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I don't have experience with that mission but there's a villain tip mission that regularly fails to complete for me. I click a glowie and defeat the resulting ambush, which is supposed to complete the mission, but doesn't. I know I'm defeating all the mobs in the ambush since solo it's easy to know how many to expect.
Sometimes it will complete as it should, other times not. The last time it failed to complete I exited and reset, tried again and that time it worked.
There's always auto-complete if all else fails.
I called in a GM to that mission one time and was informed that GMs lack the tools to determine why the mission is not completing in cases like those. Fortunately mine was nice enough to complete the mission for me. -
It has a fixed chance to instantly recharge Build Up, not affected by hidden status or nearby allies. So you won't want to use it as an opener from Hide, or after Placate, but it does mean you'll probably want to use the power every time it's up.
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I think /Storm works better on Controllers, but for Corruptors I like Dark/Storm. Dark/ provides a self heal to patch up the occasional hit that gets through. The immobilize in TT can be nice depending on your playstyle. It helps prevent runners triggered by the fear effect LS and Tornado have. It's also nice if you like to use the positioning tools to push mobs into a corner and keep them there. Then there's the synergy between the -tohit in the blasts and Hurricane. The lack of Aim in Dark Blast isn't a problem due to the -def in Freezing Rain.
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Quote:You state this as an absolute rather than what it is, your opinion.Again, a Brute does not want OG. It hinders fury generation and is a general pain in the butt. Skip it.
I have OG on my /DA Brute and I run it full-time. I don't have problems maintaining aggro or fury while filling the primary tank role for teams. If you don't like it, that's fine, but it is not an absolute truth that it is a poor power for Brutes.
I run Cloak of Darkness as well, and the only problem I've had when tanking on teams is the one that someone mentioned earlier. Occasionally a nearby spawn that didn't see me will see and attack my teammates. It's not a particularly difficult problem though. It just means I have to throw a taunt or attack and nearby spawns so I get aggro before my teammates. -
There's no primary that synergizes particularly well with /SR. I wouldn't worry about the endurance burn personally. There may be some rough patches in the leveling, but in the end you can make it work with IOs and APPs/Patron pools.
To me the main question would be if you are planning to address survivability primarily through IOs. If not, I'd pick a primary that helps in that area. Ice or Dark maybe. If you think you'll have that covered Fire would be a good choice IMO. Rad isn't particularly strong in any one area, but is pretty decent all around. It also allows you to slot the AH proc for a little more -res debuffing without sacrificing AoE potential the way you'd have to with Sonic Blast.
Archery is possibly also worth considering. There are so few click powers in /SR that redraw would hardly be an issue. -
I think the only ways to know are if it's in the "known issues" list on patch notes, or if a dev speaks up on the matter. To my knowledge that IO bug has not been acknowledged publicly, so there's no telling if/when it will get fixed. My current approach is slot it even though it's not working and hope it gets fixed eventually. Considering I'm usually going for the 5-slot bonus with the set, it's not that much of a sacrifice over slotting the other remaining piece of the set.
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Taken from what you quoted:
Quote:At this point, they are about as strong as we want to make them -
Kinetics is my answer too.
As far as Sonic Resonance, I have a /SR Corruptor that has 70% S/L resistance and is permanently HP capped, along with a decent amount of regen. It may not be on par with a softcapped build, but I consider it to be quite decent. -
I'm probably picking nits here, but I sort of disagree that it was needed. I understand the argument that Brutes weren't meant to do more damage than Scrappers, what with their higher survivability and all, and therefore had to have their damage reduced. It falls apart when you look at Stalkers though. They have lower than Scrapper survivability and also lower damage in the majority of situations, and this has been deemed WAI by Castle. So the argument that higher survivability should mean lower damage has been proven false.
I wasn't against the fury change at the time but looking back I don't think it was needed at all. -
This is my WM/Dark Brute's current build. I'm already thinking of making some changes to it, but this is it as it is now. I agree with previous posters that the Theft of Essence proc is golden for DA, and the synergy between OG and Clobber is too good to pass up.
As you can see I went for a bit of smashing/lethal defense on the build with recharge as a secondary consideration. It really helps quite a bit. It's especially nice against Rikti since they deal a lot of energy damage, which DA is weak to, but their energy damage also has a smashing component, which the defense protects against. I've tanked most of the high end SFs with this build.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
WM/Dark: Level 50 Natural Brute
Primary Power Set: War Mace
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Villain Profile:
Level 1: Pulverize -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(11)
Level 1: Dark Embrace -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(9), S'fstPrt-ResKB(9), ImpArm-ResDam(15), ImpArm-ResDam/EndRdx(25)
Level 2: Jawbreaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(11)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/Rchg(46)
Level 6: Combat Jumping -- Ksmt-ToHit+(A)
Level 8: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(17), Amaze-Stun/Rchg(40)
Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), RctvArm-ResDam/Rchg(50)
Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(42), Mocking-Taunt/Rchg/Rng(42), Mocking-Acc/Rchg(42), Mocking-Taunt/Rng(43), Mocking-Rchg(43)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Death Shroud -- Armgdn-Dmg(A), Armgdn-Dmg/EndRdx(48), M'Strk-Acc/Dmg/EndRdx(48), M'Strk-Acc/EndRdx(48)
Level 18: Whirling Mace -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(37)
Level 20: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Rchg+(39)
Level 22: Dark Regeneration -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(27), Theft-Acc/EndRdx/Rchg(27), Theft-Acc/EndRdx/Heal(29), Theft-+End%(29), HO:Golgi(40)
Level 24: Boxing -- Empty(A)
Level 26: Shatter -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(31), Erad-Dmg/Rchg(31), Erad-Dmg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam(36)
Level 30: Build Up -- RechRdx-I(A)
Level 32: Crowd Control -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(33), Erad-Dmg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), FrcFbk-Rechg%(34)
Level 35: Oppressive Gloom -- Amaze-Acc/Stun/Rchg(A), Amaze-Stun(37), Amaze-Acc/Rchg(37), Amaze-EndRdx/Stun(50), Amaze-ToHitDeb%(50)
Level 38: Soul Transfer -- RechRdx-I(A)
Level 41: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 44: Invisibility -- LkGmblr-Rchg+(A)
Level 47: Stealth -- LkGmblr-Rchg+(A)
Level 49: Weave -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Knock%(46)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-Acc/Rchg(43) -
For me Stalkers and SoAs.
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There was a time when the only way to get information about a powerset was to either play it, or hear from someone who had. Guides were very useful. Now that we have so much more information available (real numbers, etc.) there's much less need for guides. You can just fire up the game, go into character creation, and find out most of what you'd want to know about a powerset.
If you look back over the older guides, you realize how much misinformation they had in them. Many were heavily colored by the author's personal preferences, playstyle, etc. They were still useful, but I know I've had the experience of rolling a toon based on information I'd read in a guide only to find out it was not at all what I was lead to believe.
Aside from there being (IMO) less need for guides, they are also more difficult to write I think. I'd guess most people looking for guides are those who don't want to be bothered to learn the details of the game mechanics and just want to play the game. They don't want to know about the numbers, they just want to know how it feels to play the set. Those people are also going to want help with IO slotting, so these days a comprehensive guide needs to cover not just the powers themselves along with how they interact with available pool and epic powersets, but also IO suggestions with possibly a few sample builds. Now it might be worthwhile to consider incarnate abilities as well. I'd guess a lot of potential guide authors find the prospect daunting. -
I played an Ice Control Dominator to 50 and IO'ed it to permadom along the way. When we were given free server transfers that character got banished to an unused server. Maybe my problem was starting out with some of the stronger control sets before trying Ice Control. I couldn't think of any reason to continue playing the set. It gives up reliable, solid control compared to other control sets and gains nothing in return.
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One additional factor is that Longbow Eagles have an auto power that suppresses stealth powers. It is the power that causes them to prefer to stay at range. It checks periodically if there is an enemy within melee distance, and if so causes them to fly some distance away. Why this power should suppress stealth powers I have no idea. I'd think it is a simple flag that could be turned off, but maybe not. I know it has been brought to the devs' attention, and the fact that it has not been changed would seem to indicate that it is either WAI, or not currently worth the effort to fix.
So for stealthing missions versus Longbow, give the Eagles a wide berth. -
What I usually do is AS, scrap a bit until she's low on health but above the trigger point for her to use her T9, then Placate->BU->AS. If I gauge it right, that AS finishes her off and she never gets a chance to fire off her T9. Occasionally she'll use her self-heal when I Placate and that may be enough to prevent the AS from finishing her. In that case I queue up my next biggest attack and hope it's enough to prevent me from having to twiddle my thumbs for two minutes.
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I believe this is my current (pre-I19) build. Note that I didn't bother to softcap AoE. I've never really felt the need. YMMV.
Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Spines_Nin: Level 50 Natural Stalker
Primary Power Set: Spines
Secondary Power Set: Ninjitsu
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Lunge -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(37)
Level 1: Hide -- Ksmt-ToHit+(A), LkGmblr-Rchg+(40)
Level 2: Ninja Reflexes -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Rchg+(15)
Level 4: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(40)
Level 6: Assassin's Impaler -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Dmg/EndRdx/Rchg(11), C'ngImp-Dmg/Rchg(17)
Level 8: Hurdle -- Jump-I(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), GSFC-Build%(39)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(17)
Level 18: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(37)
Level 20: Health -- Mrcl-Rcvry+(A)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23)
Level 24: Danger Sense -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Rchg+(27)
Level 26: Kuji-In Sha -- S'fstPrt-ResDam/Def+(A), Dct'dW-Heal(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx(36), Dct'dW-Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36)
Level 28: Placate -- RechRdx-I(A)
Level 30: Ripper -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34)
Level 32: Throw Spines -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Dmg/Rchg(33), P'ngTtl-Acc/EndRdx(33), AirB'st-Dmg/Rng(33), AirB'st-Dmg/Rchg(34), RechRdx-I(37)
Level 35: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(43), RedFtn-EndRdx(46), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(48)
Level 38: Blinding Powder -- CoPers-Conf(A), CoPers-Conf/Rchg(40), CoPers-Acc/Conf/Rchg(48), CoPers-Acc/Rchg(48), CoPers-Conf/EndRdx(50), CoPers-Conf%(50)
Level 41: Mu Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), RechRdx-I(50)
Level 47: Caltrops -- RechRdx-I(A)
Level 49: Stealth -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
Level 0: Ninja Run -
The proc should roll its chance for every foe hit by the Acid Mortar. I know the hold proc works this way, and the AM is arguably one of the best places to put that proc.
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Well I just double-checked CoD to be sure, and there's only one cone that applies -res. Neither the KB nor the sleep cone apply -res. That's one of my biggest problems with Sonic, it doesn't have a second AoE to take advantage of the -res applied by Howl.
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I agree that the slotting of Tar Patch is mostly wasted, but I disagree on the proposed replacement. I like being able to stack multiple Tar Patches for maximum -res debuffing. So mine is always slotted to the ED cap for recharge. You can do that with just 3 slots, which would free up 2 to be put to use elsewhere.
You could make up the difference and then some on the recharge by 4-slotting Dark Watcher's Despair in Darkest Night. You could also squeeze a little more defense out of the build by changing out the Def/End in Combat Jumping for a straight Defense. The end cost of Combat Jumping is so small there's no need to reduce it.
I would find a way to fully slot Stamina for end mod. My Fire/Dark is very end hungry, and it has fewer toggles than your build. With fully slotted Stamina +end proc +Miracle, I can fuel Assault, Shadow Fall, a patron shield, and Darkest Night while pumping out damage, but my end bar will drop slowly over the course of a protracted battle. -
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Am I the only one who finds it bizarre that in a thread begun by Castle stating that there will be no further Stalker changes, everyone is restating their requests for Stalker changes from other discussion threads on the subject? Did you guys skip over the OP?
Don't mind me, carry on... -
Thanks for the update, Castle. There has been a lot of speculation and discussion about the direction future Stalker fixes will take. It's nice to have an official statement on the "state of the game" WRT Stalkers.
I realize any systemic changes will be slow coming, but I look forward to them, especially if a solution to ambushes seeing through stealth (and escorts not seeing through stealth) can be found. I don't think anyone was lobbying for a fix to allow offensive toggles to suppress while stealthed, but I guess you guys had it on your minds and managed to squeeze it in eventually. As a result I have a new(ish) /DA Stalker, currently level 42, that I never thought I would.
I'm still of the opinion that the lack of AoE is the main limiter on Stalkers' contribution on teams (and therefore the perception of them), but it looks like that discussion is over. -
I replaced the sound of Sonic Siphon with something less annoying. I doubt I could play the set with the original sound. I didn't bother with any of the others. They're not exactly a joy to listen to but they don't make me want to immediately log out and switch characters.
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The most recent word I've seen is that it is still not working in PvE. I don't know if it's been brought to the attention of anyone with the power to fix it.