It will be nice to see something other than ???/Nin.


Arcticwidow

 

Posted

Quote:
Originally Posted by Kioshi View Post
Not really since you get energy drain at 28. My Stone/Elec Brute ran out of end even speed boosted (no Energize back then), after Power Sink with 1 rech SO (which we only get at 35) no end problems ever anymore.
I think you are not understanding....my stalker is level 50....and on many Trials and Task Forces....i end up attacking big enemies that dont go down in a few hits.....takes alot of people and constant attacks in fact.....thus after about 20 hits i start seeing my energy go down more and more......and the recharge on the energy drain isnt the greatest....i start losing energy rapidly after a while...recovery just doesnt keep up forever.

I realize that you think a brute with stone armor and using electricty melee is a good comparison.....but that is in no way shape or form close to a Kinetic Melee/Energy Aura stalker.

You are comparing a character which uses maybe 2 toggles for defense to a character that uses 3 or 4 depending.....you are also comparing an attack type that actualy drains energy has a slow recharge and doesnt use as much energy because of the archtype you are playing....to an attack type that hits faster....uses alot more energy becasue of what it does and the archtype.

I actualy tend to use both energy reducers becasue of the energy loss i get.....so like i said....i may end up not being able to stay using my chains as much as before.....but then again i dont really know....the changes have not happened...so its kind of just suposition right now.

The really weird thing....is that i do actualy use the knock back aura during trials...as it pulls aggro from night star and siege for example and marauder(yep i try to take aggro in the trials) and it actualy does knock around escaping minions in the bahavior adjustment facility...so it being changed to a stun.....if it does get its energy it uses reduced...like to a normal aura effect instead of per target attempted thing......that might be the biggest help of all for me.


 

Posted

Here's another vote for Energy Aura. It works pretty well IMO as it is, and we will have to see what the changes do to it overall.

KM/EA has been pretty fun.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom

 

Posted

Quote:
Originally Posted by Kioshi View Post
What do you mean? Both powers accept heal sets and SOs/IOs.

Mid's says both enhanced for heal to the cap would give you +79.7% hp although in the 'Totals' window I get different results - 1924 hp for Dull Pain and 2163 for Overload (of course if the cap weren't 1606 for Stalkers), but DP is slottable for heal, although if Mid's is correct on the hard numbers Overload gives more - on Brutes, 2395 for DP and 2692 for Overload (Brute base 1499). Non accolade numbers btw.
Unslotted, both provide the same +hp - and either will, unslotted, hit the +hp cap for Stalkers.

Both accept heal enhancements. But only half of Dull Pain's +hp is enhanceable, while all of Overload's +hp can be enhanced. Thus making Overload "fully enhanceable, unlike Dull Pain". Due to the hp cap, it actually matters on Brutes and will matter a lot more on Scrappers and eventually Tankers - since Energize's +regen will get a boost from the higher hp value than it does for, say, Electric Armor's Power Surge.

But the whole point of the post is that Stalkers have more than one +hp click power, despite how marginal the effectiveness of +hp is on an AT that can cap hp with 1 set bonus and accolades.


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

Quote:
Originally Posted by PsychicKitty View Post
I think you are not understanding....my stalker is level 50....and on many Trials and Task Forces....i end up attacking big enemies that dont go down in a few hits.....takes alot of people and constant attacks in fact.....thus after about 20 hits i start seeing my energy go down more and more......and the recharge on the energy drain isnt the greatest....i start losing energy rapidly after a while...recovery just doesnt keep up forever.

I realize that you think a brute with stone armor and using electricty melee is a good comparison.....but that is in no way shape or form close to a Kinetic Melee/Energy Aura stalker.

You are comparing a character which uses maybe 2 toggles for defense to a character that uses 3 or 4 depending.....you are also comparing an attack type that actualy drains energy has a slow recharge and doesnt use as much energy because of the archtype you are playing....to an attack type that hits faster....uses alot more energy becasue of what it does and the archtype.

I actualy tend to use both energy reducers becasue of the energy loss i get.....so like i said....i may end up not being able to stay using my chains as much as before.....but then again i dont really know....the changes have not happened...so its kind of just suposition right now.

The really weird thing....is that i do actualy use the knock back aura during trials...as it pulls aggro from night star and siege for example and marauder(yep i try to take aggro in the trials) and it actualy does knock around escaping minions in the bahavior adjustment facility...so it being changed to a stun.....if it does get its energy it uses reduced...like to a normal aura effect instead of per target attempted thing......that might be the biggest help of all for me.
I doubt you're going to have as much trouble because Energize is going to be your heal, and it still provides a global endurance discount. My EM/ElA Brute can run 8 toggles (the 3 toggle armors, Tough, Weave, Lightning Field, Maneuvers, and Sprint), has Power Sink frankenslotted with 4 slots, and can keep up just fine even against solo GMs. My SM/ElA, using just SOs, can keep up while running the 3 toggle armors, Tough, and Weave.

And my KM/EA Stalker - without Energize - uses Energy Drain more often to heal than for endurance. I'm not sure where the problem is coming from.


Quote:
Originally Posted by PleaseRecycle View Post
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
Quote:
Originally Posted by Brillig View Post
It's hard to beat the entertainment value of Whackjob Wednesdays.

 

Posted

Quote:
Originally Posted by Siolfir View Post
Unslotted, both provide the same +hp - and either will, unslotted, hit the +hp cap for Stalkers.

Both accept heal enhancements. But only half of Dull Pain's +hp is enhanceable, while all of Overload's +hp can be enhanced. Thus making Overload "fully enhanceable, unlike Dull Pain". Due to the hp cap, it actually matters on Brutes and will matter a lot more on Scrappers and eventually Tankers - since Energize's +regen will get a boost from the higher hp value than it does for, say, Electric Armor's Power Surge.

But the whole point of the post is that Stalkers have more than one +hp click power, despite how marginal the effectiveness of +hp is on an AT that can cap hp with 1 set bonus and accolades.
I see, that's why Mid' was giving me funny numbers - both showed '+79.7% hp' fully enhanced but I got different results when viewing the total HP boost like I posted.

Don't forget we are getting Hoarfrost now too for another stupid long recharge 'heal'


 

Posted

Quote:
Originally Posted by PsychicKitty View Post
I think you are not understanding....my stalker is level 50....and on many Trials and Task Forces....i end up attacking big enemies that dont go down in a few hits.....takes alot of people and constant attacks in fact.....thus after about 20 hits i start seeing my energy go down more and more......and the recharge on the energy drain isnt the greatest....i start losing energy rapidly after a while...recovery just doesnt keep up forever.

I realize that you think a brute with stone armor and using electricty melee is a good comparison.....but that is in no way shape or form close to a Kinetic Melee/Energy Aura stalker.

You are comparing a character which uses maybe 2 toggles for defense to a character that uses 3 or 4 depending.....you are also comparing an attack type that actualy drains energy has a slow recharge and doesnt use as much energy because of the archtype you are playing....to an attack type that hits faster....uses alot more energy becasue of what it does and the archtype.

I actualy tend to use both energy reducers becasue of the energy loss i get.....so like i said....i may end up not being able to stay using my chains as much as before.....but then again i dont really know....the changes have not happened...so its kind of just suposition right now.
uhhh what? Energy Drain and Power Sink have the same recharge and both return 25 end to you unslotted, ED even has a bigger radius. (I never saw anyone saying the recharge on ED or PS isn't good, that's a first - I complain about Dark Consumption and Consume but they have triple the recharge time)

My Brute never stops attacking (well she's a Brute), and if you'd ever played Stone Melee you'd never say I'm miscomparing because SM is MURDER on your blue bar, the animations are fast on the ST attacks, faster than KM, just check mids - the big hitter, Seismic Smash, has a 1.5 animation time, and the mallets are fast too. As I said she was the only toon on SOs that ran out of end with speed boost. And she was only slotted with acc and endreducers.

Here you can compare KM and SM end costs: http://tomax.cohtitan.com/data/power...at=Brute_Melee

Also, you're wrong on the toggle things. /ELA Brutes have a damage aura which costs double of one of your def toggles, plus the s/l shield, the e/n shield and the mez protection, so even without Tough (which I have too) it's like 5 defensive toggles. 6 if you count Tough. I'm still with one rechred slot in Power Sink and no end problems anymore. I also have an Ice/Fire Tanker (damage aura, taunt aura, s/l shield, e/n shield, tough, weave) with a power similar to ED and PS that returns less end than both and he has no end problems soloing, and fire melee is faster than KM too.

If you're having problems with a toon that has a Power sink-like power, you just have to slot it better. with 4 pieces mixing performance shifters and efficacy adaptors I can max out rech and endmod, I didn't do it on my Brute just because I didn't need it since she's no AV soloer, but I can solo and kill EBs just fine after Power Sink (again, try to play stone melee and tell me later if it's a end light set, my KM/EA stalker is much lighter on end and she hasn't reached ED, no end problems here - my DM/EA had a bit till 28 and after that she was fine - and I say 28 because it was before inherent fitness and she had a staminaless build because of Energy Drain).


 

Posted

Quote:
Originally Posted by Kioshi View Post
uhhh what? Energy Drain and Power Sink have the same recharge and both return 25 end to you unslotted, ED even has a bigger radius. (I never saw anyone saying the recharge on ED or PS isn't good, that's a first - I complain about Dark Consumption and Consume but they have triple the recharge time)

My Brute never stops attacking (well she's a Brute), and if you'd ever played Stone Melee you'd never say I'm miscomparing because SM is MURDER on your blue bar, the animations are fast on the ST attacks, faster than KM, just check mids - the big hitter, Seismic Smash, has a 1.5 animation time, and the mallets are fast too. As I said she was the only toon on SOs that ran out of end with speed boost. And she was only slotted with acc and endreducers.

Here you can compare KM and SM end costs: http://tomax.cohtitan.com/data/power...at=Brute_Melee

Also, you're wrong on the toggle things. /ELA Brutes have a damage aura which costs double of one of your def toggles, plus the s/l shield, the e/n shield and the mez protection, so even without Tough (which I have too) it's like 5 defensive toggles. 6 if you count Tough. I'm still with one rechred slot in Power Sink and no end problems anymore. I also have an Ice/Fire Tanker (damage aura, taunt aura, s/l shield, e/n shield, tough, weave) with a power similar to ED and PS that returns less end than both and he has no end problems soloing, and fire melee is faster than KM too.

If you're having problems with a toon that has a Power sink-like power, you just have to slot it better. with 4 pieces mixing performance shifters and efficacy adaptors I can max out rech and endmod, I didn't do it on my Brute just because I didn't need it since she's no AV soloer, but I can solo and kill EBs just fine after Power Sink (again, try to play stone melee and tell me later if it's a end light set, my KM/EA stalker is much lighter on end and she hasn't reached ED, no end problems here - my DM/EA had a bit till 28 and after that she was fine - and I say 28 because it was before inherent fitness and she had a staminaless build because of Energy Drain).
Hmm well i dont know...i seam to just run out of energy alot....hasten consumes 25 energy when it goes down.....the attacks i use take 10 to 30 energy depending on what i am using.....the recovery of 200% of normal just isnt keeping up.....

I dont seam to have much issues with health loss though...becasue if i get hit....it usualy does sooo much damage...i end up dead anywise....kind of rare...i dont usualy get hit.

Keys trial is a differing story though.....as i cant seam to dodge that.

For what its worth though i dont think has a bearing on energy...i due seam to have very poor accuracy...even though i am using tons of things to increase my accuracy....so i do tend to miss alot....well not as much since i got the incarnate power that increases accuracy....but still enough that it drive me nuts when my assassin strike misses.


 

Posted

Quote:
Originally Posted by PsychicKitty View Post
Hmm well i dont know...i seam to just run out of energy alot....hasten consumes 25 energy when it goes down.....the attacks i use take 10 to 30 energy depending on what i am using.....the recovery of 200% of normal just isnt keeping up.....

I dont seam to have much issues with health loss though...becasue if i get hit....it usualy does sooo much damage...i end up dead anywise....kind of rare...i dont usualy get hit.

Keys trial is a differing story though.....as i cant seam to dodge that.

For what its worth though i dont think has a bearing on energy...i due seam to have very poor accuracy...even though i am using tons of things to increase my accuracy....so i do tend to miss alot....well not as much since i got the incarnate power that increases accuracy....but still enough that it drive me nuts when my assassin strike misses.
How's your PSink slotted? Ok on my Brute it's just one rechredux IO but I team and when I solo it's at +3/x4 so I'm always surrounded. As Siolfir said, hers is slotted to the cap in Endmod and recharge so she can not run out of end even with a single target, something I'd have a problem. My DB/Elec scrapper is slotted with 4 pieces of sets (Eff Adaptor and Perf Shifter and I get max endmod and recharge, or close to that, been a while) so she basically always has PS available. Even on my Brute, the 'omg endrance hog' I use it a lot when I'm full and just want to sap mobs.

As for your acc issues, I don't understand.... AS has a higher base acc than most attacks. The only Stalker attacks that have base accuracy as high as AS are Total Focus, Energy Transfer, Concentrated Strike and Touch of Fear (I think in Mid's Midnight Grasp has too but in CoD it shows as normal acc, and I'm on Mac OS X now so no running Mid's).

You get hit on Keyes because there are a lot of autohit thingies, I did only one and didn't know wth was going on, if it weren't for healing flames I'd die a lot. I'm new to trials and haven't played a defense toon in them but iirc the softcap for trials is 59% so you're likely to get hit a lot more anyway.


 

Posted

Here is a MA/SR build I have. With suppressed Hide, it should have 45.3 Melee/Range/AoE Defence.

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Hidden Kazo: Level 50 Natural Stalker
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Weapon Mastery

Villain Profile:
Level 1: Storm Kick -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(34)
Level 1: Hide -- DefBuff-I(A), DefBuff-I(7)
Level 2: Crippling Axe Kick -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg(21), C'ngImp-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(31)
Level 4: Focused Fighting -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(5), EndRdx-I(43)
Level 6: Assassin's Blow -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Acc/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Acc/Dmg/Rchg(15)
Level 8: Focused Senses -- DefBuff-I(A), DefBuff-I(19), DefBuff-I(21), EndRdx-I(40)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), DefBuff-I(42)
Level 14: Super Jump -- Jump-I(A), Jump-I(46), Jump-I(46)
Level 16: Focus Chi -- RechRdx-I(A), RechRdx-I(17), ToHit-I(17), ToHit-I(19)
Level 18: Cobra Strike -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg(34), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(37)
Level 20: Placate -- RechRdx-I(A), RechRdx-I(40)
Level 22: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(23), DefBuff-I(48)
Level 24: Aid Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(25), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Rchg(46)
Level 26: Aid Self -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Rchg(43)
Level 28: Quickness -- Run-I(A)
Level 30: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(36), DefBuff-I(42)
Level 32: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39)
Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(40)
Level 38: Practiced Brawler -- EndRdx-I(A)
Level 41: Boxing -- Empty(A)
Level 44: Tough -- ResDam-I(A), ResDam-I(45), S'fstPrt-ResDam/Def+(45), EndRdx-I(45)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), DefBuff-I(48)
Level 49: Physical Perfection -- EndMod-I(A), EndMod-I(50), RgnTis-Regen+(50), Mrcl-Rcvry+(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
------------
Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Heal-I(9)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(7)



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