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Posts
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Quote:actually i enjoy keeping the rogue isles relatively free of scum worse than my main character, so i suppose i'll stay. i like it here, and they don't beat you too bad unless you off an arbiter.I was listening to a discussion on one of the local channels and people were talking about reasons to go Rogue. People seem to believe that Villains will all be jumping on to blue side because its better then red. Personally, I love red side more, but I will be changing factions from red to blue JUST because more people play blue. What are your personal reasons to change? Is it because of player base/ markets/ better TF/SFs or something else? Cheers to all who give their reasons.
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dm/nin or spines/wp out of the set combos you mentioned. both are strong in their own ways, but both also have their own weaknesses.
i'd say expand a concept you really like and then choose your sets so that functionality meets imagination. -
i much prefer ninja run from the MA pack since most of my characters are built for fast movement in and out of combat. so that's an option to replace the SS power pick.
as well, i would suggest finding a focus for the character before building for it. if it's just for general PvE play, you won't need both hibernate and retsu. caltrops will give you more survivability straight out of the box than a fully slotted DA will. the trick is remembering to use it.
also, i'd recommend slotting caltrops for slow or damage procs before anything else. with hasten and some recharge bonii, you won't need the rech you have in it.
another thing to note about a /nin stalker: choose to build for softcapped defense, or take caltrops and blinding powder and use them as proactive mitigation. the first option is nice and eventually boring. the second option is tons of fun if you like edge-of-your-seat fights. -
i would suggest taking and using caltrops before you burn billions of infamy on defense bonii that will do the same as 'trops. use them strategically and you can go nearly without toggles. just a thought.
[edit to add: what i usually do when planning an IO build, is pick and slot powers as if i only had SO's, and then look at IO sets to see what can be moved around and where to, etc. maybe that will help in planning.] -
oops. should have clarified i meant the fear and stun toggles. des is correct, though, after stamina and some good slotting the regular resistance toggles in /da aren't that bad. it really will come down to playstyle and what attacks you're using and on how many/what kind of mobs.
i think in the end it's going to come down to your playstyle and if the sets fit it or not. sets like regen and wp both have quick recovery, so even after all the ideas here there is that one. although i'd be the first to say i roll alts like a madman before i settle on one to level up. -
a few general pointers that will probably help you out:
dark armor eats endurance. you'll have to watch and switch on/off toggles throughout most fights. this is true for any primary paired with /DA.
slot one SO for endurance reduction in each attack. this will help your endurance problems more than putting one in each toggle.
if you haven't yet invested or looked at what IO's can do for you, then first save up for a Miracle +recovery IO and numina +regen/+recovery, slot those into health.
after doing the above if you still have endurance problems, take a look at your attack chain and usual playstyle. if you're burning 1k cuts on a single target, stop doing that. -
i have yet to really try shadowmeld, but i am a /nin afficiando. i use caltrops and blinding powder for oh **** moments. ^^
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woot, my only problem (although it was a biggie for me) with banes shall be no more. rawr.
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coffee in the morning (folger's, black, no sugar), red bull at night and most of the morning. ^.^
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yeah, smokeflash is the main thing that jumped out at me as a waste of a power pick. i haven't tried mako's powers yet, but i know the other patron pets are pretty much a waste of time (although they do hold good sets if that is what you were after. i just figure it's better to slot a useful power hehe).
also i would advise putting a damage proc into caltrops before you actually slot damage enchancers in it. if you have the cash to load up the 'trops with procs it can get quite nasty with some good recharge as well for peppering entire areas.
another thing to keep in mind, if you're like me and actively use caltrops and blinding powder, then with those and placate you really don't need to worry about building for a lot of defense bonuses. but again, depends on what you want to do. good luck! -
Quote:just wanted to point something out: one good stalker on the team and all those problems are solved. every fight, every time.What are those particular low-spawning enemies that you have the worst trouble with? Y'know, the ones who could almost be an Elite Boss or above, but aren't. Somehow they seem to defy the norm and tear your characters to shreds and you're left staring at the screen and asking... "Wha... wha... what the hell was that?" Here's a few picks of mine.
Spectral Daemon Lords - It's suppose to be a lieutenant, but seems way overpowered for one. Some builds can take 'em down easy, but others? It's like... um... oh crap. Especially bad when they con orange. I hate fighting these guys.
Nerva Spectral Daemon Lords - Not as bad as above, but if you're not careful, can easily remind you such experiences with their earlier level bretheren.
Demolitionists - Lieutenants that make a Mastermind resummon or retreat a lot.
Mu Adepts - Sleep. Suck endurance. Sleep. Sleep. Suck more endurance. Suck. Suck. Zap. Suck.
Mu Guardians - See above.
Juicer Chiefs - Ditto. Also, might resurrect forcing you to fight it all over again.
Night Widows - Slash. Slash. Dead.
Fortunata Mistresses - Psychic blast of death.
Communications Officers - Quick, kill the alien before he calls for hel--Oh crap.
Sorcerers - Very irritating liuetenants for melee builds. They just teleport all over the damn place and even heal the guy you're trying to kill in the meantime.
Centurians - Um... wow... you hit hard for a primitive. Squishies beware, bring a couple purples just in case he gets too close.
Honorable Mention:
There's only one of him, but Kadabra Kill sucks completely. -
smoke flash is a nice power to play with, but once you get some decent defenses you'll find it's entirely a waste since placate and caltrops/powder handles all the aggro problems you'll have that damage doesn't fix.
[edit: i would probably say go with a good pool power instead, maybe assault from leadership (or maneuvers if you need the defense), or hasten, or air superiority if you need the knock.] -
just going by the way the name sounds, the first thing i think of is a fast flier, probably ranged with some hard hitting melee abilities. maybe blaster or a damage-centric dom or corr?
the inspiration for my namesake character was an old Rifts tabletop RPG character i've had since... forever. paramilitary commando type, after a failed mission a german technological powerhouse (triax) rebuilt him to do what he does best, and do it better. claws/nin stalker fit the original concept character more than anything else.
it also doomed me to be bored to tears with any other melee archtypes. -
that's where i started to go wrong. /bonk. anyway sorry for the thread jack.
i was thinking, in mid's it shows the activation time on thunder kick at 0.83s. i was comparing that to axe kick's 1.6s. thanks for shedding light on that, i hadn't thought of it the way you mentioned. -
Quote:yes, it is, or at least near enough that you won't notice the gap. it depends on how much you want to invest in the character, as well as your secondary set and what it can hold. i'm currently working on a MA/Nin stalker that (without purples in the build) has about ten seconds of hasten overlap and about 35%-ish global damage increase.Wait, you got a 10 second Crane Kick recharge down to ~1 second Storm Kick activation time? Is that even possible?
[edited to add: umbral is correct and beat me to posting anyway. i was going off mid's numbers at work, and i'm not sure if mid's takes into account the recharge cap. also, umbral, i was talking about crippling axe kick, not crane kick, being interchangable. and with good procs in thunder kick some people might consider replacing crippling axe kick's long animation time for two quick proc'd attacks.]
[edit 2: it was the force feedback proc throwing things off in mid's. crane kick recharging 4s but could be brought down a bit with enough insanity and money.] -
Quote:in simple terms: regen as a set takes nearly 100% of the damage sent your way, and heals it back. willpower has defense and resistance powers to take quite a large chunk of that 100% off, so it has less damage to heal back.I just don't understand why Willpower seems to provide better regeneration than does regeneration.
personally, i don't see the point of a survival set that has no mitigation and simply heals at an insane rate. then again, the regen set is capable of healing nearly anything instantly.
at first look at the willpower set, i didn't think much of it. it looked like a regen set with a few odd toggles. then i tried it and saw what it could do. those few odd toggles (resist, def, that regen set is lacking) make a world of difference when you're trying to stay alive.
add in IO sets and both are just beastly.
[edited to add: with regen you pretty much have to use your tier 9 to survive those crazy situation alpha strikes. with willpower the tier 9 is kind of like candy sprinkles on what you already have.] -
the best damage per second and the best damage per activation time is going to be crane kick -> storm kick -> repeat. only available to extremely high recharge builds.
for regular SO's and non-set IO's, your best chain is going to end up being storm kick -> crane kick -> storm kick -> crippling axe kick -> repeat. however, CaK is interchangeable with thunder kick x 2.
also, cobra strike is great single target mitigation. if you slot it up it's capable of keeping a mag 6 stun on a single target. but with the scrapper version of the set including dragon's tail for aoe knockdown, not sure how useful the single target stun will be. it does stack with EC (both have 3 mag stun) as well. -
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i've only done the numbers on the stalker version of MA/, and it's not a bad set at all. the only stalker primary set that has more damage per activation time (single target) is NB/.
MA/ beats out all those other primaries when it comes to high end damage dealing, and the numbers will almost assuredly translate well to other ATs.
as an exercise, i'd recommend you make a build in Mid's and use the following attacks for a chain with MA/: crane kick, crippling axe kick (or thunder kick twice, they're interchangeable due to recharge and damage numbers), storm kick.
the set is all smashing damage. less resisted than lethal, and more damage to robots. also disorients/stuns are more reliable than, say, knockdowns, for boss+ fights. -
what i recall of the thread i mentioned was a discussion on footstomp vs. spin damage, which snowballed into a set vs set discussion. with double stacked follow up and fury, spin did more damage than a rage'd and fury'd footstomp, and recharged faster. evisc's cone is actually pretty wide and shockwave is wider.
but to get back on topic, i'd have to agree with topdoc's post: it all comes down to what you want to 'farm' with whatever you decide on playing. usually no matter what the OP (or farmer in question) is going to want aoe-centric sets with sustainability and survivability, which both are fixable with IO's and enough money to throw at the market. so i'd say just play what sets you find fun to kill things with, over and over and over. -
Quote:also one tidbit you may want to consider (depending on how far you want to take your character): MA/ does more damage per activation time than BS/ as well as using a less resisted damage type. however, BS/ does have a -def debuff which allows for slotting the -res proc (achilles' heel set) which may or may not nullify the lethal typed damage.I've got a new stalker currently at 19; BS/Nin. But I'm debating rerolling as MA/Nin or /SR. I enjoy the MA animations and know it's not the best per se, but still quite effective.
Anyone have any thoughts to share or experience with BS, to give me some food for thought on keeping on, or starting over?
broadsword has a bit more burst, but martial arts has similar and also is capable of more damage over time. it all depends on how you want to deal your damage -
don't forget scrapperlock's ugly cousin stalkerlock. there are few enough of us out there, but if you're teamed with a stalker you will see this variation of the 'lock at some point: stalker gets repeated tunnel-vision after initial target/boss is down, rehides and moves to next spawn as team aoe's down the remaining mobs, repeat. this usually ends in the stalker trailing a couple spawns' worth of minions and LT's around for half the mission while everyone else is pulling the mobs off to kill them as stalker is moving on.
if the stalker's good, it's beautiful to watch, but if the stalker's not so good then the team will soon find a horde of minions and LT's coming. and perhaps even that AV that just looked like a regular boss will drop in too. -
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well, in all fairness you won't really notice a problem with lethal resistance until about 35-40ish. after that it becomes heavily more noticable. i can say, though, a lethal damage stalker on a team is fine at any level. just uhh... look like you're doing the killing and slide the brute/corr a few hundred infamy. or find either that would be willing to rent themselves out on an hourly basis.
...and remember, also, stalkers are a high damage archtype. it's the mob groups you fight and their lethal resistance that makes that such a joke later on.
best advice i could give you: create a character concept and play it. if it ever becomes unfun, just make a new one and keep in mind what made the previous character unfun. i got tired of lethal resistant robots and drones so i rolled MA/ to crane kick those fuggers back to the drawing board.