DMystic

Legend
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  1. Quote:
    Originally Posted by Zem View Post
    I think we're actually pretty good on tricks. I'd settle for just more damage. At the very least it should never be in question which can deal the most damage to a single target in melee. Scrapper or Stalker.
    I have to agree with this.

    Now the question becomes how to go about doing it?

    For me

    1) Build Up becomes the 100% bonus it's meant to be.

    2)Stalker modifier raised

    I would love to see the Stalker mod Raised to the 1.125 Scrappers enjoy.

    To date I have never seen a good reason why 1.125 would be imbalanced on a Stalker.
  2. Fun Fact, 8 Stalkers were able to complete the LRSF before inventions came out, and before the AV's were reduced to level 53.

    It was a 5 hour slog but it got done.

    Now it'll be much easier
  3. Don't your allies mention several times that Cole wasn't alone when he fought Hamidon?

    In fact don't they acknowledge that Hamidon would have won if Cole hadn't entered the fray?

    So while he didn't do it alone, his involvement was a turning point.

    Is this not the case?
  4. I want to agree with you, but the two sides of the game have been stuck in a perpetual Catch 22 since Issue 8.

    12 Issues later and we're still caught in the same Catch 22. Except we now have Co-Op Content that chooses to ignore the wants of one side in order to cater to the other.

    We also have a Third side that blends the first two nicely but doesn't do anything to end the loop.
  5. Quote:
    Originally Posted by Arcanaville View Post

    Also, one additional advantage fairly unique to blasters in BAF: sequestration can have minimal impact on damage output, particularly if you have a lot of global recharge (and in a rare moment when energy blast is a strong option, slotting force feedback procs make that sequestered damage output even better).

    I hadn't thought about that actually. The same should hold true during a Keyes Trial as well since Antimatter's Timestop applies a hold.
  6. Quote:
    Originally Posted by Golden Girl View Post

    And it seems it's added a few thousand more to Tyrant's body count

    That's an unfair assessment considering we don't have all the details of the Hamidon attack. Especially seeing how Cole was advised to Nuke the place.
  7. He asked you what the Corruptor Primary Powerset andthe Corruptor Inherent are.

    Those answers are Ranged Blast and Scourge.

    Without addressing Dominator's and the fact that they have lower HP than Blasters, you've invalidated your statement about Blasters having the lowest HP of Damage dealing AT's.
  8. IIRC it's a problem with how the AI reacts to debuffs.

    Basically the debuff effects cause notification, however they have coded the AI to ignore debuffs, but sometimes it forgets to ignore things. Or something like that.

    It's a similar problem with Longbow Eagles and their autohit PBAoE notification aura.

    Basically things that shouldn't be notifying the enemies, end up notifying the enemies.

    EDIT: forgot to mention that this was mostly a PvP issue, that sometimes rears it's head in PvE.
  9. Because while the Devs hate villains,

    they especially hate Stalkers.
  10. Quote:
    Originally Posted by Schismatrix View Post
    i noticed it a long time ago, but then i like the treespec. i also like anagrams.
    For example, this is my hybrid of anagram and palindrome phrase: Elvis' vile evil lives!

    Is it still a palindrome if you have to anagram each word?
  11. But Blueside has War Witch and The Vault.
  12. Quote:
    Originally Posted by BigBoss Eyepatch View Post


    As I understood, all enemies have got a 5% chance to hit you no matter how high your defence is. Which is why, if you have invulnerability and the hit lands it will be minimised better than other resistances.

    I meant my comment as a joke. yes enemies will always have a 5% minimum chance to hit you regardless of defense values. However when an enemy attack misses it does 0 damage, if it's 0 damage it's like 100% resist. Naturally your not going to avoid every attack.

    Overall though Invincibility would be a fine set for Stalkers, especially since Invul would probably be changed to Hide.


    Now onto the real game breaker Psi Melee Stalkers.
  13. Quote:
    But I disagree, in theory at least, about Invul not making them tougher as an AT. As you'll be in point blank range once you strike, and given how invul can reduce melee damage taken better than any other armor set, I do believe that would be enough to remove a stalker from squishdom even without IO sets. Especially as most melee damage is smashing and lethal in the game and, once you factor in Invul's defences of Tough Hide and Invincibility, you're effectively making a squishy character extremely tough and then, there is dull pain's massive hp boost on top of all that. When you factor in physical resistance that exceeds everything else, defences to everything bar psychics, the ability radically boost your HP for several moments, and you really think an invulnerable stalker wouldn't be all that once they've practically one shotted the boss?
    Couple of things on Stalker Invul....

    1) Generally when a proliferation occurs for Stalkers from the other Melees the first thing to change is the taunt aura(for Invul it's Ivincibility) becomes hide,moved to tier 1 and everything else gets bumped up 1 tier.

    So the Defense from Invincibility becomes a non issue since Stalkers wouldn't get Invincibility judging from other proliferations.

    2) A Stalker will never have more than 1606 HP no matter how much +HP you throw at them. 1606 is the Stalker Cap on HP and nothing in game can get them past that.

    3) Stalker Resistance caps at 75% if I'm not mistaken. This is a Cap and no amount of +Res will bring them past that cap.


    So our Invul Stalker with it's 1606 HP and 75% resist isn't the indestructible force you seem to think it would be.

    Harder to kill than what's currently available? Not likely in fact I'd say it's on par with what's available now.

    EDIT: You mentioned nothing can reduce Melee damage better than Invul, to this I heavily disagree as any Defense set that prevents a hit from happening effectively reduces the damage of that hit by 100%
  14. I think it's more once they have to animate more than 2 or 3 new powers it becomes new.
  15. DMystic

    AS-Less Stalker

    AS has some weird situations where it works better backwards.

    A short while ago I was on a Manticore TF with my Rogue Stalker.
    Whenever I saw a Paragon Protector I used AS towards the end of it's Health Bar. Just before they pop the Tier 9's. AS was strong enough to drop them and made the TF so much easier.

    The same should hold true against Fake Nemesis and timing an AS after a Carnie phases back in makes life tremendously easier.

    Of course these are all edge cases, that work around AS limitations.
  16. I just had a fun thought.

    Since the double build up occurs after a placate, it could potentially trigger the rare double AS crit.

    With a double build up going that just sounds like a lovely orange number.

    Of course it's ridiculously unlikely to ever happen.
  17. Personally I always felt that Repulse would've worked better as a click rather than a toggle.

    But a Stun aura isn't something I can complain about. Especially for a Stalker and especially considering Dark Armor already has one.
  18. Quote:
    Originally Posted by Kioshi View Post
    Good to know, since my Stalkers are always in the thick of things I never noticed that. Maybe happened to me, but well since it's a melee AT it'd have to happen a lot for me to notice.

    That got me interested tho. I used my ice/psi dom countless times to pull the AVs in LRSF, I managed to do single pulls most of the time with the occasional double using my snipe. I used superspeed+stealth IO, initiated the snipe, and since the psi snipe has a long travel time before hitting unlike others, when it hit some AV I was already behind the wall and safe with my team. Isn't that breaking line of sight? Shouldn't the snipe miss all the time then? I know it didn't. Or maybe Psi Lance is different than Blazing Bolt that does the damage the instant the animation finishes and Psi Lance does the second to-hit check when you release it, which is a good time before it gets to the target?

    Ranged Snipes only make 1 LOS check. it's only Assassin attacks that make 2. I believe the reason for this was PvP balance since when Stalkers were first introduced an Assassin Strike killed anything that wasn't a Tank. So 2 LOS checks for balance. Of course that was before PvP could follow separate rules.

    Personally I think half the imbalances with Stalkers in PvE are a result for how powerful they were in PvP.
  19. Quote:
    Originally Posted by Not_Rhino View Post
    Stalker AS causes fear which causes a to-hit debuff. Doesn't help with their pitiful damage at all though.
    I just want to correct some misinformation here.

    AS has two secondary effects

    the first is an unresistable -7.5% To-hit debuff

    the second is a chance(I think it's 50%) for a mag 5 fear

    the two effects are independent of each other and trigger separately.

    the to-hit always occurs when a target survives and the fear has a chance to occur.
  20. It's that we have way more than we realistically need.

    Inf
    Prestige
    Reward Merits
    Vanguard Merits
    AE Tickets
    Alignment Merits
    Astral Merits
    Empyrean Merits

    and then for Salvage

    Base Salvage(still listed on the market, probably still some in game.)
    Invention Salvage
    Candy Canes
    Halloween Salvage
    Incarnate Shards
    Incarnate Threads
    Alpha Components
    Thread Components (made with Incarnate Threads)

    While it generally isn't confusing, it could certainly use some pruning.

    Prestige seems like a good choice to get rid off.
    Just use INF but if you want to maintain the INF sink multiply prestige costs by the conversion rate.

    Needless currency gets removed, necessary INF sink remains. Heck it might even be better, since it'll be more accessible.
  21. Quote:
    Originally Posted by IanTheM1 View Post

    Edit: Is there even a good reason why Power Boost buffs defense buffs in the first place?

    Because it also buffs defense debuffs.

    and the two are intricately tied together systems wise, so much so that it would be impossible to buff one without buffing the other.
  22. 1286

    The character was originally built to be a foil to my main of the time.

    But I quickly lost interest in the character, the main he was foiling and just left him there. Then he had accumulated over 300 days logged out and I just couldn't delete him.

    Now he only exists to have that number get bigger.
  23. The Booster Pack stuff will probably be purchasable with Paragon Points. If you're a VIP you get the free points, so your suggestion is already being implemented, I guess.
  24. Quote:
    One interesting element of these findings is that the achievements that are highly correlated – or part of the same clique – do not necessarily have any obvious connection. For example, an achievement dealing with a character’s prowess in unarmed combat is highly correlated to the achievement badge associated with world travel – even though there is no clear link between the two badges to the outside observer.

    Really? researchers assigned to study trends in gamer habits fail to find a correlation between unarmed combat and world travel. Really? Can researchers truly be dense enough to not look at popular external inspirations when analyzing behavior?

    I bet everyone here can think up a correlation for unarmed combat and world travel within 10 minutes of thinking about it.
  25. Well since discussion is starting up on this again...

    For the new power in speed pool 25% +recharge is too high as Quickness and Mental Training only give +20%. A Pool Power should not be stronger than a Primary/Secondary automatically.

    I would reduce this to 10% maybe 15% then add the leftovers back into Hasten.


    As for the Placate it wouldn't do much for most AT's in general.
    I'm thinking either no Kmeter setting(Hidden) or have it cost end and require a to-hit check as Stalker and SOA Placates are Auto-hit with no end cost.Alternatively it could have an especially low duration maybe 5secs instead of the 10 the Kmeter AT's get.

    this way it would be desirable for Kmeter AT's but not required.