-
Posts
3510 -
Joined
-
I play mostly Stalker and Ninja Mastermind. I know a thing or two about burst damage.
Trust me, Blaster's Beam Rifle does a ton of burst damage. I like Beam Blaster. I just don't like my secondary /Fire.
When I run signature story arcs to get purple merits, my Beam blaster kills the elite boss the fastest of all the toon I have at lvl 30.
Yes, Blaster doesn't cause Disintegration as much 'cause things tend to die faster. This means you need to always target a LT or a boss. The good news is Blaster has Build Up. Overcharge's damage with Aim + Build Up is ridiculous. It feels like a true nuke but without the crash. -
Quote:They didn't modify any of pet's attacks after they buffed Ninja Blade, Broadsword, and Assault Rifle. Jounins, Grave Knights and Commando are still using the old animation time.Regarding the animation times: I took the animation times from the similar Assault Rifle animations, since the Mercs still use the original Assault Rifle animations from before the global weapon animation time reductions (where nothing in AR animated shorter than 1.87s).
From what I understand, and I could be totally wrong, it makes things much easier when they can take the animation from somewhere else (in this case, the much faster Assault Rifle powers).
Synapse didn't even want to touch Lich's Life Drain even after it got changed (I PMed him about it because I really think Lich can use a good attack). I guess pet's performances are so tight that they normally don't want to mess with animation time. I could be wrong of course.
I don't know how much time they want to spend on improving Merc. The dev do recognize that some older MM sets need attention.
However, if there's one thing they can do to make Merc better, improve Spec-Ops. They are the true reason why Merc is under-performing. I can live with current Commando and Soldiers but Spec-Ops' Snipe needs to have increased damage for a 16s attack. -
Quote:Long post incoming!
I was bored and decided to take a look at the Mercenaries set for Masterminds. As I said before whenever I looked at it before it just looked like a poor choice, but I'd never given any thought on what to do with the set.
Here are my ideas!
I've taken a cue from other Mastermind pets that get the benefit of AT abilities. My idea is to add a stacking damage buff similar to Blaster attacks to most of the Mercs rifle attacks.
Mercenaries/Equip Mercenary
Add Grant power: Merc Defiance Lvl 1 to all pets, unless they already own Merc Defiance Lvl 2
Merc Defiance Lvl 1 will be a power that increases the odds that effects tagged MercDef1 will activate to 100%
Mercenaries/Tactical Upgrade
Add Grant power: Merc Defiance Lvl 2 to all pets and revoke Merc Defiance Lvl 1
Merc Defiance Lvl 2 will be a power that increases the odds that effects tagged MercDef2 will activate to 100%
Mercenaries/Soldier
ASMG Burst
Reduce cast time to 1 seconds
Add +3.3% Dmg(All Types) for 8.5s to Self (tagged MercDef1)
Add +6.6% Dmg(All Types) for 8.5s to Self (tagged MercDef2)
ASMG Heavy Burst
Reduce cast time to 2.2 seconds
Add +7.26% Dmg(All Types) for 9.7s to Self (tagged MercDef1)
Add +14.52% Dmg(All Types) for 9.7s to Self (tagged MercDef2)
Assault Rifle Auto Fire
Reduce cast time to 4 seconds
Add +5.13% Dmg(All Types) for 11.5s to Self (tagged MercDef1)
Add +10.33% Dmg(All Types) for 11.5s to Self (tagged MercDef2)
Assault Rifle Burst
Reduce cast time to 1 seconds
Add +3.3% Dmg(All Types) for 8.5s to Self (tagged MercDef1)
Add +6.6% Dmg(All Types) for 8.5s to Self (tagged MercDef2)
Assault Rifle Heavy Burst
Reduce cast time to 2.2 seconds
Add +7.26% Dmg(All Types) for 9.7s to Self (tagged MercDef1)
Add +14.52% Dmg(All Types) for 9.7s to Self (tagged MercDef2)
Mercenaries/Medic
Add a modified Vigilance
Endurance Discount dependent on fellow Henchmen or Mastermind/Owner Health
30% damage buff, reduced by 10% for each additional Henchman currently alive.
The idea is that while he is a Medic... he's also a fellow soldier and so he should get the benefit of playing support (an EndDiscount when his allies are in trouble) but also be able to fight if his teammates start to fall.
This would probably require so much work, though. >_>
Add a modified Vengeance
+10% Defense(All)
+10% ToHit
+15% Damage(All)
Scale 1 (Melee) Heal
The idea here is that attacking a combat medic is considered a war crime (well, as long they don't use firearms, but work with me here), so if the Medic falls, his teammates should be very upset about it.
Med Kit
Reduce cast time to 2.93 seconds
ASMG Burst
Reduce cast time to 1 seconds
SMG Heavy Burst
Reduce cast time to 2.2 seconds
Stimulant
Reduce cast time to 2.93 seconds
Frag Grenade
Reduce cast time to 1.67 seconds
Mercenaries/Spec Ops
SCAR Burst
Reduce cast time to 1 seconds
Add +3.3% Dmg(All Types) for 8.5s to Self (tagged MercDef1)
Add +6.6% Dmg(All Types) for 8.5s to Self (tagged MercDef2)
SCAR Heavy Burst
Reduce cast time to 2.2 seconds
Add +7.26% Dmg(All Types) for 9.7s to Self (tagged MercDef1)
Add +14.52% Dmg(All Types) for 9.7s to Self (tagged MercDef2)
Flash Bang
Reduce cast time to 1.67 seconds
Reduce recharge time to 60 seconds (it's a freakin' mag 2, come on now)
Add Mode disallowed: Disable_AoEControls
Set mode: Disable_AoEControls for 20s
Tear Gas
Reduce cast time to 1.67 seconds
Reduce recharge time to 120 seconds
Add Mode disallowed: Disable_AoEControls
Set mode: Disable_AoEControls for 20s
Sniper Rifle
Reduce cast time to 1.67 seconds
Add +5.511% Dmg(All Types) for 9.17s to Self (tagged MercDef1)
Add +11.022% Dmg(All Types) for 9.17s to Self (tagged MercDef2)
Alright, here's my explanation for the changes to Flash Bang and Tear Gas: The problem is that as soon as they have both upgrades, they'll just run in to the first fight and use both and waste them. So the idea is that using either one will set a mode that prevents them from using the other AoE control for 20 seconds. So in quick fights they shouldn't have a chance to spam them one after another and waste them.
Mercenaries/Commando
Burst
Reduce cast time to 1 seconds
Add +3.3% Dmg(All Types) for 8.5s to Self (tagged MercDef1)
Add +6.6% Dmg(All Types) for 8.5s to Self (tagged MercDef2)
Slug
Reduce cast time to 1.67 seconds
Add +5.511% Dmg(All Types) for 9.17s to Self (tagged MercDef1)
Add +11.022% Dmg(All Types) for 9.17s to Self (tagged MercDef2)
Buckshot
Reduce cast time to 0.9 seconds
Add +1.375% Dmg(All Types) for 8.4s to Self (tagged MercDef1)
Add +2.75% Dmg(All Types) for 8.4s to Self (tagged MercDef2)
Full Auto
Reduce cast time to 4 seconds
Add +4.4% Dmg(All Types) for 11.5s to Self (tagged MercDef1)
Add +8.81% Dmg(All Types) for 11.5s to Self (tagged MercDef2)
M30 Grenade
Reduce cast time to 1.67 seconds
Add +1.7% Dmg(All Types) for 9.17s to Self (tagged MercDef1)
Add +3.39% Dmg(All Types) for 9.17s to Self (tagged MercDef2)
Flamethrower
Reduce cast time to 2.33 seconds
Add +3.23% Dmg(All Types) for 9.83s to Self (tagged MercDef1)
Add +6.46% Dmg(All Types) for 9.83s to Self (tagged MercDef2)
LRM Rocket
Add +3.89% Dmg(All Types) for 11.33s to Self (tagged MercDef1)
Add +7.78% Dmg(All Types) for 11.33s to Self (tagged MercDef2)
Enjoy!
It's great that some people are looking into Merc! I've been a Merc fan for a very long time. My very first villain is a Merc/Poison 50 who I really hate playing because of /Poison.
Anyway, I've done a lot of testings on Merc and here is what I think. (Your idea on Defiance is pretty good but I don't know if they want to add that many things to each attack for all 6 pets and I am not sure if they want to spend time to modify animation to reduce casting time).
1. Merc's biggest problem is Spec-Ops! There is no secret about it. When I did testing against dummy, Spec-Ops' total damage output is less than the Soldiers. Their damage output is really really bad. The biggest problem is Snipe. Yes, they can now cycle Snipe during attack chain but if you look at Snipe's base damage, it is only similar to a 6s attack like SCAR Heavy Burst. Snipe takes about 3s to shoot and has 16s recharge time. This attack needs to have a real snipe damage output. This way Spec-Ops can provide burst range damage to start the fight.
2. Your idea on Add Mode disallowed: Disable_AoEControls and Set mode: Disable_AoEControls for 20s is excellent! If it's possible to add, then do it. I will also reduce the recharge on those two controls.
3. Spec-Ops' other problem is Rifle Butt. After the last change on Pet AI, Spec-Ops don't use RB as soon as the enemy gets close. It is annoying!! If Spec-Ops' role is to provide controls, then I really hope they can change it to Bean Bag Round. They can even increase the recharge from 16s to 20s because if it's bean bag round, I know they'll use it more often than waiting for the enemies to get close. (I've even tried to goto them to a target during stealth mode but they get seen pretty easily..)
4. Spec-Ops' Stealth. I am glad they finally got rid of the speed penalty in stealth mode. I really think they should add Stealth Strike because with the increase damage of Snipe, the critical damage should be a very good way to open the battle.
5. Merc, on paper, has decent aoe damage but in reality, they don't. The biggest problem is that they mostly have narrow cone attacks and Spec-Ops don't have any aoe attack (even Robot Protectors have one aoe with stun!) The two Soldiers need to widen their cone from 20' arc to 40'.
6. Medic's problem is that he only has 70' range. All the rest are at least 80'. This is why Medic tends to get hit more than the other two soldiers because he walks forward a bit. They finally disable his Brawl but he should have at least 80' or even 90'. A Medic should not have less range than the rest of the cast. Another problem that contribute Medic taking aggro is his Frag Grenade. Frag has way larger radius than the other two soldier's cone attacks and the knock backs always draw more aggro. Medic shouldn't draw more aggro than the other two Soldiers.
7. Serum. Sigh. I've really tried to like this power but this power just sucks. The god-mode is okay but I don't like the short duration and the endurance crash. It also doesn't have psionic resistance. The idea behind is nice because if you put it on Commando, he turns into Rambo-like. They should really increase the damage buff in serum. I think it only gives like 5%? That's like nothing... A real Rambo can survive and do great damage. I prefer they turn it into a good single non-god-mode buff. Something like giving 20% resistance, 30% damage buff and last for like 30s and with half the recharge. The god-mode type of power just seems weird to a range-heavy pet that can't grab aggro for the team. A god-mode power works well on Bruiser, but not on Commando. What good is a god-mode if Commando has no taunt?
8. Upgrades. If you use the first Upgrade on Soldier, they actually have better single target damage than with 2nd upgrade because 2nd upgrade over-writes first one and replaces one attack with a cone attack. First upgrade is better for ST dps and second upgrade is better for burst/aoe damage (except the aoe damage cone is way too narrow to be effective). I think an Upgrade should be an Upgrade. The 2nd upgrade should improve both ST dps and aoe damage. Look at Robot's minion. They get one more attack from first upgrade and a cone from 2nd upgrade. The second upgrade only improve it.
I am at work. That's it for now. I have a lot to say about Merc and Ninja MM! -
Guys, let's not worry about T3 boss pet. We can only hope they let us customize pets later. Beast Mastery will be the best one for that system because we can choose different animals.
Let's just focus on the game play. I have the most experience with Ninja, Merc and Necro. My new Beast/FF is lvl 13 now and I feel its ST damage is the highest at the moment. This is only natural because Wolves and Lions are all melee. Melee = More Risk = Higher Reward (supposedly!)
Genins have 3 range attacks so their dps is sometimes less if they stand far (but safer!).
I like Beast/FF combo because /FF is cast and forget which gives me more time to blast and gain more Pack Mentality.
What's your thoughts on it? -
Quote:Have you tried SJ on Stalker? It is really good. You don't lose any aoe in SJ and critical combo 3 crushing uppercut hits harder than a hidden Assassin strike.I just wanted to say that I found this very informative. I myself made a MA / Energy Aura Stalker only a few months before the big changes/buffs to EA, but I loved the character and it was already Incarnated to T4s all around before that change happen. I had to respec pretty severely to adjust to all the free defense that Energy Drain was giving me, but my build is still pretty low on Recharge. For me I often find that when hasten is down I need to use two filler attacks instead of one in certain chains, and I have both Cobra Strike and Crane Kick for this reason. The lack of a low level AoE sucks so I fit in Spring Attack.
As far as my playing has gone, I love the amazing Single Target DPS but am a bit let down by how my base damage is apparently lower than a Scrapper's despite having less base and max HP than them, and being perma'd at my HP cap without Overload. Fortunately, those Stalker changes are in the work to increase the HP cap as well as modifying Assassin's Strike to increase Stalker ST DPS more. When these changes go live I think I will fall even more in love with this character, and hopefully be able to compete with a MA Scrapper in DPS.
Stalker's Assassin strike in SJ also gives 2 combo points. It should be even better when the new stalker change goes live.
I have a +1 MA/Will Stalker. He is fun to play but his lack of aoe sometimes pisses me off. I don't think his ST damage is that superior. It is better than most sets but it should be at least 25% better if there is no aoe in the set.
I like SJ more than MA because SJ has very good burst damage that suits Stalker's style. -
Quote:Ice Control is ok. It doesn't really shine on dominator because your Domination doesn't affect Ice Slick. I've leveled one Ice/Psi to 42 and one Ice/Fiery to 40. The ice/psi combo was made before the nerf on Psionic Shockwave. I was looking for a primary that requires me to go melee and Ice's AA + Shockwave was AWESOME. After the Psi nerf, I haven't played that toon in years.... T_T I didn't even bother respecing him.I'll just throw my 2 inf. in and say I'd love to see some type of changes happen to Ice Control.
Every time I think about making an Ice Control/* Controller or Dom. I'm like...eeeh...Ice Control is so weak as far as actually controlling mobs (comparing it to earth, mind, plant...etc...).
I have never made an ice control toon that has made it past lvl 8 or so....never know if that will change but...I'd like to see some love for the set.
Ice Control works pretty well on a large team because Ice Slick stops mobs from running away and all the slow debuffs in AA. I mostly just run in with AA on and try to attack/hold. I do need somebody to take alpha for me though because Ice Slick can still get you killed if you don't drop it out of sight.
The pbaoe hold with domination is visually pleasing when it happens. Big ice cube with great sound effect.
I don't use Shiver but it can be useful. And I almost never use aoe immb on dominator. Sue me!!! -
I prefer using Rib Cracker on a Carnie... oh wait, my stalker doesn't have Rib Cracker!
I think for ST damage, both sets should be close and competitive. From the gameplay perspective, Martial Arts' dps is more "smooth" because each kick hits "similarly" hard; whereas, SJ has a wide discrepancy in low/high damage. The key to play a SJ effectively is not to waste your combo 3 Uppercut on something that only needs a light punch/kick. -
Ice Control lacks battle opening move that can reduce alpha damage greatly. Ice Slick is good when you can cast it out of sight and have others to run in.
The only aoe hold is a pbaoe so you need to run in first.
The whole set has synergy problems left and right.
I hate Flash Freeze the most. They should never add damage in a sleep power. It never makes sense to me. It comes out slow as snail and the damage makes it hard to sleep again.
At this point, the only thing I want to see is adding Smashing damage in Ice Slick because every time I see mobs slipping up and down like that, I feel their butts must hurt really bad! I can't help but think they have to suffer some sort of smashing damage during Ice Slick. lol -
Oh well, I've been using Energy Aura for a while (even before the two changes).
It just gives you a reason to skip it because the old Replusion aura is worse. It costs just as much (if not more!) endurance and you spend a lot of time chasing the knocked back foes. The endurance cost was just too much.
Disrupt at least lets you use purple stun set if you have rooms for it. -
I really don't like Radiation Blast on corr. The only thing great about the whole set is Cosmic Blast.
/Pain Domination is ok. It's better for a larger team (world of pain) than soloing or small team. -
Quote:/Poison was considered a good soloing set at that time because you couldn't change game settings the way you can now. If you solo, you only get 3 minions or 1 lt and 1 minion or 1 boss with a minion. With that setting, /Poison can be decent.I have a necro poison MM. It was the first toon I made on Virtue, and I basically solo'd it to 50. I had heard poison was a really good set, especially vs hard targets.
.
Now with the new settings, a /dark toon can do +1x5 or even higher to get better exp and kill just as fast.
And /Poison's debuffs are really THAT great. I am surprised to find out how low the -regen effect is. I could have sworn it used to be 500% but the in-game only lists 25% + 25%... that's just pathetic for a debuff-specialist set if you ask me. /Poison only has great debuffs when you use Venomous Gas (on Corr/Troller) or with Noxious Gas. -
Quote:I don't like the synergies between dark/dark because I like to have one more cone attack and I really like Drained Psyche. My build doesn't even use Psionic Shockwave. I am that lazy to go in to use it. lol Scream's damage is about the same as Shockwave (minus the stun effect).So, based on what I'm reading, I should expect great things from my Dark/Dark blaster I created last night?
I think Dark Blast is great for Blaster because it gives you so much more survival. The damage is really not that bad. Gaze is a mag 3 hold that does decent damage.
My Dark/Mental didn't take the Fear power, melee or the confuse toggle. I took tough/weave/hover. -
-
Quote:When I tested Martial Arts, storm kick missed a few Focus during pylong test but it's pretty high chance. I don't know what the cut-off point for guaranteed Focus is, but I know all the attacks that have 10s or more (axe kick, cobra, crane and eagle) give Focus every single time. If it's not 100%, it's very very close to it.How do 6 second attacks do Jibikao? I am thinking of Ablating strike in Dual blades, or smite in Dark melee, or flashing steel in Ninja blade. Do they always get a point of Assassin's focus?
I still cannot get in beta. Says I can't connect to game patch server when I try to update my beta client. Wierd.
8s has very high chance too but I may have missed once or twice during testing.
The worst attack chain to give Focus is using Gambler's Cuts. I missed TWO Focus in a row when I tested Ninja Blade. Because of this, I include Flashing Steel in attack chain. Flashing has 7s recharge?
Note: This only matters if your Assassin Strike has good recharge and you want to keep the attack chain going with 3 hits (3 focues) and critical AS. Before you have set bonuses, Focus chance doesn't matter that much 'cause you are not going to have enough recharge/endurance to keep it going like that. -
It's a late reply but I really enjoy Dark Blast on Blaster. I have a 50 Dark/Mental/Munitions.
Just take Hover and open the battle with Aim/Build Up and aoe knock back and scream.
Dark Blast is a very safe set. You get a good aoe knock back, a single hold and an attack with healing and stacking tohit.
I would rank Dark Blast as top 3 blaster combo. It is like the opposite of Fire Blast. You trade some damage with many good utilities. Comparing to other Dark Blast, it is way better IMO because you get Aim. I never understand a true nuke power with no Aim/Build Up on Corr/Defender. -
Quote:I totally agree with you that they should spend more time on re-designing older sets rather than making new ones all the time.Basically, if you look at the way StJ and Staff have been designed for Stalkers, it's easy to see that several of the older sets would have been done differently by the current design team.
So they should redo them.
The only down side is that the game is now F2P. They need to spend more time on creating new items/products to keep the company going. Would you pay for an "old" set if it's re-designed in a better way? I may if it's re-designed well.
Each week they are pushing new products to the store. I just don't see them having enough time to re-design older sets.You can charge money for new sets but not old sets.
-
I can't remember exactly the exact bonus damage, but I think body gives extra smashing damage, mind gives extra psionic and soul gives extra energy damage.
I think it is better to include Sky in the attack chain rather than trying to save 15% damage buff for other inferior attacks. -
Quote:I agree Ice Control has some synergy problems within the set.Ice Control - Add some sort of debuff or control to Shiver. Also, Ice Slick should do something more for those times where you use Frostbite, whether with an added effect at all times, or by adding a tag to Frostbite, so when enemies have that tag, Ice Slick causes a different or additional effect to them. Flash Freeze should also lose it's tiny damage tic and the recharge should be brought down to a more reasonable timer like other AoE Sleeps. Also, remove that fear from Arctic Air.
One thing that always comes up in mind when I watch the mobs "slip" up and down in Ice Slick is that "DOESN'T THEIR BUTTS HURT?". LOL I mean seriously!!! Falling down continuously hurts your back/hip/butt so much that you should be seeing "smashing" damage! -
Quote:1. I think Body form only gives up to 15% with 3 stacks, not 20%. (Unless they've changed it recently??)Thanks for the numbers.
So from the minmax perspective staff looks pretty mediocre for a ST attack chain, with the achilles proc attack having such a low DPA, don't really want to use it. And the best DPA looks to be..Sky splitter? Is that number with the bonus from perfection?
Actually, does not perfection of body give you 20% damage buff? This would mean that not using sky splitter raises the DPA of all the other attacks as you keep doing your chain and keeping three perfection of body.
The problem I see with your chain is that you are using AS only every 5.5 seconds. As by far the best DPA stalker attack (post i22) it should be used as often as possible in any chain.
I wonder what a staff attack chain might be like with continuous perfection +20DB, therefore not using skysplitter except as a rare finisher. Any ideas how the +20% damage bonus would affect overall damage? Can you straight up add 20% to the DPA of any attack? I seem to recall hearing that minus damage resistance works that way because it is factored in at the end, but damage bonuses aren't as good for some reason.
This 20% from Perfection of Body obviously makes calculating the effectiveness of staff's best chain versus other sets a little more tricky.
2. While it is true that not using Sky Splittery or Eye of Storm keeps 15% damage buff on you, you have to consider that releasing SS also gives more damage? This number SS - 3.036 - 184.18. Does it include that extra damage?
3. You can't reliably build Focus with attacks that have recharge less than 8s. I've tested this in beta. This means you don't really need to push Assassin Strike's recharge that low because you may not get 3 stacks. Missing an attack also doesn't give Focus. -
I usually don't share builds but I REALLY like this Fortunata build. :P Everything is pretty affordable except for the Apocalypse's Negative damage proc. My builds are usually non-purple sets. The +recharge isn't anything amazing but I start the fight with Psi Tornado and I put chance for +recharge there.
Gameplay is Hovering with stealth IO and all range. Blast away in air! Super safe and effective.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Villain Profile:
------------
Level 1: Telekinetic Blast Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43)
Level 1: Combat Training: Defensive DefBuff(A), LkGmblr-Rchg+(43)
Level 2: Subdue Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(9)
Level 4: Tactical Training: Maneuvers RedFtn-Def/EndRdx(A), RedFtn-Def(13), RedFtn-EndRdx(40), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), LkGmblr-Rchg+(42)
Level 6: Aim GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(11), GSFC-Rchg/EndRdx(13)
Level 8: Psychic Scream Posi-Acc/Dmg(A), Ragnrk-Knock%(34), Posi-Dmg/EndRdx(48), Posi-Dmg/Rng(50), Posi-Dam%(50), Posi-Acc/Dmg/EndRdx(50)
Level 10: Indomitable Will ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(11)
Level 12: Hover Frbd-Stlth(A), LkGmblr-Rchg+(29)
Level 14: Dominate Apoc-Dam%(A), UbrkCons-Dam%(15), Thundr-Acc/Dmg(15), Thundr-Dmg/Rchg(17), Thundr-Dmg/EndRdx(17), Thundr-Acc/Dmg/Rchg(19)
Level 16: Assault EndRdx(A), EndRdx(46)
Level 18: Maneuvers RedFtn-Def/EndRdx(A), RedFtn-Def(19), RedFtn-EndRdx(21), RedFtn-Def/Rchg(21), RedFtn-Def/EndRdx/Rchg(29)
Level 20: Tactical Training: Assault EndRdx(A)
Level 22: Foresight S'fstPrt-ResDam/Def+(A), DefBuff(23), DefBuff(23), LkGmblr-Rchg+(37)
Level 24: Mind Link LkGmblr-Def/Rchg(A), GftotA-Def/Rchg(25), RedFtn-Def/Rchg(25), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Rchg+(27)
Level 26: Tactical Training: Leadership EndRdx(A)
Level 28: Kick Empty(A)
Level 30: Tough Aegis-ResDam/EndRdx(A), Aegis-ResDam(31), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam/Rchg(31)
Level 32: Psychic Wail Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Gloom Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
Level 38: Aura of Confusion CoPers-Conf(A), CoPers-Conf/Rchg(39), CoPers-Acc/Conf/Rchg(39), CoPers-Acc/Rchg(39), CoPers-Conf/EndRdx(40), CoPers-Conf%(40)
Level 41: Tactical Training: Vengeance LkGmblr-Rchg+(A)
Level 44: Psionic Tornado Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(46), FrcFbk-Rechg%(46)
Level 47: Hasten RechRdx(A), RechRdx(48), RechRdx(48)
Level 49: Darkest Night EndRdx(A)
Level 50: Cardiac Radial Paragon
------------
Level 2: Swift Empty(A)
Level 2: Health Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
Level 2: Hurdle Empty(A)
Level 2: Stamina EndMod(A), EndMod(3), EndMod(3)
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 1: Conditioning
Level 2: Rest Empty(A)
Level 4: Ninja Run
------------
------------
Set Bonus Totals:
11% DamageBuff(Smashing)
11% DamageBuff(Lethal)
11% DamageBuff(Fire)
11% DamageBuff(Cold)
11% DamageBuff(Energy)
11% DamageBuff(Negative)
11% DamageBuff(Toxic)
11% DamageBuff(Psionic)
6.75% Defense(Melee)
4.88% Defense(Smashing)
4.88% Defense(Lethal)
6.13% Defense(Fire)
6.13% Defense(Cold)
18% Defense(Energy)
18% Defense(Negative)
3% Defense(Psionic)
18% Defense(Ranged)
4.56% Defense(AoE)
48% Enhancement(Accuracy)
4% Enhancement(Confused)
75% Enhancement(RechargeTime)
13% FlySpeed
32.13 HP (3%) HitPoints
13% JumpHeight
13% JumpSpeed
MezResist(Immobilize) 4.4%
MezResist(Stun) 2.2%
19.5% (0.34 End/sec) Recovery
10% (0.54 HP/sec) Regeneration
5.67% Resistance(Fire)
5.67% Resistance(Cold)
18% RunSpeed
2.5% XPDebtProtection -
Quote:I would say try both but if you only want to really IO one out, I say Fortunata. Fortunata is like a tank-troller. Some people like a melee-hybird Fort but I prefer all-ranged.I was/am leaning towards Fortunata because i dont have any ranged toons (and dont wana be dragged face down to 50 as a blaster) ... however if the general consensus is that widows are superior, then thats where ill hang my hat
So which is to be?
Fortunata?
Widow?
Night Widow? -
Quote:I don't have the specifics right in front of me but Staff feels like it's going to be middle of the ground. Its recharge/activation time is good but not great. Its lower base damage is improved by Body form which Stalker gets it at level 1. You gain one form by landing a hit and you can gain up to 3 forms (+15% damage buff) and you can release it with greater effects with Eye of the Storm or Sky Splitter.Can anyone give a list of stalker attacks with damage, activation, dpa (at lv50) etc? I want to play with attack chains and see how staff measures up to my other i22 stalkers.
Thanks
I specifically don't want to level my new Staff anymore because I kinda want to keep some surprises for me when Staff is actually out. So far, the set looks very solid. It has good reach and two pbaoe. I like Guarded strike a lot.
What are your other i22 stalkers? -
Just because you have ONE AoE attack in the set, it doesn't make you a "specialist". Far from it...
And judgement is Incarnate content which shouldn't be used to balance an AT. -
- Radiation Blast on Corr/Defender. The worst corr combo I've tried that feels like a torture is Rad/Sonic. Never again! I like Radiation Blast on Blaster though.
- Sonic Resonance. Doesn't really excel in anything. It's kinda boring. I do like Force Field on Mastermind though because it helps Ninjas survive so much better. Sonic shields will not help them survive long at all.
I'll probably never choose these two sets again on the specific AT. -
My current list:
1. Build Up increased to 100% in PvE.
2. Martial Arts
Increase the following attacks' recharge/base damage. I am going to assume they want Martial Arts to excel in ST damage. Well, they need to either shorten the animation time or increase recharge time to get higher base damage because the current MA only excels by like 5%?
- Axe Kick's recharge from 11s to 13s
- Cobra and Crane recharge from 10s to 12s
- Eagle's recharge from 16s to 20s
Now you should have a much "superior" single target damage specialist set. Each kick/punch delivers real pain. With the new change in Assassin Strike, you only want to drop one or two attacks from the list. According to castle's balancing idea, each power choice should be a hard enough choice to make!
3. Energy Melee - I don't have experience with this set but they can add "splash" effect to it to give it some aoe.