and toxic)
animation: Shoulders lower, hands come together and separate with a line between them. Feet come together as the butt lowers (this is during the interrupt time) and then leap, flip (with string trailing) disappear, land in original position, damage dealt.

8 Build Up
description: BU
animation: Fancy ninja hand signs.

12 Placate
description: Placate
animation: Fancy ninja hand signs

18 Doku (alt. Poison Gas or Poison Breath or Breath of the Oni)
description: Putting poison in one's mouth is not a good idea, unless you can do more damage to your opponents than yourself. 15' range 30 degree arc Moderate DoT (Toxic) ranged AoE. Minor toxic damage to self, low endurance cost. -50% regen (15s)
animation: Similar to Breath of Fire

26 Zurugashikoi (alt. Cunning Strike or Dirty Tactics)
description: Don't kick them when their down is a poor way to do business. High Smashing, Lethal and Toxic Damage. -25% regen (10s) knockdown.
animation: Step forward (knockdown occurs) goes down on knee, stabs with a poisoned knife. Damage will work as Smashing, smashing, lethal+toxic.

32 Tenmyaku (alt. Dim Mak or Touch of Death or Poisoned Palms)
description: The mythical touch of death has been shrouded in protective mysteries. Often thought to be a single strike, a single point, the tenmyaku is a series of points, hit in the right series to cause simultaneous organ failure. Teleport. Superior Toxic damage (because the effect of the attacks are not actually blunt trauma, but effects akin to a poison). -50% regen (15s)
animation: Feet together, hand sign, followed by a series of finger and toe touches as toon appears and disappears. (technically, you will be only teleporting once, you will be able to be targeted while doing the technique even through you appear to appear and disappear.


 

Posted

Quote:
Originally Posted by Test_Rat View Post
Its my opinion that single target only sets on stalkers blow.
Its my experience that single target only sets on stalkers don't add much to a team, and are little desired since scrappers pretty much do it just as well OR BETTER while keeping SOME aoe too.

You aren't going to convince me and I really don't care to continue to derail the thread by arguing a point with you that has been well argued in the other thread.



Solution, I am just gunna put you on ignore.

EDIT: Its nothing personal, I am just past this. I found some regular people to S/TF with who appreciate my Min/Maxed AoE stalkers so I am fine. I am finished with thier Io'd builds, and have moved on to a sweet Traps/Ice Defender. I just don't care to discuss this anymore with you.
A little bit of hubris there, isn't it? You started to troll the other thread, where few paid attention to your non-arguments, and now your attempt to troll this thread has been called on what it is.
Did it ever occur to you that this isn't about whether or not someone can convince you? "Convincing" isn't a very good metric for discussion, because convincing may not depend at all upon the arguments and points presented in the discussion.

Bon Voyage! Enjoy your "totally sweet" defender. I don't believe that you will be missed at all.

Edit: I've decided to ignore Test_Rat, as all I see is a constant stream of opinion, and I cannot conceive of a situation in which I would be interested in what s/he has to say.


 

Posted

Quote:
Originally Posted by Test_Rat View Post
You aren't going to convince me and I really don't care to continue to derail the thread by arguing a point with you that has been well argued in the other thread.

Solution, I am just gunna put you on ignore.
Works for me. My replies to your posts are not for your benefit anyway.


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Heroes: The Clockwork Mime, Soccerpunch, The Fissioneer, Samurai Houston, Oversteer

Join The X-Patriots on Virtue!

 

Posted

Quote:
Originally Posted by Leo_G View Post
Quote:
My ideal primary would have AS and 1 other slow hard-hitting attacks. All the rest would be faster than claws with no rooted time. pure buzzsaw, fast moving, in and out to go with the teleport defense. Just be all over the field. Instead of placate, have a followup clone that lets you cream someone and placate them all at once.
Considering this set would have to be proliferated to the other melees eventually, this concept is utterly broken and should never be introduced to this game.
I know. Sigh. What I'm really thinking is a variant on jousting. Instead of running past the enemy and the attack triggers but you keep moving, I'm thinking of walking through the melee, tabing between enemies and hitting each once as you pass. Without the rooting (or minimal rooting) so the movement is fluid. I do think that could be done in a balanced way. The damage would necessarily have to suffer.

I would also like a power like spin, fire sword circle, whirling blade, etc that lets you land at a different point than you started.

Also, with proliferation, not all powers stay intact. Brutes got more damage and slower claws for instance.

On the defense set, the way I envision the teleport is the exact opposite of teleport foe. Instaed it is "teleport to foe". Select an enemy, hit the power, appear in melee with them.

A nice primary set variation would be an aoe that teleports you in rapid succession once to all enemies in the area of effect letting you attack them then teleport away to the next.

Some cool ideas running around in this thread. Just sad that so many are asian themed. Need some more european influence or African or South American. Too much asia.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Empty Hand Filipino Kali


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


BEHOLD THE POWER OF CHEESE!

 

Posted

Quote:
Originally Posted by GavinRuneblade View Post

Some cool ideas running around in this thread. Just sad that so many are asian themed. Need some more european influence or African or South American. Too much asia.
I already posted an idea in the past, 2 in fact that I like, that aren't cultural themed. Death Scythe and Blood Spear. Quick paste with some modifications:

Death Scythe Melee
An unorthodox weapon of deadly potential, this weapon works as a conduit of otherworldly energy that can rip foes' flesh asunder and eviscerate their souls. Similar to Claws, this set has the secondary effect that target recharge and endurance but rather than a discount this set gets a *penalty* because each attack will do more damage and have slightly longer range. This set is built to accommodate the needs of Tankers and Stalkers but is by no means unusable for Scrappers or Brutes.

Stalkers:
1. Sickle Slash (ST 9ft range, foe moderate lethal/neg energy dmg, fast rech)
A quick animating slash attack that gives the enemy a touch of the netherworld.
2. Death Stroke (ST 9ft range, foe high lethal/neg energy dmg, moderate rech)
A powerful and deadly stab with the pointed end of the scythe that penetrates the foe and injects them with the essence of the netherworld.
3. Reap (ST 12ft range 90 degree cone, foe moderate lethal/neg energy dmg, long rech, knockback *Special*)
A wide, sweeping horizontal slash with the scythe that will pull foes closer to you. There have been suggestions on how to handle 'knocktoward' and how I figure this would work is it would spawn a pet 5 ft behind the target that does radial KB to those within the cone's range. It'd end up knocking them closer to you.
4. Assassin's Harvest
5. Build Up
6. Placate
7. Fear Monger (Close Range Pet summon, *Special*, long rech)
Raise your scythe above your head and drive the sickle deep into the earth, creating a fissue that errupts with the searing screech of tortured souls. This effect may evoke fear into their weak hearts if they get within 15ft. A -8% ToHit debuff + a 45% chance of a mag 2 moderate duration fear (both fear and ToHit are slottable). This pet is targetable but not damageable.
8. Spiral Scythe (15ft PBAoE, Foe moderate Lethal/neg energy dmg, very long rech)
A swift spin of the scythe around the waist.
9. Guillotine (ST 9ft range, foe extreme lethal/neg energy dmg/mag 3 sleep, *Special*)
A devastating diagonal strike that is aimed to cut the foe's wind pipe, causing them to choke on the cold steel of your weapon. If a foe is defeated by this attack, the user is empowered by the departing soul, improving your resistance to all for a time.

Tanker/Scrap/Brute version actually has a Follow up debuff attack that gives a damage buff (no ToHit buff) and debuffs the target's resistance. This is replaced with Build Up for Stalkers which has the standard dmg/ToHit buffs. Assassin's Strike was replaced by a low dmg buff utility power that improved recovery per foe hit in a cone. Not something needed for Stalkers so it's an overall equally powerful set.


Blood Spear

Not just exclusively spear, but any polearm weapon excluding staves. But Blood Polearm doesn't sound as good. The set has several effects, including -res to lethal damage and innate longer range. It also has 1 combo type that can be performed 3 different ways.

Stalker:
1. Red Gash (ST 9ft rng, minor lethal dmg, foe –res vs lethal)
A swift thrust with the spear that pierces the foe’s armor causing them to bleed out.
2. Blood Stroke (ST 9ft rng, minor lethal DoT, foe –res vs lethal)
A slash, spin and thrust attack that will leave the enemy a bloody mess.
3. Crimson Sky (ST 9ft rng, moderate lethal dmg, foe knockup)
A strong and elegant upward thrust that sends the foe flying through the air.
4. Assassin's Pike
5. Build Up
6. Placate
7. Iron Stitch (ST 12ft rng, high lethal dmg, mag 2 immobilize)
A strong and heavy downward strike plus a thrust to keep the foe from moving while you impale them on your blade.
8. Gory Thrust (ST 15ft rng, superior lethal DoT, -res vs lethal)
Thrust the foe violently and continuously with your hungry weapon to quench its thirst for blood.
9. Rain of Spears (self teleport, 15ft PBAoE, superior lethal dmg, foe knockdown, mag 2 immobilize)
Leap up and fall down with a strong spear attack that strikes all within range, pinning them to the ground for a time as well as putting them on the floor.

Combos = Pierce Through (turns the last attack in the combo into a cone which damages and duplicates its secondary effect to all that it hits)

Stalker combos
-Assassin’s Point > Red Gash > Iron Stitch (end with 12ft 45 degree cone that immobilizes)
-Blood Stroke > Placate > Crimson Sky (ends with a 9ft 90 degree cone that knocks up with a 50% chance to AoE crit)
-Red Gash > Blood Stroke > Gory Thrust (ends with a 15ft 90 degree cone that does the highest dmg of the combos and debuffs resistance to lethal)

Notice that Build up is not in any of those combos and you've got a combo-free AoE tier 9. Without combos, it's a strong and fast ST set for all the melee ATs, probably eeking out even greater DPS than some sets due to the -res debuffing that improves the strength of the set. With the combos, you're looking at lots of cone damage that synergizes well with the longer range. Ultimately, though, the cones probably don't synergize as well with sets that use PBAoE buff/debuff/dmg toggles.


 

Posted

Quote:
Originally Posted by Leo_G View Post
I already posted an idea in the past, 2 in fact that I like, that aren't cultural themed. Death Scythe and Blood Spear. Quick paste with some modifications:

Death Scythe Melee
An unorthodox weapon of deadly potential, this weapon works as a conduit of otherworldly energy that can rip foes' flesh asunder and eviscerate their souls. Similar to Claws, this set has the secondary effect that target recharge and endurance but rather than a discount this set gets a *penalty* because each attack will do more damage and have slightly longer range. This set is built to accommodate the needs of Tankers and Stalkers but is by no means unusable for Scrappers or Brutes.

Stalkers:
1. Sickle Slash (ST 9ft range, foe moderate lethal/neg energy dmg, fast rech)
A quick animating slash attack that gives the enemy a touch of the netherworld.
2. Death Stroke (ST 9ft range, foe high lethal/neg energy dmg, moderate rech)
A powerful and deadly stab with the pointed end of the scythe that penetrates the foe and injects them with the essence of the netherworld.
3. Reap (ST 12ft range 90 degree cone, foe moderate lethal/neg energy dmg, long rech, knockback *Special*)
A wide, sweeping horizontal slash with the scythe that will pull foes closer to you. There have been suggestions on how to handle 'knocktoward' and how I figure this would work is it would spawn a pet 5 ft behind the target that does radial KB to those within the cone's range. It'd end up knocking them closer to you.
4. Assassin's Harvest
5. Build Up
6. Placate
7. Fear Monger (Close Range Pet summon, *Special*, long rech)
Raise your scythe above your head and drive the sickle deep into the earth, creating a fissue that errupts with the searing screech of tortured souls. This effect may evoke fear into their weak hearts if they get within 15ft. A -8% ToHit debuff + a 45% chance of a mag 2 moderate duration fear (both fear and ToHit are slottable). This pet is targetable but not damageable.
8. Spiral Scythe (15ft PBAoE, Foe moderate Lethal/neg energy dmg, very long rech)
A swift spin of the scythe around the waist.
9. Guillotine (ST 9ft range, foe extreme lethal/neg energy dmg/mag 3 sleep, *Special*)
A devastating diagonal strike that is aimed to cut the foe's wind pipe, causing them to choke on the cold steel of your weapon. If a foe is defeated by this attack, the user is empowered by the departing soul, improving your resistance to all for a time.

Tanker/Scrap/Brute version actually has a Follow up debuff attack that gives a damage buff (no ToHit buff) and debuffs the target's resistance. This is replaced with Build Up for Stalkers which has the standard dmg/ToHit buffs. Assassin's Strike was replaced by a low dmg buff utility power that improved recovery per foe hit in a cone. Not something needed for Stalkers so it's an overall equally powerful set.


Blood Spear

Not just exclusively spear, but any polearm weapon excluding staves. But Blood Polearm doesn't sound as good. The set has several effects, including -res to lethal damage and innate longer range. It also has 1 combo type that can be performed 3 different ways.

Stalker:
1. Red Gash (ST 9ft rng, minor lethal dmg, foe –res vs lethal)
A swift thrust with the spear that pierces the foe’s armor causing them to bleed out.
2. Blood Stroke (ST 9ft rng, minor lethal DoT, foe –res vs lethal)
A slash, spin and thrust attack that will leave the enemy a bloody mess.
3. Crimson Sky (ST 9ft rng, moderate lethal dmg, foe knockup)
A strong and elegant upward thrust that sends the foe flying through the air.
4. Assassin's Pike
5. Build Up
6. Placate
7. Iron Stitch (ST 12ft rng, high lethal dmg, mag 2 immobilize)
A strong and heavy downward strike plus a thrust to keep the foe from moving while you impale them on your blade.
8. Gory Thrust (ST 15ft rng, superior lethal DoT, -res vs lethal)
Thrust the foe violently and continuously with your hungry weapon to quench its thirst for blood.
9. Rain of Spears (self teleport, 15ft PBAoE, superior lethal dmg, foe knockdown, mag 2 immobilize)
Leap up and fall down with a strong spear attack that strikes all within range, pinning them to the ground for a time as well as putting them on the floor.

Combos = Pierce Through (turns the last attack in the combo into a cone which damages and duplicates its secondary effect to all that it hits)

Stalker combos
-Assassin’s Point > Red Gash > Iron Stitch (end with 12ft 45 degree cone that immobilizes)
-Blood Stroke > Placate > Crimson Sky (ends with a 9ft 90 degree cone that knocks up with a 50% chance to AoE crit)
-Red Gash > Blood Stroke > Gory Thrust (ends with a 15ft 90 degree cone that does the highest dmg of the combos and debuffs resistance to lethal)

Notice that Build up is not in any of those combos and you've got a combo-free AoE tier 9. Without combos, it's a strong and fast ST set for all the melee ATs, probably eeking out even greater DPS than some sets due to the -res debuffing that improves the strength of the set. With the combos, you're looking at lots of cone damage that synergizes well with the longer range. Ultimately, though, the cones probably don't synergize as well with sets that use PBAoE buff/debuff/dmg toggles.

I like!

I've been wanting a set that use TWO HAND weapons like Spear, Polearm or cool Scythe. The pro of having a LONG weapon is that you have longer reach and heavy damage but the con is that it has much longer activation and possibly recharge.

Bane's Shatter is a perfect example of how a 2H weapon work, a 10ft range attack but slow and heavy.


A Scythe on a Stalker is going to be so cool. While Tanker/Brute can use Spear to feel "tankish". hehe


I also like your type -resistance idea. It doesn't have to be all resistance debuff but Lethal debuff will be nice! It may promote more lethal (sword type) usage.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Smiling_Joe View Post
Smoke Flash... well, yeah. It's intended to slow incoming damage, but IMHO it doesn't do it very well. They need to either up the accuracy considerably or give it a chance to placate individual foes, but that's a topic for another thread.
Er... I know you said it's a topic for a different thread, but... Smoke Flash has 1.4x normal accuracy, 20' radius and 10 target limit. I'm not understanding your complaints.


If I quote #'s, they're from City of Data.
Global: @Kazari

It was either Taunt or Purple Triangles of Doom. I stand by my decision!
-BackAlleyBrawler

 

Posted

Quote:
Originally Posted by HacknSlash View Post
Er... I know you said it's a topic for a different thread, but... Smoke Flash has 1.4x normal accuracy, 20' radius and 10 target limit. I'm not understanding your complaints.
Yeah,it was buffer at the same time as blinding powder.

It is going to be great on my ninja with just a recharge IO 50!


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


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