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Was probably Assault against a Pylon.
Also, that's a new term. "SBE"? -
StJ's AoE takes a different intuitive playstyle to properly utilize. I'd say it's "Above Average" to "Good". Spinning Strike not only does a lot of damage, looks awesome, but SOUNDS satisfying to hit with. It's arguably easier to hit maximum targets with Spinning Strike then most 8 Radius AoEs.
Sweeping Cross is /shrug. Figure it out and it's a good AoE. -
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Quote:It starts out weak, and stays weak. Sustained AoE damage is not what City of Heroes bases AoE damage upon; it's Burst AoE damage. Clearing out as many Lieutenants and Minions as possible in the opening salvo. When has 'sustained' AoE damage mattered aside from Fire Farming and such? I'll admit Spines isn't bad for certain Farm Maps, but Sustained AoE goes against pretty much every main team concept.I find it funny that you always talk like your opinion is the absolute truth. People debate with you because they don't agree and then you ask them why they don't agree?
Spines is a late-blooming set for sure. It starts out very weak (to the point of torturing) but it's one of the better sets for Stalker especially with the new AS change. It now has a great ST attack that it didn't have before. Also, I love purple chance for knock down in Throw Spines. It works quite well when you open the battle BU + Throw Spines and 25% of the target gets knocked down. Spines has very good complimentary secondary effects. In fact, I believe Castle said Spines has a bit "too much" secondary effect. Spines has slow debuff, immb, and knock down.
Spines has much better sustained aoe damage, and Elec is better at burst aoe damage.
And Thunderstrike is one of the weaker powers in set IMO. Yes, it's a good follow up after Lightning Rod but that's about it. It is slow and its radius isn't big and the aoe damage part isn't high. I do like Chain Induction a lot. I think it has a great potential with damage procs. I think you can easily substitute Fireball with Thunderstrike in pve.
AKA; blow it up immediately.
So yeah, I disagree. Burst AoE beats Sustained AoE in almost every situation I can think of that isn't a farming map. If you know of another, by all means? -
Quote:I assume you feel this way because of Assassin's Strike? Fair enough, although I do feel it could stand to have it's lackluster Single Target addressed.Yes, it does better AoE than practically any set. It's very well balanced...for Stalkers. And while Spine Burst is slow like Thunder Strike, Spine Burst is *not* the workhorse of Spines. That is taken care of by Throw Spines (great AoE and fast so can be used on fewer foes too) and Ripper (not quick to animate but hits very hard *and* hits multiple foes easily). Spine Burst, at best, supplements your AoE and secondary effects like Chain Induction does, and at worse can be skipped.
For Stalkers? Yes, Spines is good and Spines is fine. For everyone else? Maybe not. For Scrappers, the only saving grace of the set is its continuous AoE (aka its ability to stack damage auras) but for a Brute, I have a feeling it'd have trouble building fury and for a Tanker, it wouldn't have many powers with an AoE Gauntlet effect (just taunt on its AoEs). The set could stand to be rebalanced, yes, but not because it does not do good AoE dmg, but because it does too slow ST dmg...except for Stalkers.
Gotta emphasize that last part. For Stalkers, the set is an overperformer thanks to AS. Slotted for cost (END/rech) and used whenever its up, there's no reason not to be able to take down ST foes with moderate ease.
As for secondary effect? It does have a 'kill it' secondary effect in the toxic DoT. Just like Fire Melee, except it has -rech, slow movement and immobilize as well...which can all help a melee character kill even faster due to less running foes...then there's the range in there too.
I should probably consider the fact the AS overhaul really helped Spines out. Too bad it's still hideous. -
Quote:I know how City of Heroes 'Spheres' work, but it's still not seven times, as much as you'd like to claim it is. Or is it? Who cares, it sucks in comparison to Burst. Stop claiming otherwise.I'm sorry you don't know the formula for the volume of a sphere. Google could probably help. What I'm saying is that spines is a top aoe set for stalkers, in response to you saying it is bad for aoe. You are mistaken, feel free to try again. Be sure to post your protips for causing chain lightning to never jump to something that is nearly dead for bonus points.
I was curious so I checked how many times CI can even jump: turns out it's five times. The best case scenario for CI is dealing less than half as much damage as saturated spine burst. It does it in more than twice as much time, but CI also does not apply any procs off the jumps. Add interface and procs and spine burst is superior aoe to CI in every important way. Spines is better than elec for aoe, QED. Whoops, silly me: CI can crit off its first hit, not on any of the jumps. Spine burst can crit on each hit, 50% from hide. It is radically superior to CI for aoe. Lightning rod can't crit at all, throw spines has 50% crit from hide. Spines actually makes elec look like garbage for aoe. Your thoughts, Reppu? I'm sure they'll be relevant.
And that's nice for Spine Burst. It still animates 2 seconds slower than Chain Induction, costs more endurance, recharges slower, etc etc. It's an inferior power, as much as you'd like to praise it isn't. The fact it's so much slower is it's major flaw. Again, you're free to say it's superior. That's your right. I simply disagree with you and that's that. I do not have to agree with you nor will I ever.
TL;DR - Spine Burst is inferior to Chain Induction.
Lightning Rod hits harder than Throw Spines does, scales better, thusly it makes up for the 50% Critical Damage 'loss'. Okay, I'm fine with that. Your point? Lightning Rod also has a few utility tools; AKA you stay hidden, so when you Lightning Rod in, you can position whatever other AoE you want. Who knows! Options are lovely.
Anyway, I'm bored. Electric Melee is better (in my opinion), due to having substantial AoE AND now far superior Single Target than Spines AND being visually more attractive. You're free to justify spines, I could care less if it's buffed or not. It's an ugly set anyway!
I think we're getting off track, badly, as it is. Can you look at me and say Spines is fine as it is? For the "AoE Damage Focused Set", is it superior to anything currently 'contesting' it? Also, you mention Thunder Strike being slow, and it is. Horribly slow! But so is Spine Burst.
I'm sure Spines is 'fine'. And it 'performs'. But I don't think it's AoE is good enough to warrant anything else the set gave up. It's secondary effects? I invoke Blaster Logic there. The best secondary effect is killing something dead, faster. Few alternatives are as good as that.
So; Is Spines Good where it is? -
Quote:8 x 7 = 56Chain induction is a great attack but to call it reliable aoe would be wrong. Incredibly common scenario for my elec/ice: bu-lr-ci: most of the minions are a sliver away from dead, the first jump kills one, that's all the aoe it does. Who cares, it's up again in three seconds, but the point is that at any given moment you cannot count on it to produce good aoe damage. You definitely can't count it as equal to spine burst in an overall comparison of elec and spines if ripper is jacob's ladder's big brother and throw spines is comparable to lightning rod, which it is. Spine burst may be slow as heck but if you hit ten targets it is entirely worth using, something that is easy to do compared to most other stalker aoes. You like burst, huh? Spine burst hits an area seven times as large as burst. Have fun with those 100% crits.
Spine Burst is Radius 15.
... Nope!
Although more seriously; yes. I'll take my 100% Crits that activate quicker, with higher base damage, 100% critical damage, all for the low, low price of smaller radius.
... And doesn't have the horrible Spines coating, and the really dorky "HURRRRRRRRBLAAAAAAAAAAAAAARGH!" animation ;P
Spines is underpowered, why are you debating this? Are you saying Spines AoE damage is worth it's lack of single target? If so, alright. It doesn't need buffs.
Also, in regards to Chain Induction? The problem there lies between the keyboard and the chair, not Chain Induction as a power. -
Quote:True, they are Radius... 10? I think? Pretty decent, although they're held back a bit I won't say it's BAD AoE, because it's not. It's just not going to be better than someone who's REALLY good at positioning Burst/Spinning Strike/etc.I think the thing with staff is that it has two AoEs, which both have extended range (secondary effect of the set). Really radius is what hampers both km's burst and stj's spin; even when the enemies crowd up on each other you will not hit nearly as many with those powers as you would with staff/elec/spine. I have high-level stalkers of all these primaries (except staff, obviously), and as far as I can tell, even with the broken nature of burst, elec and spine leave the other two in the dust in terms of AoE.
I agree that spines needs an overhaul. Throw spines is fan-freaking-tastic on a stalker, but the rest of the set is clunky and low damage. -
Quote:Staff's AoE isn't that good. Worse than Kinetic Melee for sure. Burst is pretty overpowered, though.Reppu, spine burst may be pretty crap DPA but that isn't the only aoe spines gets. Ripper is analogous to but better than jacob's ladder, a very good attack, and throw spines is a top tier stalker aoe. It's basically shockwave but without your team yelling at you for using it. Elec probably does beat spines for aoe but I'm not so sure anything else will until staff. Really I'm not even that sure about elec.
Ripper is 'fairly standard' Range 7: Radius 90. It's not that great but it's something
Spine Burst is ugh.
Throw Spines is the only thing really worth acknowledging.
Meanwhile, Kinetic Melee has Burst... which beats all of the above because it's Burst. It's broken and it's been known to me.
Jacob's Ladder is 'okay'. I wasn't claiming anything amazing from it. It's lesser than Ripper for potential AoE but it's a better attack.
Chain Induction is what you're there for. Delicious AoE damage, although 'slightly delayed' due to the jumping mechanic.
And then Lightning Rod. Sure, the cooldown is long, but it's short enough to be there for mostly every single spawn, at least at high recharge levels.
And Street Justice has Spinning Strike. Even opening with it with 0 Combo Points at Stealth isn't bad, and you'll have it saturated for the second salvo really quickly. Otherwise, just combo point up with an AS from stealth on a Boss, punch that boss, then when everything is swarmed they eat a Spinning.
All things said; Spines is derpy. Needs overhaul. -
Quote:It is. Known bug.Please tell me Mids is miscalculating the damage of CU. On a fully slotted build with "show max possible" on, build up on, and with musculature *core* paragon, I'm showing 3039.4 smashing damage. AS is showing 1255.9 damage. Even with buildup off and "show minimum" on, CU is still showing 2272.6 and AS is showing 944.4.
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Quote:Spines won't beat Kinetic Melee in burst AoE damage. Or Electric Melee. It also can't remotely get close to... any of their Single Target. You did suggest a badly underpowered set had any advantages.It doesn't hurt me at all. It only shows me that you are very biased and unwillingly to accept the fact that not every set is designed to do the same amount of DPS. There are other factors involved.
So good luck finding your conclusive evidence because beating a pylon doesn't really mean much to me. Just because SJ has the best dps against a pylon doesn't mean it's the best set and I've given examples of situations where SJ isn't superior, except that you tend to think SJ is superior in EVERY aspect of the game. Yes, I am putting words in your mouth again because that's the impression you are giving me. Don't deny.
I think more people think more sets need to be brought up closer to SJ, Elec, Spines and Kinetic level than bringing them down. Before you nerf any set, make other sets better first.
... Willing to argue that it won't even beat Street Justice in burst AoE damage due to Spinning Strike.
There are absolutely no advantages to going Spines over Kinetic Melee and Electric Melee, and arguably Street Justice. It has poor attacks all around, offering absolutely nothing at all. It's AoE is weak, it's single target is weaker. It's a set that DOES need an overhaul.
Furthermore, it's not 'Pylon Test Damage'. Pylons are also good simulations for AV fights and such targets that require some extension of time. If the AV has a unique battle mechanic, sure! That sort of upsets things.
Slightly.
CoX will ALWAYS be a tank and spank game until further notice, so situations where AVs are largely immobile or otherwise easily controlled, then these tests MATTER. Get that through your head and stop ignoring things that hurt your logic.
BUT!
We're done here. When you put words in another person's mouth, you've forfeited the debate and all standing in it. Thank you for your previous time, although you still get angry way too easily.
I leave the following link for you in an attempt to help you deal with this issue: http://www.apa.org/topics/anger/control.aspx -
Quote:Protecting the Precious Thing isn't any better than what you claim I'm doing. Spines IS an underperforming set, I'm sorry. Don't put words in my mouth, that's just hurting you more and more.i disagree that "personal experience" means nothing. I think personal experience means even more than "hard data" when people try to calculate against a Pylon that is stationary and predictable in behavior.
You don't think the dev have calculated SJ's performance?
And I also disagree that Spines sucks. Obviously you are very biased on SJ and there is no point in debating. A well-slotted Spines and Elec are very good. Yes, they don't have SJ's kind of ST damage but they make it up for everything else. Spine has good aoe and very good slow debuff that's very beneficial to the team. It's even more nasty if you combo with /Ice. The slow debuffs will make enemies run away slower which will help melee to kill runners more efficiently.
Elec's ST damage isn't the top but it's not bad either. At some point you gotta find a good balance between ST and AoE. SJ has high damage aoe but small radius. I love my SJ/Ice but I also love my Elec/Will and Spine/Nin. I feel each combo shines in different area. Elec is at its best to take out easier minions. Spines is better at aoeing large spawns that take a bit longer to kill. SJ is very good at burst damage and taking out that one annoying target.
And I do have problems with MA and have said it many times, but I just don't think MA's ST damage is that inferior to SJ. It may be a tiny % off but that's hardly unplayable or rewarding a nerf on SJ.
Either way, this is boring and I don't need to debate it further, since many people who were initially against it are starting to acknowledge "Okay, MAYBE this actually has some foundation to consider".
We'll see. As I said earlier, I am dropping this until further conclusive evidence is submitted. But I would not complain if StJ took a small numbers tweak down. -
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Hm. Maybe Super Pack 2 as well?
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Energy isn't exactly that uncommon of a resistance. And really, the resistance types don't matter that much in practice. It's not something to go "Well Electric Melee is Energy focused so that's a BIG advantage!".
Maybe if it were Toxic, but since Energy is not uncommon, yeah. -
Quote:And then the Mind/Fire Dom poops on them.Please don't compare PvE stalker DPS performance to PvP stalker performance
A pve built stalker is not a pvp built stalker and the differences are quite large.
A chain for a stalker in pvp is BU > AS >(placate >)Sharks. repeat.
This cannot be used as an example sorry
But yeah, Stalker PVP and Stalker PVE = Two TOTALLY different things. -
In light of that... whatever it was, I present more Reppu. Pre kitsunetsuki, though.
Because it's about as relevant as THAT failure of game mechanics was. -
Wow. What was... what? I'm not horribly knowledged in CoX but even I knew THAT. That... what?
What the... WHAT? -
These things are supposed to be pricey and most likely not meant to be Toggle and Forget with 0.5 end/s?
Sounds good to me! -
Quote:It's not a 'pause'. You can fix the chain with out a pause, you just need to know how to do it.Well, I am curious to how StJ performs when played intelligently. Pausing to wait for AS and CU to synch back up when you miss. That has me curious how it will play out on the DPS.
Though, I'm less likely to care about the use of incarnate powers in use, where others are all "OMG SEE THIS WITH INCARNATES"
Note, this doesn't mean no IO use, but Incarnate level is silly to worry about as Incarnate level puts non incarnate content to shame, as was it's intention.
Additionally, your 'Incarnate powers shouldn't matter!' uh... doesn't really apply. Considering the bonuses from incarnate powers do not vary by any significant degree between power sets... eh, not arguing this. Moot point, BrandX.
Quote:Actually, the only thing I can agree on is some sets need to be brought UP first and then you compare them. Right now some old sets lose pbaoe but their ST ability is not greater than SJ.
Bring up the performances of other sets and then we have a more clearer picture.
I have both incarnate SJ and MA. While SJ has greater burst damage, MA has a much smoother dps. In regular game setting, that massive burst damage can easily be wasted.
And also, I don't think SJ is superior than Electricity and Spines. Elec and Spine with the new AS perform extremely well on a large team.
And, eh. Spines is extremely poor. It's slow, it has no good single target attacks in the least, and has a number of other flaws.
Electricity definitely benefited because it's ST attacks were only lacking one absurd attack. It got that. Is it better than StJ overall? Nah. Their reduced critical numbers and reduced base damage REALLY hurts Electric Melees prowess. It's a great set, though, definitely. Just, it's definitely not vastly superior to KM or StJ.