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Posts
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Quote:I see, that's why Mid' was giving me funny numbers - both showed '+79.7% hp' fully enhanced but I got different results when viewing the total HP boost like I posted.Unslotted, both provide the same +hp - and either will, unslotted, hit the +hp cap for Stalkers.
Both accept heal enhancements. But only half of Dull Pain's +hp is enhanceable, while all of Overload's +hp can be enhanced. Thus making Overload "fully enhanceable, unlike Dull Pain". Due to the hp cap, it actually matters on Brutes and will matter a lot more on Scrappers and eventually Tankers - since Energize's +regen will get a boost from the higher hp value than it does for, say, Electric Armor's Power Surge.
But the whole point of the post is that Stalkers have more than one +hp click power, despite how marginal the effectiveness of +hp is on an AT that can cap hp with 1 set bonus and accolades.
Don't forget we are getting Hoarfrost now too for another stupid long recharge 'heal' -
Quote:It just seemed like you implied that because you wrote that making the +hp powers work like they do for every other AT would be 'too much' for Stalkers, so a +maxhp power doing nothing in some cases (my /nin has no +hp power and is capped via IOs, HP bonuses come in so many sets) and at most giving you 400 hp when they can give +80% hp to other ATs (Dull Pain = +79% maxHP) seems right for you?Your right in saying my stalker is lvl 32. Never got past that. I dont want to come accross argumentive.
I dont pvp any more because its broken. I melee'd pvp anywho, I was never good against ranged. As for the stalkers are "kings in pvp" I never implied. My point was stalkers are where they are so they wont become melee kings. I for one agree with the valid points that have been risen in this thread. I guess I was just trying to look for a possible justification as to why they are what they are.
personally tho I am not sure how to fix issues that could create over powered results, or make other AT'S seem redundant.
Btw, from what I've read, pvp after i13 is not really good for melee. /Regen toons are unkillable played right but that's it. Brutes and Tankers are used mostly for tauntbots in Arena organized teams. And of course there's the WTF stuff (Fossilize, a hold, doing stupid damage for Tankers, Spirit Shark almost a ranged AS and etc)
And other ATs redundant? Have you ever seen a SS/FA Brute? Mine was farming +3/x8 with bosses at a decent speed with SOs only slotted for acc and endred (some rech in the Aoes), with some cheap IOs and 30% rech he was farming +4/x8 at fast speeds. In ambush farms, fire or not, you have to be softcapped all the time, because even fire farms can quickly kill a Fire Tanker without defense. Good thing is, SS/FA Brute kills so ungodly fast that insps rain on you more often.
Even with all the changes I suggested applied they still wouldn't come close to any scrapper or brute, just be more desirable and enjoyable.
Believe me, Stalkers, even with changes to HP caps, Aoes doing 100% all the time from hide, getting 100% from BU and a higher damage modifier, even something like 1.2, more than any other AT (I didn't suggest it because it's beating a dead horse but I'd like it too s well) wouldn't overshadow anybody.
Quote:Kioshi you are mistaken on Eagle's Claw.
Stalker version of EC doesn't increase the crit chance on the next attack. That's the Scrapper version of EC.
Stalker version of EC has higher damage.
Anyway the set is kinda borked imo with so many ST attacks (a bit like Blaster psi, tho they have one AoE). That's why it was the one I suggested including an AoE, EM doesn't need it much imho and the swords seem fine to me. -
Well Kitty I didn't go into the damage modifier thing because since everyone complains about comparisons with other ATs' damage (well scrappers mostly), I wanted to focus on Stalkers, and draw attention to the unbalanced aspects among the powersets (Burst doing 100% damage even after revisiting KM, but all the other AoEs are 50%, Spine Burst is 30%).
Well accuracy was never an issue on any of my Stalkers, just like any other toon. Look at CoD, Mid's, in game numbers, it's all the same as scrappers and others (more native acc in weapon sets and powers like Concentrated Strike on all ATs that have it, for example). It just hurts a lot more missing an AS because of setup time (and usually activating BU before), that's why you might notice it more, but at least in the last Stalker 'buff' missing an AS didn't take you out of hide. Stalker acc is just the same as others, while thematic that they could have more native acc (precision killer and all) I don't think it'd make a lot of difference after SOs. -
Quote:Funny thing is, the 'real' pvp crowd (I think they all left now) all laughed at Stalkers when I left the game in i17, they said 'lol n00b SJ+SS+CJ and MOVE, Stalkers are a joke, fear the psi blasters and the elec/therm corrs' when someone complained about them (the PvP forums weren't the nicest of places, although I always found it funny). They're only a threat when you're beginning or gang up on you as untoldhero said himself (and he wasn't even killed). After some time they only pose a threat when you're doing organized teams and other ppl used slows and other things that don't work anymore on you (talking about old pvp because I haven't bothered to spec my toons to 41 -kb and etc to try the 'new' one more than a few times)IIRC they can only change things that specifically target players.
But then again PvP has diminishing returns where PvE doesn't.
Honestly I wish PvP could be disregarded completely as to me it feels like that's the primary reason why Stalkers are stuck where they are. -
untoldhero, you probably haven't played a Stalker at higher levels. I may be wrong of course saying you don't have a high-level Stalker, but at 30+ you're lucky to one-shot an orange LT with AS (if he doesn't resist your damage and using BU - you're not shaving half a pink boss' health, sorry, unless he's weak to your damage type, but in this case a scrapper or Brute would just breeze through mobs with AoEs).
Anyway the devs care about pvp less than Stalkers, and if you looked at the l33t pvper forums (I was never one, although I had an ice/psi permadom who got her fair share of kills, so fun killing tanks because it made them mad, but now my main tools on the toon, which I took 3 months to purple out, slows and hold, are useless in PvP). That's why all the Ice/EM tankers are obsolete too, defense is a joke in pvp and etc.
And well let's see how you survive a gang up of psi/em blasters now. As I was saying, the pvp-only crowd used to say that Stalkers weren't that big of a deal once you learned how to move. I did some arenas on my Ice/Psi and got AS'ed only when somebody else used Glue Arrow on me or something like that. It's not like you imply, 'one shot bosses' or 'kings of PvP' - my dom till i12 got a lot more kills and interesting duels than my EM/Nin Stalker, and as you said, you were ganged up, while my dom could kill a Stoner on her own. Of course since she wasn't mind/ like everyone else at the time she had her weak spots like /SR toons when defense mattered, I had to run from them, but it was very easy to run from melee. Again I was never a harcore pvper, was getting interested in it because of my domi but then... i13 came. Also, if you were ganged up by Stalkers you probably weren't moving enough, I'm not blaming you or anything because when I began pvping in Sirens I got AS'ed all the time.
I just don't see the point in having powers in your primary powersets that can't give you the full benefit like it does for everyone who share them (Tankers, Brutes, Scrappers, Kheldians, Crabs, even Banes). You'll only reach Scrapper cap all the time if you manage to get perma DP and accos and hp bonuses - with Stalkers you don't even need to have a DP-like power unless you are using as big heal with a disgusting recharge on the SO game, with IOs and accos it's not difficult to cap any Stalker so it's just working wrong. Why have HPT, DP, Hoarfrost, the +hp in Overload when you can't make use of it?
I'm not taking pvp into account, and even if I were, I don't think there would be any significant change - ok Thunderstrike would crit 100% of the time and TF would hit harder, but that just shows the sad state of pvp nowadays (people saying they prefer using Thunderstrike with the 50% chance to crit because it hits harder than AS due to animation times - I think, I saw a pvp'er I knew well write that in the forums).
I completely disagree with your argument that just because Stalkers don't have taunt auras (which only /Invul and /Shields have decent ones on Scrappers) they should be gimped and getting less than their +hp powers are meant to do. Yes threat level and damage can steal aggro from a Tanker but I used to do that with my fire/fire blaster too, and blasters have a threat level of 1 like all squishies (Stalkers and epic ATs have 2, except PBs and WSs in Dwarf which have 3, same as scrappers - Brutes and Tankers are threat 4).
Also, bear in mind that since damage plays a part in stealing aggro (that's why I stole aggro all the time with a fire/fire blaster), if your scrapper has a taunt aura and high damage, let's say a fm/sd, you'll steal aggro from a tanker basically all the time. And since you mentioned yours have capped HP maybe it's an invul? Also strong taunt aura, less damage than a /SD (AAO) but also capable of stealing aggro from a Tanker a lot of time. A regen can already do that, but a scrapper with a taunt aura+high damage has to be careful if he's not sturdy enough, I know my fm/sd died a lot of times when in SOs because everyone went after her after a FSC, unless the Tanker spammed taunt (which they never do of course, that's a waste).
That doesn't justify by any means getting at most 400 hp from powers that were supposed to give you close to or more than double. Even if they applied all the changes I suggested (upping Hide's def, 2kish HP cap, 100% AoE crit from Hide) I don't think they would get close to balanced with scrappers who get more AoEs and 100% +dam from BU. -
Well I haven't played her much mostly due to the constant faceplanting (not used to blasters, and I know DP is not very good damage since I had played other Blasters inthe past but not giving up on her since I'm having a lot of fun with the combo - and since I bought GR not long ago I made 4 toons, each for each 'path' to read the storyline, sometimes it's hard to make a team to do your missions only, I don't want to outlevel Praetoria now) but I'm inclined to take Combustion now, just because Empty Clips seems so underwhelming to me... It's like I'm doing almost no damage using it. I know FS is a great attack but since I'm keeping ES because it's so cool (after all I don't think I'll min-max this build) and PR for the range and -res I think I'll have enough ST attacks.
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Quote:What do you mean? Both powers accept heal sets and SOs/IOs.Overload says 'hi'.
Sure, the +hp part of any click power is pretty useless on a Stalker since my DM/Nin hit the hard cap on hp without any +hp powers and slotting in order to softcap... but Energy Aura also provides one - and one that's fully slottable for +hp, unlike Dull Pain.
Mid's says both enhanced for heal to the cap would give you +79.7% hp although in the 'Totals' window I get different results - 1924 hp for Dull Pain and 2163 for Overload (of course if the cap weren't 1606 for Stalkers), but DP is slottable for heal, although if Mid's is correct on the hard numbers Overload gives more - on Brutes, 2395 for DP and 2692 for Overload (Brute base 1499). Non accolade numbers btw. -
Quote:Read my first post, a Peacebringer (base hp 1070 vs 1204 from Stalker) can get to 2k with Essence Boost (Dull Pain) + Dwarf and accolades, that's why they put a high hp cap on an AT with little more HP than a controller.I honestly don't know much about HP CAP. I've always under the impression that Tanker (or maybe Brute too) has the highest Cap and then Scrapper/Blaster and the rest are the same. lol
What is Stalker's cap anyway? I am surprised that SoA can go up to 2409. I thought all SoA has low HP Cap due to their high defense. This means my Fortunata still has a lot to fill.
Judging from what you say, Stalker's damage is even more NOT JUSTIFIED with that low HP Cap. My biggest problem with all my stalkers is damage. I think my Stalker survives fine but then again, I've never tried Regeneration (I hate that set).
When I have full team critical buff, damage is good but why do Stalkers need to rely on others to have high damage potential? Stalker alone should have the highest melee damage (Blaster should have the highest damage potential).
Edit: Speaking of Bugs, I still can't figure out why 3 out of 4 Epic sets cannot critical while Fireball has 100% critical. I refuse to think this is "intended". Even Scrapper version can critical with all 4 sets. I must have submitted 3 bug reports on this. I think this is a pretty serious bug because I literally dropped Weaponry and respec my build due to no critical. Critical is a BIG part of Stalker's design and if the attacks can't critical, it defeats the purpose. This is like Controller doesn't get Containment with patron attacks. I haven't tried patron on controller but I think they do get containment. Funny how Stalker is always over-looked. Stalker is always that last little poor kid in the corner. Sometimes they remember you and sometimes they forget about his existence.
HP caps: http://paragonwiki.com/wiki/Hit_Points
I mean, if you read my first post again you'll understand, a regen scrapper, a /EA Brute on Overload, etc, can use these caps to full advantage, Stalkers are the only one who can't.
Scrapper with Dull Pain slotted to ED cap for heal - 2132 hp - 2400 with accolades, almost their cap.
Stalker with Dull Pain unslotted - 1685 hp. Oh wait the cap is 1606 like blasters and trollers and corruptors and defenders so sucks to be you regen Stalker(and ice in i21), you'll stop at 1606 regardless of sets +hp bonuses and accolades. Your Dull Pain/Hoarfrost is only a big heal with lousy recharge.
(If the cap was higher, my regen Stalker could go to 1918 - only 200 less than the Scrapper, or 2159 with accolades - with IOs we could reach the Scrapper cap of 2409 since it's not hard to build an IO'ed Stalker without a +hp power that hits the 1606 cap)
Willpower Stalker with HPT - 1561 hp - get one accolade and you're at the cap, isn't that nice? Screw if you have IO +hp bonuses they're good for nothing since HPT is an auto power.
People say overload is the best tier 9 'godmode' (if you like godmodes, I personally do) because it raises your max hp. I don't need to say Stalkers benefit very little from it. Brutes can go from 1499 (base hp without accos) to 2692 HP with Overload. Stalkers go from 1204 to.... 1606 lol. -
Quote:I know that obviously, or else I'd feel too noobish to make a post defending some small buffs to an entire AT. Go look at the powers I mentioned, 3.75% def ALL THE TIME. Except Bane's cloaking Device - 7.5% unsupressed and 3.75% suppressed so in practice it's the same as Energy Cloak and Cloak of Darkness, that's why, as I said, it's easier to softcap a EA brute for example. Hide is 5.6% def unsuppressed and 1.88% suppressed. (all numbers unslotted).The 1.88% Defense bonus that Hide gives is when you're outside of Hidden status, by the way. While Hidden, you have an additional 3.75% Defensive bonus to all except AOEs, which get an additional 37.5%.
Inherent or not, it's nitpicking because we do lose a power for that to get Combat-Jumping level defense and stealth, again going to 3.75% suppressed would not break the AT, it's just another small suggestion. The only thing I find completely broken is the HP cap. You can argue that blasters with hoarfrost and trollers with earth's embrace also don't make max use of these powers but they are epics, not in your secondaries. As I said, why can't my regen Stalker walk around with 2k hp using Dull Pain when every other AT that has it can? -
Quote:Yeah because my Brute can mag 4 hold a boss in 1.5 seconds with Seismic Smash, and a hold is usually better than a Stun. And since TF is mag 3 now, well why keep it making about the same damage of ET from Hide?Isn't it funny that whenever Heroes are getting Villain sets, the sets immediately gets attention and sometimes buffed? :P
It doesn't seem to matter how much we've complained about Repel aura in Energy Aura previously, but as soon as Scrapper is getting it, it's changed.
Oh, how I love conspiracy theories....
And I do agree that Energy Melee needs more love. Total Focus should critical harder.
But I don't want to see Stalker having higher HP. We don't need Scrapper level HP. We just need to out-damage Scrappers on a regular basis. I can live with less survival but my damage needs to be the highest among all 4 melee. And in the sets that have +max HP, they can add a bit more overall resistance to make up the fact that Stalker has less HP cap.
The cap is a bug imo. A bug they didn't care to fix. We have too many powers (HPT, Dull Pain, Overload, the upcoming Hoarfrost) that could take advantage of a higher HP cap. Warshades have ONE (Dwarf) and they get a 2409 hp cap just because of that. Banes have one +HP power that gets them to 1500 hp with accos, and Crabs and PBs have one that puts them at 1918 with accos (Dull Pain) - all these ATs have lower base HP than Stalkers.
And correct me if I'm wrong, but Widows (a separate AT since you could put Crabs and Banes in the same bag, so makes sense for banes having 2409 hp cap since they're a branch from Crabs who can get way more than Banes off this larger pool) also have the 2409 HP cap without any powers to boost their maxHP.
BTW, all these Epic ATs have lower HP than Stalkers (1070 - defender and controller HP - vs 1204) and they can reach more than 2k Hit Points (in the case of a Dwarf with accos or a Crab with some set bonuses).
I do love my Stalkers but I actually don't have as many of them as I'd like because of these limitations. Once I put together a very very nice build for a Spines/DA. Then it occurred to me... Except for the more manageable end drain (since I don't use purps when planning builds) I though 'damn I'm losing Death Shroud and Quills, and the AoEs only have 30% (Spine Burst) or 50% (Throws Spines) chance to crit.
Also, I know I would be getting much more mileage out of my elec/regen stalker if he was 'allowed' to have 2k+ hp with dull pain like every other AT who has it. -
Quote:Oh sorry my mistake for calling it a clone. I actually knew it back then when I played my Ice Tanker but I don't play the AT anymore and as you said... Even solo when there was no way to raise the number of mobs I never noticed a difference, never had end issues after 26. Didn't know about the radius difference tho.Note: Power Sink / Energy Drain return 25 end per target (base) while Energy Absorption returns 15 (base). Still a great power, but not quite as potent. Not that it's hard to saturate either as a Tanker, of course.
(One other nit pick, Power Sink has a 10ft radius while ED / EA have 12ft radii.)
I know that's another discussion (that I'm having in the Stalker forums) but the 15 vs. 25 will actually make a noticeable difference for Stalkers. I was debating on whether /Ice was worth for Stalkers over /EA considering Hoarfrost will only work as a 'big heal' (since SO'ed WP stalkers can hit the hp cap with one acco) on a loooong reacharge while ED in /EA will have + defense and is +25 base end per mob. Well unless they make Chilling Embrace a taunt aura and you wanna tank with your frail Stalker, but I digress. I hope they change the hp cap for them to get the benefit from regen, /ea (overload), wp and the upcoming ice armor. -
Quote:Yeah but you should know that they get a Power Sink clone at 26 (not excalty a clone since it gives +def but well, full end everytime). No powerset with such a power can be considered an end hog.Not sure you read the whole post:
"It seems like an end hog whenever I have tried to make one in the past, but I never got one very high. "
Mine was an end hog in the low levels because I took Icicles before Stamina long ago but it's no different than some other combos - damage auras, 3 toggles, like Elec Armor, when you get Tough and Weave you'll probably have infinite end. AND Hibernate also refills your end. So... much better than Dark or Invul and even Fire in End management, well any powerset with 'Power Sink' is better at end management than any other in most cases except when facing one sole Av. -
I actually agree. New players will think Tankers do OMG damage, and while there are some combos that are very good at it (FM/FA, SS/FA) I don't think they are 'devastating hand to hand combatants'.
I wouldn't say they 'rank low' as JB suggested but 'do medium damage' would be better imho. -
Quote:Not really since you get energy drain at 28. My Stone/Elec Brute ran out of end even speed boosted (no Energize back then), after Power Sink with 1 rech SO (which we only get at 35) no end problems ever anymore.I too have a Kinetic melee/Energy Aura Stalker.....though i dont know how the changes will effect game play with her....she plays just fine right now...and i find she sometimes uses alot of energy.....and with the changes....she might start having energy issues depending on what she is doing....which means i possibly wont be able to to keep up some of her attack chains int he future....but go figure.
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Well if you really want a lot of AoE go SS/FA, Claws/Fa or DB/FA and Mu Mastery. Mace/FA looks good too but I haven't played it to higher levels. That is, unless you have your dm/fa at high levels already.
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Quote:Lookie an over-softcapped to s/l/e/f/c EA at 25 (since you get all your powers up to 30 when exemplared to 25)! Sinc neg is at 43% with Hide suppressed you'd be softcapped using Energy Drain probably with one mob. WITHOUT Kinect Combats, cmon Aegis is not that expensive and 4 pieces of eradications won't break the bank.Really? Kinetic Combat is so expensive and so is Shield Breaker. Mako and Touch of Fear don't offer as much as typed? What's the "easier" way to get soft-capped type defense because Kinetic Combat and Aegis?
I made a broot softcapped to all at 25 but... They have energy cloak which gives more def than Hide.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Stalker
Primary Power Set: Kinetic Melee
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Villain Profile:
Level 1: Body Blow -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(13), P'ngS'Fest-Dmg/Rchg(15)
Level 1: Hide -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(31)
Level 2: Smashing Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(5), S'ngH'mkr-Dmg/EndRdx/Rchg(5)
Level 4: Kinetic Shield -- DefBuff-I(A), DefBuff-I(7), DefBuff-I(7)
Level 6: Power Shield -- DefBuff-I(A), DefBuff-I(9), DefBuff-I(9)
Level 8: Assassin's Strike -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(11), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(13)
Level 10: Entropy Shield -- Empty(A)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(15)
Level 16: Energy Protection -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/Rchg(17), Aegis-EndRdx/Rchg(29)
Level 18: Boxing -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(19), P'ngS'Fest-Dmg/Rchg(19)
Level 20: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(21), Aegis-ResDam(21)
Level 22: Weave -- DefBuff-I(A), DefBuff-I(23), DefBuff-I(23)
Level 24: Maneuvers -- DefBuff-I(A), DefBuff-I(25), DefBuff-I(25)
Level 26: Burst -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(29)
Level 28: Energy Drain -- Empty(A)
Level 30: Tactics -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(31)
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
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Set Bonus Totals:- 10.5% Defense(Smashing)
- 10.5% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 8.63% Defense(Energy)
- 8.63% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Melee)
- 5.81% Defense(Ranged)
- 6.13% Defense(AoE)
- 1.8% Max End
- 54.2 HP (4.5%) HitPoints
- MezResist(Immobilize) 4.4%
- 16% (0.8 HP/sec) Regeneration
- 10% RunSpeed
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Quote:It's typed but it offers very little in terms of resistance, and only to fire/cold/slow. If they don't raise the Stalker HP cap I see little point in playing Ice Armor (since it has a Dull Pain clone) unless C. Embrace actually holds aggro and you wanna tank with a Stalker. Unlike EA, Ice has no resists to s/l/n/e - that's why Ice Tankers are sometimes killed in seconds when they go a bit over the top. Buffed Lord Recluse is particularly fond of one-shotting them on STFs unless they use lotsa oranges.3. If I remember correctly, Ice Armor is typed defense too? It's harder and way more expensive to get set bonus for type defense but I think Ice Armor should do well because it has some +hp and some resistance. I think a mix of defense/resistance (or max HP) is better than just pure defense.
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I always bind the key 'G' to target nearest enemy, it's next to 'F' to follow if I"m playing melee, helps a ton. Also C. Jumping like they said (and Hurdle too but nowadays you get it as an inherent).
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Oh I see, yeah the farms I saw were like the cyborg ones but since I was set at x8/+4 and alone the allies got slaughtered because of aggro caps.
Why would integration make it easier? I thought that since it's kind of a harmless power for farming, you would gain extra xp since the mobs would have an extra power, that's why I thought Neo put it in his mobs. -
Quote:Curious... Why Axe instead of Mace? I find Mace so much better since the buffs.With the way PS works on KM, I don't think KM will be winning any burst damage awards. I think post i21 an Axe/sd scrapper would be interesting. Axe is BS like, but without Parry. BS and Axe have huge burst damage at the cost of recharge. Since you can softcap /sd, Parry loses value so you might as well so with the more offensive option. Saying that, burst damage works for bosses. For EBs/AVs, DPS wins out.
EDIT: For a more DPS approach, Mace/sd would be better, but then I would really be looking at Fire/sd just because Fire does so much more damage due to it's lack of being resisted. -
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I know nothing about making missions for AE. Is there a difference in XP for giving mobs integration? Btw, is putting one buffing ally bad? Well anyway I went to some farms with buffing allies and they got slaughtered in seconds.
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Quote:You can make a chepish permahasten in your 2nd build just for farming. Now this isn't as good as Fiery_Enforcer's (30% less rech) but since I'm lazy I went for some fire defense to farm a top farm (not Cyborg, if you're you wondering where you failed) so I can softcap with 1 medium purple or get to 40% with 1, which is enough for me to farm +4/x8 with bosses.Ok, thanks so much for the intelligent and mature reply. I get it now, my build isn't optimal for Farming. I realize that haveing Dual and now even Tri builds would be more advantageous. The caveat there is, who the heck wants to poor that much infl into one character? I mean specing him out for once is fine...thinking my current build was around a bil. As I did have some things from drops and didn't have to buy to many pricey things. I couldn't fathom building on slot powers (2) with even half that. So, I guess I was trying to be greedy and get both done for one proce
Again, I really appreciate the positive criticisim and not a flat out flame.
And even now with only 35% rech (but I have haymaker in the build, which btw you can fit it in if you take off taunt but i like protecting my squishies in tfs) he's good enough to do itfs, lgtfs, of course not optimum or able to main tank without buffs but not unplayable either.
My build is not yet complete, but believe me, the difference between the 0 defense I had and the 10% I have now to fire letting me use 1 purple less, 3 instead of 4 (in ambush farms I need it unless in my finished build I kill so fast I won't, I have a bind to convert to small and medium purps and rarely use healing flames even on ambush farms) already makes it much easier, guess I'll be able to farm with one hand when it's done lol
Villain Plan by Mids' Villain Designer 1.942
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Farmer 2 SS FA: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- Mocking-Taunt(A), Mocking-Taunt/Rchg(3), Mocking-Taunt/Rchg/Rng(3), Mocking-Acc/Rchg(5), Mocking-Taunt/Rng(5), Mocking-Rchg(7)
Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-ResDam(9)
Level 2: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(19), Dct'dW-Heal(19), Dct'dW-Rchg(21)
Level 6: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(21), Stpfy-Acc/EndRdx(23), Stpfy-Stun/Rng(23), Stpfy-Acc/Stun/Rchg(25)
Level 8: Knockout Blow -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(13), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(27), Dmg-I(27), Dmg-I(50)
Level 10: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(29), Mocking-Taunt/Rchg/Rng(29), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(31), Mocking-Rchg(31)
Level 16: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(33), Aegis-ResDam(33)
Level 18: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(34), AdjTgt-ToHit/EndRdx(34), AdjTgt-Rchg(34)
Level 20: Consume -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(37), Mocking-Rchg(37)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(39)
Level 24: Stealth -- LkGmblr-Rchg+(A)
Level 26: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(39), Aegis-ResDam/Rchg(50)
Level 28: Burn -- Oblit-%Dam(A), Oblit-Dmg(39), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-%Dam(43), FrcFbk-Rechg%(43)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(43)
Level 38: Weave -- LkGmblr-Rchg+(A), HO:Enzym(50)
Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(48), RechRdx-I(48)
Level 47: Rise of the Phoenix -- RechRdx-I(A)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
Level 50: Spiritual Radial Boost
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Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(15), P'Shift-End%(17)
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Set Bonus Totals:- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 10.5% Defense(Smashing)
- 10.5% Defense(Lethal)
- 18.6% Defense(Fire)
- 18.6% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Melee)
- 4.25% Defense(Ranged)
- 10.8% Defense(AoE)
- 5.4% Max End
- 111.3% Enhancement(RechargeTime)
- 3% Enhancement(Stun)
- 4% Enhancement(Heal)
- 45% Enhancement(Accuracy)
- 5% FlySpeed
- 56.2 HP (3.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 8.25%
- MezResist(Stun) 6.6%
- MezResist(Terrorized) 2.2%
- 9.5% (0.16 End/sec) Recovery
- 4.41% Resistance(Fire)
- 4.41% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 20% RunSpeed
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