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Wait???
No Bear head?? Please!!!! -
Well, Energy Melee is one problem why you feel your Stalker isn't contributing much on a team. EM has no aoe and I take it that since your stalker is old, he probably doesn't have aoe attack from patron right? Well, there you go. You only have single target damage in an TF that has hundreds of ambush towards the end. That's the problem.
I will try to respec him to get at least one aoe if you pve a lot and see how you like it. You don't have to always start with BU + Assassin Strike. Many stalkers are limiting themselves to that idea and feel that after the initial 10s (after AS, Total Focus and Energy Transfer), most of the mobs are already dead. If the team's setting is on +0 or +1, you can start with just BU + AoE because aoe attacks from patron have 50% critical chance.
And I've also seen Stalkers that insist on Assassin Striking a Boss when the team already has dominators holding them first. If a boss is held, he has no threat. You can use AS on a lieut like Night Widow or Longbow Lieut (their sonic grenade probably does more harm to the whole team than a single boss).
And try to fight WITH your teammates and not far away. You get 3% critical chance from your teammate within 30 radius. 30 radius isn't that big. -
Quote:While I agree some Stalker sets just don't do well on a large team, Cuda SF is a rare situation where there is really no down time in the last fight. You basically either use your temp power to kill the ambushes (which many people don't care much for as they enjoy killing) or you try to fight the ambushes with limited aoe attacks.I have a few stalkers, but only one high level stalker. I got him to 50 because I wanted a level 50 villain when CoV first came out. I never play him, but them the WTF came out and I jumped on a Cuda SF last night. OMG, I realized how much I don't enjoy stalkers last night, at least on a team. I felt like I either had to play as an underpowered scrapper or I had to be out of the fight often to try to get "hidden". No wonder I don't play this toon!
I enjoyed my Spines Stalker last time I brought him to Cuda but I will not bring my MA Stalker to there when I hit 50. Even with one aoe from patron, my ST damage just won't fit my need in that situation.
And don't try to re-hide again if you don't have to. I sometimes re-hide *wait for 8s* because my endurance is low and I am saving that big hit on the left over bosses. -
Quote:My thought on Elude is that while the +defense could be overkill, the +endurance part is very nice. I may respec it and spend less slots on it. I put 5 slots for Red Fortune +5% recharge. I may reduce it 3 with a mix of defense/+recovery/recharge.
As for Elude...I wanted to get it, but now Im slightly concerned about taking it. It sounds good though on paper.
Elude is great against big mobs of Longbows/Kheldians as their attacks can reduce so much of your defense.
If you don't have Cardiac alpha, Elude can be useful. You just have to remember to use it. I don't know how many times I forgot about this power. :P -
Quote:Yup. This is why I say VEATs are so good because they cover a lot of weaknesses that other squishies have, mainly mez protection, extremely high defense (defense works much better on a squishy than resistance) and a mix of range/melee attacks. The buffs are darn good as well.
I also really enjoy the fact that my Widow, which I made a Hybrid on purpose has that type of versatility.
She feels very much like a Spines Scrapper, with a touch of Dark Armor added in for effect with just the right amount of Super Reflexes.
While I support the others in saying that they might not be the "Best" I will say that they blow my defender out of the water, and she is a solid build, for Empathy/Psi
I view Night Widow as claw set. Those that don't like Shockwave's knockback should try full claw build in widow. It's just as damaging but without the hassle of aoe knockback.
Other ATs have one or two sets that are really good (or overpowered) but VEATs on average starts out really well and you rarely feel they are underpowered (unless you skip leaderships). -
Quote:I didn't go through the whole thread but here are some very good points about this game:So i bought CoH Deluxe version. The update is running now. Ive bought one month to see what it is like.
Im a real gamer and i love fantasy games because they are fun.
But is the game good?
Like the graphics, the missions, powers, the people etc?
And can you join guilds/clans? Is there such a thing?
Im sure this thread has been posted somewhere before by someone else so apologies for the spam if there has been. >.<
Thanks
1. Teaming: I've yet to play another online game that caters so much for teaming. We've got auto Side-Kick, Scaling, Teleport, Team Teleport and great Global Friend list so you can keep in contact with new people next time you log on. I've played WoW for 4 months, Allods for 2 months and Lotro for 2 months and WAR hammer online for 6 months and Champions for 5 months and I made ZERO good friend. The lack of side-kick system makes teaming very difficult especially in a game where you have 80 levels. People team and then say good bye. There is very little interaction unless you join a Guild/Super Group. I also think CoX has more mature players so it is easier to make friends.
2. Fast-pace and full of action! If you like explosions and lots of "graphic overloads", CoH is for you! When you on a full team and have people casting Rain of Fire, poison trap and energy blasts, the whole screen is just so colorful. Oh, did I mention that you can "color" your powers now? Champions allows you to color but the color choice doesn't even come close to CoX's potential IMO.
3. A lot LESS traveling time. This is good/bad. Some people like to travel so they feel the "gaming world" is huge. Well, I freaking hate it!!! I still remember I used to wait for like 5-10mins just to fly from one town to another town in WoW. Lotro takes a long time too. I don't have much time to play when I get home from work, so wasting time in traveling annoys me. However, some people like to take their time to "travel" and they enjoy it.
4. Simplicity: This game is not stupidly "simple". When I say simple, I mean we have invention system, enhancements and comparisons between each sets but all you need is to pick two sets Primary and Secondary and you can pretty much do most of the pve contents without much trouble. We don't have complicated Job system where you have to keep mining stuff to just make the component and then you need somebody else to make them. Our invention system is simple IMO. Only a few recipes can take a while to get but I think generally the time spent on getting them is less than what other online games require.
5. It's only $14.95 per month. I don't know why people think $14.95 is so expensive. If you divide 14.95 by 30 day.... that's how much you spend per day. How much is movie ticket these days?
Enjoy! -
Ah interesting to know. I finally put Unbreakable proc in Dominate. I still need the purple proc from range set. It's so expensive!!
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Quote:There is no specific answer that I want. I am just curious if the impression of "stalker" has changed after so many changes/buffs.I don't think I'd find myself in the situation set up. If I was forming a team and there were two people asking for the last slot, and they were a Scrapper and a Stalker, I'd simply take whoever asked first every time. I can't think of any possible reason I'd feel pushed to do otherwise. Sorry, I know that's not the answer you wanted! I just don't think there's anything that a team of competent players that includes a Scrapper can do that can't be done by a team of competent players that includes a Stalker. (Or with both/neither.)
I actually would pick Stalker because:
1. If the setting is +0, then it really doesn't matter who AoE. Things will just melt.
2. If the setting is a lot higher like +3, then Stalker may have more time getting more of that Team critical chance as things take longer to kill.
3. Contrary to many of you, I find Scrapper pretty over-rated on a team. Things that are said about Stalkers can apply to Scrappers as well. Scrapper can't tank as well as Brute/Tanker. Scrappers don't offer enough buffs/debuffs. If both are on a full team, Stalker's Single target damage potential can be higher than Scrapper. Stalker has better aoe defense and if he is not being target, I find my Stalkers usually survive better (simply because Stalker just doesn't attract that much aggro).
It's just that when I advertise myself as Stalker, people tend to skip me unless there is absolutely no choice left. Of all the ATs I've tried, there's only two ATs that I feel people try to "avoid": Stalker and Peacebringer. -
I took out my alpha Stalker the other day for LRSF and obviously nobody was interested in him and I didn't feel like forming my team. I wasn't mad or anything. I kinda knew it.
Now, we know Brute on villain side can tank and deal good damage which makes Stalker less important. (Stalker is not useless)
Generally speaking, no AT is needed (except in very few situations where you need MM's temp power or have loads of debuffs) but who would you take if you are a team leader? Stalker or Scrapper?
I don't want answers like I only take "experienced" players or whoever PM me first. If you run a full team and already have other areas covered (buffs/debuffs/tanking) and you are forced to pick one melee dps, who would you choose and why? Stalker or Scrapper? -
Quote:I really think Kinetic Melee is much better on Scrapper than on Brute. Siphon Power benefits Scrapper way more than Brute's low base damage and Kinetic Melee gives Scrapper first-ever "Total Focus" type of power in Concentrated Strike (20s recharge). Brute already has Energy Melee and Stone Melee. I can see why if you have tried other Brutes, Kin doesn't stand out as much with slow aoe attacks.
Back to the original question- I would rather go with DM. DM is a great tool box of a set. Hard hitting attacks, self heal, and plenty of to hit debuffage make it sturdy. KM is far from my fave powerset. I have tried it on a brute and scrapper, and neither felt particularly spectacular. In fact, I have a fully loaded (IOs) KM/WP brute and I wish I had invested the money elsewhere. I think DM is superior in nearly every aspect.
On Stalker, though, you get 100% critical damage from Burst which is quite nice. I like Kinetic on Stalker. -
LOL last night, we had one of these "horror" stories...
We had a team of three brutes, one scrapper, one tanker, one blaster (3rd tier alpha) and two Fortunata (3rd tier alpha). I believe all of us are well IOed.
We felt lazy trying to figure out who wants to play MM. Oh my... we spent an hour trying to kill Reichsman and in the end we just gave up. Our damage was good and almost nobody died during all the ambushes (we cleared them all) but the AV just regen and phase out too much.
We knew we might encounter problem in the end without MM but we didn't know even with 3 level shifts (and tons of buffs just no -regen debuff), we couldn't beat him eventually. Oh well. lesson learned. I am not mad...I just thought maybe we could eventually beat him. Maybe after 2 hours? lol -
Quote:I disagree that Ninjitsu is the "best". I find willpower better but "best" is very subjective.Hi everyone,
I don't know much about stalkers (played a Ma/Nin to 10ish) and was wondering what primary is better with ninjitsu. Ninjitsu seems really good, one of the best stalker secondaries imo, but i dont know which primary is good with.
Can anyone help me with this?
I actually have a lvl 50 alpha Kin/Dark. Kinetic is pretty good on stalker. The -damage debuff will help you in situations where you die in one hit or too fast for you to heal. It is not that hard to stack set bonuses to get Ninjitsu to god-mode like defense in the end, so the tohit debuff doesn't necessarily give you any more "defense" than you already have. Dark Melee is very good for ST damage with fear and heal and negative damage. -
Quote:Sorry, I don't think AS works "well". I think it starts out "well" (when mobs can be eliminated easily and when other ATs don't have heavy attacks) but it drops its importance as you level up higher and higher. It is very slow and it has interruption.AS works well still but the mobs are 53s. Which treats Lieutenants like Rikti Headhunters during mothership raids.
Elimination doesn't just mean "big damage". You also need the damage to come out "fast". Assassin Strike only achieves the first goal. The second portion is hindered by 4s casting (or sometimes longer if you somehow move) and interruption. -
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Never mind..I found
Synapse and Black Scorpion are the ‘go to’ guys whenever you have a powers or entity related question or problem
Mmm, don't think I've read Black Scorpion and Synapse's posts about power balances yet. -
Oh bummer... I enjoy his posts. He actually replied to me several times and I felt "special". LOL
So do you know where he went? And who is in charge of powers now? I only read under Dev posts but I use the forum at work and sometimes I just skip things to save time. Darn it, I missed it. Oh well, wish you good luck Castle. It is only natural to pursue newer things to spice life up.
Now I don't know who to blame when powers are not fixed!!! hehe
Is the company ok? I mean both BaB and Castle left... -
I've been checking dev threads and I haven't seen Castle post for a loooong time. Where has he been?
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Quote:Exactly. Dominator needs control first and then kill. Controller to some degree is similar but Fortunata doesn't rely on controls to "survive". Dominate is a mag 3 control but with higher base damage. Dominate itself is an attack plus decent control.
The fact they can do some control, have excellent defenses and attack pretty well, all combined, does indeed make them awesome though.
That's the philosophy behind how I build my Fortunata because without Domination, you can never perma hold an AV anyway so having more +hold duration doesn't make it any better. And if it's just a regular boss, I can stack mag 6 with ease and even if I can't hold the boss, it's not like the boss can kill me. That's the beauty of this "Tank-troller" Fort.
This is another reason I haven't really built a control-heavy Fortunta who takes all the control powers. I mostly skip Confuse, aoe hold and mag 4 stun. My first two builds did have mag 4 stun. It is very handy when you fight against two bosses. Stun one and attack another. After I got alpha and Tough, I feel like I don't use Scramble Thought much because it is too slow and I don't really need to rely on a mag 4 stun because most bosses can't kill me anyway.
VEAT buffs is most apparently when you team with lowbies. I've been working on a new Martial Arts Stalker and I've been teaming with my friend's alpha Fortunata when he does tip missions. His buffs make me so much more useful because he is doing +2 (which is +3 to me) and it's kinda hard for me to handle +3 at lvl 27. I don't have accuracy issue at all due to his Tactic buffs and my critical damage is awesome with his 30% damage buff and my survival is much better too with his Mind Link and double Maneuver.
The problem when you team up in apex/tin mage is that most people are already pretty IOed, the buffs from VEATs don't stand out as much. They are still very good though. :P -
Quote:Thanks for the feedback guys, a couple of other questions I've just thought of if you don't mind.
1. Mids shows that you can take heroside Epics but I seem to remember seeing that VEATS are restricted to Villain Epics only, which is true?
2. In Soul Mastery I was going to take Dark Obliteration but looking at the numbers Soul Tentacles does more damage, comes up more often and has the advantage of being a group immob - any reason to take Dark Obliteration?
Others have answered question 1. VEAT only have access to Patron which is already good enough because HEAT doesn't even have access to Epic.
As for question 2, Dark Obliteration should do more "efficient" damage. When I say efficient, I mean that all the damage hits at once. Tentacle is DoT and it takes like 9-10s to complete all the damage, which of course means that a lot of times the targets are already dead before all the DoT kicks in. What Tenticle is good for is immb.
My first two builds had Psionic Tornado because I feel it's very "Fortunata" like but after a while, I realize that I don't have any ways to stop mobs from running towards after I aoe them. I use my Fortunata to farm a lot and in the end, having AoE Immb is better because I can immb several mobs and safely blast at long range. Without immb, I had to keep running "backward" so my cone attacks can cover more mobs. I basically only use Scream for aoe damage. -
Quote:Hi All,
I'm currently levelliing up a Fortunata and having great fun with it but have a couple of queries.
1. Most of the info on SoA imply that you need to take all of the TT Leadership toggles. I've got Maneuvers for the +defense which I can see as being very usefull due to the higher numbers and ability to stack with Mind Link. I've not got TT Tactics or Assault and can't really see the benefit; apart from the lower Emd cost it's a replica of the the standard leadership toggles. With SO's teams should have good accuracy and Assault I generally see as a nice to have if some ones got it but not a necessity.
Any thing I'm missing on this?
2. Late game what should I be going for in regards to set values. I'm assuming recharge to perma Mind Link, is that right or should it be capping positional defense outside of Mind Link?
1. Fortunata's damage is on the "low end" without Assault leaderships. It depends if you are using follow up or not (I don't) but I will highly take at least one Assault from secondary. I would also take Tactics because it is very helpful when you fight against Night Widow who throws smoke grenade and the extra +tohit is great against Ritki drones and things that have natural high defense. You don't have to run it all the time though if you can't afford the endurance cost.
I also take Maneuver and Assault from power tools because they stack nicely. Yes, the endurance cost will be very high and that's why you want set bonuses and unique.
Another thing that I just noticed recently is that Training: Leaderships have a much bigger radius than power tool leaderships. I don't know the radius number but it's at least 25% larger radius if not more.
2. As for sets, you want a mix of +positional defense and +recovery and some +recharge. I honestly don't think perma mind link is that big of a deal. Mine isn't perma but I also carry 9 other toggles (double maneuver, double assault, tough, mez shield, hover, tactic and darkest night against AVs).
Set bonuses make Fortunata very very good. I will also take Cardiac so you have almost no endurance problem in long fights.
3. Fortunata is my #1 most favorite character and while I don't dare to call myself an "expert", I've made a lot of builds to test things out. I will highly suggest you take Tough. There's only so much defense you can have but one heavy hit (for example from Battle Maiden), you are dead. After I made a new build for alpha, between Tough and 20% health from accolades, I can withstand decent lethal/smashing damage for me to get away (from her crossbow and all the swords and shots from Human ambushes). And you'll survive much better against Longbows, one of the harder enemy groups. Their rifle attacks can reduce a lot of your defense and Tough makes you survive so much better. And against Malta too. -
Not to take this thread away but I find Scriocco is the worst of all 4 especially if you plan a squishy. He stuns, drains endurance and I believe the tornado is auto hit? I haven't done STF much but last time I brought my Bane soldier who is at least 45% defense and he got hit so often by Scirroco or whatever the other 3 were throwing.
We save GW for the last 'cause she takes more time to kill. If you have MMs with melee pets, they need to goto them away 'cause she can leech off pets (unless everyone has high defense). -
Quote:I'll be really impressed if a non-Mind dominator solos LRSF. I know perma Mind dom has tricks that can confuse and sleep tough AVs but other than Mind doms, other controls will have a hard time soloing 8 heroes without other "tricks".I'll agree when you show me a VEAT who can solo the Master of LRSF or solo Lusca. Until then, have fun playing in the minor leagues.
And to be honest, I think those "soloing LRSF" are more like "tricks" than how "awesome" the whole AT is. I've seen Defender soloing ITF with the help of buffing NPC.
I think the "awesomeness" we are talking about in VEAT forum is how all 4 branches are highly effective even without set bonuses (you can't get perma dom without set bonuses). All 4 branches start out great at lvl 24 and they have high defense, mez protection and great team buffs. It's really hard to play a bad VEAT (except the ones that skip leaderships).
I play a lot of Dominators (except Mind control) and while they are very fun, they still have highs/lows and situations where controls don't help much.
I probably won't call VEAT the "best" because it depends which situation you are talking about but in general VEAT is very versatile and each branch is ABOVE AVERAGE kind of good. This is the kind of "awesomeness" I am talking about. Soloing a TF with tricks that other ATs don't have isn't what I call "awesome". It is impressive, though, that some people would spend a long time trying to solo a TF that is meant for team-play. -
You are not alone. I love VEATS the most and I think they are the most powerful AT because 1. as long as you take leaderships, you can't really go "wrong" with them. 2. they benefit teams passively as long as you stand somewhat close.
I made a human PB up to 32 and she feels very gimpy. lol
Fortunata is the first one that got tier 3 alpha. My Bane is going to be second. -
Quote:Mmmm, is that so? What if you use a single confuse power? Does it "jump" to nearby target? That's the part I am talking about. Technically, I think we have something similar in Chain Induction except I don't want the critical damage to "jump". I want it to happen as soon as a critical from Eagle Claw hits.So it might SEEM like the proc is jumping from one (Arctic Fog) confused enemy to a non confused enemy, all it is really doing is hitting a non-confused enemy within Arctic Fog's area of effect.
Oh well, I thought it would be cool to tie Critical with some aoe damage when it happens. Critical damage isn't a "debuff" or a "buff" on the target so it's hard to make it "Jump"?
And I don't really care about "what makes sense". I only care about if it's possible for not. This is a game and there are many things that don't make sense (fancy I say!). You know what doesn't make sense? You Assassin Strike a boss to death in one hit and the mobs are not feared.... that makes ZERO sense to me because the minions should FEAR YOU even more after you killed their boss in one hit! But like I say, I don't care what makes sense. I only care what's possible and what can/should be done to improve a set that has zero aoe and redundant ST attacks.
I kinda enjoy my Martial Artist so far but when I am on a larger team, the lack of aoe makes me feel small. -