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Quote:I like!
Psionic Melee:
1 Psychic Fist - You wrap your fists in psychic energy and deliver a quick punch to your enemy. The attack deals minor damage, but the psychic residue makes your opponent think they're more damaged than they really are. The illusory damage goes a way after a few seconds, but if they are defeated beforehand the defeat is very real.
1 Neural Chop - You wrap your fist in psychic energy and use it to deal moderate damage to your opponent. In addition, your blow wreaks havoc with your opponent's central nervous system, temporarily shutting some bodily functions down for a few seconds. Your opponent will take a little longer to recover than when hit with Psychic Fist, but there's a small chance that the attack will leave your enemy disoriented for a short time.
4 Dream Daggers - You sweep your arm in front of you as though you're releasing a spread of venomous daggers. They are very real to your opponents, however, dealing moderate psionic damage in a wide cone in front of you. The damage is moderate, but as with the first two attacks feels worse than it is. Opponents think they are poisoned and suffering poison damage over time. The illusory damage fades after a few seconds, but is very real in the meantime.
6 Psionic Strike - standard AS, but all psionic damage
8 Build Up
12 Placate
18 Telekinetic Burst - You deliver a roundhouse blow with a fist of psychic energy, knocking your opponent into the air and sending them smashing to the ground with tremendous force. Because they think they've been knocked higher and fallen harder, the attack deals extra but temporary psionic damage in addition to the damage dealt by both the punch and the fall.
26 Waking Nightmare - This purely psionic attack deals devastating and real damage to an opponent's psyche, made even more terrifying because it happens from a distance. Your opponent is lost in a nightmare of your making, and in addition to the damage suffers from a high mag fear effect.
32 Mind Ripper - A devastating attack. You bring both fists down with full psychic force on your opponent, knocking them down and dealing extreme damage. The psychic shockwaves ripple out, invading the minds of your foe's allies and making them think they too have taken damage from the attack. Mind Ripper deals real superior damage to your target and moderate illusory damage to up to five foes within a fifteen foot radius. If any of these foes are defeated before the mental damage disappears, they too will fall.
Apologies for the stupid sounding names. I put like ten minutes' thought into this.
The premise of the set is similar to spectral wounds from the Illusion Control set. The idea is to reward a stalker's ability to exploit opportunities to do damage and bring foes down with burst damage spikes. The illusory damage would not be counted in criticals, and Psionic Strike and Waking Nightmare carry no illusory damage at all. Mind Ripper deals illusory damage only to those in the AOE. The actual damage of any attacks that also deal this illusory damage would obviously have to be scaled down to balance the extra illusory damage, but the illusory combined with the real damage should bring the set significantly above other single target sets in total damage potential due to the fading nature of the illusory damage.
It would require some heavy testing to determine the correct levels of damage and the duration of the illusory damage, and most attacks would do a combination of psionic and smashing damage.
I am trying to think of "cool" powers especially powers that can "jump". They seem to have mastered that new mechanism.
I've played WAR Online and one of the things that's interesting is "position" fighting. You get special attack/damage when you attack from Side/Behind. I've always thought that would benefit Stalker as Stalker has the advantage of sneaking in and taking position any way he likes.
I think "Mind Psionic Weaponry" can be a very cool set on Stalker because Assassin should be good at "causing fear and panic" among the enemies. -
Quote:I think I still see double critical every once a while. How does it happen again?From Hidden with as much +dmg as possible: Build up > Placate > Double Assassin's Strike.
I don't believe they've fixed that bug but if you use Placate while hidden, there's a 10% chance for base AS dmg x2 + assassination bonus damage.
Probably not the most damaging but putting it on the table -
I see. I am asking because in I19, I may have more slots available and I want to go with Elec and I figure if I am at melee range with conductive aura, I might as well go "melee" some.
Thanks for the quick reply! -
Has anyone tried making a viable "Melee troller" using those powers?
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Can troller gain containment bonus using regular power tool powers like Jab or Kick?
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If you can afford Achille's Heel, you can put in. If not, you can put two damage procs to increase the damage. The acid has a small aoe so all targets will get checked for proc damage.
One funny thing is Acid Mortar on Mastermind takes Target Aoe Set while Corr/Defender take Ranged set. I used to put chance for hold from devastation. It is pretty neat.
You want to have -recharge too because with Hasten, you can have two Acid Mortars out and both STACK debuffs. :P -
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Quote:Well, 100% critical from an aoe is a bug. I thought it was "strange". Anyway, two people talked about it:Source please.
I don't want that nerfed. I'll delete my Kin/Regen if it is.
http://boards.cityofheroes.com/showt...=235995&page=3
Maybe they'll raise Burst's damage. I don't know. -
I read that the 100% Critical from Burst is a bug so.... maybe 50%?
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Spines Stalker is probably the more team-friendly Stalker. Its weakness is covered by Assassin Strike.
If you build right, BU + Throw Spine as battle opener is good enough aoe damage. You really don't need that many aoe attack. I took Spine Burst and even Ball of Lightning 'cause my Spine/EA Stalker isn't IOed. The only thing I put in him at lvl 50 is Chance for Knockdown from purple set in Throw Spines. As a battle opener, it is beautiful to see the foes get knockdown 25% of the time. :P -
Well, I think I'll just take Recall friend on every toon. It is very useful tool especially if you run big teams a lot (which I do).
Recall Friend becomes a must for me.
And then maybe Combat Jumping because what's not to like? Low end cost and 2.5% defense to all and you jump higher.
I still will not take any travel power. Temp fly and ninja run are good enough and I don't pvp. -
Oh my... soloing with Elec Control is soooooooooooooo easy. Just drop the sleep patch and pick your target. You can't get any easier than that. You can just save your Domination for boss because you do get some endurance from Conductive Aura.
Elec is the easiest set to solo IMO.
Don't like Sleep patch? Just use the "aggro-less" confuse!
For a boss, just use hold first, jolting and then hold again.
PS: I just hit lvl 32 and I was a bit worried that the two pets would "disturb" my sleep patch but they actually use Jolting too! lol -
Quote:I don't think it's possible to make two weapon draw for Surveillance. I think the most logical one is to let it draw Mace because it belongs to the Bane's branch.as for surveillance, i'd be nice if there were two different animations for it - one with the mace so there wouldn't be redraw and one without. it'd be even nicer if it would just animate on the fly depending on whether the mace was already out, but i'd be fine with letting players pick so that pure bane builds could just choose the mace animation, and the huntsmans could avoid the draw/redraw.
another question entirely. does shatter armor in the mace patron pool crit from hide/placate? it doesn't change my decision to get it, but would be nice to know.
Shatter Armor does not critical from hidden. I have it in my build. It hits like a TRUCK though. You basically start with Shatter/Crowd, Shatter Armor and then whatever attacks you have left. Or you can save Shatter Armor for another target.
The reason I brought up the range attacks is that it's not that Bane "MUST" go melee. It is more that the mace attacks just suck so hard. The Mace Beam is even worse than Single Shot due to that long !@# animation. I am fine with longer animation if the damage is decent (but it is not). I don't need knockback from Mace Beam because both Shatter and Crowd Control can already knockdown good enough. If I want to use range attack, I need some decent damage.
Poison Ray is alright. It has long animation, shorter range (40') and it's DoT (not instant damage). I'll give it the benefit of doubt for being toxic damage. -
Quote:Yes, but half of the Bane attacks are range attacks and can't critical from hidden (only melee can?).Making Surveillance pull out the mace would aggrivate Huntsman players.
Also I think most Banes go all melee because Bane gets the strongest melee attacks of all the Soldier builds, meaning that they tend to go Bane because they want a melee based Soldier, if they wanted ranged they could go Huntsman or Crab.
The range attacks are too slow for low damage. I guess I don't mind taking range attacks (can also be used at melee range) if they are decent.
Surveillance belongs to Bane branch and I am sorry but it should favor Bane's mace weapon draw first. Huntsman uses rifle and should draw it out. Not the other way around. -
As bad as it sounds, I can't believe I am rooting for a "buff" on SoA but I really think Bane can use some minor "changes". Some suggestions:
1. Mace Beam: For a tier 1 attack, this probably has the LONGEST activation of all. 2s act which is half of the recharge timer 4s. The effect is knockback (not knockdown). I am not at home to see what the % of chance for knockback is but I think they can really push the recharge to at least 6s to make it worthwhile using. I mean this attack is even worse than the Soldier's Single Shot and it's sad....
2. Mace Beam Valley/Blast: Again, activation time is kinda long at 2s and the recharge is only 8s. It would be nice if both of them are increased to 10s recharge.
3. Make Surveillance draw the Mace out like Build Up please.
I think most Banes I have seen go for all melee because the ranged attacks just take too long to activate. I mean it even makes more sense to use the range attacks from Soldier because every range Bane attack takes 2s. If we can't improve the activation time, can we at least increase recharge to make those slow-activating attacks more powerful?
That's it. I think Bane does decent damage and I am fine with lower melee defense. Survival is not my issue with Bane but damage is. I think once you put sets in SoA, Night Widow's dps is way better than Bane and mostly because NW's attacks are so freaking fast. Bane is a mix of control (knockdowns) and melee/range and half of the attacks (4 of them) are Range. The Range part is where Bane feels the weakest IMO. -
Mmmmm... a lot of my toons may need respec because of this. :P
I wonder what makes them change the mind after 6 years? -
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I think Demons on their own are doing very good damage and mostly because their damage type is more favored (fire damage and cold). The Tier 1 pets do A LOT of damage at a very fast pace. The two range attacks take like 1s and 1.6s whereas Soldiers would spend 3s shooting.
I haven't played other primaries for a while but I am surprised by how much damage Demon does when I level ds/ta. -
Quote:If you take the 4 pet uniques into consideration, then yeah, Ninja is indeed inferior. Why? Because you can put 4 unique in Thug's Gangwar and Necro's Soul Extraction. Those 4 give 20% resistance and 10% defense. /Storm's Tornado is the only pet that can take all 4.Been playing with alot of the mastermind sets lately and I'd have to say. After getting them all pretty much half way to 50 (lvl 24 on the ninjas) I have to say wow. Ninjas kinda suck....
Have the devs said anything on ninja MM's and how they feel they run? I'm running a Ninja/pain MM and even at -1x2 with bosses disabled I'm having one hell of a time keeping my ninjas alive.
Seems like they have no defense. They're just a huge catchers mitt for anything thrown their way. Arent the ninjas in the movies really good at defense? Guess I'm getting all the weak wimpy rookie ninjas who arnt smart enough to get out of the way of anything. lol
Back to the devs thing. Has any red names said anything on how they feel Ninjas are performing? Cause I'm not impressed.
And also, you can't get too fancy with Ninja slotting. Genin accepts knockback set but only ONE attack does that. Jounin is ok with defense debuff set. Oni is one of the worst when it comes to set because he doesn't take either Hold or Immb set. Oni is still bugged that it shows it takes Knockback set which he doesn't do.
So yeah, Ninja still needs improvements overall. Your own Arrow attacks suck pretty bad too. Who would need 1.5s recharge super low damage arrow attack on Mastermind?? The 4s one is already low damage enough and it's not like you can slot something fancy in the personal attacks like you can with Assault Rifle or Dark Blast.
The only thing that stands out is Smoke Flash. But in a way, that is the only power that sort of balances out Ninja. If you don't use Smoke Flash, the whole ninja set is way below average. Yes, Ninja has the "potential" to do good damage but your pets deal less damage if they die the fastest.
Jounin needs to have an improved range attack. Sometimes I wish they could have just got rid of range attack on Jounins. I think that will make Ninja set reach its damage potential a lot quicker.
There are many things that hinder Ninja's Damage Potential:
1. Rain of Fire and Caltrops. Both do decent damage to a crowd but if the target is dead, the "pets" die too. You can try not to direct them to attack the same target BUT if you don't, you are at the risk of having Genin/Jounin chasing somebody when you are not paying attention. In fact, of all the sets, I have to pay the CLOSEST attention on Ninjas because they run so fast and they can really chase. I don't feel safe letting them choose their own targets to prioritize their RoF or Caltrops or knockback from Crane Kick. In a way, the Ninja set is designed to "spread out" the pets, letting them take on their own targets.
2. Jounins still don't always go melee after shooting Poison Darts. This hurts Ninja's DPS big time.
3. Tier 1 pets do a lot of damage but also die the easiest. Lose damage potential right there.
4. Set customization with Ninja is boring. Archery doesn't have any secondary effects besides inherent accuracy bonus. Genins and Oni can't take any fancy proc damage. In terms of set slotting, Ninja loses potential.
5. Because of Jounins' weak poison dart, the critical damage from hidden is a lot less. You have to goto Jounin and hoping that he opens the battle with Golden or Dragon Soar to capitalize hidden status. This is another loss of "potential". It would be nice if the critical damage from poison dart is the total damage and not just the initial lethal damage. -
Quote:Mmmm...same here. I put Numina and Miracle unique in Health.Wait... what's going to happen to the powers we slotted? A couple of my toons have one more more uniques and/or procs stuck in Health and Stamina and I seriously doubt I'm the only one. Three new pick would be cool, but it'd actually hurt the effectiveness of some toons if they can't slot those IOs anymore. I'm pretty sure my BS/SR would lose his effectively infinite endurance.
I like that Health passive slot for Numina and Miracle. If we lose that slot, where do I put those two? Weird.... -
Quote:Well, I can understand if everyone's "epic" hold has the same recharge but what I don't understand is Corr can choose a hold with 16s or one with 32s. The one with 16s actually activates much faster too. T_Tthat is kinda funny...Blaster and Defender APPs have 16 second holds, while Tanker, Scrapper APPs and Villain PPPs have 32 second holds.
But the one with 32s recharge has an awesome Patron Pet!!!! Yeah baby. -
Quote:Stalker's playing style is a lot different and Stalker's Broadsword loses one decent aoe too.THanks for replies. Will not have both as toons made look same and names are nearly same. One will be deleted.
Just realized stalkers have broad swords too. I know they have less HP than brute/scrapper but what they got to make up for it?
I would try either Brute/Scrapper before choosing Stalker. -
Probably an aggressive SoA who has maneuver leadership(s).
Because even if I invited a buff Corr/Defender, it doesn't mean they'll keep the buffs on or heal me in time.
But if I team with an aggressive SoA, at least I know I'll get the defense buff within the range. They deal very good damage overall so what's not to like as a teammate?
I sometimes hate teaming with a Tanker/Brute if he insists on "herding" or complains that "no knockbacks" please. I find that very "anal". -
I was looking through the list. Why is Defender's epic hold like Dominate only recharges in 16s while Corruptor's hold from patron has 32s recharge? Actually, come to think about it, I think Blaster's electricity hold only has 16s.
Are they going to balanced every hold power or leave it like that? mmmm...weird.