WOW--Stalkers ROCK now
I'm sorry you don't know the formula for the volume of a sphere. Google could probably help. What I'm saying is that spines is a top aoe set for stalkers, in response to you saying it is bad for aoe. You are mistaken, feel free to try again. Be sure to post your protips for causing chain lightning to never jump to something that is nearly dead for bonus points.
I was curious so I checked how many times CI can even jump: turns out it's five times. The best case scenario for CI is dealing less than half as much damage as saturated spine burst. It does it in more than twice as much time, but CI also does not apply any procs off the jumps. Add interface and procs and spine burst is superior aoe to CI in every important way. Spines is better than elec for aoe, QED. Whoops, silly me: CI can crit off its first hit, not on any of the jumps. Spine burst can crit on each hit, 50% from hide. It is radically superior to CI for aoe. Lightning rod can't crit at all, throw spines has 50% crit from hide. Spines actually makes elec look like garbage for aoe. Your thoughts, Reppu? I'm sure they'll be relevant. |
And that's nice for Spine Burst. It still animates 2 seconds slower than Chain Induction, costs more endurance, recharges slower, etc etc. It's an inferior power, as much as you'd like to praise it isn't. The fact it's so much slower is it's major flaw. Again, you're free to say it's superior. That's your right. I simply disagree with you and that's that. I do not have to agree with you nor will I ever.
TL;DR - Spine Burst is inferior to Chain Induction.
Lightning Rod hits harder than Throw Spines does, scales better, thusly it makes up for the 50% Critical Damage 'loss'. Okay, I'm fine with that. Your point? Lightning Rod also has a few utility tools; AKA you stay hidden, so when you Lightning Rod in, you can position whatever other AoE you want. Who knows! Options are lovely.
Anyway, I'm bored. Electric Melee is better (in my opinion), due to having substantial AoE AND now far superior Single Target than Spines AND being visually more attractive. You're free to justify spines, I could care less if it's buffed or not. It's an ugly set anyway!
I think we're getting off track, badly, as it is. Can you look at me and say Spines is fine as it is? For the "AoE Damage Focused Set", is it superior to anything currently 'contesting' it? Also, you mention Thunder Strike being slow, and it is. Horribly slow! But so is Spine Burst.
I'm sure Spines is 'fine'. And it 'performs'. But I don't think it's AoE is good enough to warrant anything else the set gave up. It's secondary effects? I invoke Blaster Logic there. The best secondary effect is killing something dead, faster. Few alternatives are as good as that.
So; Is Spines Good where it is?
I think we're getting off track, badly, as it is. Can you look at me and say Spines is fine as it is? For the "AoE Damage Focused Set", is it superior to anything currently 'contesting' it? Also, you mention Thunder Strike being slow, and it is. Horribly slow! But so is Spine Burst.
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I'm sure Spines is 'fine'. And it 'performs'. But I don't think it's AoE is good enough to warrant anything else the set gave up. It's secondary effects? I invoke Blaster Logic there. The best secondary effect is killing something dead, faster. Few alternatives are as good as that. So; Is Spines Good where it is? |
Gotta emphasize that last part. For Stalkers, the set is an overperformer thanks to AS. Slotted for cost (END/rech) and used whenever its up, there's no reason not to be able to take down ST foes with moderate ease.
As for secondary effect? It does have a 'kill it' secondary effect in the toxic DoT. Just like Fire Melee, except it has -rech, slow movement and immobilize as well...which can all help a melee character kill even faster due to less running foes...then there's the range in there too.
Yes, it does better AoE than practically any set. It's very well balanced...for Stalkers. And while Spine Burst is slow like Thunder Strike, Spine Burst is *not* the workhorse of Spines. That is taken care of by Throw Spines (great AoE and fast so can be used on fewer foes too) and Ripper (not quick to animate but hits very hard *and* hits multiple foes easily). Spine Burst, at best, supplements your AoE and secondary effects like Chain Induction does, and at worse can be skipped.
For Stalkers? Yes, Spines is good and Spines is fine. For everyone else? Maybe not. For Scrappers, the only saving grace of the set is its continuous AoE (aka its ability to stack damage auras) but for a Brute, I have a feeling it'd have trouble building fury and for a Tanker, it wouldn't have many powers with an AoE Gauntlet effect (just taunt on its AoEs). The set could stand to be rebalanced, yes, but not because it does not do good AoE dmg, but because it does too slow ST dmg...except for Stalkers. Gotta emphasize that last part. For Stalkers, the set is an overperformer thanks to AS. Slotted for cost (END/rech) and used whenever its up, there's no reason not to be able to take down ST foes with moderate ease. As for secondary effect? It does have a 'kill it' secondary effect in the toxic DoT. Just like Fire Melee, except it has -rech, slow movement and immobilize as well...which can all help a melee character kill even faster due to less running foes...then there's the range in there too. |
I should probably consider the fact the AS overhaul really helped Spines out. Too bad it's still hideous.
Yes, it does better AoE than practically any set. It's very well balanced...for Stalkers. And while Spine Burst is slow like Thunder Strike, Spine Burst is *not* the workhorse of Spines. That is taken care of by Throw Spines (great AoE and fast so can be used on fewer foes too) and Ripper (not quick to animate but hits very hard *and* hits multiple foes easily). Spine Burst, at best, supplements your AoE and secondary effects like Chain Induction does, and at worse can be skipped.
For Stalkers? Yes, Spines is good and Spines is fine. For everyone else? Maybe not. For Scrappers, the only saving grace of the set is its continuous AoE (aka its ability to stack damage auras) but for a Brute, I have a feeling it'd have trouble building fury and for a Tanker, it wouldn't have many powers with an AoE Gauntlet effect (just taunt on its AoEs). The set could stand to be rebalanced, yes, but not because it does not do good AoE dmg, but because it does too slow ST dmg...except for Stalkers. Gotta emphasize that last part. For Stalkers, the set is an overperformer thanks to AS. Slotted for cost (END/rech) and used whenever its up, there's no reason not to be able to take down ST foes with moderate ease. As for secondary effect? It does have a 'kill it' secondary effect in the toxic DoT. Just like Fire Melee, except it has -rech, slow movement and immobilize as well...which can all help a melee character kill even faster due to less running foes...then there's the range in there too. |
Another note, thunder strike is not the workhorse of electric. It should never be used in single target situations unless you have absolutely no other options. Every time you use thunder strike against a single target, Tinkerbell gets an STD.
The good thing about chain induction is that it is balanced as a single Target attack, not as an AoE. It is essential to your single Target damage and should not be skipped.
Edit: Pleaserecycle, while I'm not going to compare ci to spine burst, ci should still be jumping to new targets after one dies as of a couple of patches ago. If this is not happening you need to send a bug report.
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Are you sure that was the intent Microcosm? It happens literally every time. If the target of the power dies the chain usually activates, if a target of the chain dies there are no further jumps. I was thinking that was working as intended, myself.
Anyway, I'm bored. Electric Melee is better (in my opinion), due to having substantial AoE AND now far superior Single Target than Spines AND being visually more attractive. You're free to justify spines, I could care less if it's buffed or not. It's an ugly set anyway!
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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
I'm not sure they'd revise it if they were to look at it again. Compare to other chain powers: Synaptic overload, like ion judgement, uses multiple pseudopets per jump to ensure propagation. In SO's case that is because it's a long recharge control power that doesn't even do damage and was performing pretty poorly when it only used one pet. I think it's true in ion's case because it's meant to be an over the top spawn clearer.
The power most similar to chain induction (almost typed chain injunction, every barrister's dream) is jolting chain, which only uses one pseudopet but doesn't require target survival because the damage is delayed until after the next pet has spawned. They could easily do that with CI, but would they want to? Its current behavior more closely resembles typical "missy" attack behavior. If they added a delay on the damage, that aspect would essentially be autohit. CI's jumps do two and a half times as much base damage as JC's, and I think it would be atypical for controllers and doms to be slotting it and buffing it as though it were an attack.
I'm not saying it would be wildly overpowered for CI to be improved, just that there are considerations that may preclude dev interest in doing so.
Actually, double checking it, JC does use two pseudopets but they somehow always target only the same target. Odd. CI, however, has its jump delayed until well after its damage by comparison. My interpretation of this is that it is meant to break upon target defeat, but I guess it could be an oversight.
Perhaps it will discourage you from posting the same pic a third, fourth or fifth time in the same thread >_>
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I stopped reading after this... lol.
Anyways, on topic.
I have an energy/energy stalker from when CoV started and I am liking the new changes. I respec'd and forgot about the barrage changes which is an oops on my part. I hate that there is zero AoE on energy melee. Makes me want to mothball it again.
My question is about disrupt in energy armor. Does it break hide?
YMMV---IMO
Ice Ember
Actually, double checking it, JC does use two pseudopets but they somehow always target only the same target. Odd. CI, however, has its jump delayed until well after its damage by comparison. My interpretation of this is that it is meant to break upon target defeat, but I guess it could be an oversight.
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Reguarding spines.... IMHO, the problem with spines is all about animation times. You can't fully use the new changes to the same relative level of other sets because, while you can pump up the recharge of the new AS, you have no way to build up the 3 stacks of assassin's focus between uses. At high levels of performance, that is far and away the way to pump out the most damage from your attack chains. Furthermore, there's no "OMG" attack that you want to intentially cause a critical every 10 seconds using the ATO proc. Ripper would be a nice option, in that it's decent damage with the bonus that it's a cone attack and can hit multiple targets. However, because it's considered an AoE attack, it follows the AoE rules and only criticals out of hide 50% of the time instead of 100%... 50% is good, but not good in the way other sets have it.
If spine burst had a 1.6 second animation and ripper had a 100% chance to critical out of hide, I'd start playing the set tonight. It'd be an AoE beast in a game that heavily rewards AoE beasts. And the play style would be thrilling. As is, there's at least 3 other stalker primary sets that satisfy my min/max-d damage machine urges in ways spines can't.
I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.
Spines is a late-blooming set for sure. It starts out very weak (to the point of torturing) but it's one of the better sets for Stalker especially with the new AS change. It now has a great ST attack that it didn't have before. Also, I love purple chance for knock down in Throw Spines. It works quite well when you open the battle BU + Throw Spines and 25% of the target gets knocked down. Spines has very good complimentary secondary effects. In fact, I believe Castle said Spines has a bit "too much" secondary effect. Spines has slow debuff, immb, and knock down.
Spines has much better sustained aoe damage, and Elec is better at burst aoe damage.
And Thunderstrike is one of the weaker powers in set IMO. Yes, it's a good follow up after Lightning Rod but that's about it. It is slow and its radius isn't big and the aoe damage part isn't high. I do like Chain Induction a lot. I think it has a great potential with damage procs. I think you can easily substitute Fireball with Thunderstrike in pve.
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.
Spines has terrific AoE, who can complain about THAT with a straight face?!?
also, why is it letting me post here, I ain't no VIP!
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If spine burst had a 1.6 second animation and ripper had a 100% chance to critical out of hide, I'd start playing the set tonight. It'd be an AoE beast in a game that heavily rewards AoE beasts. And the play style would be thrilling. As is, there's at least 3 other stalker primary sets that satisfy my min/max-d damage machine urges in ways spines can't.
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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.
I find it funny that you always talk like your opinion is the absolute truth. People debate with you because they don't agree and then you ask them why they don't agree?
Spines is a late-blooming set for sure. It starts out very weak (to the point of torturing) but it's one of the better sets for Stalker especially with the new AS change. It now has a great ST attack that it didn't have before. Also, I love purple chance for knock down in Throw Spines. It works quite well when you open the battle BU + Throw Spines and 25% of the target gets knocked down. Spines has very good complimentary secondary effects. In fact, I believe Castle said Spines has a bit "too much" secondary effect. Spines has slow debuff, immb, and knock down. Spines has much better sustained aoe damage, and Elec is better at burst aoe damage. And Thunderstrike is one of the weaker powers in set IMO. Yes, it's a good follow up after Lightning Rod but that's about it. It is slow and its radius isn't big and the aoe damage part isn't high. I do like Chain Induction a lot. I think it has a great potential with damage procs. I think you can easily substitute Fireball with Thunderstrike in pve. |
AKA; blow it up immediately.
So yeah, I disagree. Burst AoE beats Sustained AoE in almost every situation I can think of that isn't a farming map. If you know of another, by all means?
I should probably consider the fact the AS overhaul really helped Spines out. Too bad it's still hideous. |
I think you need to run some numbers on spines' single target chain, as even with the new AS it does abysmally low damage compared to other sets. It may feel ok, but it's really not.
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But just pure 'doing the dmg', Spines isn't as far behind as you'd think. No, it doesn't reach top marks or even edge out the middle guys, but *why* should it? It has amazing AoE dmg. It doesn't have to beat out the middle guys who also don't do as much AoE.
The real kicker, though, isn't that Spines does high AoE and below average ST...it's that Titan Weapons does both high ST and AoE dmg with only momentum and endurance as its penalty. That said, I wouldn't go clamoring for Spines to be buffed up to TW levels...that's just stupid.
Another note, thunder strike is not the workhorse of electric. It should never be used in single target situations unless you have absolutely no other options. |
Charged Brawl, Havoc Punch and Chain Induction- what do they do? Well, smashing and energy damage with varying degrees of intensity. They also cause a moderate amount of endurance drain to the target (and so help me, if you mention the sleep effects in those powers...).
Jacob's Ladder- this one does pure energy damage with drains again but in an AoE like CI.
Lightning Rod- there is some utility in a teleport attack, then there's that juicy 80% chance of KD and it's wide area. But alas, it's on a long recharge so it's not like you'll be spamming it outside of a high-end min/maxed build.
Thunder Strike- not the quickest of attacks but it's one of the harder hitting attacks in the set...oh and it does some END drain too...but what's this? Hard mez? It's only a mag 3 at 50% chance but...oh, an AoE chance too! Double oh! It also has that same 80% chance of KD! WOW! Well with all those effects, it'd surely have to have a recharge time as long as LR! No!? Well why aren't you using this power more often! It's got nice applications all over the place!
Anyway, my point is, yes Thunder Strike *IS* the workhorse of the set because it probably has the most applicable uses besides just damage. It can stun mobs to drop their toggles and knock them down to give you and your team breathing room. Not only that, but it does nice damage to boot.
It may not be the workhorse for *your* min/maxed DPS Elec GM soloer, but I bet you Thunder Strike has saved more Stalkers than Chain Induction throughout their leveling career *by* being a workhorse of the set in damage and mitigation.
Yes, the best ST DPS for Spines (before the Stalker Buff) in fact used 2 AOEs...
Impale - Ripper - Throw Spines
The animation times on the attacks did well for making it relatively cheap on the amount of +RCH one needed if I recall correctly.
For a Stalker, adding in the new AS, that's over 200 DPS with some IO investment (before the top DPS would be around 120ish, not counting BU and -Resist Proc), and not counting the -Resist Proc in the chain or the use of Build Up, and that doesn't take into account how often Impale would get increased crit chances from the Hide Proc.
Note: Scrapper was getting around 150ish [Edit: from 160ish], without accounting for the -Resist Proc or BU, but throwing in Quills use.
So, yeah...Spines isn't the top set, but it had enough ST DPS going for it imo not to be as bad as many think.
I'm also going with the idea that Impale would be the better attack to follow AS, as it's 100% chance to crit from hide. But Ripper has the better DPA.
Use of Musculature and Reactive, Spines ST DPS is looking to get over 300 DPS.
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Anyone playing their stalkers in i23 beta? I have a pylon time of 2:07 for 429 DPS on my DB/Nin (Thought I was going to say StJ/SR, didn't you?) with the new incarnate power. Also have the Hecatomb and a Mako's SBE procs equipped since they're free for testing purposes.
No, some people just like sprouting bananas all over their body! ;P
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Anyone playing their stalkers in i23 beta? I have a pylon time of 2:07 for 429 DPS on my DB/Nin (Thought I was going to say StJ/SR, didn't you?) with the new incarnate power. Also have the Hecatomb and a Mako's SBE procs equipped since they're free for testing purposes.
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Anyone playing their stalkers in i23 beta? I have a pylon time of 2:07 for 429 DPS on my DB/Nin (Thought I was going to say StJ/SR, didn't you?) with the new incarnate power. Also have the Hecatomb and a Mako's SBE procs equipped since they're free for testing purposes.
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429 is nice. By the way, which one is the SBE proc? You put the procs in Ablating right?
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.
429 is nice. By the way, which one is the SBE proc? You put the procs in Ablating right? |
Oh damn! I forgot about that! I need to find out when I can squeeze in some time to play my DB/Nin...wait, I deleted that...
So that means I get to start over? DB/Ice? I haven't tried /Ice.
*concept concept gotta think of a concept*
Was probably Assault against a Pylon.
Also, that's a new term. "SBE"?
Store bought enhancements. Good news! They're completely broken, in terms of balance compared to existing procs. Check the most contentious threads in the beta forums for more exposition on this topic.
Ah, right. Yes, well aware of how stupid the PPM system is.
Havent the devs already said Bursts 100% crit is a bug, they just havent worried about fixing it yet?
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