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Posts
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Quote:Nice range and target cap...I still don't care for the power much because it feels so clunky in the set...but to each their own. I've always wanted to make a Dragon character in this game but the Lizard/Dragon Face options in this game is HORRID...ugh. I have made a demon or two but I mostly make angels. I'm not much of a theme person but even if I was I prefer function over concept any day(concept is important to me but I have my limits).Half of those differences are to the detriment of Stalkers (1, 3, 4, 8), some can be combined to shorten your list (3 & 5), some are circumstantial and/or irrelevant (1, 3, 7, 8) and you left out some that *really* make a difference between the 2 ATs.
Stalker vs. Scrapper:
1. Stalkers have controlled Alpha Strikes via Hide. Scrappers get no benefit from Stealth besides reaching the enemy before they can react.
2. Stalkers have Alpha Strike buffs without exception. Scrappers come in varieties that do not always support alpha striking.
3. Stalkers get Demoralize and Scrappers do not.
4. Stalkers get a self defensive + offensive tool in Placate while Scrappers get a team defensive tool in Confront.
5. Scrappers have more base HP.
And in those differences, 1-4 will be diminished to some degree because it will simply be easier and less circumstantial to drop them to take full advantage of Assassin's Focus + Assassin's Strike combo that will push Stalker's ST burst and DPS ahead of Scrappers *on it's own* *without the help of Stalker's 'gimmicks'*.
Have you ever made a dragon themed character? Or a demon themed character, for that matter.
Concept trumps min/maxing, IMO. It looks cool, it fulfills more concepts than those other attacks would and it's not particularly *ineffective* considering similar cone attacks (which are limited to 5 targets and 7ft range, BoF hits 10 targets at a 15ft range)...
While standing back and looking at it, I guess Breath of Fire is superior to Combustion in almost every way...I'm mystified about why I hate the power so much because I am a Cone person! I mean I have Dark/MM and Sonic/MM blaster for goodness sake. *scratches head* -
Quote:I never liked Breath of Fire Leo to me it feels out of place in a set that is focused on up close Pbaoe. I hate the whole step back and blast 'em tactic I feel like I'm wasting time when I could be in pbaoe range burnin' them up! I know Melee Sets like Elec and Dark have a cone melee Power but Dark is more focused on ST and Elec has only 1 fast recharging Pbaoe. When I use a Fire Melee Tanker it feels like Fire Sword Circle and Combustion are always up.Which tells me you don't even know what I'm saying, you must not be capable of proper reading comprehension and therefore shouldn't be trusted with making any type of judgement calls or with a seat of criticism on the subject.
You can go home. I'll still be here playing melees, change or no.
I'd either go with the Tanker Port, substituting Combustion for AS...or the Brute/Scrapper version and substitute Cremate or Incinerate for AS. If AS is going to basically be that ST high dmg attack when not hidden, don't see any justification for having it.
Breath of Fire, on the other hand, is a very thematic and conceptual staple of the set. I know I love my Dragon type Brute to have his line of breath attacks because it fits his costume and theme very well. Wouldn't want to lock a Stalker out of a similar theme. You know people are going to want to make their Uchihas with Fire Melee/Nin/Weapon Master (or Fire) which needs a Breath of Fire attack...
I would love to see...
Fiery Melee
1. Scorch
1. Fire Sword
2. Combustion
6. Assassin's Blaze
8. Build Up
12. Placate
18. Fire Sword Circle
26. Incinerate
32. Greater Fire Sword
Most likely though it's going to be what Sio posted so no Combustion just cremate. -
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Quote:It's doing KB? What lvl is the mob you're fighting? Let me test it out in game.I am going to try and solo an AV/GM this weekend and let you know how it goes.
On a side note: I tried the Ragnarok Proc and for some reason, it is doing knockback instead of knockdown. I want it to do KD on my caltrops but it seems to be doing KB and its seriously getting me miffed.
I am thinking about respec'ing Caltrops out and getting something else. I didnt take Time Bomb since I heard it stinks.
I am also thinking of taking out the Devastation proc from Acid Mortar. I spent some time with the practice dummies from RWZ just spamming my Mortars, I can only get 2 out at a time so it seems ok for the debuff field but the procs arent triggering enough for me to care, has anyone slotted Glad's Javelin: Chance for Toxic Damage?
As for the Incarnate Trials, I dont see my Rad/Traps doing too muich on the BAF Escapee Phase but the AV phase he seems to be doing very well for an incarnate that isnt fully slotted.
I just tested it on live. No Kb here. Were you fighting Clockwork? Some enemy groups are really weak to KB. I was fighting blue and white con Council. -
I'm just worried about that DOT but meh with the new changes it might not be an issue.
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Go for it REALLY helps out I love and it fires a lot.
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Quote:Oh yeah, going by your build and your play style I would recommend keeping poison trap the way it is now. Your toon is an incarnate and most things don't stay around long enough to survive HoB and Bullet Rain...now if you fancy playing on lets say +3, +4 I would say go for the Procs but if not, keep Poison Trap the way it is.I would have to shuffle some procs out of Hail of Bullets, but Poison Trap would run the wonderful Armageddon and Gladiator's Fury procs SOOOooo much more often. I am also going to drop Antidote for Super Speed + Stealth IO. Antidote is, sadly, completely useless in 99.726% of this game.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Maldehyde: Level 50 Science Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Poison
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Dark Mastery
Villain Profile:
Level 1: Dual Wield -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(5), Apoc-Dam%(5)
Level 1: Alkaloid -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(7), Panac-Heal/Rchg(7), Panac-Heal/EndRedux/Rchg(9), Panac-Heal(9)
Level 2: Envenom -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-DefDeb/EndRdx/Rchg(17), ShldBrk-Acc/Rchg(25), HO:Lyso(46), Achilles-ResDeb%(48)
Level 4: Weaken -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(15), Cloud-ToHitDeb/EndRdx/Rchg(15), Cloud-Acc/Rchg(17), HO:Lyso(23)
Level 6: Swap Ammo
Level 8: Bullet Rain -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(11), Ragnrk-Acc/Rchg(11), Ragnrk-Dmg/EndRdx(13), Ragnrk-Knock%(13)
Level 10: Kick -- Empty(A)
Level 12: Maneuvers -- SW-Def/EndRdx(A), SW-Def/EndRdx/Rchg(27), SW-Def(27), LkGmblr-Rchg+(29)
Level 14: Tough -- GA-ResDam(A), GA-End/Res(39), GA-3defTpProc(40), GA-Res/Rech/End(40)
Level 16: Elixir of Life -- Aegis-Psi/Status(A)
Level 18: Executioner's Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21)
Level 20: Weave -- SW-Def/EndRdx(A), SW-Def/EndRdx/Rchg(23), SW-Def(43), LkGmblr-Rchg+(39)
Level 22: Combat Jumping -- SW-Def/EndRdx(A)
Level 24: Antidote -- S'fstPrt-ResDam/Def+(A)
Level 26: Piercing Rounds -- JavVoll-Acc/End/Rech(A), JavVoll-Acc/Dmg/End/Rech(31), HO:Centri(34), HO:Centri(34)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(31), GSFC-Build%(46)
Level 32: Hail of Bullets -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FotG-ResDeb%(48)
Level 35: Poison Trap -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Acc/Rchg(36), UbrkCons-EndRdx/Hold(36), UbrkCons-Dam%(37), Lock-%Hold(42)
Level 38: Venomous Gas -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(40), DarkWD-ToHitdeb/Rchg/EndRdx(43), DarkWD-Rchg/EndRdx(48)
Level 41: Dark Consumption -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod(42), P'Shift-EndMod/Rchg(43)
Level 44: Soul Transfer -- Amaze-Stun(A), Amaze-Stun/Rchg(45), Amaze-Acc/Stun/Rchg(45), Amaze-Acc/Rchg(45), Amaze-ToHitDeb%(46)
Level 47: Dark Embrace -- GA-ResDam(A), GA-End/Res(50), GA-Res/Rech/End(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 50: Musculature Radial Paragon
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
Level 2: Hurdle -- Empty(A), Empty(42)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(31), P'Shift-End%(50)
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
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If you play difficult content, I would highly recommend taking Soul Transfer on a Corruptor. It takes a little while, but you begin to realize that your character is the ultimate conundrum for the foes: Either I kill you, or you kill me and then I use a mag 30 stun and and then kill you. I find this skill much more enjoyable on a squishy than on a Tank or Brute.
It's sad, but because of the terrible AoE radius and rather long animation on Envenom and Weaken I have found very little use for these skills outside of AV fights. I get much more return by using Poison Trap as an alpha opener followed by an AoE barrage.
I generally use fire rounds, but have found that chemical rounds combined with the rest of the set's -damage and -resistance debuffs provide some potent synergy as they augment each other and stack to very high levels.
- Antidote is trash.
- Alkaloid is worse than trash, and I would drop it if I could.
- Nerotoxic Breath would be fun, if it weren't for the fact that the set opperates best in melee range and has absolutely no synergy with the rest of the set because of its narrow cone.
- Elixer of Life is good, but YAWN... let's just clone Mutation! Wouldn't that be great?!
- Venemous Gas absoultely needs a debuff duration longer than .5 seconds on a set that forces a squishy AT into melee range to be most effective. It detoggles constantly. See: Hurrican as a skill done right.
- Paralytic Poison is a long recharge, short duration mag3 hold with no secondary effects. At least Dark Miasma can skip it because it has so many other awesome powers. Poison? Not so much...
But just to add-- Posion Trap:Awesome!!!!!!
Poison needs love...hopefully the devs will come back around to it...but I think it's going to be a long wait...maybe a year or less from now. I'm just basing this on when TA is going to be fixed.
My Toon is a little poor, so I play my Fire/Poison Defensively. I have a feeling when he finishes his incarnate Stuff he will be as aggressive as my Traps toon (except less safe lol but more deadly!) I took the Damage Proc Route over Recharge because I like how Poison Trap Works behind the scenes holding and killing things While I sling forth Fiery DOOM.
@GuyPerfect-They fixed it during the Second I21.5 update? It's only been a few weeks at most. -
Even I feel for the thread hijack...Iz sorriez lol.
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Julius hit the nail on the head and provided DPA numbers...Thank god for math people like Julius Eh? lol
I was in the same situation as you were Julius and I think I narrowed down to two things to factor in...
1)Primary
2)Style of Play
So what is your toon's build and How do you go about kicking the baddies butt?
Poison Trap is really amazing, It makes the rest of the powers in the set look rather meh'. -
Sadly a lot of the procs have really jumped up there in price. This is how I would proc Poison Trap pre-30 to level 40. The Acc and Recharge can be slotted to however you see fit. I just slotted mine that way because I normally wait late in the game before I buy Sets that add to the Global Recharge or Global Acc.
Villain Plan by Mids' Villain Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Poison Trap: Level 49 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Poison
Villain Profile:
Level 1: [Empty]
Level 1: [Empty]
Level 2: [Empty]
Level 4: [Empty]
Level 6: [Empty]
Level 8: [Empty]
Level 10: [Empty]
Level 12: [Empty]
Level 14: [Empty]
Level 16: [Empty]
Level 18: [Empty]
Level 20: [Empty]
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: Poison Trap -- Lock-%Hold(A), G'Wdw-Dam%(36), Sciroc-Dam%(36), Acc-I(36), RechRdx-I(37), RechRdx-I(37)
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
This is what I go for when my Global Recharge and Accuracy is decent and my toon is level 50. I still throw Recharge in there because I play my Poison Toon like a Traps toon so I want Poison Trap to be up as soon as possible. You can mix and match however you want but I would STRONGLY suggest the first 4 Procs. With these Procs slotted Poison Trap becomes a Power House. At times Taking out blue/white con minions in one pulse...it gets even more silly when you stack it. The procs only Fire every 10 seconds but believe me it's worth it!
Villain Plan by Mids' Villain Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Poison Trap: Level 49 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Poison
Villain Profile:
Level 1: [Empty]
Level 1: [Empty]
Level 2: [Empty]
Level 4: [Empty]
Level 6: [Empty]
Level 8: [Empty]
Level 10: [Empty]
Level 12: [Empty]
Level 14: [Empty]
Level 16: [Empty]
Level 18: [Empty]
Level 20: [Empty]
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: Poison Trap -- Lock-%Hold(A), UbrkCons-Dam%(36), FotG-ResDeb%(36), Armgdn-Dam%(36), G'Wdw-Dam%(37), RechRdx-I(37)
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Feel free to critique away. -
Congrats Trickshooter! I think they might be able to squeeze some changes in at least 6 to 8 months from now...it's a long time to wait but at least this time we actually got word from the source! This is exciting news!
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Quote:They are FAR above Stalkers currently. Have you used Rain of Arrows yet?!Sorry I have to disagree - every time I see a blaster join a team I am always reminded about how much crazy damage they pump out.
I agree, Just Last night My team made comments about my blaster. "Please Stop killing Everything and Leave some for us!" and "Time to turn up the diff"...And this was on a level 26 Elec/Dark Blaster! Blasters do need tweaking but they do in fact bring to the table a TON of damage. -
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Hrmm Milady and Supa are going in different directions with this...I like. I admit I like Supa's Idea better...it seems like it would be very useful during team play or solo.
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Quote:This would make me cry manly Tear of joy. I love Ice Melee and Ice Armor.The reason why Stalkers didn't get ice melee with Ice armor is just because they didn't have enough time to animate a new assassin strike for the set before the issue went live. Stalkers will get IM, it's just a matter of when. I would think it will be a free proliferation in i22 with staff melee being the pay set. It has been stated that staff melee will be for all 4 melee ats so I think they learned that there will be outrage if a purchase power set is not for all ats that could use it.
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Quote:Wow...I never noticed the containment on Ice Storm with my Dom. Thanks Sio you are way better at math/knowing the mechanics of the game than I am.I'm also amused at the fact that when I checked a couple of things Dominator Ice Storm also has Containment damage (it summons the exact same pet as the Controller version). Which wasn't included. Oops?
What I was checking was whether or not it did full damage on Containment (it doesn't), which means that the 794.1 should be as follows:
(0.78 lethal + 0.78 cold + 0.78 cold-containment) * 75 ticks, or 175.5 "base" damage with containment; at the damage cap for Controllers (400%) that's 702 damage, not 794.1.
For a Dominator it would be the 175.4 "base" damage * (1 + 0.95 slotting + 0.68 embrace of fire) to get to 461.565; with Sleet's -res you multiply that by 1.3 for a total of 600.0345; that's a lot closer than the 499.8 difference in the numbers provided.
I don't feel like figuring out the damage for Creepers because it's an AoE that generates another AoE and so the actual damage dealt fluctuates wildly, but suffice it to say that the difference in damage there will also be much smaller.
Edit: ignoring Creepers (which will slightly benefit the Controller) I came up to 1705.36 for the Controller at the damage cap with Containment using the powers listed, and 1948.96 for the Dominator using Sleet - and that's without counting the Containment damage in the Dominator's Ice Storm. Strange how ignoring slotting a much higher damage modifier and large resistance debuff works out to skew the numbers. -
Quote:You should of seen my face when I looked at the builds! At that point I just threw my hands up in the air.Talk about skewed results... you damage cap the Controller via Fulcrum Shift and then add in freebie Containment that they don't have to use animation time to set up, and then don't even include the enhancements on the Dominator which would raise their damage by more than just Fiery Embrace, let alone the extra powers that they have available.
I can see why you feel that Controllers are outdamaging Dominators. You skew the math so far in their favor that they're doing more "base damage" than any other AT that exists.
Edit to add: I also noticed that you have Ice Storm but neglected Sleet. Seriously, were you just deliberately trying to make Dominators seem so much weaker? Those numbers are worse than meaningless, they're completely misleading. -
I agree Sio. I have my opinions on what Secondaries would push controllers to the lead over doms. /Storm, /Poison, /Kin, /Cold maybe?
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I'm sorry Commando but I see a flaw in your comparison between the two. Incinerate deals a crazy buttload of damage why did you leave it out? The same goes for Fire Breath.
Incinerate with Embrace of Fire: 229 damage unenhanced
Fire Breath with Embrace of Fire: 171 damage unenhanced -
Quote:I left out the Plant/Storm because that's way to much math lol. Actually if you re-read my post I added in Fulcrum's Max damage boost and containment numbers to ALL of the powers! So yeah, Dominators are not far behind and in some instances they can match up with a controller.Todd,
With fulcrum shift added, the race is over. Roots, creepers, hold, the pet, fireball, fireblast, every dmg dealing tool is exponentially increased, then add containment.
The plant/storm controller which you left out of your response, good sir, has another array of dmg dealing tools. But you know all this, todd. I am a big fan of Dominators, and I love them, really. I just don't let that block my objectivity.
A Fire/Fire dom with Embrace of Fire: just a few seconds away from perma can easily get close to the damage output of a Fire/Kin/Fire Controller. Do the math Commando the answer is there!
/Storm is hard to do anyway. Since the duration of powers are longer I would have to widen the damage window and I'm not that dead set on proving a point lol (Plus I'm no Luminara or Arcanaville). Controllers do have their extremes like for instance /Storm which I feel can out damage most things in the game when it comes to ST damage and /Poison with it's potential to put out some crazy -Res Numbers.
The point of this discussion for me is to say that a Dominator is no slouch in the damage department and in many cases can match a controller in damage.
I'm glad you don't let that hold you back Commando but I think you don't realize that dominators are more powerful than you think. -
Yes. lol. Such an amazing set. On Beta I played my Elec/Ice like a brute! The T9 Icy Bastion is amazing. If your defense is failing you just keep poping Hoarfrost and IB...your Heal + Recharge will make you a god.