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I thought the dev got rid of Medic's brawl with the upgrade? I haven't paid much attention but my Commando seems to run in to brawl sometimes.
I say get rid of brawl all together. -
Oh, I didn't know Grave Knights can't critical in PvP. Interesting...
Well, your pets probably have trouble chasing anything in pvp anyway but Necro is considered one of the better sets for pvp. Your Knights have two good range attacks at least. -
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Is it just me but I see a lot of html codes in hero builder posts. Those color codes are showing up on my end. I don't see any "colors" at all. It is very hard to read.
You took a bit too many power tool powers IMO. You need both aid self and weave? All your attacks are at range. Are you aiming for "tanking"?? -
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Quote:Having 3 ways to buff endurance on these toons makes the increased end usage a nonfactor. I can't say if that's true for other builds that don't have DP and PS.
Regarding MM studies, I only have one lvl 50 Ninja/TA, so I have nothing to compare it to. Your question would better be directed to the devs or a player who loves MMs and has a bunch they can compare statistically.
However, even if you had the characters to test, you would be missing a lot of data because pet statistics aren't logged by HeroStats because your chat log doesn't have them. So the best you could do would be to say if MM X was 'faster' than Y. Digging into the numbers to provide an answer would be a whole lot of guessing.
Only way I can think to make note of the pet damage contribution would be to record demos/videos of all the missions and looking at the damage numbers after the fact.
I see.
So how do devs evaluate MM's performance? I know Thug performs well. I made one and I can immediately tell Thug > Merc. I am a major Merc fan and I have to add a lot of proc/sets to make it "competitive". I don't think my Merc/Storm's damage is low but I have a feeling Thug/Storm can perform better.
And in a lot of ways, how the players perceive is very important too because even if Stalkers don't "underperform", most players perceive them as less team-friendly or adding nothing special to the team. Many MM players perceive Merc as nothing special and border-line low damage (mostly lethal). -
Quote:So do you think Stalker's buffs only satisfy old Stalker fans and does nothing to increase Stalker population?Everything in this post is potentially very much dated, at the very least for stalkers and dominators. My main motivations for reposting it were that a) people kept asking, b) people still reference it, and c) its the only place where BaB's original data can still be referenced, since his posts went bye-bye as well. If we are ever given updated data, I'll certainly update this post. As it is, though, I recognize that some of the conclusions and analysis here might be moot in terms of the current game, although they might still be interesting to people in the historical sense. Its also the best information we currently have, dated as it is.
In any event, while game changes may have changed the current situation, I don't think any new information has come up which invalidates the analysis in terms of its commentary of the state of the game at the time.
I was hoping we would see more Dominator after the buffs but maybe the old description just turns off people how Dominator is performing now?
If both Stalker/Dominator still rank the worst with no real obvious increase, then technically the "buffs" did nothing to improve the population?
Which also means that the possible Tanker buffs that many tanker fans want may not improve the population afterall? The buffs just make the fans happier? -
Quote:I agree. I also think a lot of players are still not educated enough to know that Stalkers get critical bonus with party members. I say screw that 30 radius thing. Just give Stalker critical rate with the increase in party members. Or increase that 30 radius to like 60 radius or even larger.Just a personal observation: I find Stalkers, in general, do not add anything to a team dynamic. Most people (myself included) that play Stalkers tend to play solo a majority of the time. When buliding a SF team Stalker is the absolute last AT I would invite and I would hesitate to ever have more than 1. I play, and have played, several Stalker toons and often wonder what my "real" role is on a team...certainly not support (buff/debuff/heal), definitely not agro-control (taunt/hold/slow), and as a damage dealer I find Stalkers lacking for a number of reasons (survivability, AoE, dps). Overall I find Stalkers appealing to a small segment of the population due to their "loner" nature in a game of social interaction.
Oh and I also think Stalker is way overshadowed by VEATs in general. Sure, Stalker has Assassin Strike but both Night Widow and Bane provide EXCELLENT team buffs while providing similar damage. Are VEATs just too good? At least nobody in CoV can compete in Dominator's controls if the team needs/wants controls.
I honestly think the dev should just give Stalker a bit more aoe. I never understand why Claw needs Swipe or how Martial Arts need all the single kicks. If the dev gives Stalker at least one aoe per set, that should be a lot more team-friendly.
Many people just don't want Stalkers on the team and I don't blame them even though my Spines/EA is built for team. I have 3 aoe in Throw Spines, Spine Burst and Ball of Lightning. My aoe damage is nothing to be laughed at and yet my stalker gets the most "no thanks" whenever I PM for invite. -
Call me crazy but I think huge increase in Controllers population could be due to AE's ultra fast experience gain? A lot of people think lowbie Controllers is a real pain but after AE's been introduced, they can power level their way to 32 to get pets in a matter of hours.
For example, 4 out of 5 friends made Dominator during double exp/farming madness because that's one AT that they want to really try but never have the "patience" for. I think Controller is seen this way as well.
VEAT is just plain awesome. They are super team-friendly and they don't usually "rely" on anybody to function like how Blasters "need" to be babysit or the team needs Brute/Tank to herd. VEATs just put their toggles on and start slaughtering. I am not surprised more and more people play VEATs. I know Fortunata/Blood Widow are my all-time favorite AT.
I am mostly surprised by Stalker data. It seems Stalker's population has not really increased even after those awesome buffs. That means the buffs "failed", at least it fails its original goal which is to push Stalker population. I mean those who like Stalkers already like them. The buffs just make them more satisfied with the AT.
I don't see much Dominator population increase after I15 either which is weird because Dominators got a lot of buffs!
What if a lot of new players are not "educated" enough to know about those buffs? I mean I've read the character introduction since like 2 years ago. Maybe the dev should improve character intro paragraphs to give new players a more accurate "expectation"? Does the character screen say Dominators have "low" or "medium" damage? In my opinion, Dom's damage is on the "High" scale now. -
Holy !@#$#!?? You serious?
Do the procs come from the "mother pet" once every 10s or from each individual vine? The vines cause knockback, so I assume they can trigger chance for smashing? Wow!
The mother pet causes slow and immb and when aoe immb hits, it also checks for target aoe proc. Nice! -
Quote:They are. They're also only mag 2. Long recharge, only capable of working on minions, and random usage is not very reliable.
Besides that, Thugs and Robots both have +DEF which makes them harder to kill and gives them more of a lifespan, and more reaction time for you to support them. Merceneries only have RES, and it's limited. Mercs die very easily and their only response is a medic who heals, but his reaction time is slow. Mercs don't have enough damage or tricks to really fit anything.
If you look at units in how durable they are, it comes down to basically:
1) Robots
2) Thugs
3) Zombies
4) Mercs
5) Ninjas
In terms of damage, they're outdone by Thugs, Robots, and probably Ninjas (assuming they stay alive).
In terms of mezzes/debuffs, they lose to Zombies and Ninjas, and even then don't really have much to offer over what Thugs and Robots do.
It's hard to say what their role is supposed to be. They don't really excel at durability, damage, or mez/debuff. They just sort of exist. Ninjas have a similar issue, as they're very squishy (they have DEF, but not enough of it, and no RES to back it up) and their mez/debuff is fairly limited.
Ok, which one has more "annoying" knockbacks? Robot or Merc! I use M3 Grenade to add more knockbacks and that's my role = knockbacks!
I agree Merc doesn't stand out enough, the same way Martial Arts is now.
Of the 5 sets, I think Ninja has the most issues but it's just me. I think their damage output is greatly affected by whether Jounins are at melee range or not. -
And improve Serum. Seriously, the most complaint about Merc is the inconsistent controls from spec-ops. Merc trades defense and resistance (Robots get more resistance types + defense from Protector bots) for extra controls from Spec-Op. On paper, it looks cool but the super long recharge on Flashbang (120s) and Tear Gas (180s) make it very "unreliable" because you can't tell Spec-Ops when to use those two powers. For example, the battle lasts 2mins and your spec-ops use aoe control on a runner so in your next fight, spec-ops have no aoe controls to start the fight. That's how unreliable their controls are. -
The article did not mention whether SoA is getting the new powers or not. They should.
I don't know which set doesn't have 5 powers. I think most of them are in coh? I don't play heroes! -
Honestly, I think everyone knows PSW was ridiculously overpowered or "out of line", "out of equation". If you weren't /psi Dom, you were seen as gimping yourself. Hell, I have a lvl 50 Plant/Psi and lvl 43 Ice/Psi so I know how good PSW is.
That's great data DarkCurrent.
I just haven't respec my old /psi toons to experience the new effects. I never slot Psi Dart and I never took Mind Blast (takes too long for my taste and low damage).
The higher endurance cost could be offset by having Drained Psyche?
Can you do similar studies on Merc MM? I am so tired of reading/hearing people say Merc sucks. On paper, Thug and Robot > Merc because Merc's aoe controls are very inconsistent. -
Acid Mortar is worth 6-slot IMO.
The goal is to get recharge down so you can overlap two AM for a while. The debuffs from each mortar STACK!
You want to get some accuracy into it. It does make a big difference if you are fighting something +2 or higher.
You can get several damage procs for AM. My Ice/Trap Corr went with chance to hold originally and it helps. The funny thing between Corr and MM Acid Mortar is that MM's AM takes Target AoE set while Corr's takes single Range Damage sets. Don't ask me why.
You can put Chance for Negative Damage from defense debuff sets. MM can use chance for energy from Positron set. Once you are lvl 50, you can try chance for knockdown for some controls.
I haven't played my trapper for so long. Can AM take Accurate Defense Debuff sets? That would be full of options then! -
Ok, I just got back from vegas so I have a lot of readings to catch up.
But do Brutes and Stalkers get Energize or not? I know they can't change the order between Lightning Reflex and Conserve Power. The article says "Brutes and Stalkers do not get this advantage, unfortunately". The advantage of not having Energize earlier or not having Energize at all? -
For some reasons, I really like duo Fortunata (running two assault) or duo Crab (running two maneuver). I run duo crab like that with my twin brother. It's very strong.
I think duo sonic/pain corr is fun too.
And my current favorite is duo Necro/Pain with Oppressive Gloom. I didn't know OG is this fun! MM's OG has 12' radius. Duoing means we can stun most bosses too. I love having our own little undead army. -
I learned my lesson not to rush to a game that just came out of beta. It's always full of bugs... ex: War Hammer Online.
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Wow awesome!
Now can you please allow me to put Accurate Tohit Debuff sets in Lich and Grave Knights? Pretty please!!! -
The 3 spiderlings is very skippable but the 2 reinforcement pets are very good IMO.
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Quote:Well, I find the best attack chain is Dom, Gloom, Subdue and then if your recharge is fast enough, your Dom is recharged already. I took TK blast originally but I find myself not using it as much because the 3 other attacks recharge fast enough. I then respec TK blast into Poison Dart because I want the 25% -regen. I don't know how effective that 25% is but I just know when I solo AV as NW, she kills A LOT faster. I don't think Fortunata's damage is low so I would need to assume the 25% -regen from poison dart makes a pretty obvious difference. Perhaps the 25% -regen stacks just like Twlight Grasp?Contemplating PD versus Mental Blast. I realize that PD redraws each time. Anyone have any idea exactly what to add in for that animation time wise?
PD = 1.5 sec animation (1.716 arcana time)
MB = 1.67 sec animation (1.848 arcana time)
I'm thinking the redraw has to add more than the 0.132 difference. But, PD does more damage thanks to the DoT. I'm just not sure if it's enough more, even before figuring on if I can stand the constant redraw.
Then, there's the lethal+toxic versus another pure psi damage attack. Having the other damage type could be nice against heavily psi resistant foes.
I think I like the -25% regen more than the -30% recharge slow, in general.
Anyone care to weigh in? I'm fairly torn.
I'm going for a fairly inexpensive build that will chain one of these two with TK+DOM+Subdue, in case that matters to your input.
I basically only use Poison Dart as a debuff on a tough boss or elite/AV because when I play on a team, I basically cycle 3 ST and Scream and AoE Immb.
Speaking about AoE Immb, I used to take Psi Tornado but I find that the mobs run away too much or they run towards me too easily. I have to say AoE immb from patron has proven to be a lot more useful than Tornado. I know Tornado's radius is huge but I rather immb them and just spam Dom, Gloom, Subdue and Scream. -
Quote:I know the first is scrapper like, and the second is a ranged control freak, but from the people who have one at 50...which do you find more enjoyable.
Also, anyone have one of these as their favorite villain?
I ask, because I haven't rolled one yet and played it beyond lvl 5 or so. Didn't have time w/ other projects. Now I'm thinking of going with one, but not sure if I wanna start lvl'ing one up to 50. Fear of disappointment I suppose.
TL'DR: Do they solo well? Are they powerful?
Tourettes
Honestly, if you spend the time to put sets into NW or Fortunata, they won't be disappointment! I don't know what you've tried before but NW, Fort and Crab (some can argue about Wolf and Bane) can be extremely strong.
SoA is the only AT that I feel worth investing in. Dominator is another.
Which one is more enjoyable? I lean more towards Fortuanta because I've always enjoyed controls. I have two builds. One is Blood Widow (NW using follow up) and one is all ranged Fortunata. Blood Widow build does a lot more ST damage but Fortunata's damage is not laughable at all. I carry two Assault leaderships so I constantly have about 30%+ damage buff (I have other set bonuses too). Soloing as Fortunata has been a joke. You hold one and kill another and even if you fail to hold, your defense and mez protection make you almost impossible to get killed.
Fortunata is by far my #1 favorite AT. She is like a mini Tank-troller. Great defense, decent damage, decent controls, awesome team buffs, great mez protection (which means you can solo almost anything you want in regular story content) and a fun mini-nuke that you can show off (without endurance drain). I don't think you can ask for more! -
Off-topic:
Holy cow, 4 out of 5 top threads are all about Robot!!! Robot/Storm, Robot/Dark, Robot/Trap..
robot, robot, robot.... -
Quote:You know what, all my characters are at the maximum height! I think you've got a point here. LOLHow fast were you running before you slotted them? All movement bonuses are added to the base, so if you already had a high movement speed, an extra 15% probably won't be distinguishable. Some players can spot the difference (i can immediately tell when my Jump Speed has dropped by even the slightest amount), but most tend to ignore or miss small differences.
Potentially more relevant, how tall is your character? How fast you feel like you're moving is very much a matter of perspective in this game. Short characters feel like they're moving at a greater clip than larger characters, even when the actual speed of movement is exactly the same for both. My Fire/TA is a very small woman, under 5', and at ~24 mph RunSpeed, she feels disturbingly fast, but on the other hand, my main character, my TA/Dark, stands a bit over 5'6", and running at ~24 mph, she just doesn't feel nearly as fast as the Fire/TA.
That is, incidentally, why Fly also feels like it's so slow. Perspective. When you're 300' above the ground, your visual reference points are passing below you very slowly, so you feel like you're moving slowly even if you're at the Fly cap. If you fly down close to the ground, it feels like you're moving much more quickly.
Which is, also incidentally, a big part of why I adore Hurdle + CJ so very much. I'm typically bouncing along at almost exactly the same speed I would be if I'd taken Fly, but it feels like it's faster because I have the perspective of buildings, NPCs, trees and various other things giving me visual reference points which are closer, and therefore delivering that feeling of moving along very quickly.
I love max. height because I can see my design better. I guess that's why I don't notice the 7.5% that much. I don't take travel powers. I just use temp fly and sprint.