People Complaining About Stalkers...


Aett_Thorn

 

Posted

Quote:
Originally Posted by all_hell View Post
Perhaps the problem isn't with stalkers so much as it is that there aren't many instances in game where one can really leverage the unique abilities of stalkers. Off-hand, I can't think of a situation in game where hide, assassin strike, and placate are a part of THE most useful way to deal with a problem.
Really? You have only to notice that bosses have 6x the hit points of minions and 3x the hit points of LTs to realize the most efficient way to damage them is NOT with AoEs, but with single-target attacks. At least not when they belong to spawns that contain a mix of minions, LTs, and bosses. And since people like to go on about how fast spawns die in their steamroller teams, BURST single-target damage would seem to be best of all to complement a team that already has AoE in abundance.

You don't need a Stalker to do burst ST damage, but a Stalker CAN do burst ST damage and do it quite well.


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Posted

Quote:
Originally Posted by Zem View Post
Really? You have only to notice that bosses have 6x the hit points of minions and 3x the hit points of LTs to realize the most efficient way to damage them is NOT with AoEs, but with single-target attacks. At least not when they belong to spawns that contain a mix of minions, LTs, and bosses. And since people like to go on about how fast spawns die in their steamroller teams, BURST single-target damage would seem to be best of all to complement a team that already has AoE in abundance.

You don't need a Stalker to do burst ST damage, but a Stalker CAN do burst ST damage and do it quite well.
Sure stalkers put out ST damage well enough, but that's not exactly what's unique and special about stalkers.


 

Posted

Quote:
Originally Posted by Diesel Punk View Post
What about...


New Stalker Buffs!

Mod: 1.00 -> 1.2

AS now grants -20% Resistance on the Target struck, in addition to current Debuffs (Can be done so that it only grants it when AS doesnt crit/stalker isnt in hide, gives a Stalker incentive to fire AS while in combat, and helps improve team damage) Permable -Res Debuff

Stalker Crit % Damage boosted from 100% to 200%

New math!

1.2(Mod) x 1.2(New Crit Damage) x 1.2(-Res) x 2.0 (100% Damage slotting) = 3.456, which..is actually a bit higher than expected, though that doesnt quite factor in AS hurting DPS and not being applied to every single target either. Nor do all these changes have to happen.

Or, this looks better and keeps in flavor:

1.00 (Current Mod) x 2 (100% Damage Slotting) x 1.2 (-Res Applied from AS on hard targets, after an AS so as not to boost the AS itself) x 1.2 (New Critical Damage) = 2.88

I'd also go through each of the legacy sets that had their AoE gutted and remove the first tier (Or the Cones for the Sword Sets) and replace them with their respective AoE, and the other 2 remaining attacks have their recharge time and DPA/DPS adjusted to make them viable for low level leveling and making attack chains.

For instance:

Ninja blade would lose Flashing Steel, Gain Lotus Drops, no changes to its Tier 1 or Tier 2 Attacks.

Claws would lose Swipe to gain Spin, Slash and Strike would have their Recharge and Damage adjusted to keep within formula and make them have a smaller cooldown for easier low level fighting.
You will get gutted if you take away my flashing steel. I would rather give up Divine Avalanch before I would give up flashing steel.


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Posted

Ahhhhh.people complaining about damage and defenses....

Well.....damage is kind of low if you play a claws stalker....and defenses are a bit bad if you have regeneration as a secondary on your stalker......Wil power can be kind of difficult...though works really well in ITFs.

I dont know...my biggest complaint about playing a stalker is one of the Silly Factors....

You are in hidden mode....sneak up on a box...and you...MISS!!
or worse...
You are Dodged....=O_O=

Thats right the in-animate non-moving object box dodged your attack.....

of better still....

The Box...Deflects Your Attack..which removes your hide...and if there are other enemies there they will retaliate or attack you.

<_<...i just have been wondering since when have boxes and in-animate objects gotten to be better at avoiding assassin strikes.

Beware the NINJA BOX!!!


 

Posted

Quote:
Originally Posted by EvilRyu View Post
You will get gutted if you take away my flashing steel. I would rather give up Divine Avalanch before I would give up flashing steel.
I'll be over here in the realm of reasonable people. Good luck gutting me with your butter knife.


 

Posted

Quote:
Originally Posted by EvilRyu View Post
Well I cant say that stalkers get better resists or defense than most brutes what I can say is we have zero surviability issues unless the player in front of the keyboard is stupid. I dont know why the same folks scream about hit points over and over like its going to matter in pve. If it can kill you with stalker hp it can still kill you with scrapper hp, thats pretty much how I see it. Its not like they are going to give us Tank hp or something. What I see to be the biggest issue is damage by far. We do not do enough period. Outside of Electric Melee stalkers pretty much got screwed over at every turn on this. A huge fix would be to make AS and/or hide inherrent and give us back the powers we lost for these so that we can be on par with scrappers. In addition to that we truely need some power reordering on some sets. There are so many ways to fix stalkers its just waiting on a dev to have the guts to do it. Lastly the devs need to get rid of that crazy line of thinking that stalkers have aggro issues on teams or that stalkers have survivability problems. I think once we move back from that things might actually get looked at.
I kind of agree and I kind of don't. Mainly on the HP part, I agree with everything else. Because I feel a scrapper is more likely to survive Marauder's Nova fist than a stalker would.

Personally the HP of a stalker should be the same as a scrapper or slightly bellow and not drastically bellow. It's what 2300 for a scrapper and 1600 for a stalker? Should be 2100 if not a little more IMO.



IMO Stalker should be right on the heals of a brute in terms of DPS under full fury. And they should have the highest base To-Hit/Accuracy of all classes.


 

Posted

Quote:
Originally Posted by Stryph View Post
I kind of agree and I kind of don't. Mainly on the HP part, I agree with everything else. Because I feel a scrapper is more likely to survive Marauder's Nova fist than a stalker would.

Personally the HP of a stalker should be the same as a scrapper or slightly bellow and not drastically bellow. It's what 2300 for a scrapper and 1600 for a stalker? Should be 2100 if not a little more IMO.



IMO Stalker should be right on the heals of a brute in terms of DPS under full fury. And they should have the highest base To-Hit/Accuracy of all classes.
Nova fist pretty much will 1 shot anyone not at full hp, whether its scrapper, stalker or even tank. Its just that having full hp prevents that. Its one of the few times the 1 shot code actually works. So again more hp isnt going to help you here.


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Posted

Even with the lower damage output and survivability, I'd be satisfied with some mechanical edits (in descending order of priority):

1 - AS and Placate need to be uninterruptible. Full stop. The AT is designed around these effects going off reliably. RNG failure is not an option.

2 - Placate mag needs to be higher. As noted, EBs and some AVs (which is utterly backwards, but that's another discussion) can basically ignore one of the Stalker's core abilities as things are now.

3 - AS should autohit from hide. Long cooldown is acceptable as long as the darn thing connects. If the opening strike misses, you either stand there like an idiot waiting for it to recharge or play a weak scrapper for the duration of the battle.


 

Posted

Quote:
Originally Posted by Stryph View Post
I kind of agree and I kind of don't. Mainly on the HP part, I agree with everything else. Because I feel a scrapper is more likely to survive Marauder's Nova fist than a stalker would.

Personally the HP of a stalker should be the same as a scrapper or slightly bellow and not drastically bellow. It's what 2300 for a scrapper and 1600 for a stalker? Should be 2100 if not a little more IMO.



IMO Stalker should be right on the heals of a brute in terms of DPS under full fury. And they should have the highest base To-Hit/Accuracy of all classes.

AT Base Max
Stalker 1204.8 1606.4
Scrapper 1338.6 2409.5


My scrapper who is IOd to the teeth and has every accolade available along with True Grit barely has 2100HP, so that is not an easy number to reach without an extreme focus on it.

However Stalkers and Scrappers have a 500 point difference almost in their caps too, my scrapper has an additional 750hp from base, and Stalkers would cap from there easily.

As for DPS wise, currently just looking at the modifiers and whatnot, Stalkers at base capability are just ahead of Tanks when it comes to damage, and are behind Scrappers and Brutes.

At max they can outshine Brutes I but not Scrappers until you get into big groups of Melee feeding their teaming Crit %


Which is another thing that needs to be adjusted, the Stalker crit bonus from teaming needs a wider radius, maybe more on par with leadership. That alone could bring their DPS up quite a bit, I know 5 teammates make a Stalkers damage equal to a Scrapper, and 8 would allow them to exceed a scrapper.


 

Posted

Just increase the radius on the stalker crit bonus from Teamates.

Good lord Thats all that the crappy AT can expect to get from the devs because its not alot of work.


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Posted

Quote:
Originally Posted by Diesel Punk View Post
Because you know, Flashing steel with 130 degree arc and 5 target cap is the same as Lotus Drops with a 10 target Cap and almost double the damage.
It's hardly "almost double". Lotus does 36% more damage than Flashing Steel per target and that 36% more is from a delayed DoT. The initial burst from Lotus is the same damage as Flashing Steel. The critical hit portion from Lotus is the same damage as Flashing Steel. Endurance and recharge time are more than twice that of Flashing Steel. The ten target limit is great when you have ten targets to hit, but you far more often have fewer targets than that so clustered together. Flashing Steel is efficient on damage and endurance with just TWO targets and with a six second base recharge time it's something you can use VERY often. Put some procs in it.

No, I would not want Lotus at the expense of Flashing Steel. It would reduce damage output.


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Posted

Quote:
Originally Posted by EvilRyu View Post
Nova fist pretty much will 1 shot anyone not at full hp, whether its scrapper, stalker or even tank. Its just that having full hp prevents that. Its one of the few times the 1 shot code actually works. So again more hp isnt going to help you here.
It's going to help you somewhere, Ryu. The entire game is not composed of enemies that only either do minor damage or else hit for 2500+ a pop. When you're killed, it's not always by 1000 hit points. Any time you receive just enough damage to be killed, a scrapper in your boots would not have died. And that's just a statistical certainty. More hit points is more survival. I really can't believe you're arguing against something that obvious.

And you don't need to argue against it. Stalkers should be less survivable, provided of course they have the damage to compensate for that.


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Posted

Quote:
Originally Posted by all_hell View Post
Sure stalkers put out ST damage well enough, but that's not exactly what's unique and special about stalkers.
You said Hide, Assassin Strike, and Placate. What is Assassin Strike but the best single-target attack in the game? If Stalkers were designed for anything it is getting right up next to a big important target (Hide) and then hitting it with the hardest ST attack possible (AS). At the same time you're debuffing everyone else around them. That's unique enough for me. It beats just stomping around smashing things. If I wanted that play-style, I'd play a Brute.


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Posted

Quote:
Originally Posted by Zem View Post
You said Hide, Assassin Strike, and Placate. What is Assassin Strike but the best single-target attack in the game?
Interruptible, with a relatively long animation time, that's only "the best single-target attack" conditionally - it's base damage and DPA are low and only the extra critical damage on it makes it worthwhile in most sets*. Those are the main complaints about it.

As for "expanding the radius for team criticals"... how about simply eliminating the radius and counting team size, period? It's faster to process, means that the Stalker's performance is still dependent on having teammates but not on what they're doing, and doesn't affect solo performance at all.





* - by DPA, assuming no interruption, it's ranked as follows: BS: 4th; Claws: 6th; DM: 5th; DB: 3rd; Elec: 5th; EM: 6th; KM: 4th; MA: 7th; Kat/NB: 6th; Spines: 3rd. KM's AS is the highest, and it's the 30th best DPA for Stalkers outside of hidden status.


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Posted

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Originally Posted by Siolfir View Post
Interruptible, with a relatively long animation time, that's only "the best single-target attack" conditionally - it's base damage and DPA are low and only the extra critical damage on it makes it worthwhile in most sets*. Those are the main complaints about it.
Poor choice of words. I was thinking of the alpha strike since I'm answering the question, "What can my stalker do with Hide, Assassin Strike, and Placate?". No, of course it's not the best general-use ST attack. But I'll argue it's the best opener against a typical spawn most of the time. Elec Stalkers are an exception due to how Lightning Rod works and solo or on a team without much other AoE damage, an AoE might be a better choice for those Stalkers than have a good one.

But nearly every team I join has "minion killing" taken care of and since I care about moving the team forward rather than just seeing the most orange numbers, attacking bosses is the best way to do that and Assassin Strike the best tool for doing THAT. At least for an opener.


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Posted

Quote:
Originally Posted by Zem View Post
You said Hide, Assassin Strike, and Placate. What is Assassin Strike but the best single-target attack in the game? If Stalkers were designed for anything it is getting right up next to a big important target (Hide) and then hitting it with the hardest ST attack possible (AS). At the same time you're debuffing everyone else around them.
Most any brute, scrapper, blaster or what have you can use super speed, (and/or a stealth IO) and get results similar enough to make the differences negligible.
Hide has all this extra stealth, but it rarely makes a difference in PVE.
Getting away clean from a kill is not very well rewarded in game.

Quote:
Originally Posted by Zem View Post
That's unique enough for me.
Please note that I am not saying that stalkers aren't unique, but rather that the game has little that rewards stalkers' uniqueness.

Quote:
Originally Posted by Zem View Post
It beats just stomping around smashing things. If I wanted that play-style, I'd play a Brute.
I play a brute when I want to do that too.
Sometimes I feel like buffing etc and I will play a corr or a def.


 

Posted

Quote:
Originally Posted by Zem View Post
Poor choice of words. I was thinking of the alpha strike since I'm answering the question, "What can my stalker do with Hide, Assassin Strike, and Placate?".
I didn't ask that question, fyi.


 

Posted

Quote:
Originally Posted by all_hell View Post
I didn't ask that question, fyi.
You said this:
Quote:
Off-hand, I can't think of a situation in game where hide, assassin strike, and placate are a part of THE most useful way to deal with a problem.
And I gave you a situation where, in my opinion, it is. Everyone always goes on about AoE and I constantly remind them that in a spawn that has a variety of enemy ranks present, the ones with the most hit points are best attacked with single-target burst damage while someone else leads with AoE to take out the lesser enemies. That way the larger number of easier enemies falls at around the same time the few harder targets do instead of spending additional time to finish off the bosses that weren't killed by the AoEs.

Despite all their other problems, Stalkers are generally regarded, at the very least, as having the edge on ST burst damage and it is because of being able to start with Assassin Strike from Hide. It really doesn't matter that it takes 3 seconds to animate. You are not doing more damage to that boss with your Stalker in 3 seconds ANY other way.


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Posted

Quote:
Originally Posted by all_hell View Post
Most any brute, scrapper, blaster or what have you can use super speed, (and/or a stealth IO) and get results similar enough to make the differences negligible.
Hide has all this extra stealth, but it rarely makes a difference in PVE.
Getting away clean from a kill is not very well rewarded in game.
Thank goodness.

Quote:
Please note that I am not saying that stalkers aren't unique, but rather that the game has little that rewards stalkers' uniqueness.
Not sure I believe it rewards anyone for being particularly unique. That's kind of a feature. It allows just about any team to work where other games almost literally enforce the tired tank-heal-dps "holy trinity".


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Posted

Quote:
Originally Posted by Zem View Post
It's hardly "almost double". Lotus does 36% more damage than Flashing Steel per target and that 36% more is from a delayed DoT. The initial burst from Lotus is the same damage as Flashing Steel. The critical hit portion from Lotus is the same damage as Flashing Steel. Endurance and recharge time are more than twice that of Flashing Steel. The ten target limit is great when you have ten targets to hit, but you far more often have fewer targets than that so clustered together. Flashing Steel is efficient on damage and endurance with just TWO targets and with a six second base recharge time it's something you can use VERY often. Put some procs in it.

No, I would not want Lotus at the expense of Flashing Steel. It would reduce damage output.
With Scrapper Numbers:

Lotus: 85 base, 170 Enhanced

Flashing:62 Base, 124 Enhanced

Alright. I was hyperbolistic. I apologize, I should be more accurate in what I say. I tend to over exaggerate and thats not my goal.

However, you're assuming in favor of Flashing Steel for making it seem better. Lets see we get average targets and average damage for each power.

3 Dam/2 Acc/1 Rech:

Flashing Deals 124 Damage every 4.21 seconds

Lotus deals 170 every 9.83

Average targets: Flashing caps at 5, deals its damage to 2.5 targets every 4.21 seconds:

124 x 2.5/4.21 = 73.634 average AoE DPS

170 x 5/9.83 = 86.469

So on Average, Lotus drops will outdamage Flashing Steel.

What about Maxed?

Flashing Steel, max targets of 5 = 147.26 average AoE DPS
Lotus, max targets of 10 = 172.93

So at what point does Lotus Drops lose to Flashing Steel?

Flashing Steel, 3 targets = 88.36
Lotus, 3 targets = 58.88

Flashing also wins at 4 targets, and 5 targets, if you can get 5 people in your 7 foot range consistently enough to spam it.

Lotus outpaces Flashing on large teams (Where Stalkers need help the most) and when it can leverage its larger AoE cap. Now for iTrials, and for teaming in general, Lotus drops would be better.

It'd be less efficient for Stalkers who solo to have Lotus, for damage and for endurance, but for teaming situations (In which stalkers need the most help) Lotus drops is more Damage/Endurance/Recharge efficient.


For those reasons I'd rather replace Flashing with Lotus, and add AoEs in general to Stalkers.


 

Posted

Quote:
Originally Posted by Zem View Post
You said this:


And I gave you a situation where, in my opinion, it is. Everyone always goes on about AoE and I constantly remind them that in a spawn that has a variety of enemy ranks present, the ones with the most hit points are best attacked with single-target burst damage while someone else leads with AoE to take out the lesser enemies. That way the larger number of easier enemies falls at around the same time the few harder targets do instead of spending additional time to finish off the bosses that weren't killed by the AoEs.

Despite all their other problems, Stalkers are generally regarded, at the very least, as having the edge on ST burst damage and it is because of being able to start with Assassin Strike from Hide. It really doesn't matter that it takes 3 seconds to animate. You are not doing more damage to that boss with your Stalker in 3 seconds ANY other way.
Then why do any ATs have AoE at all? Why should Scrappers have AoE when Blasters and Tanks can do it?

The point isnt that everyone else can take out whats around you, and Stalkers should be forced to only fight bosses, it's that Stalkers are pidgeon holed into fighting bosses while everyone else can be more flexible.

Ice is a Single Target oriented blast set, but it still gets a cone for some AoE damage to help out. So does Sonic Blast. I don't believe Stalkers should have Lightning Rod class AoEs in each set so they dominate the entire playing field, I think theyre single target burst specialists and thats fine.

I just want a Stalker to be able to switch roles and help deal AoE damage when a team is light on that. Given the chance to take a Stalker on an AoE light TF, or a Blaster, at least I know that any Blaster can help a little on the AoE side.

Stalkers should be as flexible as every other AT, and should dominate the Melee field for Single target damage. They currently do neither. And further, with the Incarnate Trials focusing on dealing damage to hard targets that burst is absolutely useless on, they fall behind in the DPS department again because their abilities are tied into hit and run when those are a 'Beat on a sack of HP' fights.

I just want my Stalker to be as helpful as everyone else when I play them, while maintaining their unique roles. I love the idea of an Assassins Class, I've always loved Rogues. Let's give them a little love, yanno?


 

Posted

Quote:
Originally Posted by Zem View Post
Not sure I believe it rewards anyone for being particularly unique.
I must be doing a poor job of communicating.

It's not about being rewarded for being "unique", but about the defining characteristics, the "uniqueness", being rewarded.

It's obvious that you don't agree that different sorts of missions could leverage stalkers' abilities any better than the ones we have now. But, I do.


 

Posted

Quote:
Originally Posted by Diesel Punk View Post
Then why do any ATs have AoE at all? Why should Scrappers have AoE when Blasters and Tanks can do it?
I am not saying any other AT should NOT have the AoEs they have. I am saying there's no more reason to suggest that Stalkers should have to have more AoEs than they currently have than to suggest they should have AoE controls or debuffs. Generally speaking, it's not what they are designed to do. "Generally" being the operative word there. A few primaries give more AoE at the expense of ST if that's your thing. Why should every primary be the same?

Quote:
The point isnt that everyone else can take out whats around you, and Stalkers should be forced to only fight bosses, it's that Stalkers are pidgeon holed into fighting bosses while everyone else can be more flexible.
That's rather the definition of a specialist. Why should every AT be a jack-of-all-trades and master of none. Note: I'm not suggesting Stalkers are the absolute masters of what they do. I WISH they were. I don't wish them all to be everything to everybody. That to me is boring and there are ample alternatives should I desire a melee AoE toon.

Quote:
I just want a Stalker to be able to switch roles and help deal AoE damage when a team is light on that. Given the chance to take a Stalker on an AoE light TF, or a Blaster, at least I know that any Blaster can help a little on the AoE side.
And you can do that with a few of the primaries already. If the devs would relent and proliferate Shield Defense to Stalkers, that would open up more possibilities. I just think that without doing something drastic like making AS or Placate inherent, it wouldn't be easy to add a PBAoE to those sets that are missing it. Nor would I want to give up powers I currently use to get that PBAoE.

Quote:
Stalkers should be as flexible as every other AT
How flexible are Blasters? In terms of the various kinds of damage they can do they are great, but survivability?

Quote:
And further, with the Incarnate Trials focusing on dealing damage to hard targets that burst is absolutely useless on, they fall behind in the DPS department again because their abilities are tied into hit and run when those are a 'Beat on a sack of HP' fights.
I wouldn't be so sure we fall behind on iTrials. If there is any situation where you might count on many teammates to be within close proximity it is in those fights.

P.S. None of our abilities are tied to hit and run.


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Posted

Quote:
Originally Posted by all_hell View Post
It's obvious that you don't agree that different sorts of missions could leverage stalkers' abilities any better than the ones we have now. But, I do.
Example? It's not that I disagree. I just can't think of anything they could do and that they would WANT to do which could leverage a Stalker's abilities to any significant extent without actually REQUIRING a stalker to be on the team.


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