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I've been trashing Martial Arts a lot on stalker because it doesn't have any aoe at all. I think it's a pretty bad design but I figure I need to try it myself before I totally trash it. My MA/Will is now lvl 24 and so far, he is doing ok. His ST damage against mobs that don't have much smashing resistance is very good. It is typical to critical a minion to death with just Axe kick.
Anyway, I've been trying to come up ways that can add more AoE damage to a set that doesn't have any. I don't want to change the powers because that would break the cottage rule and mess with Melee Set VS AoE Set bonuses.
My friend has an IOed Ice Dominator and I've seen how Confuse proc works with his Arctic Air confuse, which makes me wonder if it is possible to add Critical Proc that does damage to the nearby mobs when Critical happens? It doesn't have to be in every critical damage. I would say Eagle Claw is a good one to have that Critical proc damage chance. Basically, when you deal critical damage, the nearby foes may take critical damage as well (just the critical part, not the whole damage). What do you think?
This way we don't need to mess with set bonuses and it only affects certain powers and it makes Placate and Stalker's Critical/Hidden system better because your Critical damage is more effective on a larger team. I am thinking only single target attack can have this ability.
I am guessing when a target is Confused, the game checks for a chance to Confuse nearby foes. Can this be done in Stalker's Critical damage as well? When a target receive Critical damage, the nearby foes may get/share critical damage as well?
What do you think? Or maybe this can be one of the unique Alpha abilities specific to Stalker? -
lol WTF ... oh my. Love this abbreviation for Weekly Task Force.
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I have one at lvl 32. I used to take him to Siren Call for pvp.
It's ok. I mostly rely on Team Teleport so my pets stay within FFG. -
Quote:You know I was thinking about this the other day about adding some AoE Damage Proc. I made a new MA/Will Stalker.Yeah, or even just adding a minor PBAoE effect to the most powerful of the attacks. Not to the extent that the PBAoE does as much damage as the main strike, but about as much as the AoE that was removed.
Honestly, if the devs feel they cannot boost single target damage any further without "breaking" the AT, then that may be the way to go.
I know we have purple Confuse proc that can affect foes around the target when confuse happens. Well, Stalker has a chance to cause "Critical" so what if Stalker has a chance to proc Critical damage to nearby foes? Just the critical damage part, not the whole damage. They can add this critical proc to certain attacks. IE: Eagle Claw and Bone Smasher
This critical proc also directly improves Placate's usefulness because you can choose a target in a mob to critical and hopefully you can score some aoe critical damage.
Adding Critical damage proc for certain attacks avoids:
1. Changing the power itself (like from single to pbaoe). I don't think the dev wants to change old powers to different type. Critical damage proc doesn't break the cottage rule and players don't have to worry about set bonuses change.
2. Only certain attacks can trigger it so you won't see Throw Spines doing even more critical damage. -
Oops...I mean Thunder Kick. I get them confused sometimes. Yeah, my point is you don't really need six single target attacks. They could have kept Dragon Tail and got rid of Thunder Kick.
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I haven't tried it but looks like Mace Beam Blast from patron has a bit higher base damage but recharges in 9s. 9s isn't bad considering every other attack takes 2s. lol
So the gimped range-bane will have: Mace Beam 1, Mace Beam 2 and Poisonous Ray as single target chain. -
Widows are pretty terrible in PvP after they nerfed defense and control. I know my Fortunata was doing pretty bad damage in RV after the change.
I would say Spine/Fiery does better in pvp because Spines has good range damage and Fiery has decent resistance as long as you are not getting hit by psionic damage. -
The only power under Pools that I don't understand is Whirlwind. I've seen it in action at Blackmarket when people are bored.
Can you use other powers while Whirlwind is on? It seems like you are stuck in that spinning animation? What is the point of Whirlwind? -
I've thought about a gimp build with just Bane and Mace Beam attacks. It's going to be slow as hell with each attack taking 2s. Base damage is low and it has knockbacks. So it's like playing a gimped version of Energy Blast?
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My only experience on Shadowmeld in on my old Elec/Will Stalker who starts the fight with BU + Lightning Rod which means I waste less time during Shadowmeld. Willpower doesn't have that high S/L defense so the +defense is really useful to take alpha for the team.
My old Nin/SR may have Shadowmeld too but I think that's overkill on defense.
I can see Shadowmeld being better on Scrappers because they don't waste time on setting on Assassin Strike. They can hit Shadow and just run in. -
Quote:The Stalker ranged damage scale is 0.5. (I know this is shared with Scrappers, and I think it's true for Brutes and Tankers as well, but have not checked recently.) This is in contrast to their current melee damage modifier of 1.0.
According to Red Tomax, snipes should be using the melee damage modifier. It should be possible to confirm this with the in-game "real numbers" info for the powers. I can confirm from my own experience that the blasts (like Dark Blast from Stalker/Soul Mastery) do produce damage that's consistent with the Dark Blast damage scale (1.0) times the Stalker AT's melee damage scale. This was a change some time back. All stalker ranged attacks used to use their ranged damage scale. It was atrocious, and it changed. I thought snipes were specifically excluded from the change and left using the ranged damage scale, but Red Tomax disagrees.
If that's correct, Moonbeam, a scale 2.3 attack should deal 127.9 base damage at level 50. Enhanced too +100% and performing a critical, it would do four times that, or 511.6 points of damage. Contrast that with Assassin's Strike, which would deal 778.56 damage fully enhanced.
I haven't used Stalker's snipe for at least 2 years now. I just remember it was doing pretty poor damage for 8s. 8s is a LONG time both in pve and pvp.
At this point, it doesn't matter to me whether Stalker has 0.6 range or Patron Snipe's damage is reduced because both result in the same thing = poor damage for the time spent.
I want to like it but the casting is just awful. It's one thing if Stalker's snipe does "true snipe" damage because it could have a use in pvp? Who knows.
PS: By the way, not sure how many of you know this but of the four Epic sets that got ported to Stalker, only Fire Epic can critical. I've submitted this bug twice now. All Patron/Epic powers should critical for Stalker. -
Quote:Corruptor's Ignite scourge chance is per "tick" so if the target's health is low, it scourges quite often.On a slightly separate note, Ignite also does the same damage on defenders, corrupters, and blasters, though it if course doesn't have the secondary defiance and scourging capabilities on the defender version. When considering damage scaling, and compared to your other attacks, ignite does absurd damage on a defender, even when taking into consideration the fear effect. (and still a lot of damage on the other two archetypes)
But you are right that Ignite is based on "pet" damage and Blaster is at disadvantage because the base damage should be higher. -
To OP, if your stalker wants range attack, Dark Blast is way superior.
You are more than welcome to try snipe on Stalker. I guarantee you that you will want to respec out. :P
I thought snipe with critical could do very impressive damage.. oh my, was I wrong. I think Stalker's Range damage modifier is pretty low? I think build up + critical impale does more damage than snipe? It's been at least 2 years since the last time I tried Stalker's snipe. -
At early levels maybe... because you don't have good recharge to have good attack chain but at high level, Snipes are definitely very unpopular. I've taken Moon Beam before but it's because Dark Blast doesn't have tier 3 attack and after I level higher, I dropped it.
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LOL I was going to create a thread about how sucky Stalker's Snipes are. It takes almost 8s to cast/interruption!!!! And the damage isn't even that good after critical. It is just terrible IMO.
Snipe in general is just poorly designed. You don't need a snipe to pull. Most range attacks can pull well as long as the attacks don't knockback because once it knockbacks, the whole mob is alerted (which makes Energy and Assault Rifle snipe one of the worst to pull).
I wish they could just get rid of interrupt or shorten casting time. -
It really comes down to what you want to do more: damage or buffs/debuffs.
You actually don't need to wait for a long time to get the "good" powers in /Trap. Poison Trap is at lvl 20, FFG at 16 and Acid Mortar is at lvl 10. Seekers is 28. In this regard, I don't think Defender gets that much advantage.
Even if you get poison trap earlier, without good -recharge, you won't be able to use it that often. I would rather take more blasts first at low level. -
So I finally level my Human PB to 32 last night. I just have to get Photon Seekers to see if human form is worth it. Somebody mention that the dev can reduce recharge on Seekers to bring more balance between PB and WS, which I totally agree.
Well, it only has one slot (damage) in it and looks like the damage from all 3 seekers is pretty good. The problem, however, is that in order to get the most aoe damage out of them, I have to use them while I am in the center of a mob. Much like Solar Flare, Photon Seekers also deal knockback so basically I have two "good damage" aoe powers that knock violently away from you which many teammates don't like.
I didn't even take Detonation. The amount of knockback from PB attacks is just too much IMO. At some point, knockback just hurts your performance more than it adds.
I now believe human PB is the king of Knockbacks. My pb may get stuck at 32 for a long long time. -
Quote:Yeah, my only experience on PB is human form because PB has a variety of powers. I've tried Nova and Dwarf form before but I hate how the human powers are locked out and when you switch from dwarf/nova to human, you have to re-cast the shields again.I didn't really pay attention before but I am noticing a small pattern here.
More often than not I am seeing that the people who are complaining about their PB's mention theirs as being a Human Only form PB.
Maybe it's significant, maybe it's not. But there seem to be far fewer people who play a Triform build speaking up about the downsides of the PB.
I've already made my opinion on the subject known so I wont repeat that here but I thought it was an interesting enough observation to mention.
I understand you can switch between forms can cast powers like Hasten but it just seems like a lot of work and if you are tri-form, there are just too many powers on power trays. I am lazy when it comes to setting binds. I just like to click. lol -
Quote:Speaking about on a team, we were doing Air Pirate SF the other day and I took out my lvl 29 human PB. Well, I warned my teammates that I have tons of knockbacks especially when I use Solar Flare. I enjoy "foot stomp" animation because I have not tried Super Strength yet and Solar Flare looks and sounds cool. The knockback is just so nasty.I agree with the spirit of your post - especially the parts about teaming and having fun - but one quibble with the quoted part...
Peacebringers have demonstrably lower defenses than Warshades, as well as a tier 9 that - unless you don't have dwarf form or break frees - is almost completely invalidated by having 3 damage dealers on the team (shields and/or Dwarf resistances assumed).
The lower overall damage potential I can deal with, although I would like to see Photon Seekers' recharge reduced considerably, but something should also be tweaked with Light Form.
And no, I would try to position myself for better knockback but I don't particularly enjoy positioning myself EVERY time I use a power. It's tedious. Knockback is in the game so live with it! -
Quote:This is exactly what I feel about my human PB right now. Blasts and melee attacks are weaker than Blaster/Dominator. Resistance-wise, it's very decent but you lack mez protection on your own. This is a big problem if you think you can "tank". You don't control better than Controller or don't debuff/heal better than Defender. The whole PB has a mix of powers but is a Master of None. Some powers also don't synergize well like how Solar Flare does knockback and you can't use it in air (Hover).PBs are a hybrid AT. They're supposed to be more survivable than blasters and more damage dealing than tanks. The problem is that everyone is doing everything better than they are right now. Blasters get defense shields and tankers get ranged AoE attacks.
You can make a very good PB with the right investment. If you were to take that same investment into another AT, however, you'd end up with something better. The possible exception is a stalker.
PB is definitely playable. I just feel the AT doesn't excel in anything. So far, the #1 thing I like about PB is their resistance with other Brute/Tanker on the team. My resistance can get really high (but no psionic resistance mind you!).
How bad is PB? It really depends what you are comparing with? Did you fully IO other toons? If you did, you can try to compare.
I am coming from the biggest fan of alphaed Fortunata and Bane (followed by Blood Widow build) and I can tell you PB is really really weak atm. But PB VS Stalker on a team is comparable. lol -
Quote:I have a Spines/Regen character that I've had since 2004. He was the 3rd character I ever made. I have one little problem, though: I hate him.
I just wanted a plantlike hero character. Every build I can come up with either in-game or in Mids turn out to be rather ineffective/unfun, or prohibitively expensive. He's almost lvl 32, and I keep feeling like I should give his T9 primary a shot before nuking him...but I never play him.
I just want to say that Throw Spine IS the reason why you want to play Spines especially on Stalker. Without Throw Spine, the whole set is very very inferior (especially on Stalker). Slot it well and you should like Spine more. If you don't like Spine after slotting Throw Spine, then maybe the set is not for you.
For plant look, Plant Control is a very good choice as it starts and finishes strong (Seeds of Confusion at lvl 8!). Plant and Earth don't mesh too well as somebody has explained but it doesn't mean they don't work. Maybe you like the melee attacks in Earth. It's quite damaging and feels very "brutish". -
I see a pretty sad design in Peacebringer because:
Human damage potential (expressed in dps): 111.51
Nova damage potential (expressed in dps): 109.9
Why would anyone wants to be in Nova form then? I've looked at the builds and while Nova starts off having better dps but you sacrifice healing (yourself and others) and other utilities. PB also has combat hover to allow aerial fights. -
Quote:Blah, I gave up my Necro/Pain after doing BSF. I don't feel like using her for Apex or Tin Mage. I just don't think melee pets have any business being melee if they die in one hit. This goes the same for Ninjas. I may still play my 50 Merc/Storm and alpha her in the end.Being that I am Necro/Dark/Soul MM, (and I plan on switching to Chill Mastery for this Task Force) most of my secondary and epic pool mez powers that I normally use, like my Holds, Immobilize, and Fear aren't quite as useful a) against +4's b) Praetorian mobs that inherently have mez protection. So I'm looking for alternatives for my powers that aren't quite as useful, at least for the Battle Maiden fight. 3-4 attempts in that part of the Task Force, and I haven't felt like I was doing enough, and I want my Master Run badges. I'll play around with a build in Mid's as post it as soon as I can, the weather as crappy again and I got home late last night.
Thank you for the input, everyone. -
I think Black Hole can help. Just make sure you use it on the swords and not the 'Humans" after BM disappears. You need to kill human mobs to force BM out again.
Speaking about "phase", I've brought it up before but they somehow made this power worse than what it was. When I first tried Dimension Shift, the mobs would just stand there doing nothing (the graphic is hard to tell but at least they just stood there). Now I don't know what they did and why did it but phased out mobs will still attack you even though they deal no damage. It is very very confusing IMO. It's confusing enough to figure out which ones are phased.
I really wish they could make Blackhole and Dimension Shift better. -
Apex is a very fun TF but it does make certain powers/sets a lot less appealing. I guess that's why they made Tin Mage more "traditional" Strike Force-like. I can see /Trap being pretty good in Tin Mage.