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We'll revisit this after the set comes out.
I just want both versions to be "fair". Kinetic Melee is done very well for Stalker's "needs". They added some features so it doesn't seem like every Stalker set is just one less aoe and with bu, as, placate.
I don't even know if Brute/Scrapper version has build up. Maybe Stalker has an advantage in having build up. -
Quote:I can almost guarantee you that Power Push in other sets won't be changed to Dominator's version. Assault set is a lot different. They increased damage in some "utilities" powers as a way to balance the whole set (Energy Assault and Psychic Assault are two that I can think of).
Lift might get changed for controllers in some future issue for further balancing, just like Power Push might get changed in the blast sets, but it has been 2 years now and you really have to view the changes that were made as balance changes for dominators.
Lift in Controller should be matched to Dominator's version. I can't remember the exact number but does Lift cost as much endurance as Levitate? You can have one power having a bit more activation time but still does the same damage, have the same endurance cost and recharge. Somebody told me activation time in Levitate is actually shorter than the listed value? -
Quote:Reasons why it will be Back Alley Brawler who bites it:
1) The zone he is found in is being destroyed, so removing his character model won't affect anything, because his model is being removed anyway.
2) Of the 8 possibilities, he is the only one who is not a Task Force contact. That means rewriting a Task Force will not be necessary.
3) He is the only character among the 8 possibilities who duplicates another's exact powersets and AT. Statesman and Back Alley Brawler are both Invuln/SS tanks.
4) The devs are probably going to ensure that all 5 basic Hero ATs remain represented among the games signature characters. There are THREE tanks among them: Statesman, BaBs, and Citadel.
5) He has very little presence in the game at large, only appearing in 5 missions total. Removing him from Recluse's Victory won't have much effect, he can easily be replaced by Citadel.
6) The developer who used him as his redname alias no longer works for Paragon Studios. It is unlikely that anyone else will take up the mantle, and equally unlikely they will kill off a character being actively used as someone's redname. It also isn't too likely they will kill off one who has not been used yet.
7) His inclusion in the tutorial will ensure that new players become familar with him prior to his death. It has very little impact when a character you've never encountered is killed, and ALL of his in game appearances happen after level 30.
(Synapse will probably be safe for reasons 2, 4, and 6. He is a TF contact, he is the only Blaster representative in the Phalanx, and is currently being actively used as a developer's redname alias.)
All of those reasons add up to Back Alley Brawler making the most sense to kill off as a major game event. He is an iconic character in the universe, but is not so widely present that a lot of retconning would need to occur if he dies.
Very well thought. I vote for BaB too. He no longer works here and maybe they'll introduce a new Redname to the group. -
I would say Trap/Sonic Defender. I think acid mortar debuffs about 26% and you can easily stack two on an AV. And each sonic from Defender is 20%. That's some nasty -resist.
If you don't want defender/controller/corr, I have a suggestion for you. Soldiers!
-20% from Venom Grenade
-20% unresistable from Proc (soldier rifle or crab attacks)
-20% from Survailence
-20% from Shatter Armor
or
-16-20% from Arctic Breath? -
Quote:You know what's the worst I've done with Dimension Shift? During the 3rd mission of ITF, I thought it would be cool to phase all the robot bosses when they activate. I click a robot that stands pretty far from the Computer but I guess the radius is freaking huge. Needless to say, we couldn't finish off Computer for 30s. lolGravity has the misfortune of containing two verifiable "bad player detectors". On a single ITF recently, I watched a gravity dom:
1. Dimension shift the minotaur guarding Sister Solaris, making it impossible for us to free her in a timely fashion as wave after wave of ambushes spawned and the minotaur ran around like an (untouchable) idiot.
2. Wormhole entire spawns inside lag canyon to the TOP of lag canyon, including spawns that surrounded Generals, again making it impossible to complete an objective until the stun wore off and they managed to wander back down to where we were waiting.
In the hands of a reasonable player, Gravity is an okay set. Not great, but not terrible. (And yes, I've played the set to 50, albeit on a controller.)
In the hands of a bad player, it's a nightmare to behold. I think that's a big part of its reputation.
That's what I get for trying to find a use for a almost-useless power. I tried. I just didn't click far enough.
On a side note, I never enhance Intangibility. I only put one ACC. I thought AVs/Elite require more than mag 4? Ugh.. that computer situation really pisses me off. It would have been cool if I can phase out most of the robots so the team can safely finish off the computer. Oh well.. -
Quote:Taking away the extra combo from AS and adding to other sources doesn't change your beloved Assassin Strike. You CAN still use it just like all the other Assassin Strike. While I don't like AS, I don't think it's a total waste. I just don't want to lose out on opportunities to build extra combo points when I am under heavy attacks or fighting with lots of burning patches on the ground.This is far and away an example from DB combos.
Fine. You don't like using AS. What about everyone else that wants to? It only makes sense that an attack that takes as long as at least 2 builders to complete grants at least 2 combo points.
I don't know how many points AS grants and I don't know if using other attacks build slower or faster. I just don't like it if the extra combo 'feature' is tied to AS, then it won't be as efficient, unless AS grants a lot of points. At this point, the max. seems to be 3. If they want to tie AS to extra combo points, then it should be at least 6 points so you can use two Finishers afterward. In fact, one of the things I was thinking is if combo points "expire" and if they can allow Stalker to carry more points than Brute/Scrapper/Tanker. If so, this could make SJ very interesting as Stalker finally has a way to "save up" more Heavy hits for next spawn. All is just pure speculations on my part. This is just one way I would set Stalker apart from other melee ATs because Stalker would need more opportunities for burst damage than the other 3.
It has a lot to do with how good the finishers are, which I have no idea. And I also have no desire to find out because I like to try new things when they come out. :P -
Quote:It's really hard to say but I really don't want them to tie any features to assassin strike. Same reason why I don't like Empowered Combo or Sweep combo on Stalker dual blade. They did increase 1k cut range for Stalker and that's one feature that is good.I don't see what the big deal is. It's not like the stalker version works counter to their playstyle. As the DBs combos aren't essential for damage, it's not far fetched that the max combos finishers are no more damaging than the regular level finisher. As far as I heard, it's just upping the secondary effect.
If Stalker needs more way to gain combo points since they don't get it from regular "build up", then I rather it be from other source(s).
I've given many reasons why I think using Assassin strike to gain extra combo points is inefficient. I want an overall improvement on AS but not specific features that tie to it because if the situation is bad and I can't get off an AS, then I am missing out on extra combo points that other melee ATs can have access to.
Stalker can start with more points but it is hardly an advantage because Finding Target, BU and then AS takes time. For all the time spent, the other melee probably already hit 3 times which give them 3 points. -
Quote:Good points. Looks like SJ's combo system is going to be superior.Except:
~ You can choose the order of your combo building powers, and drop bad ones once you get enough recharge.
~ One miss doesn't screw up your combo.
~ You can mix and match combo builders with finishers, hitting the AoE finisher for minions or single target finishers for DPS.
Dual Blades doesn't allow for any of that.
Are the combo points on the player character to avoid one of the big design flaws WoW made with rogues? Or are they on the target? -
How are you going to light Oil Slick ? With Epic?
Oni does fire damage. :P
Seriously, I can understand skipping Tier 1 but skipping boss pet is just gimping too much. -
/WP is probably the top 2 best secondaries for Stalkers. It's got almost everything and if you add set bonuses to fill the "defense" hole and Tough/Weave, it is a very very solid set on Stalker. And since Stalker has low HP cap anyway, the extra +HP from the set is just gravy.
I think Kin/WP has good synergies. -
Quote:Yeah, the DoT part is the reason why I go with Reactive on all of my toons. The damage is just too good to pass on. The -resist part is ok. It's only decent on a very large team but in most situations, the DoT part makes the other 3 paths look bad especially when you take AV's resistance to those debuffs.Actually, each application of Reactive has a chance to tick 5 times and only 5 times. The chance for each tick to occur is equal to whichever percentage is stated (25%, 50%, or 75%). It does not cancel on miss, so even if tick 1 through 4 all fail, tick 5 could succeed. My testing leads me to believe that the DoT stacks at least 5 times, but most likely 6 times (and 6 times seems to be popular forum consensus).
Stacking the 75% chance DoT proc 6 times will yield an extra 75.26 DPS vs. even cons (without counting in any benefit from the -resistance portion). A soloist should be able to get ~35 DPS out of the DoT by stacking it 2 to 3 times, which is pretty impressive.
The -resistance is much better on large teams and pretty much any league, but the DoT is very good solo and small team. -
Quote:Exactly. Some people think that the best "defense" is Defense but in reality, the best defense is Defense + Offense. If the team can take down the enemies quicker, then it means you don't need to support as much/often.I had a funny concept character once, a pacifist widow. The idea was she refused to do attack anyone despite being inducted into such an organization.
It didn't work. The buffs an arachnos can provide (2xleadership) are all very nice, and medicine can help as well, but even with good recharge medicine won't keep a team alive. The manuevers/mind link are handy, but not enough to completely pull your weight. I did a couple bank missions where my team died over and again, decided to swap to another character and the difference was vast. The other character? My night widow, with his attacks and tricks. I had inferior support, but could finish off targets along with the team, and since targets were dying faster, the team survived far better.
Arachnos are high damage/toggle support for a reason: they can assist by not just prolonging ally/self survival, but by shortening how long enemies live.
...Just like defenders. Spiders simply skew a bit towards the latter.
SoA is built in a way that they are supporting both Defensively and Offensively at the same time and do it very well.
By making a SoA, you are already an Defender/Offender. -
Although I have to say it is interesting that they showed Stalker's version first before the others? Does this mean that they created this SJ with Stalker in mind first and then branch out?
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Quote:My only doubt is extra combo points in Assassin Strike because there are situations where it's hard to set it up (burning patches on the ground being the most annoying). I do use AS but only when I feel the situation is right. I don't go out of my way to try to use AS whenever placate is up because I don't find it efficient enough.Incarnate trials are particularly bad for Stalkers. If the stuff isn't auto-hit outright, in many cases it might as well be due to level differences (assuming you are not +3 shifted already) and/or to-hit buffs. I'd say the devs specifically went out of their way to hose anyone that relies on soft-cap defense by pushing the bar up a lot higher.
That said, the Lambda and BAF trials at least aren't quite as bad. I use AS quite a lot there provided the league has someone handling adds during the AV fights.
Before we go off the deep end about the combo points in AS, maybe I am just not understanding how this whole combo system is going to work but isn't it going to be relatively easy to get 3 combo points with the other builder attacks? If you're a fan of just scrapping normal attacks, I doubt you'll be hurting for combo points. Unless they are just a lot harder to build than I think they are. I haven't exactly been following every scrap of info about the new powersets.
I also don't know what Stalker is losing from SJ. We don't know if Stalker actually loses a pbaoe or just a single target attack or utility power of some sort.
Hopefully the "finishing" moves are so good that you feel you have to build up extra combo points by using AS. From reading the description, other regular attacks build up one point too. If that's the case... you can probably do two attacks before landing a successful AS and gain two points. The description only says 3 is the max. he can build for. At this rate, AS needs to give more than 3 points to make it worth the setup time because when you have all the attacks, you can gain combo point just as fast.
The only benefit is Stalker can start the fight with 3 points right after AS at the beginning of the battle. -
Quote:I want to say that PB has the potential to be "decent" but they have to put so many restrictions on what you can use in forms.One thing to note that even if PBs are one the weaker side, they offer more versatility within the build than a blaster does due to the 3 forms. Blasters get their versatility via the different styles of blasters you can roll. A Fire/fire, Sonic/elec, and Ice/ice will all three play different.
Changing forms, in my honest opinion, is annoying and mostly because of the delays. On my lvl 42 PB, I mostly play Dwarf form because its damage is not that far behind human form and I've never played a Tanker before. If I try to be versatile by changing from Dwarf to Nova or to human, I may get killed because I tend to draw a lot of aggro. And even if I took the human shields, they are de-toggled when you change forms. So if you have any mez on you, you will be held/stunned/feared and whatnot.
Peacebringer's versatility is really hindered by those restrictions. The lack of mez protection in human form is kinda annoying too and all those knock backs... ugh. Solar Flare should not do knock back. It should do knock down or hell, just don't do any knockings! It's like on my first build, I tried to create a Hovering Peacebringer that you see in enemy group. Well, you can't use solar flare in air.
Peacebringer has the potential but I can't stand all those restrictions. The shifting delays just makes me not want to shift. All forms should be able to use at least Photon Seekers and Glowing Touch. Do they seriously think the game balance is ruined if Dwarf/Nova can use Photon Seekers? That power's recharge is too long for its effect IMO. You also can't cast them like you can with Trap Seekers because you can easily drop Trap Seekers to take alpha damage. With Photon Seekers, they only appear around you and they follow you to battle, which means their total damage output could be wasted by hitting just the minions that stand up front. Of course you can save it and cast them in the middle of the crowd. It just does even more KNOCK BACKS. That's all.
It's like whatever you think they might be good for, they have to put something that say "oh no... you are not going to do that easily!".
I am leveling a Warshade right now and he is only lvl 30. Warshade, while I think it's still weak at the current stage, at least has a good STYLE. And their powers have way more synergies than PB's. -
Quote:I guess they can buff other energy powers more. I understand why they can't give full critical to TF but the fact that these two powers don't receive full critical value puts Energy melee at disadvantage when Stalker has full team critical buff and Energy Melee has zero aoe.If TF had a full crit it would do more damage than Assassin Strike AND pack a guaranteed mag 3 stun, with no chance of an interrupt. And ET would be even worse. The only thing they could really do would be to make TF do less normal damage, equivalent to Eagle's Claw. Then it could have a full crit and faster recharge, with less endurance cost.
I've never tried EM but I've seen how fast ET was.
And doesn't Energy Melee have a regular stun power? Does that do anything special? I know they buffed Cobra Strike to match Crane Kick. Not sure if this is an option? -
Quote:Yes, Lift is now a decent and fast and very good soft control power. That's why I chose Gravity/Fiery. I only need attack chain of Lift, Fire Blast and Blaze. I'm all range and I hover in air for extra protection.I've heard Lift right now's actually a power worth replacing the tier 1 Assault attacks with. If they changed it into an AoE, that niche would be lost. Not to mention change of IO slotting. In the end, AoE Lift would be too drastic a change for not enough justification.
Lift doesn't need a buff, which I agree.
I think people just want to replace Propel/Dimension shift or both with something that we can use more regularly and effectively. Group Lift is an excellent idea because I just love that animation so much, watching them get lifted up and fall. :P -
Looks good. I clicked Auto and watched the whole thing. I completely forgot about the new zone 20-25. Issue 21 is going to have so much content!!!
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Quote:I tend to think it could be a mix of both. Some +damage with combo points. I can't imagine not having another +tohit buff.We don't actually know for sure that this version actually has a damage boost. My reading of the comments was that it gave 3 combo points, instead of a damage boost. If that is true, then either combo points need to make a big difference, or the power needs to recharge and animate pretty fast.
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Quote:Let me give you another reason why I hate any of the "features" tie to Assassin Strike.That depends. Are the points tied to an AS critical or any hit with AS, even outside of Hide? If the latter, then it might well be worth using AS outside of Hide. Not the best DPA but if it comes with 3 combo points and you're not currently the focus of a lot of aggro, why not?
Tonight I started a Tin Mage team and I was on my martial arts Stalker. I specifically tried to use more AS because I really want to know what you see in AS that I don't see.
Well, in the first mission we actually aggro a lot of Clockworks. I don't know what it is but now most "Incarnates" think they are invincible and they just don't take their time anymore. Needlessly to say, we just "go, go, go". We killed the first two elite robots and moved on to the next field. Oh my, was there even a moment that I didn't have any dot damage on me. Those clockworks shoot some kind of beam that just keeps doing "dot, dot, dot". Not a whole lot of damage but I couldn't even get one AS off when we get swarmed. This means I only have time to do Placate + Eagle Claw. Great damage, not setup and no loss of endurance due to interruption. The only way I could get an AS off is by running away, wait for 8s and then set it up. Do you know how much dps is loss by doing that way?!
The AV part is even worse. There are so much s!@#$ going on (bombs, missles..blah blah blah) that I just didn't even bother with setting up AS.
Ok, fine. Let's move on to 2nd mission. 2nd mission is even worse!!! Those IDF shoots so many burning missles on the ground. Every where I go there is some dot damage. Again, not a whole lot of damage but enough to annoy the hell of me. I say to hell with assassin strike and just stick with the good ole Eagle Claw and Ball of Lightning.
The final mission is where I use a few more AS but not many. Maybe 3 times that I can think of? Once at the first of the fight against Neuron and maybe twice against the other two big robots. As for kitty, she was a mad woman when the lover died. Her Spin did over 1600 damage on me and at one time she hit me over 2500 damage. Needlessly to say I died both times so I end up doing more "run and hit, run and hit". I didn't want to stay near her to let her spin or shockwave hit me.
The gist? Assassin Strike is pointless. The team doesn't need it and using it doesn't improve any of the gaming experience at all. Assassin Strike's damage isn't even high enough to take down 25% of a Clockwork Boss. I am +1 with tier 3 Musculature. And I rather use a BU + Eagle Claw on a Mender so I can start with a 100% stun and then finish off with other attacks.
So if Street Justice features combo points with Assassin Strike, then I won't be too interested unless they do other fancy stuff like 100% aoe damage or whatnot. I know it's bad habit to trash a set before it comes out but the one thing I really don't want them to do, they did it. I don't care if I can score 3 combo points with a regular AS outside of hidden. I just don't want the setup time, interruption and possible more endurance cost.
PS: And you wanna talk about Apex? Assassin Strike will be even more pointless. The first mission there is auto dot damage around pylon. And then there's endless ambush that you are better off using regular attacks. The final fight is even more worse. You need to watch out blue flame and tons sword ambushes. Why even bother setting up AS and taking the risk of getting interrupted and not doing enough damage when the chance is presented? Honestly, the only time that Assassin Strike is good for is when you run away, shake off some aggro and come back to the battle. -
Sorry I am crying DOOM before the set even comes out. I just have a bad feeling when they tie features to Assassin Strike.
Maybe Staker's finishers are so good that you feel like you are missing out by not using AS. We shall see.
What we know so far:
1. Brute/Scrapper/Tanker: They actually get a Build Up + 3 Combo Points
2. Stalker: A typical Build Up and then you need to use Assassin Strike to get 3 Combo Points. Do we know for sure that Assassin Strike outside of Hide gives 3 points? If it does, then the pro is you may get 3 other points faster than the other version (or slower depending on the situation). I wouldn't call it in Stalker's favor yet. -
Quote:I complain about AS because I simply don't like using it. It is slow, it gets interrupt and it costs more endurance than what I want to pay for.So you complain about AS and when they actually do something to improve on it... you complain some more? C'mon man, think about it. Now you might actually open with BU+AS on a boss, then if the tier7 really is an AoE you can Placate+AoE to spend your combo points. Sounds pretty good to me.
The only other Stalker set that gets ANY secondary benefit from AS is Dual Blades and DB's combos suck on Stalkers. This is a really good move. Especially if it makes AS worth using outside of Hide.
I want the new "features" like build up refresh but I don't want combo points to tie with AS. I do use AS sometimes but only when I feel like it. This means when I feel like taking my time to find a target or when teams aren't stream rolling so that I am not ASing a dead body.
Why can't Stalker build extra combo points elsewhere like how Concentrated Strike refreshes build up?
I would much rather I get extra combo point when I critical or something. I don't mind Placate + an attack (like Concentrated Strike) but I do mind Placate + Assassin Strike. And I am hoping for an overall improvement on Assassin Strike, not just for one set.
Judging from the description, Brute/Scrapper may not get any kind of build up +damage so Stalker could be getting Build Up on top of 3 combo points.
The one thing I was really hoping they wouldn't do..they did it. When I read about the combo points, the first thing that came to my mind is "they better not tie combo points to Assassin Strike". Oh well. We'll see when the set comes out.
And this also means that some resistance-based sets (like Electricity and Regen) may be at disadvantage because their Assassin Strikes could get interrupted more. That's why I don't want any "features" tie to AS. -
I just found this from the Scrapper forum. I copied and pasted it here.
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The changes for Street Justice between Stalker and Scrapper/Tanker/Brute versions:
Instead of Assassin's Strike (which looks a bit weird to me, personally... like a dude flexing his muscles for a bit before swinging with a hook. Should look more like FALCON PUUUUNCH! imo), you get a quick knee to the ribs power. Can't remember what it's called... I think Vital Strike or Blow or something? I think it debuffs the enemy for a short time as well.
Build Up is called something else (Combat Awareness or Readiness or something that ends in "ness") and automatically gives you 3 combo points, so you can immediately open with one of the finishers instead of breaking up your attack chain for it. The Stalker version is just regular Build Up, but AS gives you multiple combo points when it lands (giving it a reason to be put it in a regular attack chain, even).
Placate is Confront, of course.
The tier 1, 2, 8 and the knee in the ribs power (t6?) all give one combo point to a max of 3 (or at least that's the highest I could build). The tier 3, tier 9 and maybe the tier 7 (which looks like an AoE from Ele's screenshot... I never got above level 3 while testing it) are all "finishers," which drop your combo points back to zero but add additional side effects and/or damage.
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Based on the info, I guess they just can't resist by putting "combo points" in Assassin Strike, which I was hoping they wouldn't do because Assassin Strike is one power that I rarely use after lvl 40s. T_T
I really just don't want any of the features tie to Assassin Strike. -
I am not a fan of Blaster but I have a feeling Beam has a pretty long activation time/weapon redraws, which means I won't like it much on my Corruptor (who uses secondary all the time).
Beam looks like it could be very high ST damage but slow activation/weapon redraw (much like the Clockworks). If that's the case, then I am willing to level a Blaster to 50.
For Beam, I want to try it on Blaster first.
For Street Justice, I want to try it on Stalker first (as usual).
For Poison, I want to try it on Troller first.
Time is the only one I am not sure because I really need to see what the buffs/debuffs are. -
Quote:This is true. I haven't played my 50 Merc/Poison in years. I can't remember what the duration is. Mids doesn't show duration but the recharge is 300s. I think the duration is only 45s? If that's the case, then you can't really perma Venom Gas.The biggest question is how will the Noxious Gas replacement be. It will make or break it for endgame.
We don't know if it's going to be the exact same debuff except you cast it on yourself. If the duration is longer or recharge is shorter on Corr/Troller and the Gas can be made perma or almost perma, then /Poison can be a VERY deadly set.