Jibikao

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  1. Here is the big problem I see in lower level Stalkers:

    1. If you take Assassin Strike and Placate (and/or Build Up) (which many stalkers do because they think Assassin Strike is the reason why they play a Stalker) at lvl 6 and lvl 8, your Stalker may only have two legit attack chains (minus vet rewards). And let's be honest, even with the new AS damage buff, it is still not a good attack because 1. you can't use it if you are under heavy attack. 2. if you miss it and get interrupted, you lose like what? 15end? That will be the quickest way drain yourself dried.


    2. Why do some people think Stalker is too fragile? Well, if they only take primary powers, they don't have enough rooms to take defensive shields until later. A melee AT with almost no shields and below average health = the definition of Fragile. Unlike most Stalkers, I don't take Placate until 30s because I want to survive better and Stalker can. However, if I take 2-3 defensive shields early on and took Assassin Strike, my attack is only consisted of tier 1 and 2. It is pathetic dps to say the least... Having two attacks is fine if you solo on your own and you have all the time in the world to "wait". I can't imagine having no vet attacks at this point.


    3. Oh and no AoE. Ninja Blade, Dual Blade Broadsword and Claw all lose an early aoe attack.
  2. Quote:
    Originally Posted by Memphis_Bill View Post
    Heh.

    While not for the same reasons, one of the reasons I have such fond memories of my Em/Ea Brute was having people *continually* cuss me out as "That *&#$# Stalker!" while playing her in the zones. (Pre-I13.) Then telling others to look out for my (slotted-for) stuns that seemed to last forever.

    It's just not the same now (and not just because the zones tend to be dead.)
    The good thing is I took Taunt (for the first time in my 4 years of playing!!) so when I want aggro, I'll use it and when I don't want it, I won't use it. :P Flexibility is there and it's not like my Dark Melee has big aoe..not yet. I'll see when I hit 26.
  3. Quote:
    Originally Posted by Leo_G View Post
    And a Brute *still* can't do what a Stalker can.

    I won't claim that Stalkers are better than Brutes, but it's not as cut and dry as you put it.

    I love my Claws/EA brute to death, but that stealth can be a curse in some situations. If it weren't for Shockwave (something your DM/EA doesn't have), I wouldn't stand a chance keeping an NPC alive solo...and believe me, I've fail quite a few missions because mobs don't even know I'm there. Now on teams? Yeah, Brutes aren't Tankers, but they are viable 'tanks'. On a team where aggro isn't an issue, Energy Aura is awesome but it isn't without its faults.

    ...not to mention, I *still* feel the lack of burst damage when I play Brutes. Yeah, they'll tear through masses with AoEs and put a constant pounding on those EBs, but when you want to drop a target *now*?

    Now, when Scrappers get EA's unsuppressed stealth, *then* I'd say we really have something to worry about...

    I begin to think that Stalker's ability to Assassin Strike in the beginning is the exact reason why this AT is never going to be team-friendly unless the dev makes some big changes. Yes, no other ATs have Assassin Strike but do they "need" it?? I run teams myself all the time and I don't usually turn down Stalkers (unless the team has too many melee already) but some "picky" leaders would think "mmmm, burst damage... let's get Blaster or hell, another Corruptor/Defender to make sure that "burst" damage is not really required".


    I've come to the conclusion that this "thing" that other ATs don't have is the exact reason why Stalker isn't built for team-friendly. Stalker doesn't hurt the team but to boost people's confidence in Stalker, the dev needs to do a lot more than just a "few" changes.


    Like I said, I used to play mostly Stalkers but recently I've made a MA Scrapper and now a Brute. I can see why people complain about Stalker especially those that are used to playing Scrapper/Brute.


    The only thing Stalker has is almost 100% stealth (very few mobs can see). That is it. Does Stalker solo better? Nope. I guarantee my Brute can solo faster than any of my Stalker especially at lvl 24. There is no comparison at all. I only slot for END, ACC and RECHARGE and I can keep going the whole mission without even rest once and I don't even have Endurance Drain yet!


    I like Stalkers but the most I play other ATs, the more I feel this AT is lacking. Yeah, Stalker at lvl 24 can solo +1 or +2 with 1-4 mobs while my Brute can "comfortably" solo more than 3-4 enemies easily.



    PS: By the way, is the stealth in Dark Armor unsuppressed too? Doesn't Scrapper have Dark Armor?


    PS2: And I don't know about you but I play an online game specifically for teaming. I only solo when I only have time for 1 or 2 missions. If a game is pushing for "teaming" (which they should), then this Stalker AT hasn't done very well. I am not denying that being able to stealth through the mission and tp everyone isn't helpful but most people join a team to "kill". They just want to kill and get expeees.
  4. Jibikao

    Problem Enemies

    Very annoying mobs:

    1. Super Stunner, the new Freakshow boss. Lots of endurance drain, immb and stun/hold and what not.

    2. Equilizer and Ghost from PDD officers. One has very annoying glue grenade and one has beyond god-mode tohit debuff.

    3. Night Widow is always annoying with smoke grenade.

    4. Knives' caltrops but luckily we don't face Knives much on cov side.

    5. Master Illusionists... she is the hardest regular boss in the game IMO. It's hard to kill her quick when she "fades in and out" and she casts so many annoying pets.
  5. Quote:
    Originally Posted by Carnifax_NA View Post
    Most of the time. In Sonic Blast everything will stack alright, but in Sonic Resonance Sonic Siphon will not self-stack from the same caster (Disruption Field is a toggle so obviously won't anyway).

    Powers in Blast sets almost always self-stack, in Buff/Debuff sets it is a bit more random as to which will and won't.
    The blasts in Sonic Blast can stack on their own?? I swear when I use Scream twice, the debuff values are the same? How many powers in this game that allow -res stacking from the same source? The only ones I know are from psedo pets like Tar Patch and Acid Mortar.
  6. Jibikao

    I19!

    Just don't rush it please. And please improve Stalker if you have time, dev. :P
  7. As funny as it sounds, I made a new Brute (because my friends have been harassing me that I only make Stalkers to 50 and not Brute) and to make it fun, I figure I would try Dark/Energy Aura as EA has Stealth. It started as a "joke" actually as I don't know how well EA on Brute is.


    OH my.... this DA/EA Brute has become one of my favorite melee ATs so far. The new Fury makes Brute a lot more enjoyable. I didn't like Brute before because fury used to drop quicker when it's lower and I hate losing fury. But with the new change, it seems to build faster when it's lower and drops slower. I know it's hard to maintain it over 75% but Brute doesn't need 75% to be awesome.


    The stealth in EA is very interesting. I've seen it in action but have never tried it. The unsuppressed stealth sometimes allows me to kill one target in a group of 5 and the other 4 still don't know I am there! It takes them several seconds to figure out. LOL That's what ASSASSIN is supposed to be!!!! You stealth into a group and kill them and they don't even know you are there!


    Well, a shocking realization... Brute > Stalker by a pretty large margin IMO (especially on a large team). I know I've defended Stalker many many times but the new Fury allows me to constantly have high damage and I can just slot for ACC, RECH and END to make sure I keep it going. I am not a big Brute fan. I just really enjoy DA/EA right now and this makes me realize how bad Stalker is at low level on a team. If you take AS at lvl 6 and Placate at lvl 8. You really only have two legit attacks (assuming you take some shields as well). They gotta do something about Assassin strike because I think this power is the reason why Stalker sucks on a team.


    Brute sets a very high standard for what a melee dps class should be like... and Stalker has more to catch up IMO.
  8. Jibikao

    So. Epics.

    I just know Epic blasts can't critical right now and I am deeply disappointed as I took throwing star.
  9. Quote:
    Originally Posted by Tweeks View Post
    Hello all! i have a 50 Son/Rad that is pretty amazing w/o IOs but i never really use her, i was thinking about making her into a AV killer. The only problem being i have no clue where to start with set bonuses and what i should really be working for. Any tips or suggestions?
    I would start by pushing your ranged defense as high as possible and you may want to "hover" in air too to avoid strong melee attacks.

    Thunder Strike set is the cheapest good ranged defense set to get. You get decent recovery bonus and very good ranged defense and some energy/negative energy defense.

    You would want to make sure you have enough endurance recovery to last the whole fight so get as many sets as you can.

    That's about it. /Rad is a very good one for soloing AV. I've never tried it though. I've only tried it with Ice/Trap.
  10. Quote:
    Originally Posted by StrykerX View Post
    I believe the Ninjas' defense is around 7% for the Genin and 14% for the Jounin. Ninjas/FF would be softcapped, but that's all you'd have... hard to hit pets. I'd rather go Ninjas/Dark, since their defense would still stack with your to-hit debuffs but you'd also get -resist and -regen debuffs and a nice heal. But then I find /FF annoying... slower setup (both due to the time it takes to bubble and the extra endurance used on top of the already end-heavy summons and upgrades) and boring to play since all you do is sit there and rebubble every few minutes and knock a few things around with Force Bolt if you get too bored. /Dark is more active and it can stack enough to-hit debuffs to effectively softcap the ninjas while also helping you kill things faster.
    I second this opinion.

    I have a Ninja/FF at lvl 46. While I think Ninja/FF is effective, I get bored by bubbling all the time. Since I am a good team-player, I also try to bubble teammates. I can't stand the amount of bubbling after 3 battles. lol
  11. Quote:
    Originally Posted by Lord_Apollon View Post
    I run a Mind/FF, and yes, I do PvP him some. Mind is woefully underrepresented, and is quite powerful if in the right hands.
    Yeah, I've only seen one higher level Mind Troller, which is Mind/FF in Siren Calls or maybe RV but that's it. I rarely rarely see a Mind Troller. I thought maybe Mind control on Troller is different from Dominator's somehow.
  12. At this point, I can care less about Serum. I've played two Merc to 50 without it and it doesn't break/make the set. I've tried Serum before and respec it out. With I19, I may pick i up but I'll probably forget to use it anyway. :P

    I know if the dev is going to "balance" the sets, they'll give Merc something that others are lacking. One of the followings will be good:

    1. Improve AoE damage: Spec-Ops has no aoe damage: Add some decent aoe damage in both aoe controls. This will at least enhance Merc set's burst damage nature (with Commando having Rocket and Full Auto as well). Increase Soldier's cone width or give all 3 of them Grenade.


    2. Improve Controls: Lower Spec-Ops' controls recharge. I really don't know why they haven't lowered them. Or change Riflebutt melee stun to Bean Bag range stun.

    3. Increase Merc's ST-damage. If you take out Lethal resistance, Merc actually does more ST damage than Robot BUT Lethal resistance is almost everywhere (and as high as 36% from the whole Malta group) and Robot has -regen so Merc's ST damage isn't all that superior. To improve Merc's ST-damage, I would:

    A. Add Stealth strike in Spec-Ops (does Stealth gives Spec-Ops more defense?)
    B. Either increase Snipe damage (to enhance burst damage nature) or reduce Snipe recharge so Spec-Ops cycle them more often. I am leaning towards even higher damage.
  13. I go with a mix of +damage, acc and tohit debuff and Chance for negative. I think I also put chance for recharge debuff from Dark Watcher but I can't really tell when the proc goes off. Maybe not worth it. Who knows.
  14. Quote:
    Originally Posted by UberGuy View Post
    Actually, he now works for Cryptic.
    Oh.. Champions Online and Star Trek then. bummer... good luck to him.
  15. A Primary set shouldn't be balanced around having Sets and Procs. I have two lvl 50 Merc/Poison and Merc/Storm. Merc/Storm is a lot better than /Poison IMO.

    I find Merc's damage very low without procs. Procs are interesting way to make them deal more damage at the loss of other enhancements but I just don't think Merc should be balanced with procs. Merc should be balanced even without procs and sadly, Robots and Thugs are better than Merc at this point. Robot's defense is consistent and the two healing powers go off almost instantly. Assault Robot deal better aoe damage than Commando. Commando's cones are quite tricky. Spec-Ops have no aoe and their controls are on very long recharge. And what is the point of stealth in Spec-Ops? I still can't figure out.
  16. Quote:
    Originally Posted by Smiling_Joe View Post
    I've never understood this line of thought. It doesn't stack, but then it's also a very short duration debuff (5 seconds?) with a small chance of going off. So what if I have it slotted in both spec ops and mercenaries? The odds of both procing the debuff at the same time are slim to none, but isn't slotting it in both increasing the odds of it going off at all?
    I could be wrong but I thought AH Proc lasts at least 10s? And yeah, I would definitely put it in both Soldier and Spec-Ops but it's not like Spec-Ops have other good things to slot for. Increase stun duration? Nah.. . the recharge is so long that I think it's better off procing AH and Lady Grey.

    I wish they could add Accurate Defense Debuff in Merc because then I can add Chance for Lethal too. :P
  17. Quote:
    Originally Posted by Call Me Awesome View Post
    Mind Control is one of the original powersets for Controllers at COH Launch. Containment appeared in issue 5 as a partial compensation for the Global Defense Nerf and the neutering of controller AOE controls. In the early levels it's one of the most powerful controller sets out there with a strong single target attack chain by level 6-8; it gets steadily stronger into the 20's and then plateaus while other control sets start to take off in the mid 30's.

    The area where Mind excels is in aggro-free control; confuse, mass hyp, mass confuse can all be used at will without drawing aggro. Mesmerize does draw aggro, but by the time it's sleep wears off so has the aggro, it could be considered a fourth aggro free control. Mind isn't really weak; it's just different. It has very good ST damage with the Dominate/Levitate/Mesmerize chain and a decent AOE damage/control power in Terrorize. It isn't Illusion or Fire but it isn't a wimp either.

    My first 50 controller was Mind/Kinetic and while it isn't a killing machine like Fire/Rad or an AV soloer like Ill/Rad (my other two 50 controllers) it isn't bad. Mine has the Master of Statesman's Task Force badge (received twice on that character) and is a great team character.
    Yeah, the ST-attack chain seems like it could be decent because the damage applies right away rather than waiting for DoT damage from immb attacks. But without Domination, Mind Control just seems kinda meh in the control department.

    Do you slot mostly for +damage in your mind control powers or you go for a mix of damage and control enhancements?
  18. Mind/TA looks like could be decent combo..it has immb and a hold.
  19. Quote:
    Originally Posted by Stone Daemon View Post
    Lack of pets and hard controls, mostly. No pets means it never really gets easier* to solo, as you don't get the boost in damage or bodyguards.


    *Your definition of easier may vary.
    I have to assume Mind control was created even before Dominator was created? And Containment bonus was invented after Mind control was created right?

    Illusion doesn't have immb but it has two very good pets to make up the lack of damage.

    What does Mind control offer that makes up the loss of damage? When they invented Containment, did they do anything special for Mind control on Controller? Because it doesn't look good on paper. In fact, it looks pretty terrible. lol

    PS: Oh, I just found out Sleep and Stun give containment bonus too.
  20. Just curious (yes, bored at work) but why is it that I have only seen one Mind Controller in Siren Call (Mind/FF) for 4 years of playing Cox on Virtue/Freedom? I see Mind Dominators everywhere but I can only count ONE Mind Troller at higher level. I don't really count characters before lvl 20.. but after lvl 20, I've only seen one.

    I see Mind control doesn't have a pet and doesn't have immb to setup Containment easier.

    Is Mind control basically very underpowered on Controller? It looks that way to me but maybe some of you can enlighten me.


    Does Mind control on Troller have higher base damage due to the lack of containment damage potential and lack of pet damage?
  21. Quote:
    Originally Posted by ClawsandEffect View Post
    This.

    For all we know, BaBs may have figured it out before he left and they've been quietly working on it ever since. Since it's so incredibly time-consuming, even if they are working on it, we may not see results for another year or more.
    BaB left? What?!! Where? @_@

    To work on DC Universe? :P
  22. Quote:
    Originally Posted by Jade_Dragon View Post

    That's why I continue to insist that for a Peacebringer, the HUMAN FORM is the damage dealer. The Human Form PB has Iridescent Strike and Radiant Strike, but no fast melee attacks like most meleers. It is BUILT for you to fight in Dwarf form, wait for Iridescent Strike to recharge, and drop out of Dwarf form for a massive blow. Then back to Dwarf to bring back up your defenses. That is the way you deal damage in White Dwarf form, by taking advantage of form shifting.
    )
    The thing about changing form is that if I change from Human to Dwarf and then back to Human, I lose all the shields. I have to put them on again. It is quite annoying. And it seems to take like 3s to change into Dwarf from Human. I know it's not that long but when I held and click Dwarf, I feel I lost a lot of time changing form.

    If I only change from Nova to Dwarf and back to Nova, there is no shields to change. I almost think if it's better just put slots in Nova and Dwarf and only use Human for extra healing if needed. Any Dual-form specialist here to share thoughts?

    I am a full PB Human build now. Radiant Strike is the best attack so far. It is quite fast with decent base damage and a decent knockback. I find tier 1 attack so slow. That 4s eye-beam is slow and I don't feel like clicking that 1.5s range attack so often either.

    I still have mixed review on PB so far. She is level 27. I just got my healing power. It helps others at least.
  23. Quote:
    Originally Posted by Bill Z Bubba View Post

    Redraw adds time to an attack chain without increasing the damage of the chain.
    So true!

    But here is the question. Why do we MUST have redraw? I am asking because sets like Stone Melee and Icy Assault don't cause redraws even though they "draw" out something. You still get that "drawing graphic" but minus the animation time.

    Why can't we just get rid of all redraw delays for the sack of balancing? If Stone Melee and Icy Assault can bypass redraw, why can't other sets do it too? That's what I really want to know. I know Dual Pistol's redraw looks nice but still...
  24. Jibikao

    Bit of curiosity

    Quote:
    Originally Posted by Kelenar View Post
    1. Do you believe there is an issue with the respective effectivenessÂ’ of resistance vs. that of defense?
    Yes, primarily on characters lacking no innate mezz protection. By letting you dodge the mezzes, defense can function as both damage avoidance and ~95% mezz protection, which is huge for a squishy, especially solo.
    Oh, this is sooooooooooooooooo true on my Peacebringer Human. I recently started PB Human and while she survives well (due to resistance shields and higher HP), I hate it when I get stunned by Void right before I kill him or get Bean Bagged by Longbows. It's like all my useful resistance is thrown down to the toilet for a while. Defense, at least can void some mez attacks.
  25. Jibikao

    Bit of curiosity

    Quote:
    Originally Posted by Aett_Thorn View Post
    The only thing that I think that Resistance lacks over Defense is that Defense will block all secondary effects of a power as well as the damage that would be inflicted. A resistance-based character with 90% Damage Resistance to S/L damage will take, over time, as much damage as the character with 45% S/L Defense. However, the Defense-based character will get hit with 90% less secondary effects than the Resistance-based character.
    This. Even if Resistance protects better (which it isn't IMO), Defense at least lets you avoid quite a few secondary effects. Due to this reason, Defense > Resistance by a pretty large margin IMO.

    However, in some extremely situations where if you get hit once, you die, resistance could be a bit better. You just need to eat some purples.

    I think the problem with Resistance is that it only seems to work reasonably well in 3 ATs: Tankers, Brutes and maybe Scrapper.

    I play Stalkers most of the time and Resistance is not very good. I get interrupted and I don't have the health to back up that Resistance.