PsychicKitty

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  1. Quote:
    Originally Posted by Jibikao View Post
    I am sorry. I can't think of any situation except for Apex where you can snipe that pylon at very long distance but you know what I do in that situation if I play a stalker? I invite range specialists. That SF requires 8 people and range damage is very common and required.

    Stalker snipe sucks. I just can't think of any situation where I need it.

    1. Pull? Most vet attacks work and dark blast works better and can be used in an attack chain and can be used to finish off a runner. Trying to finish off a runner with a 7s casting snipe is just.. . stupid? I rather hide and wait for that runner to come back.

    2. Damage? I am not going to waste build up on it and wait for 7s to cast it. Its base damage isn't that high to begin with so you need to slot it. If I need to slot snipe for decent damage, I rather save the slots for something else.

    3. To say Snipe works well it's like saying slotting Brawl for damage works well too if you have the patience for it.

    4. Let's just say you successfully pull a boss from a group. Well, that boss is aggroed so you are not likely to set up BU + AS on him. You can get interrupted and waste endurance. This is the same as pulling with dark blast.


    I already have a big problem with Snipes in general. Adding extra 3s casting time makes me want to PUKE. I have more problem with the casting time than the damage itself. The damage vs casting time ratio is just terrible.
    Ok now i have to do this...forced me to post...well ok I am at work on a break..so not forcing.....


    so in order to answer the numbering.

    1> yah pull.....not shoot a group and having everything attack.....thats not pulling.....in fact i bet you do that alot on teams aggro entire groups....also you are comparing dark blast with its 80 feet range to the longest range attack in the game. And then there is the veteran attacks....yep they do hit in a radius at 60 feet range for alot of damage....but they dont and will never be able to shoot something at 150 feet, nor wil they ever be slotted to shoot beyond that nor will they ever be able to critical using your hide and build up.

    2> Its 3 seconds to cast, with extreme damage, so um...aside from assassin strike...you have what powers that do that much at that range?

    3>Actualy its like saying the fighting pool defense toggle that gives a maxiumum of 6% defense is worth wasting 3 powers to get.

    4> Well actualy...I would like to see you not have build up and assasin strike ready when you pull a boss at 150 feet...but then you mentioned dark blast and the veteran powers which have ranges of 60 feet.....so not surprised if you have aggro issues from using those....might want to try a longer range attack.

    So anywise this sounds more like your biggest issue is that you personaly do not take the power and have not really used it....becasue you never found a time to utilize it.....and I am guessing you tried to use it a while back while in a team and found the other players ran up and killed the targets faster then you got the sniper shot off and most likely also tried to use it at close range instead of the assasin strike...and maybe just maybe you also tried playing a blaster and figured you would try to copy the stalker..yah some bad choice on its usage.

    What you missed was being able to stay out of the retalition range of enemies in the Trials and shooting them over and over with out having to worry about being killed. Also you missed out on being able to ask the team leader when you are in a difficult Task Force or Mission and ask "So which target do you want to get over here? Do you want Ghost Widow First or Sirroco or BLack Scorpion...which?"
    And you missed out on the fun of in Cimerora, shooting a genral at extremely long range and having only the general come back to get you....while you are way back with your team.....and having some of them ask you..."How did you get that Genral to come over here?"
    And you have definately missed out on abusing the Sniper shots.....as in extending the ranges to beyond normal....if you can reach a specifc range...you can even reach the sweet spot where no matter what you shoot...it wont run, it wont retaliate it will just stand there and take it
    I like to call this shooting Gallery Mode.....which is when i personaly utilize hover the most....as in nothing is more fun then hovering up and shooting the little ants down below. I dont have the super super range becasue my willpower stalkers have the sniper shots.
  2. Yep most attack powers critical from hide and they will tell you in their description too now....as with the stalker changes the developers went through and updated that bit as well.

    Sniper Attacks are useful....because they let you stay out of the normal ranges associated with very stupid things.....like for example on a certain underground Trial....you can float in the ceiling....and not get effected or targeted by much...while you sniper the enemies....

    This is not something that should be done only, in my opinion...as with the assassin strike changes i feel more like now that its the stalkers job to help the other characters on the team with eliminating the targets....but if you are facing a big boss....then why not use just a sniper....especialy if when ever you get close you get hit by some aura or damge effect that almost kills you.

    From my own personal usage.....i found while solo or while i was split from the team...i could sniper a foe....that would either kill it or leave it in such a state of hurt that by the time it got to me...i was hidden again. and then could assasin strik eit if it was close or shoot it again with the sniper shot. I have cleared areas before only using the sniper shot.....just sat back and used it...no muss no fuss.

    On a stalker Snipers are extremly useful for pulling things too.....where many blasters seam to (I am not sure why they do this either) they try to make themselves melee characters or worse they dont bother with enhancing their powers (like the sniper attack they all get) with range or anything....and the majority most of the time tend to not be able to pull very well.(which bothers me, an archtype designed for range unable to pull things)

    On a stalker for pulling you want to slot that sniper to get usage out of it....if you can get at least one range enhancer in it the better.....because you will be hitting things at extreme range...any over flow you can simply placate or lead away from the team...you can pull singles anytime you want. With the added bonus that the hide power will engage again right before the shot fromthe sniper attack will hit most of the time, thus making enemies more likely to not be able to find you and aggro on you....as i have personaly demonstrated on many trials and task forces stalkers can pull just about any target they want.....and due to this I have also had 100s of players deliberatly mess up my pulls because i assume i do it better then they can.

    Now there is one thing about Sniper attacks too....if you are going to get the Sniper attack...you are commiting to using that Pool....and as such you wil never have any other Patron or Epic Pool.

    Sooo make sure you really want that pool....instead of Stamina Recovery or something else.

    I had to comment about sniper shots because it looks like alot of the replies are from players who just dont use them.....for them...its not becasue they cant or wont...its simply the situation and their powers sets.

    As one Poster pointed out, they will use Thunderstrike instead.....another couple players if you read what they have said on other threads, tend to scrap it out alot at close range...thus hitting at extreme range is not how they made their character or play them.

    It boils down to you should get the Sniper shot if thats how you want to play...but you shouldnt get it if you will never use it.

    On a personal note....it depends on the stalker I am playing whether i use a sniper shot or not....if my stalker has one....I will use it alot as i intended to utilize the Sniper shot which was my over all reason i took the power set it came from.....if I dont have it...its becasue the powers i have just never seamed to make having a sniper shot work or a differing pool seamed better.
    Out of many Stalkers I have 3 Stalkers with a Sniper Shot...and I tend to use it alot with those character. But i have many Stalkers sooo I have alot more with out the Sniper Shot but then i dont play those Stalkers in a way that would get much value from having it.
  3. Well you could always replace combat jumping with hover. that would help with the knockback since hover has knock back protection in it automaticaly.

    I see you probably have tons of energy issues...since you have 6 active toggles going....
    And a hasten that eats a big chunk of energy every so often. i think i missed a few toggles also.
    You might try only slotting stamina for 3 slots total with the endurence recovery performance shifter and the chance for +5 energy performance shifter.
    And slot a regular Stamina recovery invention into stamina....that will net you alot better energy recovery.
    Then slot health with the numina enhance recovery/regenration one.
    Which will increase your recovery of energy even more.

    if knockback is still a huge issue after selecting hover....then you should take one slot out of weave and either make that another karma in I would suggest low level defense power so you always will have it even while exemplared. (hide would work well for that)
    I suggest that becasue you wouldnt notice the missing the 1% defense one of those slots in weave gives you.
  4. Kuji-In Retsu in my opinion is always something to have.

    Just because you have soft capped some defenses.....that doesnt mean much

    The entire soft capped mind set only thinks of single targets and single attacks it doesnt calculate for groups of 10 for example or lots of attacks fast. So having a power that can mitigate issues like that is very useful.

    In addition some things have very high buffs of their own...which makes a softcap not mean much.

    To give a few examples....The UN story arc from Lockhart in steel canyon makes you face groups of 8+ in waves.
    The Hess strike force features big groups in the chamber with Hess and Turrets shooting you.
    The cimerora Task force where you must destroy the phalanx.

    I can keep listing these there is alot...

    Also there are times when you destroy things and get attacked by alot....I am betting most stalkers dont have a high area of effect defense unless they are hidden....thus needing to dodge rain or a burn patch or ice storm becomes needed

    So thats where kuji comes into play for the times and there are alot of them...that your normal defenses are not enough.

    At least this is my opinion.
  5. Thats funny i was thinking the same thing yesterday when i was playing a newer blaster i made.

    I was thinking....it might be interesting to have a bonus to defense while you are attacking with a mechanic that made it increase as you kept fighting and doing things....

    I was thinking that becasue i was geting tired of hitting a group of enemies and one would shoot me and send me flying back on the ground...
    And i thought of the term of the power inate ability of what the term defiance means...

    And in this case i was thinking a blaster would be the one that would stand there and not get knocked down and would keep fighting...and then an image form a movie popped in my head...where this one person stood their ground and fired their weapon at the enmies...and the enmies shot back constantly missing.

    oh well....good idea Berzerker i like it.
  6. Quote:
    Originally Posted by ketch View Post
    It only appears to do that. You never actually leave your location though. It does look cool and has that Teleporting feel, but it's no substitute for a power that actually moves you and attacks.
    Oh you mean like the 5th power from the super jump pool or lightning rod or maybe the shield power set one.

    All of those are teleport attacks.
  7. PsychicKitty

    Whip Powerset

    Quote:
    Originally Posted by PleaseRecycle View Post
    I guess I get to be the one to point out that whips aren't even weapons. There is nothing resembling real world basis for "whip fighting." The only reason they work to the extent that they do for demon summoning is that they're entirely particle effects that can be as long as necessary to imply some sort of magical harmfulness. Frankly I think they look pretty terrible, no offense to whoever worked on them, just because the animations carry no weight at all since they're based on the false premise that some little piece of leather is going to do more than give you a carpet burn.
    Black beard used to use a cat-o-nine tails a long time ago.....and records to this day talk about that...he wasnt a very nice person.

    And also you are right a flimsy piece of leather doesnt do much by itself....the whips used as weapons used pieces of glass or metal or literaly would have things on the end...usualy sharp items so that when the whip wrapped around someone a quick pull would have the object cut deap which could be very bad if you got it around a person's neck.

    In fact some of the deadliest whip weapons where the knife whips and crescent whips....thats where someone would tie or attach a knife or cresent blade at the end of the whip and use it.

    I dont really recall there ever being a mention of someone decapitating someone else with a whip like those....but it wouldnt surprise me if they did with the way they worked and where used.

    The world is interesting if you read history....After all people used giant swords to chop horse and rider in half in some countries....and used mancatcher polearms to rip peoples torsos from their legs in other places....its interesting how extraordinary things are

    So not a false premise at all.
  8. purple set...neat....a few heal sets on sale..neat......

    Anywise so assume the purple set will be around for a week like the last one....

    This all neat and stuff...but the heck is the deal with so many sets not on the market....i mean there are huge gaps...like defense and to hit debuffs not there....and what about the other heal sets?
  9. Hmm for a new stalker.....I think I would recommend for the secondary either Willpower or Ninjutsu....because they are both very easy and straight forward in what they will give....you also dont need lots of toggles....and you would be dealing with easy defense types with Willpower giving you a combination of the two. Other sets work well but there mechanics I would say are for more advanced stalker players....because they rely more on being unhidden and utilizing other damage mitigation...like for example fear or something.

    For the primary set...the Op said they didnt want to use staff...most attacks sets are good...but the ones that will keep you entertained the most are Street Justice and Kinetic Melee.

    For team play...I recommend Recall Friend at level 4.....the reason is to speed up team play....you can warp them to the end...also for saving them...you teleport to a safe place.....also take hover...you want full movement and clear line of sight to find your targets and see what everyone else is doing....it also gives defense...can be slotted with defense items...like luck of the gambler and karma...
    Depending on how much you use a market or how useful you want to be to a team....you might want to make sure to get the physician and professor day jobs...so you can get the free rez teammate ability.

    What this all gets you....is the ability to run the Hollows trial with any group....teleport them to the click objects....super easy....this lets you at all levels go to the end of missions and recall the team there. This lets you go on missions like say the Hess Task Force....go into the destroy the computer one and destroy it....this lets you disarm the the bombs in the positron 2 Task Force from under the scafolding...taking no aggro...

    I could keep listing....but I think you get the picture....

    Another thing...use your inspirations...remember you get more and 3 of the same kind makes a different one.
    This is realy important...sometimes a stalker isnt the best...but inspirations make it seam like it....cant tell you how many people I play with who whine and complain...yet dont use inspirations....I try to hand a wakie to them and cant...they are full.....conclusion...too many idiots who play and if you know who they are...ignore there advice...since they cant play anywise.
  10. Quote:
    Originally Posted by OneWhoBinds View Post
    This would be what I want in a teleport power, too. However, I am rather certain that the CoH game engine cannot support this kind of Teleport power. Heck, I'm not sure more advanced MMO game engines could support this kind of teleporting.

    See, the true ideal for the power would be if the game slowed down to a crawl while the teleporter used the ability, giving them ample time to choose where they are going. But that can't work in an MMO - or at least, I can't see how that would work.

    The only way I can see to improve TP in the meantime is a faster cast time. (Really, that was what killed TP for me, more than anything else. I direct my next jump, but I still hit the ground before the teleport would activate. I don't want to have to take Hover on a 'Porter, dang it!) I'd also appreciate an animation that was less... bright... but that's a cosmetic issue, and up there with wanting alternate animations for the Pool Powers.

    Try using the Vorpal Incarnate Power. That power casues you to teleport to all targets in a cone in front of you and kick them all and then come back.

    So as to the mechanics....this game already has it.....and if you want to see something even better...do the TPN trial with Mealstrom and be outside trying to stop the seers from hypnotizing the civilians.....I think thats pretty night crawler-esque

    So as for advanced games...this game can do it...i dont think any others can though....since other game engines mostly stack 3d on top of the 2d thus the reason they dont allow flight everywhere and have flat ground areas with imposed trails....ie cannot go in a straight line to get where you want...they may give you a seamingly 3d experience of flying the dragon or bird or ferry over somehwere...but in truth that area around you isnt actualy the game world...as you cant interact with it in those games. Thus they dont really have cells on other cells...so they couldnt produce the effects at all.
  11. Quote:
    Originally Posted by Biospark View Post
    The question that I am wondering though is ; would these types of changes violate the "cottage rule".

    The devs HAVE increased numbers in the past, they have "added" new mechanics to existing powers (resistance in Super Reflexes). So I think the answer is NO, but what do the devs think regarding the improvements (too many to count) suggested for sets like FF (and others).
    There is no Cottage rule....there has not been one...

    There has not been one since the developers altered Telekinesis from a granted flight toggle to a team meber to a telekinetic toggle hold.

    They proved it again when they changed storm kick from a 100 kick animation damage over time effect to a lower damage single jump kick animation.

    So cottage rule....thats a myth
  12. I would say Fire/Fire in my opinion would be the Ultimate Blaster combo.

    becasue you have way more area of effect hits then using MM and you get two auras that actualy slow the targets.....

    So while someone is using MM...the enemies run.....while someone is using Fire Manipulation the enemies are going super slow and not getting away.

    Sure the Arrows getting a final attack that basicaly costs no energy has no endurence crash and fast recharge....is fairly bogus and the Fire one Has an Endurence Crash, point blank range, is interuptable takes a huge chunck of energy which is annoying.

    But overall your best killing performance if going to be with a Fire/Fire Blaster.....where you can fly in with two auras going...lay down burn/do a fireball a bunch of other area of effects and keep going...you dont have wait for a recharging power much.

    Plus Fire/Fire has Phoenix and a way to get energy back right off....not some lame it increases energy recovery thing....
    And Fire/Fire lets you do the Ultimate super Explosion Combo, that will annihilate pretty much any targets....combination of the the last power in the fire blast set followed by self destruction followed by rise of the phoenix and if you are incarnate you can follow up with another huge blast.

    So yah i am sure arrows can kill even level minions or lieutenants quite well....but a fire/fire kills bosses and elite bosses in big groups....Fire/fire stands next tothe tanker and everything just dies...fire/fire joins a team and the other team members comment how the team is steam rolling everything.
  13. PsychicKitty

    Event Fail

    oh good there is badge for it....

    I saw this event....went to kings row....killed the things....it seams faster then they appeared.....i didnt see any othe rplayers there....so i didnt get any giant monster or anything

    by the way...
    they are not counted as real nemesis toward the other badges

    I had a mission for defeating 30 of them where ever i wanted...but these guys didnt count....

    seamed a bit wimpy...but i guess you cant get he actual monster unless you have a large team...oh well....
  14. I dont think a power that simply turns you invisible and lets you fly at the fastest flight speed is that great.....and thats what champions teleport does.

    And dont say it doesnt...because thats exactly what it does....and it also features a hover slow fall if you get hit in combat.

    If you want to emulate the champions teleport then simply take flight and invisibility.

    Then you can be unable to do anything but heal your self while you are doing it just like champions...but unlike champions...you can turn your stuff on and off with out having the long recharge or slowing effect in combat.

    Now someone mentioned phase ability...they have that in this game...though it got the nerf bat hardcore....just like the invisibility from the concealment pool did....and again you can combine that with flight.

    But anywise Teleport in this game is alot more teleport like then anyother game I can think of...as in you appear at the point you target...no matter if there are barriers in the way or not....although the problem is being able to target the locations sometimes.

    And i agree it can be slow..the animation does seam kind of slow......and if you have a slow computer and not a very good graphics card it might be pretty chunky and slow.

    That hover was put in becasue alot of players have such low end machines and bad connections that they would fall instantly all the time and hit the ground....thus why the hover part was put in.
    Its not the engines fault...just the players with bad computers fault.

    To me i dont see the slowness....i also dont see the lag some people complain about when they enter into a room in the game with lots of shelves and things....

    For me Teleport will remain the fastest Travel Power in the game.

    Only thing that could make it better would be to allow you to move the target reticle through things easier...or maybe make it possible to teleport via the mini-map.

    Think the mini-map thing would be the best idea....
    Would be real interesting if they implemented the mini-map thing...and made it so the user could spend more energy if they wanted to teleport farther then their range....
    so like if they clicked say from one end of steel canyon to the other side they would spend one big chunk of energy to make the jump....but not have to appear anywhere in between.
    Of course the energy requirement would be equal to base expenditure multipled by the value of (the distance the player was trying to get to divided by the range of the players power).

    Of course this would require a special teleport overlay map invisbile to the player but designed to put the player in specifc places....like for example if the player selected the tram...the overlay map would dictate they would apear inside as oppsed to below or above normaly.

    Also would require a special over lay on the mini-map...probably activated with a toggle on the display map...that would put a special sort of colored set of rings around the player designating range increments....so the player could determine where they could teleport to and how much energy was required.

    And the developers could even use the reasoning that the teleport on the mini-maps doesnt always work becasue the player doesnt have a sense reference of the destinations to be alowed to teleport there....ie...the character cant teleport on a hidden map area becasue they dont know if they will teleport into a wall or not. They could also reduce the ranges for player on inside mission maps for the same reasoning...again the player doesnt know if they will teleport into a wall or person.

    But again...this would require a specialized overlay code being made specifcaly for teleportation....it actualy would be fairly easy in most places.....but...

    And here is the big but....they would have difficulty in places like most danger zones(parez park for example) and some of the more dense area over area maps.

    Ok..>_>...yah sounds like I might know something about how something like this might work.....I think i built too many 3d levels for some other games.

    But suffice to say it would be alot of work to implement it everywhere in the game...and it would most likely take a week for a single person to get the base design overlays for the main city points done for one city map.....and thats just for the exit points....with some maps taking a heck alot longer.

    The latest shadow path thing for example....
    I am hoping they might do some interviews with the designers who worked on this...so they can tell you about the time it took to get that stuff done...and that actualy is less time consuming then what i proposed....

    But what i proposed would keep the power working the same way...but would simply add a differing way to use it.
  15. Dual pistols/devices

    You do low damage of only smash/lethal unless you want damage over time effects of 1 and a further lowering of damage(due to using toxic or fire because they are so uber) combined with a very poor range(only one attack has a range of 80 and its a single target stun which does minor damage everything else is ranged 40)...and you will be using devices that actualy have a longer range...but not much to actualy support your attacks.
    And of course these two sets use alot more energy then most other sets.

    So thats what I suggest.....

    I see that Psi was chosen instead....with its longer range...and less energy consumption....I dont think I would consider that a poor set....unless you are only considering how Its Two Extreme damage attacks have trouble killing even level enemies....or how the devolopers lowered the Psionic Lances Range and upped its energy cost while reducing its damage.
  16. Ok I understand the slotting the extra performance shifter and the increasing max endurence...

    I guess i am wondering why select a power pick of +5 max endurence when a differing power could be gotten instead...with the two endurence recoveries thats already enough extra endruence that normaly most energy issues would be gone.

    I mean wouldnt it be better to take the super jump 5th power or perhaps the focused accuracy power to help with accuracy and perception.
  17. Well ok I realized right of I was not going to softcap everything right off....so instead I worked enough to get the values higher for the defenses but worked on regen and health maximum too.

    I did that by using specific sets....like reactive armor in my resistance toggle....also the automatic power i put in that one resistance IO that gives a 6% defense to all, I then put Kinetic combat into my first two attacks which takes 5 slots then the 6th slot is an accuracy enhancement of course. Anywise that selection of stuff added some fairly good defense. Since some of those have maximum levels....I also boosted them +5....I highly recommend at level 47 if you can afford the time and money....get yourself level 50 Luck of the gamblers +to recharge ones and boost those too....heck boost everything when it reaches maximum level.

    This is not a must do thing...but it does help....and if you are VIP you most likely have boosters you never used.

    I have to admit...I didnt realy try to softcap....Instead I worked on the regeneration, increased health and some defense....together that easily makes up for the defense and resistance holes.
  18. hey i noticed this thread.

    http://boards.cityofheroes.com/showthread.php?t=288581

    I think this might effect the stalker proc. also.

    going to effect the chance for +5 energy performance shifter thats for sure.

    The store ones got hammered but looks like the normal ones are going to be hammered as well.
  19. Not a bad build...not bad at all

    This the latest stalker type that I am currently playing.....ok leveling to an incarnate.

    ok so definately if you have not tried it too much...I had best post what is noticable right off...first thing you will notice is the energy getting depleated fast....also the knock back/mez resistance comes a bit late in the set but once you have it its a lot better.

    Energy recovery though for me has been troublesome....good thing is you will be very survivable.....just end up sitting around waiting for energy to come back if you do alot of proglonged attack chains.....which may or may not happen...happens to me alot as I have to compensate alot for other players.....which is fine....makes them all want to play stalkers then.

    Your build is fairly tight....but i have some suggestions that might help in the early levels and when exemplared.

    On Stamina you slotted it 6 with all performance shifters....might want to slot it to 3....then use 2 performance shifters and a standard stamina recovery IO....I understand the set bonus and wanting it...but you have enhancements not doing anything and you wont get much more recovery then what i suggest.

    Move 3 of the slots to health and put in the numina recovery/regen, tissue regen, and miracle recovery ones and a numina healing that should increase recovery and regeneration alot and you will be able to still have that benefit even while exemplared.
    (you can get these for merits...i think they are around 200 each or so)

    now for your build choices...i would suggest taking placate later....you took it at 12...I think you will want to have it...but may want a differing power first.

    You did an excellent job not using purples....I like that....it means you can realy get some good usage when you start getting them.
    And if you use boosters you are going to be really monsterous when you play.

    Again great job on the build.
    =^_^=
  20. Ok wow....Fairly tight build...Its a good one works well.....

    But i have a couple suggestions that will fix possible exemplar play things you might run into and fix future things as well..i noticed your knock back resistance is +4 right now....think i saw all the knock back resistance...anywise maybe it wont matter to you...but i would try to get the number up to +12

    To do that i noticed you slotted out health with the entire Numina set....i dont know what the concept for that was, set bonus is ok but not worth that....seams a bit over kill and you wont get any value from the recharge energy reduction some of the enhancements give....instead i would slot health to 4, placing Numina Heal and the Numina recovery/regeneration one in, and then put the miracle recovery enhancer in and then the other one from the other set that gives a regen bonus...you should see a higher value across the board that way on your statistics(recovery of energy and regeneration or health)...if i am counting right that should leave 2 enhancements slots open from that.

    That should allow you to slot hide(one more slot) and another defense power of your choice(i would choose the one that is lowest level for the exemplar possibility) to put the defense knock back protection ones into to get you up to +12(think they cost 125 merits each)....with the bonus of always have the resistance at any level you exemplar to.

    One other thing....i dont know if its worth considering....but i notice you have three performance shifter enhancements in stamina....now thats good for the set bonus....but...if you instead changed the recharge/endurence one to a straight endurance one you should get a higher recovery value...in fact you could get level 50 of the performance shifter endurence one and a endurance one and boost them to +5 and then have a a much much bigger recover bonus from that.

    Personaly your build looks pretty solid and does as the title says definately at the soft cap.

    All i am suggesting is some things that might help you or someone else with some of the other annoying parts of the game.

    On a personal note i personaly never bother with the fighting pool at all...since i found it be unrealistic to expect the defense of 5% it gives to be more meanigful then using set bonuses to do the same thing.

    And of course i cant ever bring myself to use combat jump, super speed, or hasten much on my stalkers...i end up sticking with flight...using hover alot and utilizing its 360 movement and knock protection and abusing fly and after burner...which by the way after burner makes a wonderful emergency defence power, with its bigger defense it gives, plus can be slotted for defence as can hover....oh and as others can tell you i have recall friend...so i am very popular at times.

    But thats all apples and oranges....

    Your build is solid and works...all i am doing is giving suggestions for alternate ways to do things...to help with the differing levels....like when you do the positron task force and run into a bunch of ruin mages...or play the moofire or hess task forces and get hit with the explosives from the council...getting knocked around alot isnt too much fun...much more fun to stand there and ignore it while everyone else falls down.

    Again excellent build...and not using ten trillion purples to do everything...and if enhancement boosters where used to...the effects would be staggering.
  21. Its not just with the assassin strike. Alot of the staff effects have a delay....long enough that i can sometimes do 2 more attacks and jump away before the starter attack does anything.

    I have not seen this happen on any of the other stalker sets either.

    Getting a weird 2 second delay is just plain odd looking and makes it difficult to play at times....because sometimes you miss but dont know that for number of seconds....other times you hit....but you dont realize you have killed the target...thus end up wasting attacks you didnt need to use.

    Also if no one noticed the staff attacks sometimes use more energy then their listed value, not sure why they do that either.
  22. Quote:
    Originally Posted by BrandX View Post
    I'm kinda wondering if Incarnate abilities are involved with the Fire/Fire/Fire Blaster.
    The trick is to have enough recharge....you will know when you have enough when your immobolize hits the monster and you get the nice fire graphic while it can no longer move.

    At that point you will eat its health super fast...hot feet, blazing aura and burn will literaly be making its health go down very quickly well combined with your active attacks.
  23. Best way to play is to know what you can do...and play that way....and not try to things stupidly.
    Also to use your inspirations....they are there for you and your team and they come back.
    Another thing...when on a team play with the team...help them..dont hinder them...dont run to the end of a find 3 items a bookcase and defeat rollister...unless you can defeat it without dieing.
    Also dont die....if you die alot...you are not playing right.
    Stay near the main tankers if you are having trouble....help them....dont herd for them...or get them aggro....help them kill.
    Lastly dont rely on everyone else...realize you will have to pick up the slack.

    In otherwords best way to play is to play....if you need to hit and run fine....you should never have to be hidden all the time....and if you are doing hit and run only...realize your build is having trouble.....find out why and correct it....its just that simple.


    Oh and dont try to mimic other stalkers that do incredible things....make your own path....thats the best way to stalk in this game.
  24. I have to aggree with some of the posters...

    I too thinks the snipes should give no aggro to anything around the target it hits.

    I also think it should do what its descriptions says....and actualy do extreme damage.

    And weairdly i think on blasters these things should be longer ranged.

    I realize this would alow a blaster to sit back and shoot things at super super long range....but good gravy...if thats what a player wants to do then fine.

    They have a failry long recharge and are interuptable and they take time to shoot....so why not allow the blaster to actualy sniper things....

    If it was possible i would say change the way they work so they work like sniper attacks in first person shooter games...where the blaster would get a scope and reticle and be able to make head shots....
    But that would require a huge mechanic creation.
    So i dont think that would ever happen.
    But that kind of mechanic would definatley make them stand out as an archtype thats for sure.
  25. I'd say Dual Pistols as a primary and Dark as a secondary.

    I actualy want to like these two sets....but...i just cant help but feel like they are penalyzing the player way too much for what they do and what they give the player.

    I think i sent in some example bug reports...as in some real good reasons....like for example....at level 20 with dual pistols i decided to go beat up trolls at a troll rave....It was taking me 3 to 5 attacks to kill the supa trolls....5 levels below me and it was taking 5 attacks?!?.....fine i still did it and got the badge for them....i then went over to defeat the ravers......again 4 or 5 attacks to beat minions 5 levels below me.....i hit groups and yet wasnt doing much damage...fully slotted and not doing much damage against things 5 levels below you...means the set is severly broken....should only be taking 1 or two shots....with out anything sloted due tothe bonus you get from level difference...but wasnt happening...

    As for the dark....i decided to figure the numbers i was getting from the buff and how many it would take and how long it took to get it and things....and found for a buff power....that seamed to miss alot....it didnt give much buffage and wasnt worth the time and energy.
    So my test was the easy one...mender tessract and going back to outbreak....then i rolled into a differing flash back....and told the developers to play those using dark/dark blasters....they should easily see the issues with the dark secondary that way....and how one of the dark blast powers should have been Dark Obliteration instead of the knock down torrent duplicated power.....As i feel Blasters dont need another Torrent power in another set.