Necromatic

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  1. Necromatic

    Banes

    I am wondering too. Additional quick question, can a bane crit from stealth or is the cloaking device needed? What about after placate on no cloaking?
  2. Yeah, I had soft capped SM on my /EA stalk. Now, maybe 25. Yep, hit Overload. First off, not much bonus HP since I'm near cap anyways. Second, my def did not increase much. OK, hit shadowmeld. Again, not much increase. NOW HIT DEMONIC! Nope, still not much.

    Before, I would have close to 200 typed def. I would go and 'Even the Odds' so to speak since the only time I would use such an insane amount of defense is if we villains were getting wrecked.
  3. Quote:
    Originally Posted by Amir View Post
    Had travel suppression? I havent played my other kin in a minute. Did they take away the travel suppression??
    No.

    Old IR did not have travel suppression, it does now.
  4. Been thinking about a en/pd corr. Toying around with mid's gives me around 800% regen (>50hp/s) and capped res to all before DR. Thinking about Power push and powerboosted gw hold for mitigation to allow the regen to work.
  5. Necromatic

    Finally...

    Quote:
    Originally Posted by black_barrier View Post
    my only issue with pvp that i could see being resolved is movement supression and heal decay in a zone environment.

    the fact is this, survivability, in the original i13 design was gonna be based on three newly introduced mechanisms:
    - movement suppression (lowering survivability)
    - heal decay (lowering survivability)
    - anti-spike code (raising survivability)

    it just so happened that the third mechanism didn't go through. it is only fair that the other two be toned down accordingly in order for resulting survivability to work as intended.

    way to take the easy way out Castle?
    They should just remove movement suppression. Really, I think it is a wash when in comes to survivability. Don't know how many times suppressed movement has kept me from defeating an opponent because they had high def and just ran. Now if slows worked, and immobs had longer durations, then those sets with those effects will be in demand again as they would be the only ways to suppress travel as they should.

    Heal decay I think penalizes the def and corrs (maybe some controllers and MMs) the most. The percentage or 'rate' of heal decay should be tied to the a percentage of health a heal gives. Smaller heals should not penalize that much, where as bigger heals should. Just my opinion.

    Finally, anti-spike code. Personally, I think this got killed a little too quick before we got to know it better. Given that corrs, defs, squishies in general, are target number 1 for anybody, I see an anti-spike code useful and necessary. On the other hand, that pesky brute or tank with taunt needs multiple toons attacking it to defeat it and anti-spike would work against that. So, anti-spike for squishies only? Of course, taking out the easy, most dangerous opponent makes the most sense so I can see why anti-spike was unpopular.

    Maybe they should just have it so that no toon can be targetted by more than X amount of people?
  6. Sure, in PVE, your are very valuable to the team. In PVP, forgettaboutit. Everything that was 'OK' from before is now reduced in effectiveness.

    For example, with IR you had no travel suppression. I thought, a very good way to balance the non-offensive/defensive nature of kinetics. Now that is gone, so sets that have a built in self heal are better.

    The devs really don't PVP with every set. If they did, they would have seen that some of the nuances and quirkyness's from before actually helped balance things out. Traps is another set that took huge hits.
  7. Quote:
    Originally Posted by Lucky666 View Post
    can you switch to pvp damage in mids? If so mind sharing I am not aware how
    Yeah, it has a button to switch between pve and pvp.

    I checked WM on mids, but was wondering if anybody actually took it out for a spin.
  8. Good or bad?

    Want something different but effective. If I have good recharge, then wouldn't it be OK? Damage looks nice, got a stun and a small knockup.
  9. Necromatic

    Electrical Melee

    How much interrupt reduction you have?

    If ya got two lvl 50 IOs, maybe lag?
  10. Quote:
    Originally Posted by Crindon View Post
    Im also working on a spine/nin stalker (currently at lvl 29)..

    Im loving it so far.. I was debating on how I should slot her for PvP..
    I like 3 dam/range HO's in Impale.
  11. Necromatic

    Best Trash Talk

    Quote:
    Originally Posted by FinalDestiny View Post
    My personal favorite is the flying emp that hovers above his base camping allies and bc's "STOP SPAMMING SHARKS U N00BZ. U ALL SUCK. STALKERS ARE OP.U CANT PLAY ANYTHING ELSE....etc" gotta love it
    Heh, think I sharked that guy.
  12. My vote goes to El Chido. He's there 24/7, ready to fight...and run. He's actually very tough to take down.
  13. Quote:
    Originally Posted by Lucky666 View Post
    nope not enhancable for anyone
    Not yet anyways.
  14. Necromatic

    spine/regin help

    Quote:
    I've seen a few Tankers and Scrappers switch to Pyre and Blaze in Freedom RV but they're the ones I worry about least - Stone Mastery is superior for Tankers and Body and Weapon Mastery have more utility for Scrappers.
    There was a couple blaze mastery spine scrappers in Freedom a few nights ago. They were hitting me pretty hard. Web doesn't bother me because of SS. However, procced out char was doing good damage and the fire kept me out of hide.

    I guess I was more surprised that the fire type attack came from a non-blaster. Usually, I will try to locate the blaster for placate while keeping my hand over the recon button. I was going down fast, maybe they were critting, I don't know.
  15. Necromatic

    spine/regin help

    Consider blaze mastery. Fire blast and procc'd char are nasty.
  16. Heh, I think I ran into Blasta a couple times.
  17. Quote:
    LOL no way this happens. If you think shark is bad. You do realize that AS is unresisted right???(critical part) Only idiots think AS is not useful. These are the same type of people that spam shark. AS > Shark all day.
    Let me begin with I'm not an idiot. AS is just not very practical in doing damage against very mobile units. Not that it is very hard to catch them, or predict where they land, its the stupid travel lag issue. I charge to where the target is going to be, or manage a good guesstimate, stop, hit AS, and then have it interrupted because I was moving? Hey, I WASN'T MOVING!

    The real nitty gritty of what I propose was that the critical check (or when hide is checked for damage to target) happens at the end of the cast time. That way, an opponent can still knock you out of hide and eliminate the AS damage (for the most part anyway). Sure, the target will get move suppressed (but hey, no travel suppression right?), but worse (and a nerf to AS), the stalker is locked into the animation because there is no interrupt time anymore. How many times did you interrupt yourself on purpose to make a getaway or had that option when say, you didn't see those caltrops?

    Quote:
    I'm pretty sure you meant Debuff......if they did this Rads would become a little too OPed, because there would be no way to drop the debuff.
    Yep, debuff. It would seem that they would be OP'd. But we are removing most or all bonus res so this is all they got (unless they build for res). Also, I said it could be suppressed with a mez/status attack on them.

    Quote:
    Ummm no. Let them keep their res and def. Tanks are suppose to tank not have as much dmg as blasters.
    I agree in that tanks are supposed to tank, but if they do that much damage a line has been crossed. I say, if they want to go on the offensive, then while they do so, they are going to lose a tiny bit of def/res. In other words, if he purely tanks, he will not see a difference in his def/res attributes, if he attacks, he's gonna be a little more vulnerable (taunt attack excluded).
  18. Heh, I know you said powerset, but your title implies some leeway.

    1. Ranged damage on melee sets are too powerful. Sharks, blah blah blah. (nerf)

    2. AS is practically useless. Remove Interrupt time. Check for critical at end of attack. (oops a buff)

    3. Offensive buffs are only suppressed when mezzed, not detoggled. This is for defs and corrs only. (buff)

    4. Tanker def/res reduced if Tank attacks (nerf by a small amount). They can keep their damage.

    5. Broken record part, remove DR, heal decay.

    6. Buff def with a little more elusivadfasweradsdf or whatever its called.

    7. Nerf squishie res a little.
  19. Quote:
    Originally Posted by TRTerror View Post
    Ohhh who will win strong and pretty or being able to jump kick someone to heaven
    I love the attention to detail. Notice the 'Nobody' target in the upper left. Also, the bubbles in the xp bar.
  20. Quote:
    Originally Posted by GlaziusF View Post
    10% per tier, maybe?

    With IOs as the big name in power enhancement now, a little discount would be flavorful.

    But this might lead to people feeling pressured to do their origin's contacts, and there's a pretty big disparity in the early game between fighting Council and fighting, say, Vahzilok.
    LOL, this is me. Was doing the game thing, you know, getting contacts and such and thought, hey Golden Roller will scratch my back if I scratch his (with my claws).

    Damn you Golden Roller! You roll down your window and look me in the eye when you charge me for this crap! I took the copter all they way to Mercy for you. I murdered that bum Ohanko for you. And for what? This stuff I can get from Joe the Quartermaster at half price?

    I hope you have the gold plan for those Uniroyals. Claws are not only for slashing baddies.
  21. So, been playing the game for years. One thing has kinda bugged me, so I am making a suggestion.

    Acquiring contacts is not an easy process. You must complete 3 paper missions, get the mayhem, finish that and then go back to the broker.

    Don't have a problem with that. However, why the heck does the contact charge you double the quartermaster rate for enhancements? I thought this guy is on my side?
  22. Anybody try 6 damage procs in /dark's auras?
  23. 4 corrs.

    2 Sonic/kins
    2 Fire/darks

    For control, that gets you 2Xsleep with sirens song + res debuff. 2Xfearsome stairs for fear and to hit debuff.

    For buffs and debuffs, 2X tar patch for res debuff. All with with leadership (tactics, maneuvers). Don't even need assault.

    4X big heals, 2X rezzes.

    Tactic is this, 2 X fearsome stares. Tar patches, fulcrums, sirens songs, rain of fires, fireballs etc.
  24. I have a spine/wp/mako that I frequent RV with (well at least before I started my thugs/therm). You will be an excellent squishie killer. BTW, put 3 Centriole exposures in Impale.