The Katalyst

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  1. Quote:
    Originally Posted by The_Masque View Post
    I'm really confused by your thinking here Kat.

    You state that /elec has much higher survivability then /fiery aura:

    If we look at resistances:

    Fiery Aura with Fire sheild, Plasma shield and tough each 3 slotted with resist IOs (lvl 50) would have the following (pre-DR):

    S/L: 63.5%
    nrg/Neg: 63.5%
    Fire: 75%
    Cold: 39.7%
    Toxic:27.8%
    Psi: 63.5%

    Elec with Charged, Conductive, Static, and Tough:

    S/L: 69.4%
    Nrg: 75%
    neg: 51.6%
    fire/cold: 69.4%
    toxic: 27.8%
    psi: 69.4%

    The difference between most resists are in the 6% range with elec being higher on (most) of the more common pvp damage types. However if we look at the DR:

    Resistances:

    Code:
    Base    A    B    C    D    MM
    20%    17%    18%    18%    18%    16%
    25%    20%    23%    22%    21%    18%
    30%    23%    27%    26%    25%    21%
    35%    26%    30%    29%    28%    22%
    40%    29%    34%    32%    31%    24%
    45%    31%    37%    35%    34%    25%
    50%    33%    41%    38%    37%    27%
    55%    35%    44%    40%    39%    28%
    60%    36%    47%    43%    41%    29%
    65%    38%    50%    45%    43%    29%
    70%    39%    52%    47%    45%    30%
    75%    40%    55%    49%    47%    30%
    80%    41%    57%    51%    48%    31%
    85%    42%    59%    53%    50%    31%
    90%    43%    62%    54%    51%    32%
    A = Blast/Con/Def/Dom/Corr
    B = Scrap/Stalk/Brute
    C = Tanker
    D = HEAT/VEAT
    MM = Masterminds

    We see that the difference between 69.4% and 63.5% would be the difference between ~37.5% and 38.7%. That is not "a lot" by any means.

    Also Elec takes an additional shield to reach these numbers (4 compared to 3 with fiery aura).

    Next lets look at the heals:

    Healing flames:
    Base recharge: 40sec
    Heal: 24.99%

    Energize:
    Base recharge: 120sec
    Heal: 24.99%
    +regen 100% for 30 secs

    So they both have the same base heal, fiery aura is 3 times as fast but elec gives regen for 30 secs (and an end discount ~60%).

    So from that I would still say that elec is NOT far surpassing fiery aura as you seem to be stating.

    As far as the "build up" power and cycling:

    Power siphon allows you to "build up" damage via small attacks leading up to your concentrated strike. Yes alone it adds only +to-hit but it is the +special that we would be talking about here.

    The effect lasts 20 secs and has a base recharge of 120secs. Compared to a typical build up which lasts 10secs and has a base recharge of 90 secs. So thats double the duration for 1/3 longer recharge. Not that, this really matters as we are only talking about KM. Not KM vs anything else.

    I would still cycle power siphon and Fiery embrace for the following reason:

    +damage does get dr'd as you state. However I think you might be mistaken on how much it gets DR'd.

    Most Strength buffs including damage:

    Code:
    95%    80%
    125%    100%
    150%    115%
    175%    128%
    200%    141%
    225%    152%
    250%    162%
    275%    172%
    300%    181%
    350%    197%
    400%    212%
    450%    226%
    500%    239%
    So Fiery embrace would get DR'd from 100% down to about ~85%. This would get hit harder if you are running power siphon at the same time and had built your damage up to lets say 150% (115% DR'd).

    I still think it would be better to alternate the two- power siphon only lasts 20 secs (you aren't going to perma that) and fiery embrace also lasts 20secs (base recharge 180 secs). So it does cycle pretty nicely.

    I've had this discussion many times on vent about fiery aura vs elec and which would be better. I actually play elec but not because its 'superior' to fiery aura. I play elec because of the t9 which really is only useful in duels and maybe some team arena matches.

    The real trade off here is damage+faster heal (fiery aura) vs a t9 (elec). Which in the end is pretty much a wash in my book, hence the reason I'm not really buying that elec is superior to fiery aura.
    I'll admit I don't know all the ins and outs of DR, but in my experience for whatever reason, Elec tends to fair better then FA in PvP. I've seen both builds played in zone and arena, and Elec seems to have the upper hand in most cases. I'm not 100% sure why this is, so I figured DR had something to do with it. It may just be that all the FA builds I've seen played that I can remember weren't very good, but regardless that is my experience. I do tend to draw from my experience in-game as opposed to math in most cases, but if the math supports the experience that always helps. In this case I suppose it is more likely that it's just coincedence.
  2. Quote:
    Originally Posted by CrazyJerseyan View Post
    Mostly fire though right? And I like DP, but I also like /fire's fat, 10 sec recharging heal too. I dont play melee toons but seems like /FA would deal with a /fire dom or fire/ blaster better than /Elec or /Invuln scrapper.
    Healing flames doesn't really make up for the lack of survivability outside of that heal... FA can be really good on Tanks with a good build, mostly because of the extra HP making that 10 second rech heal a much bigger deal. My KM is invuln, didn't like it at first but I found it to be fairly survivable, and the way Unstop's crash works, if the recovery ticks are convenient enough, which they often are, you will be left with a small amount of end after the crash, and you can just pop DP right after. Unstop doesn't do a recovery crash, so sometimes some of your toggles will stay on also.

    Unstop on Scrappers is not something to underestimate, you get a very noticeable boost from it, especially when running DP at the same time. Running around pissing people off with webnade spam is also entertaining.
  3. Quote:
    Originally Posted by False_Fiction View Post
    Thanks for the suggestions, folks! I already have a Stalker in mind (KM/WP). We'll see how it works out.

    I would also like to build a toon to be a "pain in the ****" to the opponents. A debuffer/sapper. Something like an Elec/Therm Corruptor or maybe even Rad/Psi. Any suggestions?

    Thanks again.

    Edit: I would be willing to spend a decent amount of inf on this second toon.
    The most obvious answer for that type of toon, which is what we usually call disruption, is a grav/TA or some other type of TA corr or troller. That's basically a straight disruption toon, not good for much else... Poisons have the potential to be fairly disruptive also. Therms can obviously be very annoying as well with HE, and can also do decent offense and some limited Support.

    You can play a lot of toons to be disruptive, a lot of what goes into disruption is the mindset... For just straight up chaotic disruption, TA is still the obvious choice, but whether or not you want to dedicate a toon to solely that playstyle or not would determine what choice you make. Rad/Psy is a great toon, but I wouldn't categorize it as any type of disruption... It's less of a pain in the *** type of toon and more of an offensive debuffer, but obviously one of the best for that. They can be pretty annoying in zone I guess, with their debuff toggles causing indefinite TS.

    Also, if by pain in the *** you just meant something that was so dangerous that it has to be killed, and meant less of a pain in the *** in terms of just pure annoyance, then this post is probably less helpful for you then I thought it would be.
  4. Quote:
    Originally Posted by Daknah View Post
    Kat, you can't kill a capped squishy with a double AS without procs. And those 2 33% procs go off so often I'd say something crazy like 1/3 of the time.

    Btw this pissing match can be won by walrus of CotD since he had the most AS's in the match vs Renegades.

    To the OP just run around in hide mocking other pvpers, it's really fun.
    I wasn't trying to turn it into a pissing match, just seems to happen around here.

    In terms of the proc thing, what you just said supports my point more then anything. I was saying the only 2 procs that you need are the 33% ones, while the Mako/ToD procs are more optional because the chance for them to go off is much lower, like 10-15% depending on which proc you're talking about if I'm remembering correctly.
  5. Quote:
    Originally Posted by Like_Woah View Post
    I guess my challenge comes from being curious as to your history of playing a stalker in pvp. For example I play my stalkers about 50% of all the pvp time I put in. the rest is on a dark/em blaster, and have been regarded highly by many of the better old and current players for my stalker playing ability. ( I certainly won't make that claim on my blaster) I have also leveled more than 5 different stalkers with various primaries and secondaries and played most of them in either arena officials or heavy zone use. I certainly don't claim to have all the answers and I learn new stuff every day but I try to be careful to only post about things that I feel certain of or just troll in troll bait threads. With that being said you have stated multiple things that from my stand point make me think you haven't played the AT much outside of some limited zone experience. For example in another thread you stated you wouldn't completely proc out AS or Sharks.... to me that is just blasphemy, as you use both of those powers more than any other attack a stalker has. Then you post a build with 21% dmg increase and still tell him to go with the dmg alpha. Tier 4 dmg alpha offers a 45% dmg increase...why even direct bonuses towards dmg then with the effects of DR when a proc will net better results? Depending on your secondary and with the addition of incarnates the only thing you MUST do is max out your HP and recharge and have a stealth IO. Alpha for dmg and work on other stats seccondary such as range/regen/resists. Everything else is more play style related. Do you need any of what I just posted to be pvp relevant...no, but it will give you a better shot at getting a kill. Certain things have always been true about pvp in this game and should be taken as truisms IE: If your going to pvp on a blaster why would you not take Aim and Build Up? Same with maxing out your AS with 3 hami Acc/dmg and 3 procs...even if they only has a 20% proc rate that is still 1 out of 5 and will do more dmg on average than an AS with over a 61% dmg increase from Alpha and bonuses that just gets DRed into the ground .


    TLDR: Be ready for people to take what you said literally when they are looking for advice. Its different to think you know how to play a class vs knowing your playing the class the best of its ability by all current standards. I would also like to mention that my opinion of playing the class the best is to maximize my k : d ratio and pvp drops. As you pointed out before, if your Rping or play in pvp for different reasons than that, ignore what I posted.
    I've PvP'd in this game since i6 bro, my first PvP toon ever was a Stalker. Just because I didn't start doing arena PvP until recently doesn't make my advice invalid. I've literally played every AT in this game in zone, and many of them in 8v8 after i13. I've played a lot of the FotMs and had a good measure of success in zone PvP with most toons I've ever PvP'd with. I've played all the Blaster FotMs, my main PvP toon was a Stalker before IOs when ET was still good, and not ASing on a Stalker was considered unheard of for a succesful Stalker. I played Forts in i12, I had a Rad/Sonic before i13, and I currently have most of the main FotMs for post-i13, and can play them all competently. I'm not claiming to be really good at everything I play, but I have a pretty good understanding of how each AT works, especially in a team environment, especially in a post-i13 setting.

    I think the reason you don't understand the advice about AS procs or the Musculature is because you don't understand the math behind them. The melee procs outside of the Heca proc and the Glad Strike proc have a lower chance to proc then any other damage proc in the game. That makes a huge difference. Is it ridiculous to put them in a build? No, they do proc sometimes, but AS is not an attack that you spam so it won't be often. Is it ridiculous to NOT put them in a build? No, you can get some set bonuses in AS that you can only get by omitting the 3rd proc. My reasoning for not procing out Sharks wasn't that it wasn't a smart idea, but that doing it can be very expensive since the Glad Jav proc can be upwards of 1 bill influence. If you have the money and want to spend it, go for it, it will help. If not, then don't.

    As for Alpha, you are completely wrong on that one. Alpha and Set Bonuses work on completely separate totals. Alpha adds to your enhancement values directly, while Set Bonuses multiply them by whatever percentage the set bonus offers. That is the math of it, you can argue against it all you want, but unlike playstyle, math is not subjective. DR also effects both of those totals separately.

    As for you continuing to insist on disagreeing with my advice on playstyle, I've said twice now that I don't disagree with the playstyle you suggested. I offered a very vague way to play a Stalker, and said anything within the realm of that playstyle is the way I would do it. The way you suggested would be within that realm, as you are attempting to deal a lot of damage very quickly from Hide.

    This is also a really dumb argument to be having in a thread where somebody is asking for PvP advice. This is probably the type of thing that people cite when saying that the attitudes of PvPers turn them off, and in this case, I would say it is justified.
  6. Quote:
    Originally Posted by cowboybuckTN View Post
    I think this might be an older build. have to look at it again. I think the only reason I took flurry was to hold the absolute amazement set (the only purple set I actually have right now lol)... is there a better power that set can slot into on this build?
    I wouldn't worry about stressing to fit that set in, the bonuses you get for it aren't worth it for a Stalker.
  7. [QUOTE=The_Masque;4005854][QUOTE=The Katalyst;4004996]

    Also, in terms of KM/Fire, I know that some people who have made them and played them have told me that the tradeoff for the small amount of extra damage you get from FE (And yes, it is fairly small due to DR) is not worth sacrificing a better defense that you would get with Elec or Regen. Either way, KM is KM, you will still get plenty of kills no matter what secondary you go with.
    Quote:


    You don't use both both "build up" powers at the same time. Just like you wouldn't hit aim and build up on your blaster at the same time. you alternate them, to keep your damage output as high as possible.

    I think the trade off of defense (I'm guessing you mean, the resistance) between fire and elec is pretty minimal. The only nice thing is elec gets a little more psi resist and has a t9 to cap you out (the t9 does have a psi hole) if you chose to take it.

    I think the OP will do fine with a km/regen in zone play, or duels.
    The survivability of Elec is much higher then FA. You also don't get a real BU in KM anyways, you get power siphon, which in a melee duel can be up most of the time. FE also doesn't give any accuracy or tohit bonus, and is only REALLY good for fire damage. The recharge is also literally twice as long as a normal Scrapper BU power, so alternating isn't as much of an option as you might think. It does do +100% damage for non-fire attacks, 125% for fire attacks, but only lasts 10 seconds for non-fire attacks. Even if you aren't stacking FE and BU, that 100% will be heavily DR'd even on it's own. It's not as worth it as you might think, thought I can see why you might think so.

    If you already have a KM/fire, you may as well just use that, because it's still a KM, and even though it's not as good as elec or regen, it's definitely still viable and useable. If this were pre-i13, I could see using FA to do massive amounts of damage in a short window with lucky crits or something, but it's not that effective anymore.
  8. Also, any advice given on the forums regarding playstyle for either PvP or PvE should probably be taken with a grain of salt, whether it's from me or not. My playstyle may not appeal to other people and vice versa, and just because I say "this is what it is" doesn't make it undeniably true. Playstyle's evolve as time goes on, what we know as the "best way to play x AT" may be outdated in the future.

    That doesn't mean it's worthless to share your views on the way you think something should be played, it just means that you should take what you can from it that you like and reformulate on your own what you don't.
  9. Quote:
    Originally Posted by macskull View Post
    Anyone? I wanna play some BF3 on either PC or 360.
    Busy playing Minecraft building my underground lair so that I don't get eaten by Zombies at night.
  10. Quote:
    Originally Posted by Like_Woah View Post
    I think your outlook on a stalker is a bit narrow minded and if you run off from anything right off the bat if it has 1605 hp or less your missing out on possible kills. While I agree its not smart to generally mess with hp capped scrappers you forget there are more than enough baddos in this game to pick off. Anything under 1605 hp is fair game. I mearly mentioned that chain combo because you said using combos of any kind = your doing it wrong. Since stalkers started in pvp they have needed to combo to get kills even when it was as simple as AS+ET. As far as Pyronic not being worth it, you said yourself stalkers are opportunistic so Pyronic is up when I actually have an opportunity to use it without 5 people jumping on me. If you play your stalker right you have a few diff ways to evade/hide...Hibernate, Phase, Barrier, Placate, Fly pack and Teleport. The pvp point system is a joke and there is no tally of kill to death ratio so if you die 3 times but get 6 kills then hey that is 6 chances at a rare pvp IO. If you wait and only get 2 kills and zero deaths, good job on a self accomplishment but who wouldn't want 4 more chances at a rare. I know this AT is in sad shape but there is no need to paint the AT as a strick kill stealer to be zone viable solo. Stalkers do have a small nitch but a good one and can still be very nasty to cope with in a zone for any player minus a few very well built tanks.
    I don't understand where you get narrow minded, I ammended what I said to be "Anything you have to do to get kills within the playstyle of a Stalker" basically. I never said that combos of any kind means you are doing it wrong, that first statement was a bit of hyperbole to try and get the point across. There's no 1 correct way to play any toon, but there are ways to play toons that are proven effective and ways that are not.

    My main point was and still is if you are playing a Stalker like anything but a Stalker, as a burst damage hit and run type of toon, then you are doing it wrong. That doesn't mean that all you can do is AS and run, though that is a strategy. I'm honestly not sure why this is even a disagreement, because I don't disagree that playing Stalkers is not 1 dimensional, but they do have limitations, and as you said, a particular niche in PvP.

    Also, as far as k:d ratio type of things go, a lot of people do take personal pride in their ability to survive in PvP while still getting kills. Just because it's not reflected in points doesn't mean people should just forget about it, that is more of a narrow minded concept then saying Stalkers are limited to some limited optimal playstyles.

    EDIT: k:d in caps showed up as K, bad forums are bad.
  11. Quote:
    Originally Posted by cowboybuckTN View Post
    Ok well for now I went with a KM/Regen scrapper (After looking around I already had a KM/WP at level 50)

    So after reading through the endless posts I have another question: Alot of people will say "Use such and such for zone play but use such and such for arena/Fight club"... What would make the difference?
    Building for 1v1 vs. zone vs. 8v8 can mean very different builds. It varies depending on what build you're talking about, but there is a pretty big difference between them. I can't place a finger on what exactly is the difference, as most of my builds are geared towards 8v8 or just general team play. I don't build 1v1 toons or strictly zone toons, although 8v8 toons probably are the best arena builds for zone.

    The builds that require the most in-depth tweaking are 1v1 builds... 1v1s are extremely build dependent, so naturally an optimal build for 1v1 is very important if you plan on being a duelist. 8v8 and zone builds are a little more forgiving in terms of how much of a perfectionist you need to be about the builds.
  12. I made this build fairly quickly, I don't agree with the 3 proc thing for AS or Sharks, because it is very expensive with Sharks, and the only good melee damage procs are the purple one and the Glad Strike one. Mako/ToD procs have a pretty low proc chance compared to most other procs.

    I would go with Musculature for Alpha on any kind of Stalker, just any fyi. Damage bonus on this build is a bit lower then I would like, but I'm too lazy to tweak it to have more right now.

    21% dmg bonus
    60% accuracy
    62.5% rech

    I tried to keep the cost around where your original build would have been at, might be a little more or less, not 100% sure.


    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Stalker
    Primary Power Set: Electrical Melee
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Havoc Punch
    • (A) Mako's Bite - Accuracy/Damage
    • (3) Mako's Bite - Accuracy/Endurance/Recharge
    • (3) Mako's Bite - Damage/Recharge
    • (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 1: Hide
    • (A) Luck of the Gambler - Recharge Speed
    • (5) Luck of the Gambler - Defense/Endurance
    • (7) Luck of the Gambler - Defense/Endurance/Recharge
    • (7) Luck of the Gambler - Defense
    Level 2: High Pain Tolerance
    • (A) Titanium Coating - Resistance/Endurance
    • (9) Titanium Coating - Resistance
    • (9) Titanium Coating - Resistance/Endurance/Recharge
    • (11) Miracle - Heal/Endurance
    • (11) Miracle - Heal
    • (13) Miracle - Heal/Recharge
    Level 4: Reconstruction
    • (A) Doctored Wounds - Heal/Endurance
    • (13) Doctored Wounds - Heal
    • (15) Doctored Wounds - Heal/Recharge
    • (15) Doctored Wounds - Recharge
    • (17) Doctored Wounds - Endurance/Recharge
    Level 6: Assassin's Shock
    • (A) Hecatomb - Damage
    • (17) Hecatomb - Damage/Recharge
    • (19) Hecatomb - Accuracy/Damage/Recharge
    • (19) Hecatomb - Accuracy/Recharge
    • (21) Hecatomb - Chance of Damage(Negative)
    • (21) Gladiator's Strike - Chance for Smashing Damage
    Level 8: Build Up
    • (A) Adjusted Targeting - To Hit Buff/Recharge
    • (23) Adjusted Targeting - Recharge
    • (23) Encouraged Accuracy - To Hit Buff
    • (25) Encouraged Accuracy - To Hit Buff/Recharge
    • (25) Encouraged Accuracy - To Hit Buff/Recharge/Endurance
    Level 10: Mind Over Body
    • (A) Impervium Armor - Resistance/Endurance
    • (27) Impervium Armor - Resistance
    • (27) Impervium Armor - Resistance/Recharge
    • (29) Impervium Armor - Resistance/Endurance/Recharge
    Level 12: Hasten
    • (A) Recharge Reduction IO
    • (29) Recharge Reduction IO
    Level 14: Super Speed
    • (A) Celerity - Endurance
    • (33) Celerity - RunSpeed
    • (33) Celerity - +Stealth
    • (43) Run Speed IO
    Level 16: Indomitable Will
    • (A) Luck of the Gambler - Recharge Speed
    • (34) Kismet - Accuracy +6%
    Level 18: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 20: Heightened Senses
    • (A) Luck of the Gambler - Recharge Speed
    • (34) Luck of the Gambler - Defense/Endurance
    • (34) Luck of the Gambler - Defense/Endurance/Recharge
    • (36) Luck of the Gambler - Defense
    Level 22: Placate
    • (A) Recharge Reduction IO
    • (36) Recharge Reduction IO
    Level 24: Super Jump
    • (A) Jumping IO
    • (33) Jumping IO
    • (36) Endurance Reduction IO
    Level 26: Thunder Strike
    • (A) Obliteration - Damage
    • (37) Obliteration - Accuracy/Recharge
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (37) Obliteration - Accuracy/Damage/Recharge
    • (39) Obliteration - Chance for Smashing Damage
    • (39) Armageddon - Chance for Fire Damage
    Level 28: Stealth
    • (A) Luck of the Gambler - Recharge Speed
    • (39) Luck of the Gambler - Defense/Endurance
    • (40) Luck of the Gambler - Defense/Endurance/Recharge
    • (40) Luck of the Gambler - Defense
    Level 30: Invisibility
    • (A) Endurance Reduction IO
    Level 32: Lightning Rod
    • (A) Obliteration - Damage
    • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (42) Obliteration - Accuracy/Damage/Recharge
    • (42) Obliteration - Damage/Recharge
    • (42) Obliteration - Accuracy/Recharge
    Level 35: Assault
    • (A) Endurance Reduction IO
    Level 38: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (45) Rectified Reticle - Increased Perception
    Level 41: Spirit Shark
    • (A) Devastation - Accuracy/Damage
    • (46) Devastation - Accuracy/Damage/Recharge
    • (46) Devastation - Accuracy/Damage/Endurance/Recharge
    • (46) Devastation - Damage/Recharge
    • (48) Explosive Strike - Chance for Smashing Damage
    • (48) Apocalypse - Chance of Damage(Negative)
    Level 44: Spirit Shark Jaws
    • (A) Devastation - Accuracy/Damage
    • (48) Devastation - Accuracy/Damage/Recharge
    • (50) Devastation - Damage/Recharge
    • (50) Devastation - Accuracy/Damage/Endurance/Recharge
    • (50) Gladiator's Net - Chance of Damage(Lethal)
    Level 47: Fast Healing
    • (A) Healing IO
    Level 49: Hibernate
    • (A) Recharge Reduction IO
    ------------
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (31) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Efficacy Adaptor - EndMod
    • (31) Efficacy Adaptor - EndMod/Accuracy
    • (31) Endurance Modification IO
    Level 1: Assassination
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
  13. The Katalyst

    PVP assistance

    Quote:
    Originally Posted by The_Masque View Post
    Rad blasters can work as well, the set it pretty easily proc'd.
    Yeah, the main issue with Rad Blasters is their attack chain is only 3 attacks long, and the recharge isn't fast enough to keep it constant like you can with Rad corrs and fenders, who can do retarded DPS by just spamming proc'd out neutrino bolt with Cosmic Bursts occasionally thrown in. I think that Dark Blast is sort of the new Rad Blast, it's fairly procable, and also has a more consistant attack chain, and has obvious beneficial side-effects (-tohit, life drain).
  14. Quote:
    Originally Posted by MrLiberty View Post
    Solid PvP Build =/ Melee

    The only thing you could make a case for would be something like a KM/Elec scrapper running Taunt/Web Nades and CS'ing on spikes. (KM/Fire would probably work too)
    KM Scrappers are very good in zone, and probably could be viable in an 8v8 lineup based around them. The stigma against melee is probably what is coloring your view on this, and me to some degree. Melee is pretty boring to play as and play against for a lot of people, but KM does a lot of damage. As for other Scrapper primaries, I would completely agree. KM is the only truly good Scrapper set, and that's one reason why it seems so powerful... The rest are just really bad, unless we are talking fightclub.

    Also, in terms of KM/Fire, I know that some people who have made them and played them have told me that the tradeoff for the small amount of extra damage you get from FE (And yes, it is fairly small due to DR) is not worth sacrificing a better defense that you would get with Elec or Regen. Either way, KM is KM, you will still get plenty of kills no matter what secondary you go with.

    OH, and one more thing, Scrapper WP scales really badly in comparison to Brutes or Tanks. The benefit of being a big bag of HP with Brute/Tank WPs is much less of a factor on Scrappers, and you are also missing a dedicated self heal. The issue with Shield Scrappers is similar, in that they don't reap the other benefits of Shield other then the defense like Tanks do (Higher HP, fairly decent resistance)
  15. Other thing to keep in mind is that Stalkers are apparently scheduled for some sort of major buff in i22, which is more geared towards PvE, but would yield some obvious benefits to PvP Stalkers.
  16. Quote:
    Originally Posted by Like_Woah View Post
    Sorry but your wrong....

    AS,Shark Hold,Pyronic Judgement = 1605 hp or less dead
    I would recomend having reactitve with dmg resist/fire dot and tier 4 dmg alpha also.
    You won't always prevent a heal or phase but I get pleanty of kills with that attack chain and the animations are short enough that you can still evade. If your AS procs you don't even need the shark hold.
    I think maybe you took what I said too literally; the point of what I said isn't to say what your exact method of attacking should be, just that you are best suited for hit and run. However you get your kills no matter what attack chain doesn't really matter, as long as you are in the mindset that Stalkers are burst damage hit and run damage dealers. If you are playing it like a Blaster or any other Melee toon, then you are doing it wrong, that's really all I was getting at.

    Also, relying on Judgement for kills is not the way to go imo. It won't be up for every attack chain unless you are only attacking every 90 seconds, which would be kind of a waste. Stalkers are best suited for teams where they are dishing out massive amounts of damage very quickly to solidify kills. Stalkers generally have a harder time soloing then most other damage dealing ATs, especially when you are fighting a zone full of incarnated Scrappers and Blasters that will just rebirth if you get them low solo and then proceed to kill you. The only real effective way to play a solo Stalker in zone is to just steal kills, more or less.
  17. The Katalyst

    PVP assistance

    Quote:
    Originally Posted by ShadowBound View Post
    Thank you for the advice. I had started a dp/eng blaster before but was feeling a lack of power of all things. I just made an eng/eng blaster on freedom and was enjoying the power and crunch it had. In arena for the big guys the kb wont touch them. I am antisipating any others less than that at least some midigation.

    Sorry for any typos. Posting from phone before bed.
    The only Blasters that you will get much mileage out of PvP wise anymore are Psy, Fire, Sonic, and Dark. Some of those require more expensive builds then others. The rest of the Blaster primaries tend to be lacking a bit. I also forgot Archery, which can be pretty good for zone.

    I think there are 2 tiers of viable Blaster primaries more or less, with the first being Psy/Fire/Dark, and the second being Archery/Sonic. I grouped Psy/Fire/Dark together because they are all very good sets, but each one has their own strengths. Psy is the best for ganking/team play, for example.

    I will also echo the idea that WP Stalkers are fairly easy/cheap Stalkers to build for PvP. They are easily HP cap without any IO's with just a couple accolades. Your main concern will be figuring out how you can squeeze the most offense out of what funds you have available.
  18. If you are absolutely set on Melee, which I would not reccomend because we already have a surplus of bad Scrappers in zone, I would go KM/Elec or KM/Regen. WP is one of the worst secondaries for PvP Scrappers.
  19. You can also try Willpower or Elec Armor. WP is just super easy to build, though it you can make EA or Ninjitsu far more survivable on a decent build with burnout. Elec Armor is the only decent res based secondary for Stalkers, and it can be fairly sturdy.

    As Mr. Recalx over there said, Elec Melee, Spines, or Claws are your best bets for primaries. I am personally a fan of Spines.

    Also, in-case you weren't sure, the strategy to a Stalker is more hit and run then anything. If you're sitting around after ASing or getting some sort of attack chain off then you are doing it wrong.
  20. I just wanted to wish everybody an early happy thanksgiving. I heard that Thanksgiving had to do with some sort of heretic seperatists from England called the Pilgrims, though I'm assuming that's just a legend.
  21. Quote:
    Originally Posted by Daknah View Post
    The razor has a chance to insta kill, so OP. Add that to the x15 sneak damage with dagger perk and the gloves that double that so now you are at x30 soooo broken.

    I have also decided that I hate being a mage in Skyrim because it reminds me of some guy from coh.
    I did an Assassin/pseudo-spell caster in my first playthrough... If you get your Sneak, Archery, and 1Handed high enough you can kill an entire room without ever being detected and do it faster then a Warrior or Pure-Mage type of character. When I actually did get detected I would just dual cast fireballs until the remaining enemies were dead, mind you this was in the 30+ range where I had my character pretty much set. My first playthrough was a Dark Elf.

    My second playthrough is a Khajiit, I only rolled it because the unarmed combat looked interesting. Turns out it's one of the most effective melee specs so far. It also has some pretty badass finishers, such as a Choke Slam or just grabbing the guys throat and punching him in the face over and over.

    It's also pretty funny that they didn't fix the issue of if you get your sneak skill high enough you can walk right up to certain enemies and they won't detect you just because of the math that goes into sneak detection.
  22. The Katalyst

    Sup Stalker...

    That 400 point buff to their HP cap could be pretty beneficial, and an unninteruptable AS could probably be useful in some zone situations provided Stalkers care to set up unhidden AS's as opposed to just trowing sharks. I don't think this will make Stalkers any more useful in 8v8s, however.