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If it's a true AV-status, range Fortunata will have a hard time beating due to lower dps but this doesn't make Fort "suck". Fort, in my honest opinion, is one of the best ATs in the game when you factor in survival, mez protection, control, team buffs and damage.
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Quote:My Ninja/FF took tier 4 Core for 45% +damage and the damage enhancement value jumps from 123% Tier 3 to 152% Tier 4!So I got both the Tier 3's for my musculature alpha but I'm conflicted as to which T4 I should get. Since MMs have 6 pets firing all at once, the difference between 45% vs 33% (damage) sounds pretty substantial... However, the T4 Radial comes with +recovery, +run speed, and +tohit debuff which could all benefit a traps MM. Any advice would be appreciated...
Musculature is one of those alphas/incarnates that makes DOUBLE the difference from tier 3 to tier 4. I was totally amazed. I thought the damage enhancement value only goes up 10 more % but it jumps a bit more than double.
The only Primary that I would go Radial is Necro because they can benefit a lot more from +tohit debuff %. -
Quote:Yikes....I think you're lowballing the difference between Tanker and Stalker survivability. Even ignoring the difference in defensive mods, Tankers have ~55.5% more hp than a Stalker (up to +maxhp% of 33%); when Tankers cap their hp, they have ~120% more hp than a Stalker. So a set like Ice Armor (again, with all other numbers the same) can have over double the survivability based off hp alone.
Start counting things like higher base values, the 90% resist cap (Fire, Elec, WP, Invuln, Shield), and Tankers can push even higher.
Another fun tid-bit, WP's Reconstruction heals ~600hp, so if used every 15s (>+300% rech) it amounts to 40 hp/sec. On a Tanker with +30% maxhp (just HPT) and 5 enemies in range, RttC is worth ~45.6 hp/sec. At the hp cap and saturated, it's worth ~102 hp/sec. That's on top of higher res, ability to hit 90% s/l, and higher maxhp.
Well, like I said, I don't play Tankers and I was assuming that Tanker's survival is only 2-3 times better than Stalker. I guess the survival ratio gets even wider when set bonuses, HP cap and resistance caps are factored in.
Stalker's damage potential needs to be much higher than Tanker's that's all. I do think my Stalker does more damage than most Tankers but any well built Tanker can tank way better than I can. -
Well, one is a bit too extreme but hey, I don't mind if they don't put any # of player restriction.
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Last week the strike target is Tin Mage. It seems to me that most people just join Trial team to unlock Alpha and advance than trying to do "shard runs" or weekly for Wells.
I don't blame them because I am one of them too. I find doing trials a much faster way to get Incarnate abilities.
However, I also like to do regular Strike Forces. I like change of scenery too. The problem I had is it took me much longer to form a Tin Mage than before. In fact, in one of the runs we had to use a "dummy" (basically a second account) to start the SF.
With player population being "imbalanced" (meaning a large portion playing 50s and not enough in other zones), is it too much to ask for a reduction in the Player Requirement?
I am not asking for a reduced mob size or anything. Keep the same mob size for x8 players. We just want to start the SF and enjoy the challenge and rewards in the end.
We've done Apex with 5 people before and we loved it. We didn't want to do it on purpose but since trials came out, it is much harder to form a full team for Apex/Tin Mage. We had to use two dummy accounts and one player crashed. The problem with dummy account is that we don't always have dummy accounts available.
The SFs that could use reduction in player requirement:
Lady Grey down to 6
Tin Mage down to 6
Apex down to 6
ITF down to 4
Any thoughts?
The only argument I can think of is that "oh, that means people can farm those SFs easier!". Well, how is this different from farming in AE? If you want to allow farms, you might as well let the players to do the contents the dev created easier. If the # of player is lessen, we can do those SFs easier and get Shard pieces. -
I like Lord Recluse the most and followed by the Sand Man.
I have to say, most patrons look good except for Mako. A "shark" man as patron just seems out of picture to me. Ghost Widow, Sand Man and Black Scorpian all tie to the arachno enemies really well but a "shark" enemy? I don't think any of the enemy is close to a type of "fish".
Oh wait... there is Crab. Never mind. lol
A crab looks a lot closer to "Spider Armor" though. -
What can realistically be added to Stalker that doesn't involve "more damage"?
Let's assume we already have too many ATs doing too much damage. What would you add to Stalker's gameplay that is beneficial to both soloing and large team? -
Quote:Another problem I see is that Stalker doesn't have access to secondaries that add more aoe damage like Fiery Aura and Shield Charge. Those two will make sure Tanker can out-aoe most Stalkers while surviving 2 or 3 times better.Whoops. I thought they had the same Mods. Must be old confused memories.
I was mostly referring to how tanks easily out-AoE any stalker build, and Bruising for a Single Target does put them almost on the same playing field.
And that's for an AT with a whole ton more Mitigation.
It's like other melee ATs have set combinations that push them over the limit (to the point of being overpowered) while Stalker is "stuck" at what he can do.
In one way, you can say Stalker is better balanced but in another, Stalker is inferior due to the restrictions. Basically stalker damage problem doesn't just come from Primary set, Secondary sets as well. -
Quote:Oh yes!! I like your ideas.Personally, I'd prefer to swap out Build Up for a ported copy of Power Siphon from Kinetic Melee which would stack up using attacks from all forms, not just human form. That way you get cross form applicability. The important point being that Power Siphon is a "Build Up" that lasts a good bit longer than the stock'n'standard 10 second Build Up powers, which is then more Forms Friendly.
You could even graft a ported Power Siphon effect into White Dwarf Sublimation (of all things...) as a way to (better) balance White Dwarf with Black Dwarf's Mire. I'm choosing Sublimation in this case, rather than Flare, simply because Dwarf Mire has a 10 second duration on it, while Power Siphon can be stacked/sustained for a good bit longer than that. Furthermore, Mire is decidedly a (PB)AoE attack mode designed self-buff ... while Power Siphon is more of an Attack Chain of powers self-buff mechanic.
As for what to do with Photon Seekers? I still stand by my notion of re-inventing them as mobile/flying Trip Mines ... where you summon 1 Photon Seeker each time you cast the power, but you can have more than 1 Photon Seeker summoned simultaneously, there the only real limit on the number you can have summoned concurrently depends on the intersection of Seeker Duration and Animation+Recharge time.
I was just going to post that I find Build Up pretty lacking in PB's design. I was going to suggest something like a "Range Follow Up" for PB but Power Siphon sounds good too because you can carry over the buffs to the other forms. And yes, White Dwarf's damage is really lacking in comparison to Black Dwarf.
And yeah, Photon Seekers is a piece of junk for the damage and recharge. I just got my Warshade's lvl 32 pet and man, what a HUGE difference. You can easily get more than one pet out and the pet's damage is respectable too and what's more is the pet can take damage for you as well. Photon Seekers' damage isn't that high and it has freaking 300s recharge and it's hard to control which targets receive the damage unless you stand in the middle of the crowd. -
Quote:The word "slightly" is the key problem with Stalker's design. Tanker's survival is at least 2x better than Stalker (I would even say 3x with all the buffs) but Stalker's damage is only "slightly" better than Tanker? We have a design problem.
On an AT-by-AT comparison, assuming identical attack chains and ignoring damage auras and/or AAO, Rage, Soul Drain, Blinding Feint, etc., the Stalker does slightly more damage.
Stalker's damage needs to be "much higher" than Tanker if we want to look at the Damage VS Survival ratio.
The new Bruising effect makes Tanker even more desirable on a large team. I don't play Tankers but their damage has never seen that low to me (definitely higher than Peacebringer Dwarf who I do play). Tanker's damage starts out low due to damage being Secondary but at high level, Tanker's survival goes through the roof (with set bonuses and everything) while doing "respectable" damage. -
Quote:I am very surprised that boss pets can go up to 90%. I don't know if this is a glitch or not but I remember the cap on pets used to be 75% and only Brute and Tanker can go higher.Commando from the Mercs set can go up to 90%. I get him up to that every time I use Serum on him. At least it says he's at 90% (in blue) when I look at his details.
He seems to perform as one very invincible guy too, so I don't doubt it's real, but maybe... I know my MM character herself softcaps at 75, so it is kind of ironic. -
Quote:No they don't. There are a lot of inconsistencies. The older sets like Trick Arrow and Force Field all have less "value" than Corruptor. The newer sets like Thermal use the same resistance value but less on damage buff.MM have lower values than corruptors when it comes to heals, -to hit, -def, -dmg and a few others, but share the same values for +res, +def, and -res.
I am not too sure if MM is "supposed" to have less support values (they probably should) but there are many inconsistencies and I hope they can finalize them. Trick Arrows' debuff value is very low on MM. If they want to balance /thermal and maybe /sonic by keeping the same +resistance buff %, then I hope they can do something about Trick Arrow and Force Field.
The tohit debuff in /dark is even less on MM. -
Well, one thing we know is that MM Thermal actually uses Corruptor level resistance but the debuffs and damage buffs are lower.
This strikes me as very strange because they broke some rules (MM is supposed to support "less"). I wish they could broken some rules for Trick Arrows as well. That set's debuff value is so freaking low. They could have increased the -damage and -tohit part. -
Quote:This is very strange. I was pretty sure pet's resistance cap is only up to 75%. 90% is like Tanker/Brute level?its 90%
i tested how high the rescap for henchmen is. there were pruple ingamenumbers at 90% res
I seriously doubt pets can go up that high in actual performance. Maybe combat details lied?
Unless there is a difference in which pet? -
Quote:I think most ATs start out-damaging Stalker at lvl 32+. :P Stalker isn't the only one good at focusing on the hard targets because quite frankly, some of the Stalkers like MA and EM can ONLY do that and nothing else until patron aoe (lvl 44?).Stalker's are great at focusing on the hard targets that give the rest of the team massive headaches, especially in the lower levels. From levels 6-40 I can excel on most teams. However I would have to agree that closer to level 50 stalkers lose a lot of value in many areas. Other AT's get much stronger and stalkers do not receive and added value imo. They are great for PvP though...
Any one of my doms can dish out more damage than any one of my stalkers in PvE at 50.
Personally I find a capable Dominator the best at "reducing threat".
And who is a bigger threat than an AV? During the long fight, Stalker is probably the worst of the four melee. Stalker's assassin strike actually lowers your dps in many cases. You are better off just scrappying.
I no longer think Stalker is the best at eliminating hard targets because stalker is only good at the first 10s when the setup is right. -
Quote:Mmmm, I believe they did say that. I can't remember exactly how MM's Gas works as I haven't played him in years. I know you need to cast it on a pet and it lasts about 30-45s. I guess that's not a toggle.If I understand the initial Powerset Proliferation article correctly, wasn't Venomous Gas going to be a toggle, as in always on unless you run out of end?
If corr/troller gets a toggle version, then it can be extremely deadly. -
Quote:I still think Bane does everything better in pve even after all the buffs Stalker got. Yes, Stalker gets team critical buff but the amount of -resistance and +damage Bane can do will definitely surpass that extra critical damage Stalker gets. And I also just recently found out that SoA has more HP cap than Stalker. I thought SoA is at Stalker's level. lol Bane's own damage is not bad at all. In fact, Bane is my first toon that soloed a pylon. None of my Stalker has soloed a pylon yet. I believe Kin/Will may eventually be able to but I am just lazy to freaking slot lvl 50s.Stalkers aren't quite as gimpy as they used to be since Castle was forced to improve them when VEATs were introduced, or the Bane would've done everything a stalker does but did it better because Banes also brought additional benefits to a team...
For one, I believe Stalker is not gimped.
For two, I believe Stalker is just inferior. There is a difference. Gimped means you can't do regular pve content well but at this point, most ATs can handle pve content easily.
The only AT I've tried that I will definitely classify as "gimped" is Peacebringer. That AT has some serious synergy problems to the point that it's annoying. I want to like it but I can't. I hate the shifting delays and all the restrictions put in place. -
The numbers you used is based on Corruptor's version? I didn't know about:
Hellfire Demonling Attacks: -30%
Hellfire Gargoyle Attacks: -40%
The pets themselves can debuff up to 30% and 40%? Are you sure about this? I have a lvl 32 Demon/TA who I no longer play and I've never noticed that strong of resistance debuffs.
I still think /sonic is going to be under-performing for most primaries. Demon (and maybe Thug) is the only one that I think may work (due to the reasons you have listed above).
Resistance-set on pets just don't work as well unless you have constant healing to back it up. That's why I think /Thermal works well on Demon. Demon themselves have some healing and they offer even more resistance.
I don't think Demon/Sonic is going to any more "over-powering" than Demon/Trap or Demon/Dark.
/Sonic is going to be terrible on Ninja for sure but resistance is harder to get than defense so if you plan to team with others, /sonic can be a good thing. -
Oh yes! I just soloed a pylon on my Ninja/FF. I thought I would die for sure because pylon's aoe damage is so high and I don't have bodyguard/taunt.
I was using tier 4 Musculature and tier 1 Reactive and some envenom dagger.
I know soloing pylon doesn't seem like a big deal nowadays but I never thought my Ninja/FF could do it. Definitely not before the group aoe buff because I would have ran out of endurance for sure.
I've tried it with Merc/Poison, Necro/Pain and Merc/Storm and they all failed pretty bad (I don't use taunt). The aoe damage is so high that the +resistance doesn't work. I either run out of endurance or not doing enough damage 'cause I am always resummoning/reupgrading.
Ninja's damage is really quite high. -
Where is your Single Hold?
I've seen one lvl 41 Dominator (fire/fire) in St. Marital with no single hold during Double Exp weekend.
I really can't figure out how he/she leveled to 41 without ST hold. The only reason I can think of is being power leveled.
Dominator without Single Hold is like Scrapper with no shields running. -
One thing I want to mention:
My Mastermind took Tactics but it is still not good enough for Lore pets when I fight against +3. Both Vanguard pets miss pretty often against certain mobs, like Ritki Drones.
On my Fortunata who has Tactics and Mind Link and uses Clockwork, the lore pets rarely miss because I believe their attacks have pretty strong -defense.
So if you are a Scrapper and you have no -defense (like Martial Arts), then Clockwork may be a better choice. I've always thought that if you are melee and you don't have support powers for your pets, it is better to use range-only pets so they don't die. A dead pet does zero damage. I haven't found one instance where Sorcerer runs close to melee range. Clockwork boss has. However, the most satisfying thing about Clockwork is that Chest Beam. It does a lot of range burst damage. -
I only have experience with Vanguard Core. The boss pet, while not doing superior ST dps, stays at range almost 99% of the time and she has decent aoe damage and a self heal. She can REALLY survive on her own. She does elemental damage.
I am not sure what your epic powers are but if you think you need more aoe damage (which is what MA is lacking), Vanguard Sorcerer is not bad at all.
Now the lieut pet is interesting. He has two range and one melee. The Bayonet attack actually reduces target's Lethal resistance (which fits my Ninja/FF). I didn't know about the lethal resistance debuff until I took it. I can't remember if it debuffs Smashing damage which your MA has.
Of all the range-only pets, I believe Sorcerer is the only one that truly stays at LONG range. Clockwork boss has a power that only has 60' range and that causes him to go forward a bit. Drones' cone only has 60 or 40 range. I can't remember which.
Seer boss pet stays at long range too but she doesn't do any aoe damage at all. I can't remember which boss pet that truly stays at range. I just know Sorcerer always stays at range. In fact, sometimes she stays so far back and I need to lure her closer.
Basically if you are looking for a Boss pet that doesn't run in and survives well, Sorcerer is a great choice. -
I don't play Defender much but I find myself very hard not to pick Sonic Blast. Defender's version debuff so much.
I would also consider Ice and Fire Blast because just like some have said, the Rain type of powers do the same damage regardless of AT (although Corr's Rain can scourge).
I would only consider Archery if I am Trick Arrow. -
Yeah, I enjoy the repel effect more than the knockback effect. I mostly use repel to position enemies or to stop melee coming at me. On my Merc/Storm Mastermind, I mostly just stand on the back with hurrican running. So enemies that want to come at us will get pushed back.
The -kb can be useful because you can keep them repelled while debuffing their tohit. -
Quote:You can't stack Venom Grenade from the same character. And also, Poisonous Ray take 2s to cast and then take another 2s to finish the damage. Personally, I find Venom + Ray combo too slow for my liking.Banes are the king of -resists easily.
That is if they are working alone or with other Bane at least.
Venom Grenade inflicts -20% resists but -40% resists to toxic damage which the Bane has three attacks for and with enough +recharge, can have a decent attack chain and is stackable.
Using two venom Grenades, a Bane can stack resists to -115%
I would much rather just stack -resist with Shatter Armor, Venom and Surveillance.