Sockem

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  1. [ QUOTE ]
    Okie I want to ask a related question, also yay first post.

    What about the fact that fire has 4 situational useless powers.

    1 Temp protection... really useless... there isnt enough fire or cold for it to matter.

    2 Fiery embrace... situational, unless you are fire/fire its usefullness is highly questionable.

    3 Rotp..... a tank shouldnt need a self res and it doesnt even come close to being as good as granite or unstop

    4 Burn... a power that deaggros mobs and makes them run and gets your team killed is questionable at best.


    [/ QUOTE ]

    None of these powers are really available to a fire tank. Their worthlessness allows you to take boxing, tough, combat jumping, super jump, and acrobatics. Those are the real powers within the set.
  2. I forgot all about this thread... so I guess I'll post what I've posted before here

    Assualt Rifle:
    It either needs a damage increase, an unresisted component, or aim. I've love to see all 3 but I doubt that'll happen.

    Electrical Blast:
    End drain needs a rework.
    Short Circut needs it's base end drain raised or needs to have it's damage, recharge, and end cost rescaled.
    Voltaic Sentinel needs to either be turned into a Power Burst/Blaze/Bitter Ice Blast/Shout clone or turned into some type of Sapper attack.

    Energy Blast:
    I always looked at Energy as the base line to which other sets were measured.
    About the only thing I'd change are the longer rooting animations but we all know the animations are here to stay.

    Fire Blast:
    I now consider this set to be the base line that other sets are compared to.
    Rain of Fire needs a status effect other than DoT. Possibly -spd?

    Ice Blast:
    The king of PvP primaries.
    The animation of Bitter Freeze Ray needs to be reduced or give it higher damage to compensate.
    Blizzard... 1 of my 2 complaints is getting fixed with the ability to buff it. It still ends if you faceplant before it finishes.

    Archery:
    I don't know where to begin other than this set should have never been created.
    Same fix as Assualt Rifle... a damage increase or an unresisted component.

    Sonic Blast:
    Similar to energy with long rooting animations which we know are here to stay.


    Devices
    Taser needs a rework. A chance for a Mag4 boss Stun or a base -25 End drain could be added. In PvP it should drop 1 toggle 100% of the time.
    Cloaking Device was fine before all of the changes to stealth. It needs it's -Perception raised, end cost and recharge lowered.
    Time Bomb should be targetable and destroyable.
    Auto Turret need to have a slug and flame thrower attack added. When it's destroyed it should have a Trip Mineish explosion.

    Electricity Manipulation
    I would change only one thing
    Make Lighting Field's -End Auto hit. It's damage should still require a ToHit check (ala HotFeet).

    Energy Manipulation
    Stun should get whatever new animation that it shares with Claws.

    Fire Manipulation
    I'd make it look like this...

    Ring of Fire
    Fire Sword
    Build Up
    HotFeet (Reduce it's End Cost)
    Consume
    Burning Touch (Melee Hold with DoT)
    Fire Sword Circle
    Fire Imp (Pilcrow's Idea)
    Greater Fire Sword

    Ice Manipulation
    Mine...

    Frozen Fists
    Ice Sword
    Build Up
    Chilling Embrace
    Energy Absorption Autohit PBAoE +Recovery, Foe -Spd, -Rech
    Ice Patch (make it ranged like Pilcrow's idea)
    Shiver
    Freezing Touch
    Greater Ice Sword
  3. [ QUOTE ]
    (K5) Increase Density (Ranged, +Res( Hold, Immobilize, Disorient, Knockback, Smashing/Energy damage), -SPD) - Increase Density is kinetics status effect reducing power, being able to break someone out of every effect except for sleeps, confuses and fears. In place of this protection, it has a couple of additional benefits that Clear Mind doesn't have. First is Knockback protection, useful for those Dark Armor scrappers in your life . Second is the substantial resistance to smashing/energy damage which it provides. It also provides resistance to Teleport Foe powers in PvP.

    [/ QUOTE ]

    You forgot Repel resistance again Frosty...
    Res(Hold, Immobilize, Disorient, Knockback, Repel, Teleport, Smashing/Energy damage) -SPD
  4. [ QUOTE ]
    Completely unrelated to the topic but man i hate that telekinesis. I dont PVP much but the last couple of times i was out with my dm/regen, i ran into telekinesis and there was nothing i could do. Was pinned to a wall...i wasnt killed...just held there forever.

    [/ QUOTE ]

    TK is the only hold that doesn't abide by the laws of supression.

    As for the topic of the thread...

    How long is the AS activation?
    How much damage can a blaster or scrapper dish out in that amount of time?
    Does a blaster or a scrapper have to be rooted or have a "hidden" state?

    These are the reasons that AS doesn't have to be checked twice.
  5. Nope, they have a self heal that is similar to Reconstruction.
  6. [ QUOTE ]

    Besides that, some of the sets (I know at least regen and ninjitsu have one, not sure about energy aura) have a Dull Pain equivalent that gives them much more HP, near un-buffed scrapper levels.


    [/ QUOTE ]

    Dull Pain is only available to Regen and I'm not even going to talk about how gimp that set is as a stalker secondary.
  7. My fixes would be as follows

    Assualt Rifle:
    It either needs a damage increase, an unresisted component, or aim. I've love to see all 3 but I doubt that'll happen.

    Electrical Blast:
    End drain needs a rework.
    Short Circut needs it's base end drain raised or needs to have it's damage, recharge, and end cost rescaled.
    Voltaic Sentinel needs to either be turned into a Power Burst/Blaze/Bitter Ice Blast/Shout clone or turned into some type of Sapper attack.

    Energy Blast:
    I always looked at Energy as the base line to which other sets were measured.
    About the only thing I'd change are the longer rooting animations but we all know the animations are here to stay.

    Fire Blast:
    I would consider this set to be the base line that other sets are compared to.
    Rain of Fire needs a status effect other than DoT. Possibly -spd?

    Ice Blast:
    The king of PvP primaries.
    The animation of Bitter Freeze Ray needs to be reduced or give it higher damage to compensate.
    Blizzard... 1 of my 2 complaints is getting fixed with the ability to buff it. It still ends if you faceplant before it finishes.

    Archery:
    I don't know where to begin other than this set should have never been created.
    Same fix as Assualt Rifle... a damage increase or an unresisted component.

    Sonic Blast:
    Similar to energy with long rooting animations which we know are here to stay.


    Devices
    Taser needs a rework. A chance for a Mag4 boss Stun or a base -25 End drain could be added. In PvP it should drop 1 toggle 100% of the time.
    Cloaking Device was fine before all of the changes to stealth. It needs it's -Perception raised, end cost and recharge lowered.
    Time Bomb should be targetable and destroyable.
    Auto Turret need to have a slug and flame thrower attack added. When it's destroyed it should have a Trip Mineish explosion.

    Electricity Manipulation
    I would change only one thing
    Make Lighting Field's -End Auto hit. It's damage should still require a ToHit check (ala HotFeet).

    Energy Manipulation
    Stun should get whatever new animation that it shares with Claws.

    Fire Manipulation
    I'd make it look like this...

    Ring of Fire
    Fire Sword
    Build Up
    HotFeet (Reduce it's End Cost)
    Consume
    Shocking Grasp Clone (Melee Hold)
    Fire Sword Circle
    Fire Imp (Pilcrow's Idea)
    Greater Fire Sword

    Ice Manipulation
    Mine...

    Frozen Fists
    Ice Sword
    Build Up
    Chilling Embrace
    Energy Absorption Autohit PBAoE +Recovery, Foe -Spd, -Rech
    Ice Patch (make it ranged like Pilcrow's idea)
    Shiver
    Freezing Touch
    Greater Ice Sword
  8. [ QUOTE ]
    [ QUOTE ]
    I picked up an enzyme recently at a Hami raid and... is it just my imagination or is an enzyme really providing a 33% defense BUFF ?! That would make it better than Cyto's which only provide a 20% defense buff.

    [/ QUOTE ]

    It's a bug. It'll be fixed.

    EDIT:
    More specifically, Enhancements should only effect the things they are listed as effecting. Dual and Multi enhancements (such as Hami-O's) sometimes break that due to a flaw in our system. That flaw will be being closed in the not so distant future.

    [/ QUOTE ]

    Darn, I really liked the dmg/rng in headsplitter.
  9. [ QUOTE ]
    [ QUOTE ]
    Also, name another AT that villians have that can even stand up to the Heroes.

    [/ QUOTE ]
    Brutes, at lvl 40, a dark/dark brute allmost killed my lvl 50 invun/stone tank in the arena, add 10 lvls and the brute will be uber compared to a tank.

    [/ QUOTE ]

    Thats because invuln is a joke against non-S/L damage.
  10. [ QUOTE ]
    The only time I ever smiled when getting 1-shot AS'd was while my Controller was traveling 80+ mph across Siren's Call headed back to the entrance. I hit the main road that intersects with the hospital drive after maneuvering the obstacle coarse (area where the road is broken) and POW. Now that was impressive! I still haven't figured that one out. Only thing I can think of is that he blocked the little gate and I bounced off him, instead of the wall as I thought I had and when I continued on, he already had it queued up. Since I never broke LOS, that would explain it.

    [/ QUOTE ]

    AS is almost exactly like Snipe on a Blaster (with the exception of a ~5 ft ranage). If you play a stalker enough, you start to get good at hitting moving targets.
  11. Sockem

    Two things...

    [ QUOTE ]

    2. We'll be putting in a check that prevents "one shotting"; if anything occurs within a fraction of second that brings a player from 100% Hit Points down to 0, we instead give the player 1% Hit Points.


    [/ QUOTE ]

    I'm more interested in a fix like this for NPCs. This also doesn't say anything about a player that's been hit with a -res debuff.

    My "Two things..."

    1. This doesn't really change a thing.
    2. The whiners will want more.
  12. Buffy, I respect you as a poster and I refer to your numbers all the time. I have noticed that since you've returned to the boards, you've made some uninformed remarks about stalkers.

    Uninformed may be the wrong word, but please roll a stalker and PvP with one before passing judgement about anything.
  13. [ QUOTE ]
    How were these values determined?

    [/ QUOTE ]

    If I had to guess...

    Open up your map, right click on a location. Have the stalker go to that location... turn on Hide etc till you can't see them.
  14. I've had so many it's hard to say which one is my favorite so here are my most recent ones...

    I logged into my old Katana/Regen scrapper and an SS/Invuln brute wanted to 1v1 me in Sirens. I held my ground, and he eventually hit me for 3/4 of my HP with KO Blow. I hit Dull Pain, and eventually downed him without getting one crit.

    I'm on my stalker in Sirens when a blaster asks, "Whats that power that makes it so that I can't target stalkers?" I notice he's at 3/4 health, hit Build Up, TP next to him, type Placate in Local, and AS finished him off.
  15. I knew EA was buffed at one point... didn't know it was just for Brutes though. I know all about how regen scales with HP. So chalk this up to uninformed conspiracy theories.
  16. I wouldn't be suprised if those are the numbers for both Brutes and Stalkers... here is some logic for you all to digest (not taking into consideration the different caps and HP).

    Brute Invuln = Scrapper Invuln
    Scrapper Regen = Stalker Regen (minus QR of course)

    In other words... Scrappers, Brutes, and Stalkers have the same base values.

    So I don't see why the base values of EA for Stalkers and Brutes wouldn't be the same.
  17. From the old Issue 4 update page:

    [ QUOTE ]

    Inherent: Brawl (33% chance of dropping one toggle)
    Blaster: Devices: Time Bomb (100% chance of dropping one toggle, 75% chance of dropping a second toggle, 50% chance of dropping a third toggle, and 25% chance of dropping a fourth toggle)
    Blaster: Devices: Trip Mine (75% chance of dropping one toggle, 37% chance of dropping a second toggle)
    Blaster: Electrical Manipulation: Charged Brawl (100% chance of dropping one toggle, 20% chance of dropping a second toggle)
    Blaster: Electrical Manipulation: Havok Punch (100% chance of dropping one toggle, 75% chance of dropping a second toggle 50% chance of dropping a third toggle)
    Blaster: Energy Manipulation: Bone Smasher (100% chance of dropping one toggle, 75% chance of dropping a second toggle 50% chance of dropping a third toggle)
    Blaster: Energy Manipulation: Energy Punch (100% chance of dropping one toggle, 20% chance of dropping a second toggle)
    Blaster: Fire Manipulation: Fire Sword (100% chance of dropping one toggle, 20% chance of dropping a second toggle)
    Blaster: Fire Manipulation: Fire Sword Circle (75% chance of dropping one toggle, 38% chance of dropping a second toggle 19% chance of dropping a third toggle)
    Blaster: Ice Manipulation: Frozen Fists (100% chance of dropping one toggle, 20% chance of dropping a second toggle)
    Blaster: Ice Manipulation: Ice Sword (100% chance of dropping one toggle, 40% chance of dropping a second toggle 15% chance of dropping a third toggle,
    Force Field: Force Bolt (33% chance of dropping one toggle)
    Force Field: Repulsion Bomb (100% chance of dropping one toggle, 75% chance of dropping a second toggle)
    Force Field: Repulsion Field (10% chance of dropping one toggle, 5% chance of dropping a second toggle)
    Kinetics: Repel (5% chance of dropping one toggle)
    Peacebringer: White Dwarf Strike (50% chance of dropping one toggle, 5% chance of dropping a second toggle)
    Storm Summoning: Lightning Storm (50% chance of dropping one toggle, 25% chance of dropping a second toggle 10% chance of dropping a third toggle, 5% chance of dropping a fourth toggle)
    Storm Summoning: Thunder Clap (100% chance of dropping one toggle, 75% chance of dropping a second toggle 25% chance of dropping a third toggle)
    Warshade: Black Dwarf Strike (50% chance of dropping one toggle, 5% chance of dropping a second toggle)


    [/ QUOTE ]

    Outside of these I know AS from stalkers has a 100% chance to drop 2? toggles.

    The devs haven't released notes as to any other villain powers that drop toggles.

    With Issue 7 they'll probably release a whole nother list.
  18. Sockem

    Dark Armor/Melee

    [ QUOTE ]
    [ QUOTE ]
    Well, yeah. But hide stacks with pretty much every other stealth power out there, I think - or does it? I'm not really sure myself. Doh.

    [/ QUOTE ]

    Concealment: Stealth and Cloak of Darkness are Mutually Exclusive.

    I think you'll all be pleased with Dark/Dark for Stalkers.

    [/ QUOTE ]

    As we hashed out a couple pages ago about CoD... that just means they keep Soul Transfer... HAHA!
  19. Fire Melee: You'll find most fire Blasters that PvP take HotFeet. I'd like to see HotFeet available sooner in the set (so you could at least use it in Sirens). Swap out Burn or Combustion for Greater Fire Sword. HotFeet's end cost is also pretty high.

    Elec Melee: Make Lighting Field's -End Auto Hit but the damage require an accuracy check.
  20. Sockem

    Dark Armor/Melee

    I forgot about that as well...

    Fine you can keep CoD, but it doesn't stack with Stealth so there.
  21. Sockem

    Dark Armor/Melee

    Melee:
    I see most of the utility powers eating it with exception to ToF.
    Shadow Maul was already mentioned as probably not making the cut.

    Armor:
    DS, OG, CoF, DR I can't see them making the cut. Giving DA the ability to stack Stealth+Hide within the set wouldn't be fair to any of the other secondaries... with the exception that DA will probably remain RES based (and Stalkers are better off as DEF based).

    I'd be willing to bet that they leave in Soul Transfer.
  22. [ QUOTE ]
    I thought Posi already posted somewhere that fall damage doesn't "count", so Defiance wouldn't have kicked-in for the scenario described by the OP. Defiance only works when the damage you've taken comes from actual combat, not from falling to 1 HP -- I believe Posi said he did that on purpose to address a potential Defiance exploit?

    [/ QUOTE ]

    Nope, I rolled 2 blasters during the holiday/winter event. Both ran around at 1 HP one shotting mobs and taking quick trips to the hospital till they hit level 10.
  23. [ QUOTE ]
    [ QUOTE ]
    How will this change effect gettting AV Badges? Will you still need to defeat the AV or will the Elite Boss give you the badge too?

    [/ QUOTE ]

    Good question

    [/ QUOTE ]

    Same
  24. [ QUOTE ]
    What baffles me is that some of you actually believed it WAS valid at all.

    Was it arrogance? Lack of common sense? No concept of the obvious? Or just plain old ignorance?

    [/ QUOTE ]

    Most people claim tatics are valid because there hasn't been word otherwise.