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Posts
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I didn't actually read the article, but did glance over the data tables. Pretty interesting.
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Adding fighting pool will get you what you want, can drop tactics and vengeance for it easily, next best thing being frostworks. Also, your shield buffs are underslotted, and sleet could use another slot and endredux. Shout is a very subpar blast, you'd get alot more use out of Howl. Apoc proc in Shriek will do wonders for your dps (if you can afford the whole set do that to save a slot, but if not just the proc is good enough). Lyso instead of an acc in Infrig. -kb procs can go in your unslotted travelpowers. Build has a bit more rchg for ya too.
Here's what it would look like:
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Level 50 Magic Corruptor
Primary Power Set: Sonic Attacks
Secondary Power Set: Cold Domination
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
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Level 1: Shriek Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(5), Apoc-Dam%(40)
Level 1: Infrigidate HO:Lyso(A)
Level 2: Scream Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Ice Shield LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21)
Level 6: Combat Jumping LkGmblr-Rchg+(A)
Level 8: Howl Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(15)
Level 10: Glacial Shield LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(19)
Level 12: Amplify AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(19)
Level 14: Super Jump Zephyr-ResKB(A)
Level 16: Hasten RechRdx-I(A), RechRdx-I(23)
Level 18: Sirens Song FtnHyp-Plct%(A), FtnHyp-Sleep/Rchg(25), FtnHyp-Sleep/EndRdx(25), FtnHyp-Acc/Sleep/Rchg(27), FtnHyp-Acc/Rchg(27)
Level 20: Arctic Fog RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(23), RedFtn-Def/Rchg(29), RedFtn-Def(29), RedFtn-Def/EndRdx/Rchg(31), RedFtn-EndRdx(31)
Level 22: Maneuvers RedFtn-EndRdx(A), RedFtn-Def(31), RedFtn-Def/EndRdx(33), RedFtn-Def/Rchg(33), RedFtn-Def/EndRdx/Rchg(33), RedFtn-EndRdx/Rchg(40)
Level 24: Boxing Empty(A)
Level 26: Screech Amaze-EndRdx/Stun(A), Amaze-Stun(36), Amaze-Stun/Rchg(37), Amaze-Acc/Stun/Rchg(37), Amaze-Acc/Rchg(37)
Level 28: Benumb Acc-I(A), RechRdx-I(39), RechRdx-I(39)
Level 30: Tough S'fstPrt-ResDam/Def+(A)
Level 32: Weave LkGmblr-Rchg+(A), RedFtn-Def(34), RedFtn-Def/EndRdx(34), RedFtn-Def/Rchg(34), RedFtn-Def/EndRdx/Rchg(36), RedFtn-EndRdx(48)
Level 35: Sleet UndDef-Rchg/EndRdx(A), LdyGrey-Rchg/EndRdx(36), Achilles-ResDeb%(42)
Level 38: Heat Loss Efficacy-EndMod/Rchg(A), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc/Rchg(43)
Level 41: Scorpion Shield RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(42), RedFtn-EndRdx(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/Rchg(45), RedFtn-Def(45)
Level 44: Web Envelope GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(45), GravAnch-Immob/EndRdx(46), GravAnch-Acc/Rchg(46), GravAnch-Hold%(46)
Level 47: Summon Disruptor ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Acc/Dmg(48), ExRmnt-Acc/Dmg/Rchg(50), ExRmnt-Dmg/EndRdx(50), ExRmnt-+Res(Pets)(50)
Level 49: Super Speed Zephyr-ResKB(A)
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Level 1: Brawl KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(17), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Scourge
Level 0: Ninja Run
Level 1: Swift Empty(A)
Level 1: Hurdle Empty(A)
Level 1: Health Empty(A)
Level 1: Stamina Empty(A)
Level 2: Increase Jump Speed Empty(A)
Level 2: Increase Perception Empty(A)
Level 2: Increase Recovery Empty(A)
Level 2: Increase Run Speed Empty(A), Empty(7)
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Set Bonus Totals:
13% DamageBuff(Smashing)
13% DamageBuff(Lethal)
13% DamageBuff(Fire)
13% DamageBuff(Cold)
13% DamageBuff(Energy)
13% DamageBuff(Negative)
13% DamageBuff(Toxic)
13% DamageBuff(Psionic)
6.75% Defense(Smashing)
6.75% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
12.1% Defense(Energy)
12.1% Defense(Negative)
3% Defense(Psionic)
4.88% Defense(Melee)
17.4% Defense(Ranged)
3% Defense(AoE)
2.25% Max End
98.8% Enhancement(RechargeTime)
61% Enhancement(Accuracy)
4% FlySpeed
64.3 HP (6%) HitPoints
4% JumpHeight
4% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Confused) 2.5%
MezResist(Held) 2.5%
MezResist(Immobilize) 16.8%
MezResist(Sleep) 2.5%
MezResist(Stun) 2.5%
MezResist(Terrorized) 2.5%
18% (0.3 End/sec) Recovery
30% (1.34 HP/sec) Regeneration
10% Resistance(Smashing)
10% Resistance(Lethal)
24.2% Resistance(Fire)
24.2% Resistance(Cold)
10% Resistance(Energy)
10% Resistance(Negative)
10% Resistance(Toxic)
10% Resistance(Psionic)
4% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Quote:You're not factoring in the cast time of AS (3 secs non-arcanatime on elec melee) and the negative dps of setting up AS. Even at 253% rchg in AS you will have gaps in your chain by using waterspout, caltrops, and BU to fill that gap, and you should be using BU before the first AS anyways. Further, Waterspout would only be available once every 50-60 seconds, so your supposed chain could only be used every once and a while. And since you're not using placate to AS there is always the chance that you get hit in the time that you are trying to rehide, which means you just wasted a good 4-6 seconds.With three lvl 50 Damage IO's, from hidden, with buildup, AS does 355.17 dps
Midnight's Grasp with fully saturated Soul Drain and 3 lvl 50 IO's does not touch that, neither does Greater Fire Sword with Build Up (picking somewhat randomly; if there is a better dps attack available, compare that). Only after you start adding in a bunch of other +damage from, say, shields, can you get closer to that. The only thing I found at a glance that could out do it is a Brute's Seismic Smash with Build Up and a bunch of Fury.
An elec melee brute with gloom would be my second choice.
What normally lowers the dps value of AS is using placate with it, which makes its effective animation time longer. What I'm trying to say is that with Electric melee you can skip that by doing Caltrops/Waterspout>Build Up>Lightning Rod>AS every time Build Up and LR are recharged. Those should actually be a part of your normal attack chain anyway, as LR is one of the highest dps attacks elec melee has, and caltrops or waterspout both do some ok damage over time. So you do that when those things are recharged, and when they aren't you follow the normal chain of Chain Induction>Charged Brawl>Jacob's Ladder>Charged Brawl.
Going back to dps, as you said "assassins strike has the highest dps in the game". Assuming 99.08% dmg and 83.32% rchg in each attack with 0% global dmg buff, charged brawl sits at 116.3 dps, havoc punch at 96 dps, and assassin strike at 86.8 dps. With that said when you toss in IOs Charged Brawl and Havoc punch will benefit alot more than AS from damage procs. dps != dpa -
Quote:AS is not the highest melee ST dps attack. Burst damage? Yeah, but dps, no.Inserting the game's highest melee single target dps attack twice as often tends to help a bit against AV's.
Tbh if you really wanted to do elec melee with strong ST dmg I would make it a brute just so you can have Gloom for your attack chain. -
If they ditched the pet it would probably be replaced with Chill of the Night, ie the PBAOE -tohit -dmg debuff that the dark servant has, and originally what the dark servant was before it became a pet.
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Blasters don't need mez protection.
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Quote:Yes.Not everyone wants balance amongst the servers. I myself am all for Champion staying the way it is, in terms of population. Sure, sometimes it seems a little low, but that makes it comfortable for me. I wouldn't be a fan of a more heavily populated server.
You may feel balance is needed and I'm sure many would agree with you, but you might also be surprised by how many people in Champion may want to keep the server the way it is in terms of population. -
Quote:I'd definitely do thatAfter looking it over, im thinking i may just have to resort to ice mastery, as sleet, ice storm, and frozen armor are really just too hard to pass up, and i could really use the AoE goodness.
Mu mastery i stuck with due to concept (there is no elec mastery for doms) but i think i can wing the grav/elec/ice concept as a elementalist instead.Sleet is absolutely amazing, and ice armor will make your goal a lot easier to achieve.
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Quote:Softcapping S/L without a S/L based armor is pretty difficult and/or may require too much of a sacrifice. Also, the mu mastery pet isn't a reliable healer, its not what makes Mu mastery good.Hey guys..
So i made a build for my gravity/elec, focusing on pets, and just damage, but after running it in a ITF, i really feel like having the lethal/smash def cap will do her a lot of good. But i'm not sure if its possible with the abilities i want.
I want mu mastery, as the pet can heal, and with singy as well, healing would just be nice.
Does anyone have any builds out there i can look at that either L/S capped gravity/ or /elec?
If thats still the way you want to go though, maybe this can get you started,
It has softcapped S/L defense with Mu Mastery, though I left everything else blank so you can design the rest of it as you like.
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Fulcrum Shift
RoA
Blaze
Seeds of Confusion
Sleet (although all of /cold is awesome)
Assassin Strike
Psychic Shockwave before the nerf -
Quote:1) You totally missed the point. The point was not that it is impressive or whatever that a blaster can solo the sybils or cysts it was that they can do it faster than corruptors can. Smart or speedy choice? Of course it would be most optimal if the team splits into groups of 2-3 in the cyst mission if the map is a 3 way split, but that really isn't the point here now is it?That's nice and so can mine. That hardly makes having them do that the smart choice or the speedy choice.
Works very well when soloing, less well when teaming, especially when in a fast moving team.
Well that goes back to the entire judgement slot marginalizing blasters. When everyone has a crashless aoe the will kill lts and below why did you bring the blaster ?
Let me get this straight you make a post accusing me of distorting statistics and you start with that ?
Out of 60 possible blaster combinations there are 2 that have neither Aim nor Buildup
There are 8 that have Aim but no Buildup
And 10 that Buildup but no Aim.
If you actually read the original thread that came from you would see that not having Aim and buildup was even addressed.
Then you go on to look at straight damage from a set and not the performance of the combo ? Well done.
2) It works just fine in both solo and team settings and while speeding content. Do you even understand what hitting aim and bu between spawns means? Even speeding content you have plenty of time to hit Aim and/or bu between groups.
3) A blaster is not a 1 trick pony. If you think all a blaster has is a nuke you shouldn't even be talking about what blasters bring to a team. And if everything other than the bosses are dieing in one shot from rotating judgement alpha slot attacks then it really doesn't matter what anything on the team is, now does it?
4) A) The first part of his post was sarcastic, you missed that I guess. B) His real numbers case in point could be applied to any set. AT's with higher damage modifiers do get more mileage from the musculature alpha slot. (as shown in his example) -
Quote:My blaster can solo sybil spawns and cysts just fine, and I can drop them significantly faster than I can solo on my fire/cold corr.Just as a better example look at the itf. You aren't going to send out blasters to solo the sybil spawns, the cyst spawns etc
Just a side note. When a blaster is hitting aim and build up they aren't doing damage either and that's 2.34 seconds vs the 2.37 that heat loss takes.
Difference between the need to use Heatloss and Aim/BU:
Heatloss needs to be used in combat ; Aim/BU can be used outside of combat while moving between spawns, except for long fights like AVs Aim and BU shouldn't be cutting into your attack time the majority of the time.
Heat Loss will always have a need to be used. Aim/BU aren't always needed. If you're already at a certain amount of damage buffs you can get by just using 1 to bring yourself to the cap, or you can ignore the powers totally if you've got a good kin. -
Quote:The point is having layered mitigation.In general, I would never mix typed and positional defenses. There's just too much wasted overlap for it to be worth it. Either take the build with RES, or try to work one with AoE and/or Melee defense too (not necessarily softcapped, but within a small luck perhaps)
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My fire/cold uses dark mastery and has these numbers which work out marvelously:
30.4% Melee defense
29.2% Ranged defense
29.8 AoE defnese
44.5% S/L resist
34.1% F/C resist
23.1 energy resist
17.3 Neg/Tox resist
99.9% of the teams I am on have me sitting way over the defense softcap to all 3 positions. If I'm ever not at the softcap I can pop a purple insp or two when needed. On smaller teams or when solo where defense buffs aren't present I still don't really take much damage.
It really depends alot on what you want to do with the toon, what kinds of teams you are usually on, if you're on large teams or small teams or solo, if the people you play with also play support alot or if you will find yourself solo supporting a team often, or if you just want to be completely independent of outside help, how aggressively you play, how willing you are to use insps, etc etc. -
Quote:lol no. Just no.I do hate it when balancing issues become about my incompetence. Mainly because it is a completely unprovable assertion that cannot be countered by any sort of volition on my part. Being relate-able hasn't worked, so let me move this away from personal skill:
*Assassin strike will be interrupted while completely stationary for seemingly no reason, regardless of skill.
*Assassin strike is harder to use on moving and airborne targets, regardless of skill.
*Assassin stirke is harder to use while under the effect of speed boost, regardless of skill.
*Assassin strike is only useful against stronge targets. A target that dies from AS had less remaining HP than the damage AS does, reducing the meaningful damage and therefore use of AS. Skill does not change this.
*Targeting, positioning, angling the camera, and executing an assassin strike is time consuming and, by the very nature of skill being brought up, is a difficult endeavor.
*The chaotic environment of battle, especially melee combat, provides countless instances in which targeting, positioning, angling the camera, and execution can be hindered or go wrong, regardless of skill.
*Combat situations in which the stalker does not initiate the alpha strike provide a situation in which stealth can be dropped from incoming ambient damage, causing aggro and thus preventing use of AS without going through a series of steps intended solely to fend off aggro and retry AS. This is regardless of skill.
*Demoralize is only useful in two situations:
#1: Large groups of enemies of substantial threat where a to-hit debuff and fear provide damage necessary damage mitigation. If a situation where necessary damage mitigation from AS never occurs , then this lends credence to the ineffectualness of demoralize.
#2: Against very strong targets like EBs and AVs, who's high damage output would need mitigation from the to-hit debuff to keep the team alive. If a situation where necessary damage mitigation from AS never occurs, then this leads credence to the ineffectualness of demoralize.
*The defensive effects of demoralize in groups is time-sensitive, requiring that a successful AS occur quickly enough to prevent the team from sustaining too much damage. This is regardless of skill.
The myriad of difficulties in this AT's signature abilities are needless complications that provide no needed or known balancing features. The fact that skill has to be brought up as a crucial matter when attempting to achieve at best mediocrity in overall team worth indicates that this class needs to be buffed. The capability for certain players, through rigorous training, to marginally cope with the few problems that are possible to deal with is no excuse to not resolve problems and undeniably benefit every stalker player in the game. Same train of thought goes for certain primary or secondary powers aiding in some of these complications; Fix what is broken, working around what is broken doesn't fix it.
The solution to this problem is simple: Either remove these unneeded complications, or make these complications needed.
EDIT: I have searched for specific string targeting for Boss and up multiple times, and the only results I get are from guides that say you cannot set yourself to auto-target the "boss" rank of enemies. You can set certain names contained by the bosses within a particular enemy group, but setting up a system to always target the bosses and up in a group would require either a large number of binds to find every specific boss for every specific group, or to re-set your binds for targeting the bosses in the group that is on the map for every map, requiring knowledge of the names of all the bosses of all the enemy groups.
Believe me, I've already barked up that tree.
Yes, AS is harder to use on a moving target (Duh?!?!!?) but with skill and practice you can AS moving targets much easier. If people can do it in pvp, I would hope even bad players can do it in PvE.
AS is only harder to use while SB'd if you don't have experience playing at capped runspeed or with runspeed buffs. Skill and practice can easily fix that.
"*Assassin strike is only useful against stronge targets. A target that dies from AS had less remaining HP than the damage AS does, reducing the meaningful damage and therefore use of AS. Skill does not change this." -- The first part of this statement is blatantly false, AS is still an attack like any other that is meant to be used, not all troublesome targets are bosses/EBs/AVs. Doing more damage than a target's remaining HP is something that _every_ powerset and AT in this game will come across, it's not a stalker issue, further, a dead target is a dead target, whether you deal 9999 damage to make it dead or 1000 damage to make it dead either way, the target will be dead. Again with your "Skill does not change this" comment, you're wrong again, you can choose your attacks to kill things appropriatly. If a target only has a small amount of hp left you don't need to use your AS, learn to manage your attacks.
*Targeting, positioning, angling the camera, and executing an assassin strike is time consuming and, by the very nature of skill being brought up, is a difficult endeavor.
*The chaotic environment of battle, especially melee combat, provides countless instances in which targeting, positioning, angling the camera, and execution can be hindered or go wrong, regardless of skill.
^ These 2 statements are entirely subjective. Anyone can get better at doing the above, it doesn't take a rocket scientist. The statements are not exclusive to stalkers either. Just because you're bad at targeting, positioning, camera angling, using AS, being in melee, and being aware of what is actually happening, doesn't mean everyone is.
*Combat situations in which the stalker does not initiate the alpha strike provide a situation in which stealth can be dropped from incoming ambient damage, causing aggro and thus preventing use of AS without going through a series of steps intended solely to fend off aggro and retry AS. This is regardless of skill.
Hide reads as such: when you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense.
Hide is not a free pass to getting an AS off. It will /help/ you get AS off, as it provides a large boost to AoE defense, but it doesn't make you immune to damage, that would be silly. Things you can do to not fail here: cap out your AoE defense, don't stand where AoEs will be landing, get into the mob sooner and use AS sooner.
Demoralize was a small bonus added to the stalker AT long after CoV came out, it is not the cornerstone of the AT or the AS power. You, as a stalker, are a dps/burst class, debuffing and mezzing are not your main role. If demoralize goes off, cool, great, if it doesn't you should still be able to do your job.
I got bored of reading at this point. One last thing to add though is that a brand new player shouldn't be able to pick up any old AT and instantly be the best at it, which is what it seems like you want. Each AT has its own challenges of mastery in some form of another. Defenders and Corrs have to balance their buffs and damage powers, and maintain buffs. Blasters have to play the game without mez protection and generally weak mitigation skills other than target death. Etc, etc. I could go on but it would be pointless, each AT has its own set of tasks to get used to, including but not limited to, stalkers. -
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Quote:Yeah heh, Although I only use it like once, maybe 3 times tops throughout a whole TF. It is nice when you need a 1-2 AoE punch to go with fireball that doesn't crash your endurance, to make things dead when you need them to be deadOMFG are you kidding me you have firebreath on your fire cold say it isnt so!!!
I picked it up on all 3 of my fire blast toons with i19, I don't use it often but I do get good mileage out of it when I do.
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Pseudopets are generally unmodified when proliferating between ATs.
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I think everyone should buy science or w/e booster pack and make all their toons 4 foot tall like mine are.
I can't imagine smaller toons being more laggy than fatter toons.
>_> -
http://i161.photobucket.com/albums/t...INMAGEREC3.jpg -- 14:48 Tin Mage
http://i161.photobucket.com/albums/t...i/APEXREC3.jpg -- 15:51 Apex
Team was: Shin(fire/cold), Phoenix(ice/cold), Arli(ss/fire), Kahlan(fire/cold), Demo(dm/shield), Ashes(fire/kin), Marta(rad), and Punki (psy/em)