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Quote:Im ice/ice/cold
Where do i rank interms of single target damage? Is fire #1?
In terms of damage, I would rank Ice as #3 or #4 with Sonic.
The top two, is Fire and Beam. Yes, Beam can cause redraw but you really don't need to use secondary powers with Beam unless you want melee aoe.
I've been using my Beam/Fire Blaster and SJ/Ice Stalker for signature arc farming and my Blaster always beats Stalker in terms of minutes completed at lvl 30 by quite a large margin (I don't stealth through the mishes). Things may be different when my Stalker has lvl 32 attack and slotted.
Beam Rifle's damage is really high once disintegration happens. I think Arcanville did the math for the first 10s between Beam Rifle VS Assassin Strike and Beam only loses by a tiny amount but after that 10s, Beam will pull way ahead for sure. (I am not too sure if the math includes Defiance bonus though) -
Quote:Oh yeah. Does Singy get Impact damage bonus too? I know its Lift's damage is going to be increased a bit.
Grav remains one of my favorite sets once it gets Singy because Singy throws so many controls, you spend much more time assaulting than controlling. Heck, throw on a few +Def bonuses, and you can (almost) forget your primary and just assault as Singy holds aggro and controls for you. As of I22, Singy will be killing stuff too. Bonus.
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I just did TNP trial... I was using my stalker actually but I was assigned to "camp outside" and I was told no aoe and no pets (since you can't control your pet's aoe damage).
I guess I don't have to upgrade so pets don't have aoe attack? -
Quote:So they certainly made melee a whole lot more dangerous in pvp while nerfing control-based ATs to the ground. How does Controller do damage in pvp with control duration so short? Oh well..who cares. I don't even like controllers.Stalkers weren't dangerous for me even on Siren's but I can see the reason so many people complain about them, because before you learn you have to move, you get ganked a lot. Boo hoo now they trow sharks which do close to AS damage lol. And Tanker Fossilize does more damage than KO Blow
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I just did it with my +3 Ninja/FF MM. This new itrial is very MM-friendly. There's no "speed run" in this trial. Each phase has time for you to regroup, resummon and there are "purple burning patches" just like the ones you see in Apex except your pets don't take any damage at all or if they do, it's very very minimal.
Overall, this MoM trial is very MM-friendly. I have not tried the other new one yet.
So don't be afraid to bring your MM. -
Quote:Do you still pvp with your Dom? Control powers last like 3-4s now. How do you survive the spike damage?You know I found casual PVPing till i12 quite fun. If you check the PVP Forums where the 'serious guys' are, Stalkers are a joke, and afaik till i12 they were useful in high end pvp for setting up spikes on targets who were held or slowed or whatever by some other team mate.
Even in my casual pvping I had way more fun with my ice/psi dom than ganking people who didn't know how to move with my Stalker. I found it fun, the variety of builds, like the TA/A Defender who gave my dom hell but couldn't kill me and when I attacked him, he ran behind his BS/SR friend who I couldn't hit unless I popped a ton of yellows (because ice/psi has no attacks like mind, non-positional). So it was more fun and varied, dare I say even more casual in the zones, there were blasters of all kinds, different tankers and brutes... Now there are all kinds of weird stuff in there like scrapper CS (from KM) doing more damage than any AS while Stalker, Tanker and Brute CS do similar damage to the pve versions, kinda expected due to the cast time. Not only PvP got less varied, it has unexplained bugs like scrapper CS and Tanker Fossilize doing bootloads of damage (I don't know if it has been fixed but also, on psi blasters, and only blasters, the placate proc in will dom was firing 100% of the time - I know it lasted over a year)
I know I took my Fortunata once to RV after all the pvp changes. Oh, I did not like her at all. My damage was pathetically low and Tankers could literally kill me just by throwing rocks. T_T Hurl has good damage in pvp due to longer animation time. And I couldn't stack enough holds on Tanker at all.
You made a good point on high level Stalker pvp. I've done a few SG raids and matches and I never find Stalker that scary if you know Stalker is there. I find a buffed Blaster the most scary thing but now with the new pvp change, a high level Tanker is so hard to kill and he can throw rocks or sharks at you until you are dead. -
Quote:Oh this!!! I like this idea a lot. Since Trick Arrow has no self healing, the least it can do is to add some +Range defense like Parry.Or another alternative, looking at both Katana and Broadsword for inspiration and to make the set more unique, remove the -to-hit, and it a +ranged defense in sort of the same way Katana's Divine Avalanche( and assumes same or slightly better +def)
Which power should have this +range defense?
Mmmm, now that I think about it, this +Range Defense fits better in Ranged Shot. I've always thought Archery's snipe is terrible. It has no secondary effect.It would be nice if it has +range defense.
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Quote:...posted on my wifes account because I am currently free-to-play
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The problem with Trick Arrow is that Oil Slick really is that good...On an IOd out Incarnate lvl 50 built for +recharge, you have a spawn killing instrument of death that is up almost all of the time. Yes, on a lower level character you don't have that, but you can build for it. It is better ON A DEFENDER than any of the nukes on a BLASTER. Better than crash-blaster nukes because of its built in crowd control, it does as much damage, and it is up far more often. It is better than the crashless nukes because of its crowd control and that it does much more damage.
Just curious, what if you have no fire damage? How do you light up oil slick? -
Quote:I think another bigger problem is that whatever they change for Stalker pve, they have to worry about pvp as well since Stalker is so popular in pvp.I hope i22 will be awesome for Staslkers, but we're used to getting trolled!
Patron snipe having 7.3s casting time is 100% pvp reason. I can't imagine why a snipe needs 7.3 casting time in pve. It's ridiculously stupid IMO.
So you can say Stalker getting trolled is because of pathetic pvp. Speaking about PvP, I have no problem playing PvP in other games (like Rift) but I just can't get into this game's pvp. I don't know why. I don't like the system. I hate the "hit and run" strategy. If you can't kill the person in 10s, then you'll be chasing him for hours. And because most fights end so fast (unless you are fighting a high lvl Tanker), there's really no strategies involved. You either burst damage him to death asap or the fight ends up in a chasing game. ugh..I can't get into this game's pvp. I am sorry. I know they've tried to make it better but for a causal pvper like me, I hate it.
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Quote:Oh you will not like Merc then. Without Commando, the set does terrible damage (with no aoe attack at all until lvl 32!!!). Lvl 25 is hell... Actually, this is the same for Robot too. Without Assault robot, damage is terrible. This is why I recommend people taking some personal attacks and respec out later if you wish.@Deacon_NA
Yeah, I learned that you can't really judge a MM till you get your Tier 3 pet and the final pet upgrade at 32. But even if the low damage issue would be fixed by it (they doing less damage than my Demons or Bots at lvl 25), I have a feeling the 'scatter' problem wouldn't be fixed. That's my number one issue (the low damage is secondary). -
Quote:I'll try to answer some questions.Guys, I had (keyword being "had") a Thugs/FF MM that was level 25. I wound up deleting him because he was completely unplayable. The worst points being : a) low damage and b) scatter. For some odd reason, enemies would just scatter once the pets started attacking. Then I'd have to chase them down all over the map.
Demon's boss pet has Chilling Embrace which will slow down nearby foes when he goes in and also Demon is melee-hybrid so they run in and mobs tend to gather around your pets.
You said your Thug/FF was only 25? I was going to say that Arsonist's fire bomb has "fear" effect so it will scatter the mob but you won't have that fire bomb until lvl 32 upgrade. Mobs shouldn't scatter. Mobs have an AI that tell them to "run away" if certain things happen 1. they die too quick or most teammates are dead 2. too much control effects on them or debuffs. Mobs usually don't run away unless you do certain things to them. (However, some mobs are programmed to do hit-and-run like the Hitman mob or Air Mage)
For a Thug/FF gameplay, I would say you should try to go-to your Bruiser into the mob first. Oh wait, you said you were only lvl 25?? You didn't have Bruiser then! Bruiser can tank a little and he should handle mobs pretty well with /FF shields. Once Bruiser soaks alpha, your Enforcers can line-up the mobs with several cone attacks.
/FF gets way better with power boost. In fact, if you are not a Robot/FF, you should ALWAYS take power boost. It makes the shields so much better.
I can go on and on but Thug has Gangwar which takes both pet uniques. With 4 sets of them and /FF, I really don't think they have much survival problem. My most favorite is Ninja/FF and he is incarnate +3. I've been doing +3x8 with him to help my friend level up faster. -
Making the stun happen before teleporting will definitely help Gravity a lot. It helps reduce alpha damage when there is no corner to hide. Make it happen!
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Well, let's just say with the new change, I may be more interested in making a controller but the change does almost nothing for my dominator. My gravity is Grav/Fire and there's no way new Propel can match /Fire's range attacks even with impact bonus.
I can see the direction of this buff for Controller since the set is known for having two "regular attacks" (lift and propel) and yet those two attacks had problems. One dealing less than what's intended for and two taking too long and hitting mostly "corpses".
I just wish they could buff Gravity for dominator too. As fancy looking as Propel is, adding more damage in a control set just doesn't mesh well with an AT with an Assault secondary. -
Quote:To be honest, most control sets were created before Dominator was created. Controller at that time did TERRIBLE damage. There was no Containment double damage. Controller could summon up to 3 times of those pets, so imagine 12 Imps and 3 Singularity. OK, you get the picture.ok silly question, how is a single Tier 9 power a huge thematic part of a set? Don't get me wrong, I love pets, I think they're pretty cool. But I wouldn't really call them the corner stone of the control sets, more of a nice bonus.
Anyway, they re-balanced Controller 'cause it was such a pain to level one from 1 to 32 and I guess having 12 Fire Imps is too much damage (Fire Imps at that time were +0 level to you and now they are -1 level).
I think they never really sit down and think whether the pets fit Dominator or not. They just ported the set as it is from Controller. Dominator's performance is mostly judged by Domination + Control + Assault. The pet damage is just... a bonus I guess. If your pet is alive somehow, then you deal more damage. If your pet is dead, then too bad. Your damage performance lies in your Assault abilities.
The newer control sets still have pets because the set is created for both control ATs. Controllers get a lot more use out of pets for sure. As for "theme", well I don't think it has that much to do with theme. I think they just want to give Controller more ways to deal damage (through pets) that is not a blast. This is another reason why Mind control is not popular among Controllers because Mind doesn't get pets.
This is part of the reason why I like Singularity because it rarely dies even against AVs. -
Dual Blade hits harder for sure.
I enjoyed Claw because it's a fast attacking set. Its ST damage is kinda low but it's a very safe set when you have knock back and knock down and range.
With the new assassin strike, dual blade combos should work better.
It's kinda hard to decide which one is better. I have a lvl 50 Claw/Will and a 50 Db/Nin. I think Claw plays a lot differently than other sets because you are constantly moving (in and out for shockwave cone) and you have two range attacks at your disposal. (I actually took Dark Blast too for 3 range attacks). Using Claw feels like you are attacking fast but with lower damage.
Oh and I am a bitchy player. I mostly don't care if I knockback with shockwave and some other melee players need to chase. I am not going to change my gameplay just because they don't like it. :P Of course I'll try to knock them to a wall or something but I certainly won't cater to their needs every time I use shockwave.
I've heard more complaints on Stalker DB because two combos can't be formed smoothly. When I level my DB, I mostly only started the battle with BU + 1K Cuts. That's before melee reach got buffed from 5' to 7'. That 10' wide cone does have its advantage. It's a simple way to take out 2-3 minions. Some say Scrapper/Brute db problem is that if you miss an attack, you need to start over again so having bad "combo mechanism" has its advantage because you don't get as annoyed when missing an attack.
If you want to enjoy "combos", Street Justice is a better choice IMO. -
Quote:That's not the same thing I was talking about.... but whatever, Stalker is going to get buffed.Well considering that this thread was a direct result of Synapse talking about Stalker changes for I22, I think they got the message.
My feeling is if they would have let us know in advance that they were going to look at Stalker again (after Castle said no more) like they did for Tanker fans, then we might have better communication and ideas and feedback and consolidated thread for them to read.
Or maybe they already read all those ideas a year ago..... it's just that being kept in the dark is not the same.
And again, I just feel salty after knowing the dev has a nice little conversation with tanker fans that's all. -
Quote:Exactly. It is more "sexism" to restrict female pets from being chosen because it sort of forces players to think that all Thugs must "male". Why should all male characters be seen as "thugs"? I am sure there are female thugs somewhere, just like there are female soldiers too.I can understand the reservation because of the potential for people to scream "OMG SEXISM!", but at the same time, the same could be said for the fact that a MM can only control males. (ex complaint: What, are females not good enough to work together with a MM? We can fight against them and defeat them, but we can't work with them?)
I think the company was afraid that if they have female pets, then players would turn it into an "orgy" kind of thing by being surrounded by several "girls". Which makes me think they must feel it is alright for a female toon to be surrounded by several "guys" and she can have as much nasty role-playing as she wishes?
This is similar to how most people's reaction to female Teacher having sex with younger boys VS male Teacher having sex with younger girls. The male Teachers are always seen as more nasty and dirty. Female teachers get a free pass because well..they are just female. -
Quote:It would still be nice to see a dev post here and say "we got the message and we'll be looking into them." like they did for Tankers or..for most hero ATs and Brute.*shrug* Or they've already announced the changes that they're going to make in another location and have been testing them internally to see how they work - didn't Zwil comment on a recent ustream that he forgot that the changes to Stalkers aren't live yet because he'd been testing the new trials on a Stalker?
I would guess that thread was getting looked at for the powers team to work after Stalkers get their changes - and a couple of the suggestions from the "So... Stalkers" thread were rolled up and incorporated into the announced buffs including making Assassin's Strike a viable and uninterruptible out-of-hide power and increased hit point cap, and I think the Assassin's Focus was more or less a modification of one of Leo's suggestions.
We were sort of kept in the dark for a while after Castle left. I really thought there wouldn't be any stalker change 'cause the dev kept it so "quiet".
If we knew the devs were going to look at Stalker again, we could have consolidated more ideas in one thread.
(and I was so waiting for the new beta patch to show Stalker's changes so we can start testing them....) -
Quote:The critical snipe damage isn't that impressive (it'll be dumb to waste your Build Up on a 7s snipe). There's really no need to nerf casting time to 7.3s. This is wayyyyyyyyyyyyyyyyyyyyy over-nerf.It's 100% chance to crit from hide. Too bad it's a terrible power. The 7.3 second wind-up takes forever, and the damage just doesn't make up for it.
If people are using snipe at long range with no aggro, isn't that the same as a Hidden Stalker using at long range? Why adding even more casting time? It's really stupid if you ask me. -
Looks like Tanker forum has a nice "consolidated buff Tanker idea" thread going on that caught Synapse's eye. http://boards.cityofheroes.com/showthread.php?t=279524
I guess we Stalker fans don't come up enough ideas or our ideas are not consolidated enough. lol
When is the last time a dev comes here to post? Since Castle? That's like more than a year ago?
Or it's more because we used to have "consolidated threads" (I believe that thread has more than 1000 posts!) but Castle basically said there's nothing he could do so we basically gave up posting ideas? @_@
There are some good feedback in this thread. It would be nice if one of the devs can come here to comment on it.
(I feel like I am eating sour grapes...)
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I've been to siren calls a few times and I almost never see Gravity dom... with control powers being nerfed to the ground in pvp, who is going to use dominator/controller in pvp? 99% of the pvpers I see are Blaster/Stalker/Scrapper and at lvl 50, I see more Tankers.
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Quote:These are all legit concerns. I enjoyed my perma Gravity/Fire a lot but I mostly only enjoy her when I solo or on a small organized team. I would take charge and WH the group before the fight starts. This works out really well if the team knows about this strategy and are willing to wait.There's also a big difference between "This power is broken/useless..." and "This power does not function on par with similar powers".
First, let's begin with the reduced area. With a 15 foot radius, Wormhole can only cover and area of 706.5 square feet.; similar powers (Flash Fire and Stalagmites) have a 25 foot radius or an area of effect of 1962.5 square feet. That's well over two and a half times the area. As a result Wormhole is more difficult to target and less likely to pick up stragglers near the edges of a mob.
Next is the problematic activation time, a full 3 seconds, compared to Stalagmites and Flashfire at 2.1 and 2.37 seconds respectively. But that alone is not the problem. The actual stun does not occur until 2.7 seconds after you begin animating the power, allowing for a good deal of return fire unless you've broken LoS. Stalagmites and Flashfire do not have this delay.
Then we come to the knockback... which is unpredictable. If a teammate has tagged the mob with an immobilize (for most sets) they'll be protected from the knockback in Wormhole. That means some will simply plop out while others are still vulnerable to being flung a good distance. Or mobs like Nemesis, in which only a select few have knockback resistance.
These are problems that are not present in similar powers. Does that mean Wormhole is useless? No, in fact, it's a staple power of Gravity. However, it doesn't function nearly as well as its kin and that fact, along with poor power order, makes Gravity as a whole suffer in terms of control.
Of course I've been yelled at several times before by Brutes/Tankers or Blasters who want the mobs to STAY WHERE THEY ARE. I port them and stun them but the team hates me for doing so. lol Because of this reason, I mostly only use WH to port a nearby group to the main group. Gravity's uses get a lot less "attractive" on a large team. Let's put it that way.
Now, if they want to preserve WH's "uniqueness", please increase the radius to 20'. Make this uniqueness even better and that should be the direction of Gravity buffs. The Impact buff is neat for Controllers because they don't have good attacks until Epic. The current buffs enhance Gravity Controller's uniqueness but they do almost NOTHING for Dominator's gameplay.
Well, I hate to repeat this but the dev to hate villains. :P Please look at Dominator's needs too. -
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Quote:Game-breaking and Stalker do not belong in the sentence dude. You obviously haven't played this game much.I dunno, guys... I've played around w/ TW for Tankers, and I feel a port to Stalkers, w/ all its KDs and AoE, will a little game-breaking.
There are way more overpowering set combinations than Stalker with a giant axe.
I haven't tried TW (don't intend to unless it's available for Stalker) but whatever aoe it has, it is still melee aoe.
And don't forget they need to take at least one power out of Titan so the Stalker version will be a "watered down" version again. You are worrying too much!