Leo_G

Renowned
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  1. Quote:
    Originally Posted by Siolfir View Post
    I'm not going to look for it, but Synapse specifically stated that the goal of the Stalker changes in i22 were to make them the single target damage kings.
    You didn't take into context what you quoted.

    Repp said Stalkers were suppose to be the Single Target kings *in the first place*, i.e. since their inception. It was stated that 'Stalkers needed a buff' and so the only logical one was giving them such a title which ran counter to (the replier *believed*) my perceived playstyle.

    I don't believe there is any documentation of a dev stating before Synapes' post, that Stalkers were suppose to be 'single target damage kings'. It was an entitled belief of forum goers that was then adopted by the devs. So it's not so much going with the redname as it is just nodding to majority rule.

    I have no problem with it, but I find it rather funny that, right after agreeing with the majority on what Stalkers 'should be' you post this:
    "And yes, there are too many mild variations on the "melee AT" role..."

    Unfortunately, that is exactly what the majority wants. They want mild variants of everything (well, of Scrappers). If you *didn't* want mild variants of the 'melee AT' or feel they're too similar, why in blue blazes would you morph Stalkers into Scrappers when you could have possibly overturned the dev's decision and had another angle of the AT buffed? Heck, you might have squeezed a melee debuffer out of Stalkers if you made a decent case...
  2. I don't have a 'cause' but it's rather bias of you to come at me telling me to leave and not someone else.

    Am I not allowed to defend Stalker's ability to solo before they were altered? I find that highly unfair that we're suppose to just accept that 'Stalkers sucked solo' or need evidence to say otherwise while the 'Stalkers sucked solo' statement can go unopposed.
  3. Quote:
    Originally Posted by Reppu View Post
    You're the one who hates the new AS, so don't use it. But since you DO use it to prove the old AS is still not fixed, that's what makes your argument. "I DON'T THINK THIS THING WAS THE RIGHT PATH BUT IT'S SO GOOD I HAVE TO USE IT!". I can end the argument RIGHT there, and I will. Because nothing else matters at this point.

    You use the new AS. You use the new Inherent and can disregard the old one. DONE.
    *Now* you're done. Was that so hard?
  4. Quote:
    Originally Posted by Reppu View Post
    Except YOUR beloved AS is still in the game. Just don't use it out of Hide.
    So disregard the AT's inherent.

    Your words, not mine.

    Quote:
    I'm sorry you felt Stalkers needed to be sneaky sneaky in a game that supports going against immeasurable odds and coming out the victor. The new Stalkers are much better.
    And if you've been paying attention to my posts about Stalkers when the changes were being implemented, you'd know I never advocated Stalkers to be 'sneaky sneaky'. They're an ambush AT, it's in their description and you don't need to be sneaky for that. (or are you going to claim that any ambush in history has always had one side being completely invisible, quiet and slow?)

    Quote:
    Now, where are your 50 pre-buff Stalkers? I want to know how many you have as proof as to how EASY IT WAS TO LEVEL THEM.
    I had 2 lvl 50 pre-buff Stalker, an Elec/Regen and a DB/Nin (which has since been deleted). I don't see how that is relevant. I only have 1 lvl 50 brute (FM/SD) out of a total of 6 brutes (elec/elec, Axe/WP, Stone/SD, StJ/WP, DB/Fire) and 2 scrappers out of a total of 10. Does that mean they're hard to level or something?
  5. Quote:
    Originally Posted by Xzero45 View Post
    If you genuinely feel everyone else is wrong and you're the only one who's right, then you might need to step back for a moment, take a breather, and reevaluate this. That, and the usage of massive text comes off as you being angry, which is never good either.

    Chill pill.
    I didn't say *everyone* was wrong. Siolfir, for example, doesn't agree with my stance, but he does agree about the basics: placate wasn't very good and is even less applicable now and unhidden AS is greatly more useful than hidden AS.

    And I used the big text because people keep shoving words in my mouth. That I said stalkers should only hit and run, that that was their ticket to competing for xp gain, that I'm trying to shoehorn Stalkers into *my* playstyle...I never said any of that.

    What I will say is, the tools that Stalkers were given (namely demoralize, placate, heck even hide and the scaling crits) take a back seat if not completely thrown out the window. You don't need them thanks to AF. All I wanted was that those old tools not be tossed aside but rather improved. What I get from others when I ask that? "Well those were badly designed..."

    Duh! That's why you fix them and make them better, not add more crap ontop so you don't have to look at the useless crap or say "eeehhh, yeah that crap is crap...but lookie! Assassin's Focus!"
  6. Quote:
    Originally Posted by Reppu View Post
    IT WAS FIXED. It's a better power now. I am SO SORRY it hurt your IDEAL PLAYSTYLE. How many 50 Stalkers do you have again?
    It's not my ideal playstyle, but using AS from hide has always and still has been a liability of the attack. It is not fixed now because it is still a liability of the attack. Demoralize was added to it to 'make up' for that liability which it did not and still doesn't and is even more apparent how much a kludge add-on that was.

    They didn't fix hidden AS, they replaced it and demoralize. That has nothing to do with my ideal playstyle and has everything to do with the tools the AT was given. If the tools are made pointless vs improved to make them less pointless is the decision that had to be made.
  7. Quote:
    Originally Posted by Reppu View Post
    Hidden AS was never the best mechanic, I'm sorry.
    THEN IT SHOULD HAVE BEEN FIXED!

    That has been what I've said since the beginning. Sorry if you still couldn't hear that.
  8. Quote:
    Originally Posted by Reppu View Post


    Also, Leo_G? You posting the Stalker description got shot down on beta and is being shot down now. An AT is not restricted to their description. Also, I clearly see "DEADLY DAMAGE" highlighted there. Pretty sure they actually do that now, instead of being sub-optimal, sub-par Scrappers/Brutes.
    I don't believe I quoted the Stalker description in beta...in fact, I didn't really post *anything* in the Stalker beta test thread...maybe 1 post about a precieved bug with the origin temp power.

    I quote the AT description now to bring to light exactly what you got was an illusion created by you guys. You *think* you knew what the AT should be not because of what it was suppose to do but what you wanted it to do. EG even hinted that what we got was because it was what you wanted, not what the AT needed.
  9. Quote:
    Originally Posted by Reppu View Post
    You were wrong then and everyone supporting "Scrapper Buffs" or "Changes" are wrong now.
    You guys are about as right about the Stalker buffs as the guys asking for the Scrapper buffs now, which is what you guys continually demonstrate.
  10. Quote:
    Originally Posted by Bosstone View Post
    Congrats, Leo. You've become the J_B of Stalkers.
    That would imply I'm on a crusade. The only crusade I'd be on is waiting for you all to admit you're wrong or hypocrites and then showing everyone how much more effective a scrapping Stalker is vs any other type of Stalker.

    And I don't even have to do the last part anymore. Everyone has been beautifully demonstrating how useless hidden AS has become.
  11. Quote:
    Originally Posted by Mad Grim View Post
    I disagree, I very much had trouble solo, and may have complained once or twice.
    I'm sorry to be blunt, but you're just 1 player. Not everyone had trouble soloing on their Stalkers just like not everyone has a +4/x8 spawn soloing Brute.

    Quote:
    Reppu never mentioned farms, merely 'xp per hour'.
    I was preemptively mentioning that, in case someone pointed and said "Stalkers gotz n0 a03z".

    Quote:
    Stalkers got horrible xp, due to having to stealth their missions and only kill a few things.
    On a reasonable spawn setting, you'd have to *try* and be bad to be unable to solo.

    On a x2 mission setting, you're mostly dealing with 4-5 mobs, 2 if one is a boss. Are you telling me you could not AS 1 mob, cut that spawn to 3-4, placate + crit another cutting the spawn again to 2-3 then mop up the rest with ST attacks before moving to another spawn? And if you couldn't manage to survive that, run away before you die and hit them again just as they lose aggro?

    I'd really like to know. What was hard for you? Because I can point to several Doms builds that are technically more complicated, several Scraps who are potentially equal and a handful of Blasters who are functionally worse.

    Quote:
    Horrible, at least, compared to the other melee ATs, which is what she was comparing them to. 'Hit and Run' may be a legitimate means of soloing, but it is not an efficient means. Compared to the ability to stick to your guns and fight it out, which the other Melees could do with ease.
    Hit and Run can be more efficient than Die and Hosp. That's the balancing point. Soloing Stalkers can be as safe as you want it to be. That's the point of the tactic.

    Quote:
    Stalkers were bad solo and they were bad in teams.
    And I still call crap to that. Stalker's *STRENGTH* was always said to be solo. Are we being hypocritical now and taking back those words? Just because we have a buff now that makes us ridiculous solo, we say we were bad before to justify the ridiculousness?
  12. Quote:
    Originally Posted by Reppu View Post
    What? You were harping on and on about the buff. In fact, you did so like two or three pages back IN THIS THREAD. In fact, YOU SAY IT IN THIS QUOTE! You don't BLUNTLY say it, but you say it.

    You disagreed with the buff because you felt, if I remember from your beta ranting, that it 'ruined the point of Stalkers'. Which you felt was better in the 'Hit and Run' days. You know, when they couldn't solo for anything because their damage was too low (solo) and their survivability was too low (solo).
    Lol you don't know what the **** I said. You only hear what you want to hear.

    I could reexplain it but I'd be wasting my breath.

    Quote:
    And you dodged my question again. The point is XP Per Hour. That is the metric that matters. You, again for emphasis, cannot answer this question. Do you want to know the answer from 2008?

    It's "No.".

    If I recall, Stalkers did get a buff, but it was a team buff. It meant nothing solo. That means, in 2008, Stalkers XP Per Hour was far worse than it's cousins.
    Where's your documentation.

    No, I can't make a statement on XP per hour because I never made documented observations on that metric nor have I read anywhere about it. The only places I even read about that were in regards to Blaster's old defiance 1.0 and Defender old vigilance 1.0.

    I'm not dodging the question, I'm telling you *I can't answer that question*. I'll even quote that for you:

    Quote:
    Originally Posted by Leo_G View Post
    I cannot state that for a fact because what data am I going to use to say it? I can't.


    Quote:
    So, no. Your argument fails.
    So why are you dodging the question? Either post your facts or admit you can't answer it...or admit that all those Stalkers before were lying about soloing.

    Quote:
    Stalkers needed the buff, even if it hurt the ideal playstyle YOU felt they had. They are a far more globally enjoyable AT, and do what they were supposed to do in the first place; Single Target Damage Kings.
    If Stalkers were suppose to be 'Single Target Damage Kings' why does it not say that in their description?
    "Skill can divert clumsy raw power, and precisely applied force can solve many problems. As a Stalker, this is the core of your specialty. You do your best work when attacking from ambush, and can even hide in plain sight to escape foes. Deadly attacks and good defenses make you a dangerous combatant and assassin, but you can be overwhelmed if you're not careful. "
    No, the idea that they are suppose to be 'ST Kings' was an idea claimed by posters and then adopted by the devs with regard to the new changes. Basically, the prospect of 'ST damage king' for Stalker is entirely new. What they're suppose to be now and what they *were* suppose to be are two completely different (and now) unrelated things.

    And before you claim I'm lobbying for 'good ol hit'n run', I'll just point out again, you haven't a clue what I'm talking about because you're only hearing the parts you want to hear.
  13. Quote:
    Originally Posted by Mad Grim View Post
    Everyone is pointing out AoEs- But there is not one set, not one, where stalker has more.
    I would claim, an AoE set where all ATs have the same number of AoE attacks but while one AT gets a 10% crit chance on the AoE while another can get 30-50% crit chance is considered 'more AoE', don't you think?


    Quote:
    Originally Posted by Reppu View Post
    I do not understand why people immediately attack one's own play experience when stating a case. It's almost like they all take a page from the same book of counter-logic. And it didn't work then, it didn't work now.
    I don't. Dark Melee has abysmal AoE and I play to that. I made my DM/WP Stalker a 1-shot wonder (that is, his attacks 1 shot minions and he can 1 shot Lts) and put his mission settings to +3/x2. My Dark Melee tanker knows DM has weak AoE...that's why he's Shield Defense.

    I'm not attacking my play experience, you just want to make excuses so it seems like you know what you're talking about.

    Quote:
    BUT! I am ending the rambling here and point out your biggest failure; You could not state for a fact Stalkers could solo as effectively as Scrappers/Brutes/(Tankers?).
    I cannot state that for a fact because what data am I going to use to say it? I can't. I can only say this: there were Stalkers playing before the buff, *NONE* complained about solo and many said that was the AT's strength.

    Basically, what you're telling me is, is those Stalkers must have teamed to get where they are or are lying. Show me, for a fact, where you get the data to prove otherwise.

    And before you go and 'reword' any BS, you can just fark away the whole 'solo as effectively as...' crap. If you think buffs should take into account ridiculous farming builds and point out *THAT* is why Stalkers are less effective solo? You lose all ground.

    Stalker had its own style and means to solo missions. Hit and Run isn't a sole means of XP but a means to equalize fights so there weren't 'easy fights mixed in with a few hard fights'. Stalker can delegate all fights as 'easy' since they have the tools to do so which affects overall mission completion and rewards.

    Quote:

    And try to be more polite next time? People get on my case when I get even slightly aggressive, so if I'm going to start pointing out when people are pointlessly insulting others.
    Meh, I'll post how I want (within the rules). That is, I'm not trying to be aggressive, but you deserve it if you're, honestly, trying to disregard variables that don't fit your argument. Just because you don't consider it doesn't mean it's not considered in the big picture.

    You don't think Stalkers could solo well. They could and did.

    You don't think so because they weren't farming x8 missions. I say that's full of crap. I could solo x10 missions on a Stalker...you just have to pick the right missions.

    You don't feel stealthing is applicable to the subject of Stalkers. I say too bad.


    That said, I'm not saying Stalkers didn't need a buff or even that the buff was only because people wanted it and not because the AT needed it. I will say, the people who so strongly advocated that buff didn't know a cent what the AT needed.
  14. Quote:
    Originally Posted by Oedipus_Tex View Post
    One particularly noticeable, lacking realism element of this game is that attacks either completely hit or completely miss. If you assume some attacks don't do this, and damage delivered is based on the average of all hits (to the head, chest, legs, arms, etc) then current AT damage values make perfect sense. "Damage" does not have to literally mean the same thing as "direct force of impact blow to blow."
    That's an interesting premise I hadn't quite thought of: damage being related to where you hit.

    You can say Tankers' damage isn't that high because they generally don't know where to hit. To them, 'the body' (or just connecting) is where you hit but what do they know? Hitting a Tanker in the groin is like sneezing on his ankle and stabbing him in the ear is like smacking him on the butt. It's all the same to him so he's not emphasizing that part.

    On the other hand, a Stalker or Blaster has been shot one too many times in the knee cap not to know it's excruciating and if the foe isn't wearing armor there...

    Although that makes me think...I need to brainstorm the idea of linking improved damage (no, not DPS but the actual on situation number of points) to accuracy. Wouldn't it be something if that extra -def and 'capped' hit chance amounted to something more beyond personal damage through capped damage enhancement?
  15. NOW! We're getting somewhere with this thread

    Quote:
    Originally Posted by Winterminal View Post
    In City of Heroes, a player can actually make a character more unique by not taking a certain ability.
    Yes yes, my main is a master of swords which means, rather than not taking a certain ability for him, he must take *every* ability within those sword sets *and slot them*...*AND USE THEM*. So I have to actually conform his playstyle to incorporate all attacks, not just the good ones, and use them solo and teamed (even Confront).

    Another is my Fire/SD/Mako brute. I'm still quite proud of his build which omits all Fire Melee attacks except the swords and fire breath. Since he's a dragon-kind, they don't shoot fire from their fingertips but instead from their mouths (he's got a good mix of damage, acc, endurance and range in Breath of Fire) and conceptualizes the sword as a type of dragon magic.

    How many Brutes have a hover build, able to breath death on masses of foes from 40-60ft away? And how many only took the swords along with that? Probably not as many as you'd think.

    Quote:
    Originally Posted by Electric-Knight View Post
    Putting this into a separate post, because I feel it calls for it...

    Actually, my main villain is a Mind/Psi Dominator and his powers were only of the psychic variety and not the physical/telekinesis types... So, no Levitate and Telekinetic Thrust or whatever it is called.
    And then... in game-play... when dealing with trying to break open vault doors or attack robots... I would generally avoid using his psychic powers and just brawl or use any temporary powers (that fit the concept), such as baseball bats, guns, grenades and such.

    Funny enough... after reaching 50, he did end up developing his powers somewhat and I respec'd those telekinetic powers in. I still don't use them often as he doesn't quite have great control over it. That makes it all the more fun, though, as... when he does use them, it plays off as so much more of a GET OUT OF MY FACE burst of anger, resulting in powers that he doesn't have a hold on yet.

    Ahhh... good stuff (for me).



    I don't think this really counts, but Amazing Ape (my only real Tank) is deathly afraid of water... and it has gimped him a few times (especially in those dank, tight caves with large puddles of water with no other way through).
    He has spent many a minutes growling and fussing at the edge of a pool of water, while the rest of the team has rushed ahead.
    As a player, I feel badly... but my character's phobia extends so greatly to me that I really have a hard time sending him through the water. Most often, someone on the team learns of his phobia and will teleport him through such obstacles, haha.
    This tends to result in a lot of fun.

    Not sure that this really counts, but it is an example of how gimping can come from different angles, I suppose.
    I'd say both of those qualify. Good stuff good stuff

    Some examples of mine: how I conceptualize my characters tends to require multiples of them (master of swords so Kat/, Dual Blades/ and Titan Weapons/ scrappers) so my most powerful is a Storm/Elec def, Sonic/Storm corr and Storm/Dark def. She's could drown the world in a torrent of storms if the magic council wasn't on her back...and she wasn't a crazy obsessed *itch (hey! why'd you bleep that? she's a storm witch!). Anyway, she's sidetracked by a lover who betrayed her and rather than continue her plans to wash the world clean, she's off trying to win the guy back, imbuing her powers into cats and making the guy realize what he's missing.

    She imbued her 2 pet cats with all her lightning power (bye bye Storm/Elec def), then went and put her wind powers into another 'slave' (bye bye Sonic/Storm corr) and without her wind power, her overcast/fog powers had limited use (no Storm/Dark def). Now all she could do is call on storms. She had to find a magic fire-charmed relic to get by the fact she had no powers to directly assault people (new corr: Fire/Storm).

    While that did reign in a lot of her potential power, it also created more characters (Elec/Regen stalker, Elec/Elec brute, TW/WP scrap) so it's not all bad.

    Later in her story, she imbues her snow and rain powers into others but she'd be so ridiculously unfun to play without Freezing Rain and Lightning Storm, I haven't had the heart to do it yet.
  16. Quote:
    Originally Posted by Reppu View Post
    Were Stalkers able to solo as effectively as Brutes/Scrappers(/Tankers)?

    Were they able to perform as well as Brutes/Scrappers in their team role of damage, when considering their (Normal) lack of AoE and decreased survivability?

    If your answer is "yes" to either one, you're lying.
    Quote:
    =/= Logic?
    Right. Logic, do you speak it? And no, not with your butt.

    You could have just as easily made a Tanker or Scrapper that couldn't solo effectively as you could a Stalker that couldn't solo and vice versa. Or, to state it plainly, if you couldn't make a Stalker solo well, most likely you'd screw up Tanker solo, Blaster solo, Dominator solo and Scrapper solo.

    None of those are straight forward solo ATs, not even the Scrapper (unless you specifically build them for mitigation and/or set the difficulty to its lowest). Conversely, a Stalker could relatively easily solo anything. If a mission is truly truly hard, a Stalker can do something those other guys can't do: hit and run.

    It ain't fast, but who cares? You're solo and the foe is handing your rear to you.

    As for AoE on teams, I'll point you to Martial Arts, Energy Melee and Dark Melee on Scraps, Tanks and Brutes (surprise surprise, those are the same sets that have weak AoE on Stalkers too!). A DM or EM character is going to be weak in AoE, so what? A Spines or Elec Stalker will be great in AoE, so what?

    You've lost any logic foothold you imagined you had.
  17. Quote:
    Originally Posted by EvilGeko View Post
    While I don't understand why such a massive buff was necessary, I don't begrudge Stalkers the buff.
    Well I do. But then I feel I'm at least entitled to begrudge since I've been playing them back when their crit rate was tied to the foe being held or slept.

    That is to say, I'm not wishing the old Stalker was back, but I'm not bias either. Putting their Max HP and HP cap up to where it is blurs Scrapper and Stalker survival. Giving them inherent crits blurs their roles. Neither of those are bad on their own, but together it's iffy. Then go and add utility (demoralize), scaling crits, give them sets that retain their AoE, then make their situational attack just another button to mash and you practically have *NO* distinction. The only real difference is one hits hard from crits and the other just hits hard (and can crit).

    I'm not campaigning for changes to be reverted but I wish the people defending Stalkers right now would just plain admit there could have been so many better ways to improve Stalkers than this...
  18. Leo_G

    Kinetic Melee

    This has been commented before and I believe a consensus has been reached about Kinetic Melee.

    KM feels slow because some of it's attacks inflict their damage toward the end of the animation:

    Repulsing Torrent = Wave arms baaack....forward*DAMAGE*

    Burst = Swirl swirl swirl orb in hand....shove it in grou*DAMAGE*nd

    Focused Burst = Swirl swirl orb in hand....thrust out...*DAMAGE*

    Concentrated Strike = Whirl hands around and around....thrust forward*DAMAGE*

    But mixed in with KM are attacks that not only animate fast, but deal damage pretty much instantaneously.


    Conversely, I've been playing Dual Pistols lately, and I know the set is a bit slow (literally) but it still *feels* fast because quite a few of the attacks seem to generate instant damage:

    Dual Wield = Dance-crouch*DAMAGE*...come back around

    Bullet Rain = Swing guns up*DAMAGE* *DAMAGE*swing *DAMAGE* swing*DAMAGE* sw*DAMAGE*ing...

    Hail of Bullets = *DAMAGE*dancing d*DAMAGE*anc*DAMAGE*ing danc*DAMAGE*ing dancing*DAMAGE* *DAMAGE* and pose

    I'm pretty sure DP is slower but doesn't feel so...and I'm pretty sure people have gathered KM is average/decently fast despite feeling slow.

    /2 cents
  19. You poor poor wretched reptile...
  20. I'm still gonna watch it. Luvs me sum Kenshiiin
  21. Also, while I can't use that build you posted 2HB, I will review the slotting to see what tricks you used.

    But yeah, can't use that build at all. Completely lost the concept which is...in the thread title so it has to have Ice powers and Fire powers to work.

    Also, I had to download the latest Mids' just to actually see what you did. Why not just post the build in the thread so others can see too?

    Here's 2HB's build:

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Fire Manipulation
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Flight
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Pistols -- HO:Nucle(A), Dmg-I(3)
    Level 1: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Immob/Rng(5), Enf'dOp-Acc/Immob/Rchg(7), Enf'dOp-Acc/Immob(7)
    Level 2: Dual Wield -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(13), Decim-Build%(13), Decim-Acc/Dmg/Rchg(15)
    Level 4: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(21)
    Level 6: Swap Ammo
    Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25), FrcFbk-Rechg%(27)
    Level 10: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 16: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(34)
    Level 18: Tough -- GA-3defTpProc(A), HO:Ribo(34), HO:Ribo(40)
    Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36)
    Level 24: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(37)
    Level 26: Piercing Rounds -- BlastersW-Acc/Dmg(A), BlastersW-Dmg/Rchg(37), BlastersW-Acc/Dmg/Rchg(37), BlastersW-Acc/Dmg/EndRdx(39), BlastersW-Rchg/Dam%(39)
    Level 28: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(39)
    Level 30: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40)
    Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
    Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(48)
    Level 38: Hot Feet -- M'Strk-Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(45), EndRdx-I(46)
    Level 41: Charged Armor -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(46), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(48), RctvArm-EndRdx(48)
    Level 44: Fly -- Zephyr-ResKB(A)
    Level 47: Afterburner -- LkGmblr-Rchg+(A)
    Level 49: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 50: Agility Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(17), P'Shift-EndMod/Acc(36), P'Shift-EndMod/Rchg(36)
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 1: Defiance
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 6: Chemical Ammunition
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition



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  22. Lol I already took it. It's not great but it's not half bad either. Some bad qualities I've noticed with Flash Freeze:

    -It's area isn't so hot. If a spawn is clumped closely it works, but that isn't always the case so it can't hit everything

    -It's range isn't so hot. I feel I have to be on the very edge of a spawn's perception range to actually cast it near the center.

    -It's animation isn't so hot. Coupled with the not so awesome range, the spawn will be alerted just before the effect and attack. I have to rely on Ninja Run's jousting to hop behind something as I click it.


    All that said, I find it can still be useful. I mainly use it as a 'Hail of Bullets isn't recharged yet?' button. Running in and using HoB + Bullet Rain, the spawn is usually dealt with so fast, HoB would have to recharge in 12 sec to be ready for the next spawn. That's not reasonable (and I'm specifically aiming for a balanced character so I'd rather not lean on HoB for everything) so I'll move to the next group, sleep them, pick off the Lts or boss then Bullet Rain + Empty Clips or whatever combo.

    To put it simply, this character is 2 characters and one may be slower but safer while the other does lots of damage but foregoes safety. An ice power had to be picked and the choices were between Snow Storm and Flash Freeze...which do you guys feel is more useful?
  23. Quote:
    Originally Posted by MisterD View Post
    If you join a trail on say..your ma/regen, who for concept and power limitation reasons, does not have the top tier attacks, or intergration, and insists on running whirlwind..well I see THAT as moving beyond gimping yourself and into the realm of gimping the league. Yes yes, I KNOW that realistically, one bad build will not ruin a trial..but it is just common decency and respect for your team mates I feel.
    I dunno, I'd say that build is alright...but can you actually come up with a character concept specifically for such a build that insist you not have mez protection and only has lesser attacks? Because an Emp/X Defender with perma Regen/Recovery Aura, buffs and pool power attacks would probably be better in performance and fulfill the exact same concept.

    Quote:
    An example of what I mean is...doing a BAF run. To protect feelings, I wont name which server or the person. During teh fight vs the 2 AVs, this one dm/sr scrapper spent the ENTIRE time standing a good 30 yards back, just spamming dark blast. He had it on auto fire too, because he never activated PB in that time. Now, maybe he was just afk, and wanted to help in 'some' manner. Too bad he spent the trial talking on league and help chat. As Bill said..most people simply dont care, or are too busy helping to comment, or just dont feel comfortable 'calling' someone out during a league. Me on the other hand..I have no trouble doing that, and asked him what he was doing. His reply...'Oh, for concept reasons, I cant actually USE my dm attacks, so I just spam dark blast.'

    I think that is a pretty clear (and extreme, to be honest) example of where gimping yourself goes well beyond just having fun and enters the realm of stupidity. If he cant even be bothered trying to help, just because of his silly rp ideas..well..I would have booted him.
    Did you ask what his concept was?

    Lol you guys are missing the point of the thread
  24. Quote:
    Originally Posted by Samuel_Tow View Post

    I ask because the character I originally intended to use for Beast Mastery since the time I'd only just heard the name and didn't know anything about the set was just that - a scientist using scientific mind control to steal the minds of animals, using them as a tool to remove all humans from the planet.
    That doesn't sound like a 'Beastmaster' though...that sounds like a very cruel person with no heart if he can't appreciate a kitty or a puppy.

    To me, a Beastmaster is a person who talks to animals. Naturally (the literal meaning of that word) you'd do that in their language.

    That isn't to say I wouldn't support simple summoning animations like a special whistle or something.
  25. Quote:
    Originally Posted by JanusFrs View Post
    /So.Freaking.Signed! God this would be awesome! I trust you realise we can't by any chance get all of those effects, but it sure as heck would be awesome to get whichever!
    It's more a 'take your pick of ONE' type of list. Personally, I'm not sure which of those I like more but I'm leaning toward #4.

    The prospect of creating small ice slicks for a short time or burn patches after shooting an ammo type enough sounds kinda fun...and because 'bullet time' is what you get with standard ammo. It'd actually be more unique than any attack set. I'd have a hard time deciding which bullets I want to use