Leo_G

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  1. Quote:
    Originally Posted by Sapphic_Neko View Post
    Stupid dogs, can't keep their maw shut!
    RAARF! WOOFWOOF! RAARF! RAARF!

    /repeat in a round for 15 min

    *translation: Go away, dang cat! You're not welcome here! Yeah, I like to bark, so what?*
  2. Quote:
    Originally Posted by Oedipus_Tex View Post
    The same thing that happens when any powerset goes to Stalkers: several powers are replaced, resulting in a set that is similar to but not identical to the set that was proliferated. Placate, Hide, and Assassin's Strike are not free. That is what several folks seem to be glossing over. You don't get these powers in addition to what a Scrapper is getting, you get them in their place. And any armor you get gets the lowest values of any armored set in the game.

    Generally speaking, I'd much rather have whatever Placate replaced than Placate. Assassin's Strike is good but you have to give up an AoE power to get it. You get no damage auras at all from your armors, essentially meaning some combos give up two AoEs.

    If Scrappers really need a "special" inherent, you can change the text on "Critical" to "Eviscerate" or something and get the same effect. The only AT that shares the same mechanic can't do achieve it with the same set of powers. And Scrapper Critical is hardly something to sneeze at.
    Are you sure you're qualified to answer that question? That you think Stalker's armor gets 'lowest values' is already a false statement that puts everything else you have to say into question.

    But the purpose of the post you quoted was to emphasize that some sets are AoE focused and coupled with the ST edge of Stalker creates a rather wonkey sense of balance within the AT and across the other melee ATs. It only takes looking at Energy Melee vs Spines on a Stalker. This will be even more noticeable when you proliferate sets with multiple or wide AoEs like Ice Melee, Titan Weapons and even War Mace. Then couple it with secondary sets geared to enhance damage like Shield Defense and Fiery Aura.

    The point of contention here was 'Stalkers are balanced vs Scrappers because they're less survival and have less AoE dmg'. But that can easily be trumped by building/slotting a Stalker to mitigate more damage than their HP difference and picking AoEs (from primary, secondary, pools and epics).
  3. Quote:
    Originally Posted by New Dawn View Post

    In 7 years of playing I have come across many Brutes and Scrappers who think they are Rockstars, they believe that they are the only one on the team and their skillz was all that anybody else would think was enough. Telling me that they can run up to things and hit it for attention.
    They were never rockstars, they never could always run upto things for attention, they often missed key targets who went onto take out the Defender who just so happened to be the one making them look like rockstars. So often. Most played like planks, oblivious to what else they could of done that would of been better for the team. I expect most Scrappers log in and have one notion and that's go kill stuff whilst everybody else is a sidekick, a spectator there to celebrate when a Scrapper is the last one standing, never mind the idea that the Scrapper could of prevented those other peoples defeats.
    Sorry for double posts;

    Who are these lame-*** Defenders and Blasters that all crumple at the mere presence of 'a key target'? Maybe those n00bs need to take confront so they aren't **** that needs constant babysitting by the 'big strong muscley fighter' who probably has better things to do...like getting off his lazy duff to try and punch something before my corruptor kills it first.
  4. Quote:
    Originally Posted by New Dawn View Post
    A Monkey can be trained to stand before a keyboard and press 1,2,3 until an AV gets defeated
    Right, and you just have Confront in the 1 slot. Welcome to the monkey training club.

    I honestly don't see how using a taunt somehow makes you smart or a superior player. I certainly took it on my Katana Scrapper but not because I think it puts me in some top 5% or something. Heck, I only use it because it looks cool >_>
  5. To add a point to the OP:

    I don't think he's asking about 'gimping' your character just for concept because 'his bio says so'. There's more reasons for it. It's more because the game doesn't quite give every possible option you could want to customize your character to the full extent of your imagination...so you may have to use creative or alternate means to accomplish it.

    Is there an option to make your character a 'protector' or local hero to a certain neighborhood? Well it's not in the character creator...and if it's anything but King's Row, Atlas or the Hollows, you're going to have to lvl up first beforehand.

    What if your character isn't an incarnate or if they're an incarnate, the only use their elevated power rather than well-power? The devs haven't really given any option to do this beyond just not being *really* incarnate.

    There aren't many implemented limitations on power usage (you've got crashes on some powers), but what if the concept of your character uses some sort of limit? What if they can only access some power at certain times (full moon, seasonal, after you've 'died') or under certain conditions (when close to nature, in sunlight, when they are fully possessed)? I wouldn't expect the devs to ever implement a system to take everything into consideration like that, so that is a situation where you may 'gimp' yourself instead of expecting the system to do the work for you.

    That said, just because one limits their character doesn't mean the character has no means to surpass those limits...these characters are super after all. Just like the OP, he'll still use incarnate powers on incarnate content...perhaps that's a situation the character deems necessary to push pass their limitations despite the 'danger'. That some i-powers may always go unused is simply a greater limitation of the game itself limiting you to 'these handful of powers' to demonstrate your incarnateiness.

    I'm sure the OP could have complained there aren't more varied incarnate powers for his character concept besides those lore pets or destiny buffs, but he didn't. He simply won't use them on some characters and I find that's perfectly fine. What about you?
  6. Quote:
    Originally Posted by Samuel_Tow View Post
    Where this puts egg on my face is Leo has a point - it's considerably easier to use Assassin's Focus if I DON'T start the fight with Assassin's Strike from hide, but rather something else.
    Lol I'm just hitting these out of the park then, huh?

    But really, I think the deciding factor of what to start with is the opportunity costs. You can start off with AS with a slower activation for a hurt/dead foe or start off with a big hit for a less-hurt foe and 1 stack of focus. It really depends on how you view this new attack and how valuable you consider AF to be.

    Personally, that one can get 100% chance of crit with AS in and of itself is way too strong (IMO) and always though it should still be a chance even with max focus (and that max focus should take more hits to accomplish). So even having AS with 2 stacks of focus for a 66% chance to crit is phenomenal to me. Not saying I don't try to get 3 stacks, but I feel the way the system works, if I end up murdering some guys with my other attacks and end up with 2 stacks of AF, I'll just pop a quick low tier attack then queue up AS...sometimes it will get me to 3 stacks sometimes it won't, sometimes I'll crit anyway with 2 stacks and sometimes I won't, sometimes I'll just plain miss AS...nothing is guaranteed so trying to make it guaranteed is working against nature.

    I'll just say I don't find it necessary to make AF easier to maintain. That's my opinion.

    I will, however, suggest they grant the stack at the end of long animations. I know it can be done since Spine Burst does it. If it's not already the case for similar cast time, I think it should.
  7. Quote:
    Originally Posted by Darth_Khasei View Post
    You can google 4chan if you seriously don't know who they are. I bring it up because it in fact applies to certain people who admittedly are on a crusade. What are you getting upset about for real?
    I figured it was some dumb internet meme. That's the thing about memes, though. They're like tropes, tropes are not 'good', just boil down to a necessity of categorization. Memes are not 'good', they're just effective means of imitation and reiteration. Bringing your cruddy meme and trying to get buzz on these boards with it just makes you sound like an unintelligent parrot repeating the same phrase over and over in hopes people start doing the same thing.

    So you can think you're cool? So that you can say you started a trend? Who knows. But alls I know is, parrots are annoying.
  8. Well racism is just an American tradition, like apple pie and baseball. Don't mind stoners myself although they get boring after a while...can definitely use some porn in here. The rest? Meh, take it back.
  9. Quote:
    Originally Posted by Darth_Khasei View Post
    Because certain people despite admitting this fact still have to carry on the crusade of 4chan. I suspect it is just a veiled extension of the general anti-social 4chan ish behavior that is pervasive on the net these days, especially in gaming forums.
    OMG WT3ff! Who's 4chan? Why are you bringing it up constantly!? Maybe you're the 4chaner here, all passively aggressively trying to get under people's skins.

    Geeze, am I the only one trying to ignore that particular comment because I don't know or care what it means yet it's constantly being pushed in people's faces?
  10. Quote:
    Originally Posted by Mokalus View Post
    I guess my main beef with this is that you are limiting yourself in group content. There's a certain...performance threshhold that needs to be achieved in order to succeed, and stopping yourself short just because you feel like it means that everyone else has to pick up the slack, there's no upside beyond satisfying your private RPing impulses.
    Many people *love* to pick up that slack with their super mega-billion-IO-bees-knees-caps builds. If not, why would people bother to run off in random directions to solo crap while teamed?

    And if anything, I tend to have to hold myself back anyway because when I'm on a team, I don't want to seem like I kill everything or that I tank the entire map or that everything is under a strangle-hold when you've got viable tanks to soak up aggro, melees who want to hit stuff and support who want their powers to contribute.

    Conversely, when everyone works *better* than me, what does it matter if I hold off some powers? The team is steamrolling anyway. Even if I cared it'd steamroll faster, something could be done to get some enjoyment out of the experience since this is a game. And if that means holding off on powers for certain reasons, so be it.
  11. Quote:
    Originally Posted by Johnny_Butane View Post
    How do you know what the intention of Tankers is, and that it doesn't include damage?

    The official AT description suggests damage is an important part of the equation. It calls Tankers "devastating hand to hand combatants" who "dish out all sorts of damage". The same lead designer from above said of the mechanic that became Fury "This ability really gets to the core of a comic book Tanker. He's extremely powerful - but at the start of a fight, he holds himself back some. As the battle progresses, he lets loose."
    .
    Devastating can mean many flavors:

    baneful, beaming, bitter, blooming, bright, brilliant, calamitous, cataclysmal, cataclysmic, catastrophic, consuming, consumptive, dazzling, deadly, demolishing, depredatory, desolating, destructive, disastrous, doomful, enthralling, fatal, fratricidal, glorious, glowing, incisive, killing, mordant, nihilistic, overpowering, penetrating, ravaging, raving, ravishing, ruinous, savage, spectacular, splendorous, stunning, subversive, vandalistic, virulent, vitriolic, wasteful, wasting, withering

    physically or spiritually devastating; often used in combination; "a crushing blow"; "a crushing rejection"; "bone-crushing"


    And 'dish out all sorts of damage' can easily include 'low' or 'less effective' since you're looking so deep into words and picking what meanings you like. Not saying the definition you're quoting is vague, just doesn't carry a specific meaning that would pinpoint the AT's theme as to mean 'only barely less than X and Q Archetype'.

    Quote:
    Originally Posted by Johnny_Butane View Post
    OK, you may want to reword this because that would technically include AVs and GMs, and that's out for most Tankers.


    When you're the worst, and trail behind your peers (the other melee ATs) by a good degree, I don't feel that is formidable, or "devastating". Nor do I when the same melee attacks do more damage on guys are technically aren't even melee combatants, like Dominators and Blasters. That's not formidable to me either. It's like being so bad at track, the guys on the Baseball team running bases can outpace you.

    .
    And again, I'm always against revising anything based on 'that AT can do this so...' because it's simply homogenizing the game. It's just fewer variables actually making game's features unique and rolling everything into steamrolls and speed runs. Looking at edge cases isn't the point one should start at considering changes.
  12. Why am I up this late? Being sick sucks >_>

    Anyways, I think I know what you mean and I believe I do do that to a point. I have several examples:

    -Some characters will only achieve a certain height in level for whatever reason. Like, my magitech maiden character only goes up to lvl 32 and her lvl is locked. I have alternate versions of characters to imply their varied skills; my main is a master of swords and a decent martial artist so I have versions of him with Katana, Dual Blades and Titan Weapons but since he's not as good a Hand-to-hand fighter, the Martial Arts version is locked at lvl 25.

    -Some characters do not use all their powers. A lot of my characters do this. Such as my FM/SD/Mako Brute, he can only hover when he's wearing his robes because he's too heavy when wearing his armor and he only uses Tough when he's wearing his armor. I tend to heavily use his breath attacks when he's in hover mode. My DP/FM/Cold Blaster is 2 demons, the Ice demon only uses /Cold powers + Incendiary ammo when he's in control and the Fire demon only uses /Fire Manipulation + cryo rounds when she's in control...but I do let both use Build up and Hoar Frost...

    -Some characters are stronger than others. To better emulate this, I have to make those strong characters strong first, leaving the others aside until I've widened the gap. My Fire/Storm/Dark corruptor is suppose to be my most powerful character and she's the only one with all Incarnate powers and uses them. I had to stop lvling my main and his alternate versions to accomplish this.


    I don't bother using enhancements to differentiate power levels. Any of my characters can use IOs, but I tend to keep focused builds for characters who are suppose to be strong and frankenslot/basic IO everyone else...but even then, it's more for concept. If one of my characters is suppose to be resilient, I'll build them to be and if not I won't.
  13. Preface: I haven't tested Staff fighting much except on a Stalker up to around lvl 11. I have been playing my DP/Fire lately so have thought about DP lately.

    Looking at the unique mechanic itself, is Swap Ammo really even fair? What it loses (some sort of straight dmg buff or utility to aid survival) for the things it gains (basically just flexibility) doesn't seem even when you compare it to the set that borrows its mechanic (Staff Fighting). And I don't think you could make the argument that it's because Staff is a pay set...I believe DP is also a pay set...

    Anyway, from my working knowledge of Staff, the set gets 3 toggle stances that not only adds self buffs that stack 3 times and scale higher with each stack, but they also add extra effects and buffs to two of the set's powers.

    Conversely, Swap ammo *exchanges* lethal damage for element/toxic damage as well as secondary effects...To state the obvious, the problem is that Swap Ammo adds nothing. If I want the KD/back to help save my rear, I have to use standard ammo. If I want extra DoT, I have to use incendiary. If I want extra mitigative secondary effects, I have to use toxic/cryo rounds. But all of them are exclusive. I can't have the KD + mitigative effects or extra DoT + KD, I have to choose and switch.

    So I propose changes to DP through Swap ammo (not saying this is the only additions that should be made to the set, such as cast times or recharge times). A few ideas:

    1. Fresh Ammo: Because reloading during a fight is just bad-A. Fresh Ammo is a momentary buff that adds to the secondary damage and effects of the selected ammo and is granted upon activating an ammo toggle. The buff could last anywhere from 10-15 sec then replaces itself with a 'Half Empty Clip' power that basically blocks getting the Fresh Ammo power for the specific ammo type. Half Empty Clip should last 10-15 sec.
    -Standard Ammo counts as an ammo type so removing any toggles gives a Fresh Standard Ammo buff for extra lethal damage and greater chance of KD.
    -Incendiary Ammo would have greater chance of DoT and for more tics.
    -Cryo and Toxic rounds do a bit extra type damage + higher debuff effects.
    -Intended design goal is to reward swapping and using the different ammo types. One can swap between two ammo types occasionally or run the gamut of types, both tactics equally viable. This would allow one to capitalize on the secondary effects of the different ammos or by occasionally turning off and turning back on (reloading), you can get the ammo's effects improved.
    2. Ammo Finishers: Basically the same concept that Staff Fighting uses. Several of the DP powers can be considered 'finishers' and do extra things after swapping to a certain ammo and getting 3 attacks off. I'd nominate Executioner's Shot, Piercing Shot and Hail of Bullets.
    -Executioner's Shot: Standard ammo will do a bit more lethal damage and debuff the target's max HP by %. Cryo rounds will debuff the target's resistance to holds and cast a mag 2 hold on the target. Incendiary rounds will do more DoT and cause mag 2 Terrorize on the foe. Toxic rounds will reduce target's max HP and regen.

    -Piercing Shot: Standard ammo will reduce resists and defense more as well as cause shrapnel damage (a targeted AoE that hits 3 foes for extra lethal damage). Cryo, Toxic and Incendiary rounds will do more of their typed damage + reduce resists and defense like standard ammo does without building any combos.

    -Hail of Bullets: Not sure what each ammo type should do...but it should be amazing.

    -I feel that this should be justified in that, Staff gets extra effects on targets with 3 stacks of focus. That DP gets an all-the-time partial damage type swap is equivalent to Staff getting some-of-the-time self buff *extras*.

    -This design direction encourages picking an ammo type and staying with it, building upon each attack to improve the ammo type chosen.
    3. Bullet Combos: Because a dual pistoleer isn't just cool looking, they're smart. Dual Pistol ammo attacks come with an enemy tag that flags them for extra effects to be taken advantage of by the user or by other pistoleers. Think of it like a combo of Trick Arrow's oil slick and Gravity Control's impact damage.
    -stacking any 3 incendiary round attacks opens up the target for 'Impairment'. Any toxic round attack will have a larger damage debuff + an additional non-stacking resistance debuff.

    -stacking any 3 cryo rounds opens up the target for 'Temperature Shift'. Any incendiary rounds will cause extra lethal and fire damage to the target. Can also take advantage of cryo stacking with standard rounds, gaining an extra 'Shattered' smashing damage proc.

    -stacking any 3 chemical rounds opens the target up for 'Caustic Gas'. By using cryo rounds the target gains a temp power which works like the Rikti monkeys death cloud. Upon death, the foe will create a cloud of gas that causes sleep + slow movement. You can also take advantage of chem rounds with standard rounds which cause additional bleed (lethal) DoT.

    -The design goal is to gain advantages to swapping ammo momentarily, kind of like a short term dmg buff like Aim. Multiple DP characters would improve other DP users, creating synergies. Incendiary + Toxic = debuff, Cryo +Incendiary/Standard = Damage, Toxic + Cryo = Control and Toxic + Standard = damage.
    4. Ammo Focus: Staff fighting gets a combo marker that improves a stat + adds an effect to 2 of their attacks. For Ammo Focus, we'll just take the improve stat part...
    -Cryo Ammo: each cryo ammo attack stacks, making all your -rech, -movement and controls better. Maybe with a certain number of stacks, your attacks may start creating short duration ice slicks to slip up the foe as well.
    -Incendiary Ammo: each fire ammo attack stacks, making your DoT more reliable. Maybe with a certain number of stacks, your attacks may start creating short duration burn patches that will cause the foe more damage.
    -Chem Ammo: each chem shot stacks, making your -dmg debuffs more potent. Maybe with a certain number of stacks, toxic clouds that debuff the foe more may start to form.
    -Standard Ammo: each standard bullet stacks into 'bullet time', adding to your personal defense for each shot.
    -The design goal of this is one that encourages specialization in ammo choice.
  14. Quote:
    Originally Posted by MisterD View Post

    (Has Knight replied since his comments about stalkers NOT being able to crit outside of as got shouted down? I cheated and skipped 15 pages..)
    No. And I actually had started writing a reply, pointing out the real numbers of the powers and started scrounging for a link to a video...but by the time I was half done with the post, I looked and saw several others had already posted so I just set eff it and deleted the post.

    Quote:
    Originally Posted by GreenFIame View Post

    Something that no Archetypes can do and there Survivability is far better then a Stalker.
    Curious, what is the difference in Stalker and Scrapper survivability now? Almost a couple hundred HP? Of course there's the cap, but frankly I don't consider that particular cap in the grand equation since only some sets/builds ever get there.

    I know the difference between a Brute and a Tanker is nearly 4oo which is quite a difference (HUGE in fact) but no one ever claimed the difference between Scraps and Brutes was big, often stating the difference between them is one is a bit more survivable than the other...but the gap between them is only, IIRC, around 150 HP. Isn't the gap between Scrappers and Stalkers only 120 HP? If that perceived difference scales as HP gets less, then that should still only be considered a 'bit'. Couple that 'bit' of difference with the fact they get the same defensive numbers and caps...I'm not seeing Scrappers being all that far more survivable. More survivable? Yes. 'Far more survivable'? *shakes head*
  15. Quote:
    Originally Posted by Hopeling View Post
    You're right, it isn't a little phase. It's been around for quite some time, actually, long before the Stalker changes. It's seeing a bit of a surge now that it's not just Brutes competing with Scrappers, but it is not new, it will probably not go away soon, and it will become no less absurd.
    Right, a lesson in perspective from the side who thinks Stalkers haven't become absurd? If people thought Scrappers were powerful before but now Stalkers do better, just do some simple arithmetic. What happens when Stalkers get Titan Weapons? What happens when Stalkers get Fire Melee? Fiery Aura?

    Anything about the status quo mentioned isn't always going to be the case...not unless nothing will ever change, but that's not going to happen. But I suppose no one bothers thinking about that so I'll just continue to be scoffed at.
  16. For the record, I had thought this may happen when first hearing about the Stalker changes. And I'm still perplexed because, even though I accepted the changes, that didn't change my stance on the subject. And here we are, rolling in the discourse I was talking about but still get scoffed at, like we're all just eventually going to sweep this under the rug.

    Although I'm not accusing anyone of petitioning for changes, this shift isn't just a little phase that will stop in a couple of weeks...
  17. Off topic:

    Damz, didn't you have an avatar pic of yourself? What happened to that?
  18. If I were revamping Scrapper's critical hit inherent, I would add a big visual effect of a flashy spark impact explosion on the foe every time they score a critical. And when defeating a foe with a critical, it causes the target 9,001 mag KB.
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    Being effective really isn't an issue with Stalkers these days, though. Stalkers are considerably more effective regardless of what I do, so any difference is academic. It's the difference between much better and a lot better. Either way, it's still better. It's just irritatingly hard to use, is my beef. Balance is fine, generous even, but the whole system is very user-hostile, so to speak. It's the Eagle's Claw critical all over again - a bonus that's very nice to have, but is implemented in such an ugly way it's a chore to use.
    The reason Scrapper EC is the way it is is so it isn't easy to 'game' it. You get 1 extra attack with increased crit and no more...possibly none if you don't have an enemy set up to use with it. I could see them changing it so it's easier to use...like a 1-shot buff like placate that wears off with the next hit....but not sure how that may work...and again that may be too game-able when all they wanted to do was add a little 'bonus' to the set, not give it some overabundant advantage over other sets.

    They could make a lot of things easier to use, including AF but then it also depends just how game-able they actually wanted the buff to be in the first place. The devs could have made AF like StJ combos, or made it so they don't expire as fast, or using AS at all even a miss erased all instances of AF but they didn't. Seems to me they wanted a certain level of usability to the mechanic itself.

    Also, something I'm not sure of: When I was playing my Spines Stalker, since several of the animations are so long (and I was testing the changes out for the first time then) I would click the attack then look up at my buff bar to see if the attack got focus. Sure enough, I noticed that Impale and Spine Burst would grant Focus every time but only after a delay. Basically, it seemed not to count when the stack is created until the end of the animation. This should be considered when gaming AF as, if you know one of the stacks will expire, having it do so in the middle of a long animation attack can make such powers better for building focus in that, it will stagger expiration of focus stacks rather than several seeming to disappear at once.

    Does anyone else experience when you get focus during an attack being held off to the end of the animations? I don't think I noticed it on Shadow Maul but I could be misremembering.
  20. I think you should just be happy with what you got. Do you not realize how ridiculous AS is now? The only real downside is, as mentioned, Focus doesn't 'refresh' so you can't formulate a special attack chain for it and AS itself cost a considerable amount of endurance to use.

    That's about it. AS even without AF still makes DBs, Spines and Elec into something more of an outlier compared to their melee counterparts as none get a ST power that strong or fast while maintaining the majority of their AoE...then you get stuff like StJ which loses *no* AoE but trades a medium attack for a heavy one. I can only imagine how strong sets like Fire melee, Ice melee, Battle Axe and Titan Weapons will eventually be on Stalkers...

    But that's rather beside the point. I don't believe AF is there to game for max effect...because if you did you'll end up less effective anyway(how often do you grit your teeth when you build up 3 stacks of focus then use AS...only for it to miss?). You're basically suppose to use AS whenever and AF is just a bonus. You'll get more opportunities and therefore more crits and better DPS that way.

    Now, you *can* game AF if you want, but again, you'd have to settle for being less effective in the long run. Not trying to be a hardcase or saying I told you so, just that from playing with it, that's how I feel it is.
  21. Welp, I played around in Mids' some more and think I decided on a build config but not quite pleased with the endurance drain...may have to use some of the banked enhancement boosters to help out some of the powers' totals.

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Demon Revolver: Level 50 Magic Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Fire Manipulation
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Leaping
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Ring of Fire -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Rchg(9), Enf'dOp-Immob/Rng(9), Enf'dOp-EndRdx/Immob(11)
    Level 2: Empty Clips -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(11), ExStrk-Dam%(13), Det'tn-Dmg/Rchg(42), Posi-Dmg/Rchg(42)
    Level 4: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(23)
    Level 6: Swap Ammo
    Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Acc/Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dam%(46)
    Level 10: Kick -- Empty(A)
    Level 12: Fly -- Zephyr-Travel(A), Zephyr-ResKB(13)
    Level 14: Tough -- Aegis-Psi/Status(A), S'fstPrt-ResDam/Def+(15), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(19)
    Level 16: Build Up -- RechRdx-I(A)
    Level 18: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(19), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(27)
    Level 20: Weave -- Ksmt-ToHit+(A), LkGmblr-Rchg+(21), LkGmblr-Def(21), LkGmblr-Def/EndRdx(29)
    Level 22: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(48)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(33)
    Level 28: Consume -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(48)
    Level 30: Suppressive Fire -- Lock-Acc/Hold(A), Lock-Acc/Rchg(37), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(40)
    Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Burn -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), M'Strk-Dmg/Rchg(36)
    Level 38: Flash Freeze -- LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(39), LgcRps-Acc/Sleep/Rchg(39), LgcRps-Acc/Sleep(39), CSndmn-Heal%(40)
    Level 41: Hot Feet -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(42), M'Strk-Acc/Dmg/EndRdx(46), M'Strk-Acc/EndRdx(50)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
    Level 47: Hoarfrost -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(48), Mrcl-Heal/Rchg(50)
    Level 49: Hibernate -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(7)
    Level 1: Brawl -- Empty(A)
    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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    Seems in my budget too. Managed to get some well rounded defense with Smash/lethal/energy/neg/ranged in the 30s but not really any recharge at all (and again...the endurance...). Any takers? I don't plan to make this character incarnate but who knows...
  22. Eh, seems rather meh to me. And leaning toward power creep.

    And before anyone posts on the idea about the +dmg cap thing, it may be possible. Fly speed has a cap that can only be surpassed using Afterburner, I believe. May work for damage enhancement. And the +radius on Gauntlet could work similar to Domination in that, it adds an alternate effect mez, so your attacks would have 2 AoE taunts with different areas, one small without your buff and one big while your buff is active.

    Some inherents to Tankers I'd probably prefer more:

    Gauntlet +
    Boosts the range and target cap of your AoEs above other melees...because Tankers are focused on big, heavy and showy powers. This would vary set by set; AoE heavy sets might get tiny bumps to target caps and/or radius while AoE-lite sets would get those fewer AoEs rocking hard.

    Bruising Gauntlet
    Basically, every tanker primary attack has a chance to cause bruising. Only 1 stack per attack (so you can't stack a whole bunch from the tier 1 but you can stack the debuff from tier 1, 2 and 3 together). Tier 1 has a 100% chance while the higher you go, the less chance for bruising.

    [Insert Cool Name]
    Something that trades your abundance of HP and self preservation and convert it into high amounts of damage somehow. Or perhaps help to preserve teammates by shielding them (taking damage in someone's place or sharing their damage + your own).
  23. Quote:
    Originally Posted by ClawsandEffect View Post
    I didn't say that, and I'm the one that started the thread.

    The only thing I suggested was MAYBE increase the base critical chance to 10%, and I also said in the same paragraph that I wasn't convinced it was needed or that it wouldn't be overpowered.

    If anything, the stalker buffs have done nothing but make stalkers LESS unique than they were before. Not in the idea behind them, but in the way people are actually playing them now.

    My level 33 Electric/Energy stalker (who I am enjoying greatly btw) does not have Placate, and I have no plans to take it. I also rarely use AS while Hidden anymore.

    What it seems to have done, in an effort to appease stalker players, is make stalkers more like scrappers and less like a unique AT of their own.
    Holy bejeebus! I've been saying the exact same thing before the Stalker changes went into beta!

    And no, I'm not crying about my Stalkers. I've embraced my Stalkers fully as Scrappers, because that's what they are now. I've played and fixed up the build on my Spines/Dark stalker, I've offered to play along with other people on the forums with my Dark/WP, and all the while I can forego using placate and actually turn off hide if I feel like it.

    My Stalkers play great now...they just aren't really Stalkers, though...
  24. Quote:
    Originally Posted by Johnny_Butane View Post

    You know what? Nerf Scrapper damage 20% and give them a 25% -res debuff on all attacks. There. They effectively do 5% more damage, and actually contribute to the team now.


    .
    I'd certainly take that...on my Stalkers even. Had that been the change, -10% res on critical hits, would have made the AT properly unique vs rolling them into standard melee DPS viability...