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Quote:I can confirm this, just logged into my Kin/Dark Stalker and Build up now refreshes every single time Concentrated Strike is used while Hidden. I don't know the exact numbers for sure, but CS seems to have a decent chance of refreshing BU when used in a regular attack chain, and not Hidden, as well. Also, the 100% crit rate from Burst while hidden is still in effect, so I assume this is how the Devs intended both powers to orginally be.
Holy ****! You serious? I can't imagine Kinetic needs more buff?
PS: I just read the patch note and looks like it it legit. Damn. What does Energy Melee get that? Total Focus only critical a portion... lol -
When SoA first came out, my friend and I both made Fortunata. He is hybrid with Follow-Up and claw attacks while I am all ranged. Starting at lvl 24, I feel my damage is a lot lower because I don't have Gloom. However, once I have Gloom and set bonuses, I feel my performance is way smoother than his hybrid. Yes, claw redraw does slower things down a bit and I don't need to "chase" a runner.
I can see the idea in hybrid Fort because there is no melee class in the game that has Fort's defense, buffs and controls. If you make a melee Fort, you can out-control any other Melee. You just focus more on melee and less on controls.
Now if you mostly only use claw attacks and only use control powers in the beginning or on runners, then your melee dps shouldn't be hurt that bad, but if you rely on Dominate in the attack chain, you'll get hurt by weapon redraw.
I have to guess a melee Fort should solo better than a true Night Widow because a simple stacking hold can save you a lot of effort in the end because some bosses turn into god-mode. A Fort can avoid that.
Well, the gist is, whichever way you play, you can't make a "bad" Fortunata!! -
I probably won't recommend MA. Yes, it has good ST damage but that is probably the most you can get out of that set. It has some nice stuns once you get Eagle Claw and a fun knockback kick in Crane. Sometimes it's annoying to chase though.
As for a secondary that you just click and forget, well, Ninjitsu is not that bad. Just set the mez shield on auto. Willpower has a good mix and Energy Aura is pretty much click and forget too. The only thing you need to click is the healing power.
Well, if you only prefer soloing, then I guess MA is good. It at least blooms quite early with 3 higher damage attacks. -
Quote:I think some of the perceived problems for stalkers stem for imbalances in other ATs.
For instance...stalker hp at 1600 max is NOT that bad. When you compare it with a blaster, the most damaging AT in the game, ALSO with that same max hp...well, it makes me go wtf. Not to mention the fact blasters get their own mini fury, which makes no sense to me as a concept.
I do agree with this somewhat. The game is really easy when you have certain AT and combos. Stalker, while doing less damage, is not unplayable at all. Hell, I keep making new Stalkers even though I keep complaining about them! lol I think that's why the dev thinks Stalker is "fine" because Stalker is still very playable. Stalker is just lagging behind several ATs in terms of damage even though the description says "High Damage". Stalker's damage is not that high. Stalker needs team buffs to go much higher. -
Quote:I've mentioned a lot of "sad parts" in other posts. lolYou didnt mention the sad part....where a blaster can use two build ups and shoot at range and cause 3 times more damage then the assssin strike in less time.
I even dare say Stalker's damage has the lowest potential of all the Villains and if you want to include Heroes, Stalker's damage potential is not even top 5. I would rank the following higher damage than Stalker in most cases:
Scrapper
Blaster
Dominator
SoA
And in "some" cases these are higher than Stalker:
Troller (Radiation/Kinetic and others)
Defender (Rad/Cold Domination/Trap/sonic)
Corruptor (Sonic/Fire/Rad/Kinetic/Trap)
Brute (Super Strength/Fiery Melee) -
What a bummer... I was excited about Power Boost.
So Damage and Damage Resistance are "paired up", so Power Boost cannot increase Fortitude's defense because it has +damage component?
I do remember one of the dev said he never really liked Power Boost because it's too hard to balance it. Oh well. -
I know if you use Power Boost and cast Fortitude, it can improve Fortitude's +defense value? Isn't that A LOT of +defense? lol
It doesn't list under description but maybe it's a typo because I can't imagine why they would include +defense but not +resistance?
Has anyone tried? -
I was reading the description and looks like Power Build Up from Epic set can increase +Defense value but it doesn't mention +Resistance value.
I am going to respec my Sonic/Pain Corr and I wonder if Power Build Up can increase my World of Pain +resistance value?
Actually, there is Power Boost under Soul Mastery which has half the recharge. If Power Build Up can increase +resistance, I am sure Power Boost can too? The only difference is that Power Build Up increases +damage too (and with 240s recharge). -
Quote:I like Icy Assault! It has at least one very good range attack in Bitter Ice Blast and most of the attacks are pretty fast. Ice Swords are kinda slow but it has dual damage in Ice and Smashing.You want to see a weak set? Roll Icy Assault. Now there's a set with almost no damage at all combined with questionable utility.
My problem with Earth Assault is mostly when controls don't matter. My build is 90% melee and any serious aoe from an AV, I am almost dead. I do have decent S/L resistance but Dominator's health is still low. I question Earth's damage VS Fiery Assault. Maybe Fiery's dps is just too high after the buffs.
I don't have problem with Tremor but I have a bit problem with Fissure (even though I understand Fissure offers two mezz in knockdowns and stun). I just don't understand why Dom's version of Fissure seems inferior to Controller's Epic Stone. -
Quote:So Mud Pots is really a good power for Earth Assault? The endurance cost is very high.I think I would probably take Mud Pots if I were you. It will wake up enemies you've slept, but by the time you grab it at 35 you'll have had plenty of time to slot up Conductive Aura with end mod. That and power Boost will have you draining enemies dry in about 5 or 6 seconds, which you can easily buy yourself with the knockdown from Jolting Chain and Tremor.
It takes time to drain them dry and keep them dry (which is the key). Jolting Chain takes 2s and Tremor takes like 3s.
My little problem with Earth Assault is that I don't think the dps is high enough considering you need to be at melee range, and Mud Pots doesn't really add much to the equation, or does it? The radius is kinda small 8'? And if I am fighting just one single enemy like an AV, I may turn off Mud Pots to save end. -
I understand some sets can be "weak" but as long as they are "fun" and not too weak, it should be fine.
I level my Elec/Earth to 50 finally but something is lacking. I really enjoy the different play style. I feel like a Brute but when my controls don't matter (against AV, ITF finally fight with soul drain), I feel my melee build is not effective.
I took Mu Mastery for Energy Drain to enhance my draining ability. I am not set on this patron though.
I use mostly +defense sets because I really need some defense to stay melee all the time. Well, I am not good at math but I also made my very first perma dom in Gravity/Fiery/Ice. I feel /Fiery assault does more damage AT RANGE than my all melee Earth. Yes, /Earth has better burst damage but dps-wise, I feel it's inferior and it's sad because I feel if I am taking more risk at melee range, I should deal more damage.
I didn't take Mud Pots because the last thing I need is to wake up foes that I put to sleep.
Has anyone does dps comparison for /Earth? I have a feeling it's on the low end. I tried to solo pylon and I have a hard time even taking down 10%. My endurance drain isn't strong enough on pylon.I am sure Freezing Rain will improve my dps if I use it.
The two range attacks Spear and Hurl are so slow. Spear is better because it's knock down but Hurl is only an 8s attack. I may use more if it's at least 10s attack.
What do you think? I enjoy Elec/Earth a lot but I am not so sure how he survives in Lamba/BAF. Those AVs can't be controlled and they hit hard.
A few things that I think can make Earth better:
1. Increase Hurl's recharge to at least 10s.
2. If the cottage rule stays, maybe they can add some -damage in Mud Pots?
3. Increase Fissure's radius to 15's. (Why is Controller's Earth Mastery has better Fissure than Dominator's lvl 38 power? -
Quote:I haven't tried IDF but so far I've tried both Clock and Seer. My Fortunata was going to try Seer to complete my "theme" but then Seer does mostly psionic which I am already doing. I want to diversify my damage type so I picked Clockwork's energy.
So far I am disappointed in my clocks, but the warworks and the seers seem to be peachy. I went total core ally / superior core ally on all 3 pets, and am thinking the same for my crab.
Oh my... Clockwork may seem very slow but their single target range damage is very high. I like tier 3 Clock more than tier 3 Seer now. Oh, I don't use any of the buff pets because I am already a buffing machine myself. I just need more single target damage for my Fort.
I've seen Victoria doing some nasty damage but she is melee and melee tends to die sooner.
Remember one of the high level Villain tips has a mission where you need to rescue Silent Blade but she attacks you later? I can't remember the setup (maybe +0 or +1) but my clockworks kill her before she performs her first attack (because I can't target her while she is talking). I probably added one Dominate and that was it. lol I love Clockwork's Chest Beam. It does over 700 damage. -
Quote:Repulse sucks. Save your power choice and endurance for something else. You can be "fancy" about it but just the endurance cost alone is not worth it. I've tried to use it but activation time is about 2s so it's annoying to toggle on and off.How does repulse work with Hide? Does it aggro things while you are hidden? Or, does it work when you come out of hide? If it needs to be turned on and off all the time it could be a pain.
ty
I never understand the design behind a pbaoe repel on a melee toon.
It may have some use in PvP. -
Nope. It doesn't.
I have a lvl 50 Kin/Dark and I have to click an attack power right after Placate or else my Fear/Stun aura will get me out of hidden.
So they fixed one of the problems. Not all.
And honestly, I am done submitting Bug Reports. They never get fixed because they are not that important.. Yes. Mastermind's Oni is STILL taking Knockback set which he has none. I must have submitted this bug 3-4 times. And 3 out of 4 Epic sets still cannot critical.
I am sure they know about the bugs but Stalker isn't exactly a "top priority". Incarnate is. (although I can't imagine it taking hours to add critical to a mechanism which they already have in place. It's not like they are creating something new) -
Quote:Making Poison's Poison Trap (oh please rename it!!) like Static Field is good enough for me and while we are at it, get rid of the interrupt timer if it's still there.
I think that making Poison Trap a sleep-pulse power like Static Field will allow it to be AoE mitigation that again plays to Poison's strengths. With the pulsed sleep, if an enemy is woken up by a pet's attack, it might get off one attack before being put back to sleep. Removing the trap aspect and making it a targeted AoE would also make the power conceptually more similar to the rest of the set. It would follow the cottage rule, it adds something useful and different to Poison, doesn't make Poison the poor man's Traps, and it does not involve creating a new mechanic. All good things, I think.
The current Poison Trap is a piece of !@#$. -
Quote:Stalker's problem is that every primary is tied to Build Up, Placate and Assassination. There's very little room for creativity and sometimes for a good reason because Power Siphon may be weird on Stalker who needs burst damage right away.As people had pointed out in other posts that most of Stalker's power set were from Scrapper, they weren't designed to fit Stalker's play style upon creation. Ninjutsu, however, has the flavor and tools that would assist a Stalker in his 'assassination'. I hope the Devs could adjust or create new sets that would make Stalker feel more like a menacing killer as the villain it should be.
So technically, they can improve Assassin Strike, Build Up and Placate and make it stand out more in each primary set. There must have been like 1000 ideas on this but the dev want to keep it simple. The only difference in AS is damage type and casting time.
I am still annoyed that Stalker doesn't get Shield set. Yes, I know "how can you hide when there is a freaking Shield there!" but Shield set brings an AoE attack that Stalkers would love. Perhaps it might stand out too much? There's probably only one power that needs to be changed in Shield for Stalker. The rest seems very fine to me especially Phalaxy Fighting and Grant Cover. Several Stalkers can potentially buff each other BEFORE the fight even begins! How cool is that?
Well, Stalker is not going to get a "special set" designed for him because it is easier to create a new set for 3 other Melee ATs and then alter a bit for Stalkers. Yes, Stalker will always get the "recycled" version and sometimes "inferior" version like Dual Blade. I call Dual Blade inferior only because the fun of DB is to form combos and while I don't think DB is weak on Stalker, the combos don't stand out that much. In fact, a lot of times I just do BU + 1K Cuts which is efficient.
And Stalker's "burst damage" is not that impressive. It's higher but not impressive considering the "cost" of getting that burst damage. You lose some critical AoE (like Dragon Tail and Whirling Hand!!!) and you are tied to hidden and 4-5s set up time. -
Quote:I miss reading Castle's posts. Even sometimes I disagree with him, it is still better to hear what's dev's position on certain things. When is the last time other devs post here?Here you go
that was the last comment on Stalkers from the Devs. Specifically Castle who was the powers guy before he left the Dev team. It's a post responding to Stalker concerns as a change was made to Brute damage caps and Fury generation making sure that they never out damage Scrappers, presumably due to the Higher HP threshold Brutes have.
Hell, Castle has replied my PMs 2-3 times! I felt SPECIAL. LOL -
This is odd... I like /Icy Assault a lot and I like the change in Ice Sword Circle but I don't recall having 22s recharge. That seems like a bit too long? I have an Gravity/Icy that I haven't played in a year. lol
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Quote:I still remember the old Psychic Shockwave. I made 2 high level doms because of that power before the nerf. Plant/Psi (50) and Ice/Psi (43). The old Psychic Shockwave used to be godly but also the rest of the attack powers sucked hard. Leveing to 38 was a super pain the behind.Do you think they reduced Psychic Shockwave too much in issue 12? I was looking at its numbers, and Psychic Scream does more damage, recharges faster, and cost less endurance. This is despite the fact that it comes 22 levels earlier and can be used from greater safety. Something about this whole thing seems backwards to me.
I don't want a return to the 37 levels of suck where Psychic Shockwave was the only reason Psi Assault was tolerable, but it seems an underwhelming 9th tier now. Right now it's barely better than Whirling Hands. Whirling Hands! Only the possibly most lamentable PBAoE attack in the game!
I haven't played those toons in years because I am just too lazy to re-plan the build.
One thing I do want to mention is that even if Psi Set has inferior damage than others, it still has Psychic Drain power which gives you +endurance and has high -regen debuff. It makes up for the less dps IMO.
25% stun isn't bad especially when domination is on. You can even stun bosses. 25% stun from an aoe is actually on the high chance end. -
I have a 50 Elec/Earth who I haven't played much lately because I feel Earth Assault needs a bit more improvements. While the melee damage gives you that "wow feeling", the actual dps is not that high considering you put yourself at risk to go melee most of the time. I don't use Spear and Hurl 'cause both of them are just too darn slow for me.
I didn't take Mud Pots because the last thing I need is waking all the sleepy foes when I go in.
I really think they should have given Earth Assault Earth Embrace or something that gives melee Dom some survival when controls don't work. Mud Pots costs too much endurance, has too little radius and the damage is just so-so. I am reading Mids info and it costs freaking 0.78/s? wow... that is a lot of endurance and the radius is only 8'.
Does Mud Pots attract a lot of aggro? I mean if you run both Hot Feet and Mud Pots, that's a lot of aggro-magnet. My honest thought is neither. I have a very old 50 Fire/Thorn and she took Hot Feet early on and then dropped it. I guess I can eventually put Hot Feet back since sets can reduce endurance cost a lot now. -
Some nice ideas.
After leveling a MA/Will to 50, I've noticed that I get "double critical" after Placate more often than I thought. Nothing is more beautiful than seeing Double Eagle Claw critical. I want to see more Double Critical chance. We are still not sure if it's a bug or intended but it fits Stalker's Burst damage mode.
Give most attacks 100% critical from Hidden is also a good idea, although they may need to adjust Spines. Maybe 75% from Throw Spine or something.
After finding out that Bane's Placate actually gives 10% tohit chance, I have an idea for improving Placate. How about adding 10% Defense-All + 15% Resistant-All right after Placate for 10s or something? If Stalker is tied to Placate in every set, I think Placate needs to be better. There are times Placate just hurts your dps but if I can get more survival out of it, I'll use it and it should be useful against AVs too.
And while we are at it, please reduce the casting time a bit. :P
And also, improve Assassin Strike. I think it's taking too long especially with interrupt. I don't care how you want to increase the damage...through -resist or unresisted damage. it just needs to improve Stalker's overall dps on an AV. If a BU + AS can't even kill a +2 lieut, something needs to be done. -
Quote:Simple answer. The dev hates Stalkers. :PWhat kills me more than anything else is that two combos are tied up at Build-Up>AS>finisher
Such a terrible design decision.
Placate ending Empower is fine,
A combo ending off of As is also fine
But Both?
Why do I have to choose between using Sweep and Empower with about a 30 second delay before I can use the other?
WHY??!!! -
Quote:This odd... I thought Stalker's Ablating can take -defense set. Weird. I guess it does not. I know I've tested Mako damage proc in it and when it proc, it hurts everyone within Sweeping Combos' radiuis (which is what? 10' or 8'?).DB on Stalkers is all mixed up compared to other versions. It's best chain should be Attack Vitals, but you can only put one purple proc and no -res procs into that. The Scrapper version can do very well, but I'm thinking the Stalker version falls faaar behind because of the combo mix up.
I actually have not tried Dual Blade on other ATs. I thought Stalker can chain Attack Vital faster but too bad they put a little delay timer right after Vengeful so if you click Power Slice again, it doesn't que up combo.It would be nice if you can keep doing Power, Nimble and Vengeful with no "pause".
I also think that when they increased melee range from 5' to 7', they should have increased Stalker's 1K Cut from 10' to 12' too. -
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Quote:Simple answer (#1 being the best):Quick question for the pros...what primaries are currently at the top reference ST damage? Thanks in advance.
1. Martial Arts
2. Energy Melee
3. Dark Melee
More Detailed Answer:
1. Dark Melee: Because all attacks can critical and it deals some Negative Energy which is less resisted than all Smashing in MA.
2. Martial Arts: I still rank it higher than EM because when you factor in team critical, MA pulls ahead of EM easily.
3. Energy Melee: Still has two big punches but Total Focus only deals a small portion of critical and Energy Transfer does not do critical damage (but still hits hard).
Preference?
1. Dark Melee: Even if DM has a tiny bit less ST dps than EM/MA, it has very useful utilities in healing, tohit debuffs, immb, fear and it has a small cone!
2. Martial Arts: It has style but it's secondary effects are scattered. You can stack stuns but Cobra Strike has reduced chance. Eagle Claw allows you to forget about Assassin Strike later on because it critical HARD.
3. Energy Melee: I actually don't like EM because it's just too slow for my taste but it stacks stuns well. It at least does one thing more focused than MA and energy damage is always good against many things especially ghosts. I think EM is best suited for PvP.
Final Words! All Single-Target damage is very overrated even when you solo. It is still nice to have some aoe even if it's a small cone like Shadow Maul. If you want a good mix of ST and AoE, Ninja Blade, Dual Blade and Kinetic Melee are good choice.
I hope you like my answers. :P