Stalker or Scrapper on your team?


Auroxis

 

Posted

Quote:
Originally Posted by Jade_Dragon View Post
Yep, I said that. These numbers are primarily for solo comparison. And of course the Brute has to build up the Fury in order to take advantage of the higher damage than the Scrapper.
Regardless of solo comparison, we should be accounting for self damage buffs and pehaps even assault.

I'm sure at that point we'll see scrappers pull ahead unilaterally again.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

They really should just increase team critical radius to match what Khelidan has. It's large enough to get the buffs most of the time.

They put 30' radius on it because they are afraid some stalkers is going to sneak to the end and enjoy critical buffs? I would have kicked that stalker off the team first (unless the team wants to be teleported to the end). 30' radius is pretty quite small.


PS: And I am against increasing Stalker's base damage because that will be too similar to Scrapper. I really enjoy seeing Critical. Increasing the chance to critical is more "fun" for Stalkers.


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 Dispari View Post
Anyway, I'm just ranting semantics. In my head a Stalker is between a Scrapper and a Blaster. They're not as durable as a Scrapper, so logically they should just flat out do more damage. Or in the very least, if they're forced into the specialty of doing ST DPS, they should be really good at it. Right now, they're fairly underwhelming and not a popular teaming AT. I suppose though the devs are okay with that as long as they're a popular soloing AT (which could be the case).
It can be argued a Blaster doesn't do more damage than a Scrapper either, unless he is a Blapper. The difference is, the Blaster has an option to do way more AoE damage than the Stalker. So this is another point where the AoE issue comes up in a major way.

I personally feel the Demoralize effect is an attempt to address this, the Stalker does not deal AoE damage, but has an AoE debuff/control effect. But this wanders into cross-AT capabilities, and appears to be implemented in such a way that it is a situational power. (It is for use only against high HP foes that can survive the AS)

Quote:
Originally Posted by Jibikao View Post
They really should just increase team critical radius to match what Khelidan has. It's large enough to get the buffs most of the time.

They put 30' radius on it because they are afraid some stalkers is going to sneak to the end and enjoy critical buffs? I would have kicked that stalker off the team first (unless the team wants to be teleported to the end).
If we had some idea why that was implemented that way, and how some of the comparable Inherents are implemented, it might help. We can assume, for instance, that the Kheldian buff has such a large radius because it is tested for infrequently (relatively speaking) but the Stalker Critical chance must be calculated every single time a Stalker makes an attack. If we further assume the chance must be calculated while the player is waiting on his attack to hit, too large a radius might mean introducing long pauses in the Stalker's attack chain that would be unacceptable.

OTOH, that's a lot of assumptions. We don't know. Personally, if the Defender Vigilance is implemented in such a way that it doesn't require a "scan" for allies, but merely checks that such allies EXIST (in the team list, for instance) then I think I would prefer that. The Stalker would then merely require a team of four to match the single target damage of a Scrapper, whether his teammates were meleers or not.

As an alternative, I've suggested raising the chance of Critical more rapidly, but "cap" it at four allies, similar to how Vigilance works. Thus with one teammate in melee, the Stalker will Crit 15% of the time, with two allies, 20% of the time, and with three 25%, but with four or more it would be 30%, the current maximum. This seems more reasonable to me if you are trying to make the criteria that the Stalker has other allies in melee to "distract" his foes.

Neither suggestion would change the values of the Crit bonus or make the Stalker do more damage, he would just do more damage UNDER MORE CONDITIONS. Which seems to be what is needed here.


 

Posted

I've never invited a Stalker onto any team I've run, so.


Proud member of the Steel 70! | Global @Radmofet ; usually on Pinnacle, sometimes on Virtue.

 

Posted

Quote:
Originally Posted by Test_Rat View Post
It's a pipe dream.

I am currently in the process of dismantling my spines/nin stalker in exchange for a fire/EA brute. Just so I can still enjoy (in many ways superior) stalker like play style yet get s/tf and raid invites. Castle's stalkers are where we want them post was the final straw. The AT is dead to me.
If you want Stalker-like play without the stigma of actually being a Stalker, go with a Bane Spider.


 

Posted

Quote:
Originally Posted by Jade_Dragon View Post

OTOH, that's a lot of assumptions. We don't know. Personally, if the Defender Vigilance is implemented in such a way that it doesn't require a "scan" for allies, but merely checks that such allies EXIST (in the team list, for instance) then I think I would prefer that. The Stalker would then merely require a team of four to match the single target damage of a Scrapper, whether his teammates were meleers or not.

As an alternative, I've suggested raising the chance of Critical more rapidly, but "cap" it at four allies, similar to how Vigilance works. Thus with one teammate in melee, the Stalker will Crit 15% of the time, with two allies, 20% of the time, and with three 25%, but with four or more it would be 30%, the current maximum. This seems more reasonable to me if you are trying to make the criteria that the Stalker has other allies in melee to "distract" his foes.
Oh, I don't play defenders enough to know how Vigilance works but it would be very nice if Stalker gets critical buff just for having teammates.

The cap at 4-allies is also nice because at least Stalker is getting that critical buffs more 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 JD_Gumby View Post
If you want Stalker-like play without the stigma of actually being a Stalker, go with a Bane Spider.
haha..speaking about Bane, he is my strongest "Stalker" right now. He brings good burst damage, great debuffs, team buffs and decent aoe damage. He has almost everything a Stalker would love.


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
haha..speaking about Bane, he is my strongest "Stalker" right now. He brings good burst damage, great debuffs, team buffs and decent aoe damage. He has almost everything a Stalker would love.
I already have a huntsman. Didn't want to do the bane thing again (its what I played leveling up.)

The Fire/EA has been amazing though. The combat stealth is such an awesome feature.

Killing 1 group 10-15 Feet away from another is awesome.


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 JD_Gumby View Post
If you want Stalker-like play without the stigma of actually being a Stalker, go with a Bane Spider.
Widows are a fabulous choice as well. They get great damage in addition to the DoT that adds more. They come equipped with great team buffs (Venge is always useful), ranged attacks, and even good utility and debuffs. With Smoke Grenade you can stealth and sneak around better than even a Stalker can.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Test_Rat View Post
I already have a huntsman. Didn't want to do the bane thing again (its what I played leveling up.)

The Fire/EA has been amazing though. The combat stealth is such an awesome feature.

Killing 1 group 10-15 Feet away from another is awesome.
I do agree unsuppressed Stealth in Energy aura is very neat. I have a DM/EA Brute called Stalkerish Brute on freedom. I made that build specifically to be like a Stalker.


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 Dispari View Post
I'd rather devs take the path of least resistance. Balance one class instead of two (or even more than two if there starts to become a problem between them and Tankers, or them and Blasters). In some cases the path of least resistance means nerfing. In this one it would mean buffing.
One class vs. two assumes one is only talking about the balance of brutes and scrappers vs. stalkers.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by Dispari View Post
It's actually kind of a curve IIRC. Outside of some fringe cases (sets that have significant self-contained +DMG buffs), a Brute vs Scrapper always has the Brute leading. Add some moderate damage buffs and the Scrapper pulls ahead. Then somewhere near the end with high damage buffs, Brute leads and eventually as both are capped, wins again.

Then again, Brute damage cap changed recently so that may no longer be true.
Indeed, it isn't true anymore with the i18 update. Scrappers now do more damage at their cap:

Brute: 0.75 * 7.75 = 5.81
Scrapper: 1.125 * 5.00 * (even assuming minion critical rate) 1.05 = 5.91


 

Posted

Quote:
Originally Posted by Siolfir View Post
Except that they still aren't, really: insert force-multiplying AT here.

I agree that they should do more damage - single target, at the least - compared to Scrappers at all times, though; it only makes sense given the rationale we were given for lowering the Brute damage cap. Given the ability to split PvE and PvP damage, it wouldn't even affect PvP at all, so "unbalancing them in PvP" can't be used as a viable excuse anymore. But that was almost explicitly ruled out by Castle's last post on the subject, so I'm not expecting to see that happen anytime soon. Or even Soon™.
I remember that, it was actually a response to something I asked in one of the betas. Castle was absolutely clueless as to what the stalker problem is on a team. No one has aggro issues. I can not even think of a time where I pulled aggro from anyone for any reason. Mobs do not target me if someone else aggroed first. So this what he stated is not an issue for 99.99999% of all the stalkers I am sure of. I just hope who ever is handling the powers issues actually plays the freaking AT so they can clearly see what the problems are. No one who players stalkers would have said what he said.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
I completely agree; stalkers should be the single target DPS kings.

To that end, I still push my idea of the "snowball buff."

The longer a stalker attacks a target, the more damage he should do. Make it so every attack against a target grants that target a 30 second "vulnerability to critical hit" debuff. The debuff is minor, like defiance, but after these debuffs have accumulated for 30 seconds, the stalker begins to dish out criticals at an alarming rate. Imagine this concept wise as the stalker striking key points to cripple his target, becoming more familiar with his target, and learning the best spot to strike his foe as he fights.

It benefits the stalker very little to attack minions and LTs, which is the larger portion of the game, as they die too fast for the debuff to really accumulate. Bosses will see some accumulation, while EBs and AVs suffer the most.

Now the stalker serves a purpose on the team. He is the largest source of damage when it comes to fighting the AV.
This idea is not going to work on aoe heavy teams. You would barely get any targets to hit before everything is dead. And the other ATs could just as easily taken out that boss. If stalkers could kill bosses as fast as say a blaster can kill minions with a nuke thats really the only way to balance it at this point.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

Quote:
Originally Posted by Steel_Shaman View Post
These kinds of threads confuse me, because I have never seen a situation in which someone is denied a team based solely on their AT. Every time I see people forming TF's, they are usually saying things along the following lines:

1) LGTF forming, 3 spots open.
2) LGTF forming, need tank
3) LGTF forming, need controls
4) LGTF forming, need damage

When responding to someone advertising to fill a TF, I have never, not even once, been asked what my AT is when I tell them I'll go. Nor have I seen that done to anyone else. Lately I've been running my Warshade as I've decided to make him my "Incarnate Character". Despite all the hatred for Warshades and KB I have seen on the boards over the years I have never been kicked from a team or denied a team when on him. I've also not had anyone gripe about Shadow Cysts when they spawn because he's around. The most I'll ever see is the team leader say "Cyst" in chat and then the team promptly obliterates the damn thing, no fuss no muss.

So where are all these teams that pick and choose specific AT's? They don't appear to be on Liberty.
Liberty is a medium size server at best. Try that on a server that has a real sizable population. You will get a "lol stalkers" so fast it will make your head spin.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

Quote:
Originally Posted by Deacon_NA View Post
Well... actually he said "as long as it's not a Stalker or Kheld" (true story) but I thought I'd leave the second part out...
Well with Khelds they have good reason to do this. They give absolutely nothing to the team unlike the VEATs. They do not do anything the other main ATs couldnt do better. To top it off you run the risk of team wipes from cysts if you dont spot them early. Call me a kheld hater if you want but that would be my last choice if putting a team together for anything. So at least stalker come before khelds.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

Quote:
Originally Posted by Jade_Dragon View Post
The problem is that it is not ALWAYS Brutes < Scrappers. Dispari said it, "Stalkers should do more damage than Scrappers, ALL THE TIME, because they are easier to kill." Well then, by extension that means that Scrappers should do more damage than Brutes ALL THE TIME, because they are easier to kill. But they don't. Brutes ARE ABLE to do more damage than Scrappers. They can't do it all the time, and Scrappers can't do more damage than Brutes all the time, but that's the truth, no matter how much Brutes complaining about the nerf want to claim otherwise.

So by that logic, Stalkers should do more damage than Scrappers some times, and less damage than Scrappers some times, which they do. Stalkers do more sustained damage than Scrappers when they have 7 allies in melee with them, and when they are facing a single target. You may argue that it's easier for a Scrapper to do more damage than a Brute than it is for a Stalker to do more damage than a Scrapper, but that's just a matter of degree. The circumstances under which a Stalker does more damage just needs to be tweaked so it happens more often.

And I like that "debuff resistance to Critical" idea.

To me, the comparison:

Tanker < Brute < Scrapper < Stalker

is in terms of BURST damage. Tankers can have a lot of burst damage, but they also have very low sustained damage. And their burst damage isn't as high as a Scrapper with the same Power Sets. Brutes are pretty much the antithesis of burst damage, they have to sustain damage just to build it up to a high level. Scrappers are pretty excellent at burst damage, both controlled and random, and Stalkers are the masters of it.

All comparisons about how much damage the meleers do always compare sustained damage exclusively. I don't think I've ever seen anyone try to make a comparison of burst damage.
Couple things here. Well after they jacked up fury with those awful fury changes we had brutes no longer always out damage scrappers. Second the hp difference is not so much that it adds alot of survivabilty that people are making it out to be. Now with outside buffs come in thats a different story altogether. But again if you buff the scrappers damage while you buff the brutes defenses you could then look at as a damage capped scrapper vs a resists cappped brute and see if its fair.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

Quote:
Originally Posted by Dispari View Post
I tend to agree. As I said above, I have a Stalker. She's 32. I fiddle with her sometimes, but I won't pretend she's a great character. Every time I look at her I think about how she's inferior to my Brutes, Scrappers, and Widow in every way. I could build her up and IO her out, but that investment would be better placed into a better melee AT.

I can't pretend to assume I know exactly what's right for the class or could balance them immediately. But if I was in charge the first thing I'd do would be to make Stalker base damage 1.125 and their self-buffs enough that Build Up does +100% instead of +80%. And then see where that puts them.

Unfortunately, as you say, it seems the devs are happy with how unpopular Stalkers are.
If I were to do stalkers, I would make the damage mod at least 1.3 and at the same time raise blaster melee and range mods to that point. Stalkers and Blasters would have 125% version of build up. Then I would revist the scaling AS thing we had on test server for a few weeks. I would make it so it worked without screwing over the damage against minions and LTs. Then we have a fixed AT. I would then move on to fixing all the horrid powersets in the game.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

Quote:
Originally Posted by Jade_Dragon View Post
Again, it's not the Crit rate that is the issue. It's that a Stalker can, at will, follow a Build Up with a Critical on demand. A Scrapper cannot do that. Ever.

And before you say, "Using Placate will add even more to your animation time, reducing your DPS" remember that you are getting a 160% bonus to damage on top of double the base damage. Three slotted, with no other damage bonuses on you that's 275% damage (almost three times) for an additional 2.67 seconds animation time. Unless your attack is less than 1.5 s cast time you're coming out ahead.

With a 100% damage bonus, that would be 300%. Not that much more, sure, but you're already getting 127.5% more than the Scrapper with the same Build Up.
Thats like 1 hit like this every 45 seconds or so, thats no where near enough. Personally I would rather they get rid of the chance of crit from hide on aoes and make it work on all attacks regardless. Yes that means crit on energy transfer and concentrated strike.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

Quote:
Originally Posted by Jade_Dragon View Post
Well, I agree, but I'm pointing out the way I think the devs are thinking. First of all, Stalkers are NOT that much easier to kill. They have 10% fewer hit points. That's it. They can't get buffed to higher protection like a Brute can, and they can't buff their hit points very far, but otherwise they can be defensively buffed as well as a Scrapper can. Yes, they're fragile, as fragile as a Scrapper is compared to a Brute, but that doesn't make a Scrapper fragile.

Second, any time you can leverage a force multiplier to combine it with another force multiplier, that's when the devs get cautious. Often, overly cautious. Another example is the Sniper attacks Stalkers get, their animation time and damage base seem ridiculous, until you fact in that you can Crit them from Hide.

A straight, across the board raise in base damage, coupled with a decrease in Crit rate from 10% to 5% would produce pretty much the same numbers, but I think it would worry the devs more. For one thing, it is more consistent and less random. For another thing, well, it would just make the Crit characteristics of the Stalker equal to that of the Scrapper.

I'm not saying that Stalkers don't need something to compensate them for their lack of AoE damage. Which is as much a limitation of the design as a conscious choice on the part of the devs. But I'm not sure that simply making them the masters of single target damage is the solution, or that the devs are even willing to go that route. A base damage or +dam modifier boost wouldn't emphasise their single target damage anyway, it would raise their AoE damage as well, but only for those Stalkers that have it. So it would make things worse for the Stalkers that lack AoE at this time.

Perhaps instead, Build Up could raise the chance of Critical, or raise the damage that the Critical does in some way. Honestly, it would be neat to have a Critical do the 2.8x damage of an Assassin Strike if you lead in with a Build Up. Perhaps this could be a "proc", similar to the way Fiery Embrace is currently working.
Stalkers are some what easier to kill, thats kind of obvious on that one. Many powersets end up giving up crucial powers that would put them on par with scrappers. SR stalkers give up lucky which is scaling resists they need, the resists they get now will not save you. WP gives up Rttc for the self heal, but you would get more out of Rttc if you were in the thick of the group. I know the whole arguement back then when this set was in beta to not give it Rttc but since we have ways of suppressing toggles while hidden I seen no reason why it can be done now if they were to redo the set.

I would have to say the main thing that killed stalkers was making them give up aoes for AS. If AS could be inherrent and the aoes put back for the ones that need them it would be a totally different ball game right now on many of these sets.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

Quote:
Originally Posted by EvilRyu View Post
If I were to do stalkers, I would make the damage mod at least 1.3 and at the same time raise blaster melee and range mods to that point. Stalkers and Blasters would have 125% version of build up. Then I would revist the scaling AS thing we had on test server for a few weeks. I would make it so it worked without screwing over the damage against minions and LTs. Then we have a fixed AT. I would then move on to fixing all the horrid powersets in the game.
The trick is, I think, a little at a time. Nerfing sucks, so a slow creep until you get to the point where you feel good about it is probably better than large damage buff leaps. Last time Blaster damage mod changed it only went up the same 12.5%.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Dispari View Post
The trick is, I think, a little at a time. Nerfing sucks, so a slow creep until you get to the point where you feel good about it is probably better than large damage buff leaps. Last time Blaster damage mod changed it only went up the same 12.5%.
But given how long it takes them to creep it up the server will be shut down before stalkers ever get up to par. I swear its going to take me going to one of those comic con things to talk to the devs face to face to finally get real changes.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

Quote:
Originally Posted by EvilRyu View Post
Liberty is a medium size server at best. Try that on a server that has a real sizable population. You will get a "lol stalkers" so fast it will make your head spin.
So what you're saying is, don't play on Freedom and Virtue.
(I kid, I kid.)


 

Posted

Quote:
Originally Posted by EvilRyu View Post
Liberty is a medium size server at best. Try that on a server that has a real sizable population. You will get a "lol stalkers" so fast it will make your head spin.

Argumentum ad populum


At least one of the two large servers is well known as a hive of ignorance. For reasons unknown, people there propagate some of the game's most pervasive biases and prejudices, based on out of date or sometimes flat out wrong information. I would advise people to never take anything they hear on that server at face value, no matter how many people they hear say the thing in question.

Stalkers have there faults, and I'd like to see them addressed somehow some day, but taking it to "lol stalkers" smacks of backwater ignorance.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by EvilRyu View Post
Well with Khelds they have good reason to do this. They give absolutely nothing to the team unlike the VEATs. They do not do anything the other main ATs couldnt do better. To top it off you run the risk of team wipes from cysts if you dont spot them early. Call me a kheld hater if you want but that would be my last choice if putting a team together for anything. So at least stalker come before khelds.
Not sure what you are talking about. Ran a 29:13 LGTF with a peacebringer and he didn't slow down things at all.