Jibikao

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  1. In case some of you haven't read the news, Stalker is getting a new melee set called Street Fighting which will feature combo system but it's a bit different from Dual Blade. Each attack has different secondary effects (unlike Dark Melee's tohit debuffs for example) and there's going to be Finishing Moves or something like that.

    You can read more here: http://boards.cityofheroes.com/showthread.php?t=266420

    The funny thing is that the screen shot (scroll down more) shows Stalker's version.


    Thoughts?

    I just hope they don't screw up Stalker's combos again and if Stalker is limited to how combo is formed, then please make sure they add more features to it (like 100% critical and Build Up fresh). Assassin with Knee to the Shin!!! FTW.
  2. Jibikao

    Beam Gun

    I think it's going to be similar to Clockwork's attacks. I've been asking for Power Armored set that uses Chest Beam but animation/graphic/costume may have huge conflicts.


    Now, this Beam Rifle can shoot out Chest-Beam like heavy attack!

    It's going to be more single-target oriented. Sonic Blast actually has a lot of controls.

    I anticipate: Slow but very heavy attack like Clockwork's Chest Beam.
  3. Well, the Incarnate powers are good on MM (especially Judgment!!) but the trials aren't so hot.

    BAF is a cake.

    Lam can be nightmare during weapon/acid part. I can run with others but I find it hard to contribute as the pets are falling behind and by the time they arrive, I am already in trouble. It's doable but very annoying.

    Keyes? I haven't even tried it with MM. I don't think I would like it much either. My only Incarnate is Ninja/ff.
  4. CoF suppresses during Hidden but not after Placate. This means you don't have time to set up AS but you may still have time to use a regular attack.

    On my Kin/Da, I rarely run OP but maybe I should.

    Part of the reason I don't use these two toggles as often as before is that the build up refresh is just too fun. I don't want to have a chance that these two toggles mess with my "hidden status" after Placate.

    You can try to detoggle right before placate but I find that annoying to toggle and detoggle.

    PS: It was mildly useful in itf since the minion soldiers don't have fear protection.
  5. Jibikao

    Let's speculate!

    Quote:
    Originally Posted by Mind_Over_Matter View Post
    While some folks have speculated that the upcoming *awesome* for Dominators lies in new sets, I'd like to throw out an alternative *awesome* item:

    MM-style controls for Control-based sets.

    Just as there is tech allowing for Incarnate pets to be controlled, so too would the evolution of pets extend to granting Doms (and even controllers) the ability to use those same options.

    Sure, it is a reach, but considering that Control-based Sets (and in this case Masterminds control their henchpersons primarily) are to be a VIP/paid exclusive, I think this level of tech would be a mighty boon to Doms (and Controllers) worthy of these ATs being bumped to exclusive status.

    Feel free to laugh, but I think there is something to this.

    I won't laugh because I once suggested that during the old Domination, Dom can control the pets but then Mind doesn't have pet. lol
  6. Quote:
    Originally Posted by Adeon Hawkwood View Post

    The obvious solution would be to make the Non-Reactive Interface procs unresistable although that has the potential of making them to good against AVs. I also like the suggestion someone had up-thread of giving each of them a damage proc + a debuff proc but if that were done I think the devs would need to add something in to make them not proc on sleep powers. It's reasonable to say "don't use Reactive if you want to use sleeps" but not to say "don't use Interface if you want to use sleeps".
    Giving each path damage proc would be nice. That way I don't feel like I am missing out a lot if I don't choose Reactive.

    Damage proc is my deciding factor IMO.
  7. Quote:
    Originally Posted by Siolfir View Post
    Corruptor damage modifier is 0.75, Defender is 0.65. Since these are multipliers, they act similarly to resistance debuffs and apply to the final, slotted damage with all +damage bonuses applied. We'll assume all of these are equal, even though the Defender will have +35% more damage with AM (5% difference in the buff values) and the solo bonus (30%). Difference in damage: 15.4%, leaning towards Corruptor.

    The Defender gets a 30% resistance debuff, vs. a 22.5% resistance debuff for the Corruptor. This also applies to the final total. Difference in damage: 7.5%, leaning to Defender; overall at 6.9% leaning to the Defender.

    The Defender gets 20% a resistance debuff per blast, compared to 15% for Corruptors. This means that per blast stacked, the Defender gains a 5% advantage on the Corruptor. Say that you run with 3 debuffs stacked most of the time - not hard to maintain - and the Defender takes the overall damage advantage of 3.1%, assuming both have the same +damage in each power.

    Once Scourge kicks in, the Corruptor will do more damage per blast - and that matters more on AVs and GMs than on anything else in the game due to the large pool of hit points. But until Scourge kicks in, the Defender is going to do more damage against hard targets.
    Agree.

    In regular content, Defender will out-damage but in the case of AV/GM, I think Corr eventually wins simply because scourge kicks in after 50% of health.

    Rad/Sonic is the only Defender combo that I think it has a clear advantage over Corruptor in most cases but not by that much. You still should decide what you want first. Blast or Support.
  8. Quote:
    Originally Posted by Kioshi View Post

    And that's it, not outdamage them all the time like he suggests, but at least doing a nice 'opening move' since you're a precision killer and you're hidden and etc.
    Stalker needs to have a "clear" advantage in damage over Brute/Scrapper due to less survival. Right now, there is no clear advantage. To out-damage Scrapper in first 10s, Assassin Strike needs to be used. This isn't a clear advantage on Stalker's part because Stalker loses mobility. To do SIMILAR Scrapper damage in the long run, Stalker needs to have 7 teammates around him but this excludes any secondary that offers even more damage or stacking buffs like follow-up.

    I am not suggesting Stalker should one-shot everything in this game. lol But right now, Assassin Strike and team critical isn't 'free'. There are conditions. Stalker doesn't have a clear advantage in terms of damage over Scrapper and some Brute and I think the dev should address that. :P
  9. Quote:
    Originally Posted by Kioshi View Post
    Know what's funny? My SM/Elec Brute was on a team last night and after gathering some fury she one shot several orange lieuts with Seismic Smash. And I didn't use BU before, the damage is so good on that toon I only bother with BU when I use Tremor because Tremor is sucky for damage. I'm level 40 on her but was playing on a lvl 50 team.
    And Seismic Smash has mag 4 hold. So it's BOTH huge st damage on top of hard control on most bosses.
  10. Jibikao

    Let's speculate!

    Quote:
    Originally Posted by Obscure Blade View Post
    Titan Weapons are coming out after Issue 21, so don't count. Time Manipulation is a new set and has nothing to do with Power Proliferation; as a buff/debuff set it isn't eligible to be proliferated to Doms at all. And Street Justice & Beam weapons aren't part of Power Proliferation, but have to be bought with Paragon Points. So a better comparison is:

    Brute - 3 sets (katana, broad, regen)
    Scrapper - 3 sets (mace, axe, energy aura)
    Tanker - 2 sets (martial, sr)
    Corruptor - 2 sets (poison, psionic)
    Defender - 2 sets (fire, thermal)
    Blaster - 2 sets (dark, dark m)
    Stalker - 1 sets (ice)
    Controller - 1 sets (poison)
    MM - 1 set (sonic)

    Dominator - zero point zero.
    No, I am counting all the new sets that have been announced so far. Proliferated, free, and cash set - they are all "new" sets.

    I am merely pointing out there is no announcement for Dominator in issue 21 and potentially right after 21. We'll see.
  11. Jibikao

    Let's speculate!

    Quote:
    Originally Posted by Obscure Blade View Post
    They said their animation team didn't have the time for anything with new animations; those new sets presumably being a major reason why. Which does suggest that whatever they are planning has new animations.
    Oh I completely forgot about Titan Weapon. So let's see...

    New Sets that we know in Issue 21:
    Titan Weapon for 4 melee ATs
    Street Fighting for 4 melee ATs
    Time Manuplation for 4 ATs
    Beam Rifle for 3 ATs
    Blaster got Dark/Dark. Yes, I consider them new.

    So with proliferated sets...

    Brute - 5 sets (titan, street, ninja, broad, regen)
    Scrapper - 5 sets (titan, street, mace, axe, energy aura)
    Tanker - 4 sets (titan, street, martial, sr)
    Corruptor - 4 sets (time, poison, psionic, beam)
    Defender - 4 sets (time, beam, fire, thermal)
    Blaster - 3 sets (dark, dark m, beam)
    Stalker - 3 sets (ice, titan, street)
    Controller - 2 sets (poison, time)
    MM - 2 sets (sonic, time)

    Dominator - zero point zero.

    This is the picture so far but of course they can always announce more later. And when is issue 22 coming out again? Next year?

    It's gotta be Whip Assault/Control. Why else would animation take that long to make? Dark Illusion won't even need new animations. They can simply just take some from Illusion and take some from /Dark.
  12. Quote:
    Originally Posted by Coolio View Post
    All they said was more proliferation coming post i21 and for i21 they were not doing any sets that needed new animations...
    Looks like Beam Rifle and Street Fighting will be using old animations.... hehe

    I just want to know what the new set is for Dominator. Dom isn't getting anything new in Issue 21 and 3rd round of Proliferation while other ATs get several new sets.

    So it is safe to assume that in issue 22, Dom should get two new sets?

    Dark Illusion / Dark Assault

    and

    Whip Control (Gadget/Riot Control) / Whip Assault.
  13. Quote:
    Originally Posted by JuliusSeizure View Post
    First-- the debuffs last for 8 seconds, and always have as far as I know.

    Another problem with Reactive is that the damage procs can stack 6 times while all other debuffs are limited to 4 stacks.
    Wow 6 times?

    I think it is the Fire DoT damage that is too good. The -resist part is ok. I thought the dot part only stack 4 times.
  14. Quote:
    Originally Posted by Zem View Post
    And there are certainly cases you should use EC instead of AS. Not saying there aren't. But I do think you exaggerate AS's problems. I know you prefer AoE but AoE accomplishes something different. It may do more total damage, but that damage is spread out amongst multiple targets. If your goal is to kill a boss, it doesn't accomplish that. If your goal is simply to do the most total orange numbers then yeah... AoE. But that's not always what a team needs. AoE is quite common in this game. ST is as well, but those with AoE will favor using AoE. To me that leaves plenty of opportunity to take a nice chunk out of a boss as an opener. I use it all the time on teams. I even have targetting macros I modify for the content I am running so I can quickly pick out the bosses in any spawn. Works great.
    No, AS's problem is even more obvious in sets like Martial Arts (haven't tried Energy Melee but it seems that way to me as well) that already has one big hitter (or two big hitters TF and ET).

    I don't necessary prefer AoE but I do believe every set needs to have at least one aoe. There is a difference. Prefer means I only like sets like Spines which I don't. I believe a healthy mix of ST and AoE. Hell, Dragon Tail (or Whirling Hand) is not even the best pbaoe in the game but it sure beats not having any at all. Having it means you have the OPTION. You don't need to spam it but at least when the situation is right, you can use it effectively. Not having it means you don't even have that option.

    At the loss of pbaoe and mobility, yes, I do expect a lot more from Assassin Strike. I do think the purpose of AS is better during lower levels. The damage just doesn't scale up well when the content gets harder and when you have access to lvl 32 power like Eagle Claw and Midnight Grasp. And of course it's all by comparison as well. When Stalker has Assassin Strike at lvl 6, most ATs don't even have a heavy hitter. In that case, Stalker's burst ST damage has a good purpose to take down an annoying boss. But once you are at lvl 50, most ATs can deliver "high enough" burst damage to the point that setting up Assassin Strike is just not effective. "Useless" is probably too strong of a word choice.


    We did weekly ITF last night and I took out my 51 Kin/Dark. I only used BU + AS once in 3rd stage on the computer. That was it. All the other time it was unnecessary. It was too slow or the damage wasn't enough for the time spent or it was overkill if I need to kill a Surgeon.

    Assassin Strike can be useful if you are Spines since that will be your best heavy hit to start the battle.
  15. Jibikao

    Let's speculate!

    Quote:
    Originally Posted by Airhammer View Post
    Doms got Earth Assault a new powerset and they also got Electric Control in Issue 18. They also got Hero Epic Pools in issue 18. People are acting like Doms arent getting anything. The reality is that its probably a little harder to balance things for Doms so that they are not overpowered.

    Id rather they take their time and get it right that rush something out there. There is a lot already in Issue 21 from what we have heard already. Those who are in beta probably realize there is a lot more they just cant say anything because of the EULA.

    I love Doms.. probably right now one of my top 3 AT's. I deleted a level 50 Earth/Thermal Controller Just to remake him into a Level 50 Earth/Fire Dom.

    The devs didnt say we have nothing planned for Doms.. They said they could fit it in THIS issue.. and this issue is huge. Everyone seems to be ASSUMING that its just a round of Power Proliferation.. Maybe its not.. Maybe its entirely NEW sets that require more time and more artwork. I know something is coming and thats enough for me

    You talk like Dominator is the only AT that got new sets recently.

    I think people are just anxious to hear what is new for Dom.

    And yes, they did say they have no time to port a set in this round of Proliferation but they announced FOUR NEW SETS for all core ATs except for Dominator. The announcement of Street Fighting and Beam Rifle is a bit shocking to me because I was under the impression that they don't have time to make "new" sets at all. Well, obviously, they do have time. They just don't have time for Dominator in issue 21.

    If issue 21 is as big as it seems, then it is even "bitter" that Dominator isn't getting anything new.

    I just want to know WTF is that "exciting' set. Just announce it! How come I have a feeling there is no plan..currently. They may have some rough ideas but "plan" is not yet formed.

    (although from profit point of view, making new cash sets that can be used in 3 or 4 ATs is better than making one for only one AT. Dominator isn't even in the top 3 most used.)
  16. Jibikao

    Let's speculate!

    Yeah, I was going to say that they really want to keep this "exciting" plan quiet. I thought they would announce a new Dominator set than introducing two more new sets to those that are going to get proliferated sets too.

    This "exciting" plan better be FREAKING AWESOME! :P
  17. Quote:
    Originally Posted by rsclark View Post
    It's also the issue that they stacked the dot and the -res on the same interface. It is really the only choice to add more damage. The alpha slot did a much better job of combining a more diverse group of effects for each one, but interface basically says if you want damage, take this.
    The debuff % only goes up to about 20% with four stacks or only up to 10%? I keep forgetting the %.

    I just think other defensive choices don't debuff that much especially when you take resistance and level difference into consideration.
  18. Do the debuff duration all last the same time? Only 2-3s?

    On reactive, I can see the burning effective.

    I've tried one with -recharge (by accident!) and I didn't even notice anything for a while.

    I just don't like it when one of the four paths performs that much better. I mean just the fire dot alone makes it so good. It really adds a lot of damage overtime.

    The other 3 incarnate powers seem more balanced to me because at least you see people taking different powers.

    I would say 90% of interface is Reactive or maybe it's because reactive is the only proc with burning effective? I can't really tell other interface graphics.


    I may give Paralytic a try. I run tactics on my MM but my Lore pets have trouble hitting +3 targets. The -def should help a bit.
  19. My Ninja/FF is ready to take Interface and I find myself leaning towards Reactive, just like all of my other toons.

    The Fire DoT is just too good to pass on.

    I thought about tohit debuff and -regen but I read that the -regen % is actually quite low? In that case, I am better off using Reactive (unless there are other people using Reactive as well).

    And I thought about -Defense/-Damage. I am considering this one but what is the %? Stack 4x up to 20% defense and 20% -damage?

    What about that -recharge and -recovery? I'll only consider this one if I have a zapper type build that may find -recovery more useful.

    Has anyone tried other paths and actually notice a big difference? I am curious to find out.
  20. Quote:
    Originally Posted by Zem View Post
    Assassin Strike's effectiveness drops the same way ANY other attack does. Mob hit points scale up by level faster than the power damage curve. This is just as true of your Eagle's Claw. If you're opening with BU+EC then you're doing less damage than opening with BU+AS followed by EC (or whatever the rest of your attack chain looks like). The only issue with AS is the potential for interrupt, so you don't use it when that is likely.

    That's not to say that a modest extra scaling of AS's damage wouldn't be welcome in PvE. It would be a nice unique feature of Assassin Strike and justify the difficulty of using it in combat. It would also make it more useful outside of Hide instead of being inferior to every other single-target attack you've got (in most powersets anyway).
    Assassin Strike is only useful (in my opinion anyway) if it can effectively kill threats fast. During lower levels, AS has its use. At lvl 50? It sucks hard.

    Yes, I know AS's damage drops just like any other attack but if AS can't even kill a +2 Lieut, then its purpose is greatly reduced especially at the loss of a pbaoe.

    And in the case of Eagle Claw, sometimes it is better for me to open with EC than AS. Example one, if I am fighting a boss with god mode. If I open with AS and then Eagle Claw, not only I won't kill him, he'll immediately use god mode and I have to spend more time messing with him. In this case, I would open with BU + EC and then Cobra. I have a good chance to stack two stuns on him and then I have a better chance finishing him off.

    Another example is "overkill" situation. If I spend 6s to set up BU + AS, I might as well just use full BU duration to kill 2-3 targets.


    At the loss of doing a bit less damage (BU + Eagle hits quite hard), I get mobility, speed, efficiency and less endurance cost (especially if I get interrupted). A good assassin needs to eliminate fast IMO. There's no time to set up 4-5s. You wanna kill something? Do it quick. That's my idea of assassin.

    Yes, Assassin Strike needs to be faster (less activation time and no interruption), efficient (in terms of endurance cost) and deadly (needs to hit harder at lvl 50).


    I guess my point is that in the case of Eagle Claw, it can be used efficiently as a mini-assassin strike because it critical hard and has no restrictions. I don't deny BU + AS hits hard...probably the hardest thing in the game.
  21. I know you can color your judgment, destiny and lore pets. :P
  22. Quote:
    Originally Posted by Kioshi View Post

    One situation I remember (long ago) that Stalkers made all the difference: 8-man team, villainous cape mission (mine). I was the leader and there were 2 other stalkers, 3 brutes and 2 squishies. The Brutes dove in the huge Longbow mobs and got nearly instakilled and shortly after everyone else died too. After the hospital trips, I told that the 3 stalkers should move ahead and one-shot the longbow nullifiers (at level 22ish you can still one shot an orange lieut with BU+AS), since they were responsible for destroying the Brutes' resistances. The mission then went smooth as butter.
    Assassin Strike is useful at lower level but its effectiveness drops greatly when you can't even BU + AS a +2 Longbow Nullifier. That's why people ask for scaling damage but it's too hard to balance scaling.
  23. Quote:
    Originally Posted by Smiling_Joe View Post
    Honestly I'd be ecstatic if only Hide could get unsupressed stealth ala Energy Cloak for Brutes (and soon Scrappers). That alone would be an incredible buff IMHO.

    EDIT - goes without saying, obviously, that the defense portion of Hide would still supress, otherwise Stalkers would go 'round with capped AoE defense. And also the "hidden" status would supress. Just clarifying: ONLY the stealth radius would remain unsupressed.
    Is there a reason why Stalker's stealth is suppressed? Has anyone asked dev about this? This is another PvP reason?

    I made a Dark/Energy Brute specifically for the unsuppressed stealth which is surprisingly fun.

    It's another example of how Stalker "should" be the master of something and yet fails... nobody should stealth better than Stalker IMO. Stalker should also have unsuppressed stealth so he can move in to kill and sometimes not to be noticed.
  24. I haven't played enough demon to find out but I think Demon is definitely a strong 3rd candidate. You have decent -debuff and pair it with /Trap, you'll have good -regen and even more resistance debuffs and Demon also has a pet power for one more set of pet uniques.

    Robot is mostly smashing/energy and aoe in fire.

    Thug is mostly lethal.

    Demon has exotic damage type.
  25. Oh, I will be the first to say that (and I've said it many times and even posted some ideas about making certain powers better to match Kinetic's features) they should improve certain sets first before increasing Stalker's overall damage.

    Kinetic sets a very good example of how a Stalker-specific set should be designed/balanced. No Power Siphon feature? No Cone AoE attack? That's alright because Stalker has 100% critical in Burst and Build Up recharging feature. This is an excellent idea.

    They need to look at Martial Arts and Energy Melee hard. We don't need 7 single target attacks. They took pbaoe out but what do the sets gain in return? It wasn't recently that Eagle Claw was given higher base damage (at the cost of longer recharge as well). Eagle Claw critical hard but this attack gives me a reason not to use Assassin Strike because AS takes too long to activate and has interruption. I rather just open the battle with BU + Eagle.

    I would go back to the old sets and improve at least one power to make up the loss of pbaoe or the set's original feature (like follow-up in Claw and Dual Blade).


    PS: I've always felt they don't spend enough time/thoughts on Stalker set until Kinetic Melee. I think they should treat Stalker set as Dominator's Assault set that requires more design/attention. The old sets feel like "let's take out one pbaoe, insert Assassin Strike, build up and placate and call it a Stalker set".