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Posts
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Welcome to the game
Let's see...got some problems here. I'll go over some general points and let those with more recent Stalker experience handle specifics.
First, your attack slotting's a little wonky. Generally you want 1 Accuracy, followed by 3 Damage and wrapped up with Recharge and/or Endurance Reduction to taste. Yours are either out of order or kinda all over the place. Stalkers are about burst damage so place emphasis on slotting your big hitters first. Then get slots in your weaker attacks as availability allows. [B]NOTE:[B] Divine Avalanche should be slotted for Defense buff and maybe a little Recharge. Its real benefit is the Defense it grants you; especially when stacked with the Defense you get from Ninjitsu.
Only issue I see with your secondary is your enhancement choice. Get those toggles fully slotted for Defense. A lotta new players make the mistake of slotting End Reduction. Truth is, your attacks take a much bigger bite outta your blue bar than your toggles ever will. Also, get Caltrops and Blinding Powder and learn to use 'em. They'll save your life in addition to making fights with lots of enemies much easier. Smoke Flash is meh at best.
Finishing with your pool powers, Flight is way overslotted. There's a cap on flight speed and you only need one enhancement to get really close to it. The other two are wasted. Recall Friend's already got huge range. It doesn't need any enhancement.
Hope that's a good start. Did my best from memory of my old Elec/Nin Stalker. -
Hey all
My girlfriend's gonna give the game a try. She's a big Laura Croft fan and wants to emulate her a little by rolling a Dual Pistols toon. In an effort to make her game time as enjoyable as possible I'm looking into secondaries she could use.
She hasn't chosen an AT yet but she's completely new to MMOs so ease of use is key. Nothing that requires a lotta knowledge of buff/debuff mechanics or would put a lotta pressure on her in teaming situations (i.e. Having to watch teammate's health bars)
Thanks in advance for any advice you can give. -
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Quote:You're talking to the wrong people. Thing is, by and large, CoX isn't as focused on the numbers as games like WoW. You can play through every single piece of content without ever having to care about how the formulas are calculated or how that Axe of Face Choppery's 0.001% damage mod effects your overall DPS. The average player doesn't know exactly how the mechanics work because they don't need to know.And my general impression of this game is that, relative to my experiences with Asheron's Call and World of Warcraft, this game is very poorly documented and understood on the whole. @_@ Getting information is a consistent exercise in frustration - the people are so nice, and yet so rarely informative...
But if you're looking for more empirical stuff check out ParagonWiki and City of Data. They should give you all the numbers you can handle. -
Personally speaking, I'm thoroughly enjoying the changes. It's really refreshing to come back to the game and find one of my favorite ATs can be as tough as the heartiest Tanker all the time with a little investment (My Perma Light Form build cost me about 55 million inf). Inner Light's also a nice addition. It's more viable for PBs than Build Up ever was.
That being said, I agree that there's more to be done, particularly for those who don't employ IOs. Without their benefits the AT can still be deficient in damage a good amount of the time. -
Quote:This is very good advice and it brings me to my point. TRUST YOUR TEAMMATES....One of my personal favorite is to stay a little ahead of the team. What I mean is, be the first into the next group of enemies but be there a few seconds before your team arrives to make sure you have aggro control (by using taunt, punchvoke and/or taunt/damage auras).
To do this, just leave the last spawn of enemies when there is 1-2 left and the group is quickly taking care of them. It becomes almost a min-game in later levels when enemy spawns melt before your teams.
Some tanks (Note the lower case there. I'm referring to players who take on the tank role, not an AT in particular) get into a mindset of, "I protect the team because I'm the tough one. No one else can take hits like me." The problem with that kind of thinking is it can lead to really annoying micromanagement. Ask anyone and I guarantee they'll have a story about a tank who insisted on herding and went ballistic when the team broke formation to hang loose and have more fun.
As a tank, it is your job to protect your teammates. But it's also your teammates' job to cover their own posteriors. Don't get so caught up in making sure one of your squishies never gets so much as a dirty look from an enemy that you slow the team down or otherwise hinder their enjoyment. -
Hmm...been a little while since I've looked at this thread.
Glad you liked the guide even if PBs aren't your style. I really need to go back and overhaul it for the i21 changes. They've done some really nice things for the AT as a whole.
Damage my friend, damage. Kheldians in general have DPS as a part of their makeup. Admittedly, they didn't really have the tools to capitalize on that aspect until recently. With the conversion of Build Up into Inner Light you can do a lot more. And since it has a long enough duration to be worthwhile in forms (Which Build Up never was) you can really put a hurt on enemies no matter form you choose. -
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Hey fellow forumites
I'm back from a long break and seein' a lotta posts about 'X' powerset needing Dev attention. I've got a proposal. I wanna put a team together (Infinty Server) made entirely of 'underpowered' sets and run some top level TFs. Anyone interested? -
Quote:They're nasty little buggers. At that level having so many enemies on you all at once (Particularly enemies as well blended and with as many damage types as these) can kill you pretty easily. They're greatMe neither, and I know I've done Lorenz Ansaldo's Seawitch mission (one of the two missions that the Wiki says have these things)
They should appear in more missions. -
Quote:That's Vanden's Icon Correction Pack. You can download it from Badge-Hunter.com"I was just wondering, why does AIB's Photon Seekers icon look different than mine?"
Someone else asked about something similar on one of my posts with AIB.
In short, I got an "icon correction" packet of some sort long ago. -
Even more reason not to go for a Resist based secondary
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Quote:Probably because Electric Armor is a Resistance based set and Stalker's don't really have the necessary HP to take advantage of it. Even if your shields reduce 100 points of damage down to 15 (That'd be at the Resistance cap of 85%) it's gonna hurt a lot more if you've only got 100 HP compared to the other guy with 500.Maybe the last time I tried it the secondary (elec) was bumming me out. Dark/elec is a decent brute pairing but it just didn't work for me for some reason as a stalker.
That being said, Stalkers really perform better with Defense based sets. They have the same features as other games' Thieves, Rogues, Ninjas, etc. Stealth and high burst damage with low HP to balance it out. Try a Dark Melee/Ninjitsu Stalker and see what you think. Nin will help preserve those precious hit points and give you a solid heal. Dark will help bolster your Defense by debuffing your targets' ToHit and give you a nice secondary heal that also does great damage. -
Quote:I wouldn't say gimped so much as outmoded. Light Form's basically an Unstoppable clone. Skip down to the Tanker forum and see what they think about that one. The all out crash is a relic from a very different state of the game (Most notably, pre-IO bonuses).Here's thing thing- It's already gimped. That's what we're trying to get fixed.
Light Form is a big standout among the likely fixes for Kheldians but there are other, more numeric, issues that need to be worked out as well. -
Quote:Agreed. A total overhaul is both unnecessary and highly unlikely.I really dont think that the forms need a total rework, which is what these last few ideas are basically. The forms work great as they are its just a small change to the inherent we should focus on. Maybe its just me but I like how peacebringers "work" and dont want big changes, just a few small changes that can make a big difference.
On Cosmic Balance, I'm not sure I'd be supportive of a Domination style change. Throwing the damage directly into powers would require a lotta rebalancing. I think the inherent's fine as is. It just needs to effect us solo. I'm at work right now and can't run the calculations but once I get home I'll see if I can get some numbers for all of us to mull over. -
Agreed. VEATs are great and all but there's not a chance in hell I'd wanna see Kheldians cludged into something like them.
This is pretty much the meat of it as far as I can tell. We can (And probably will) go back and forth for days about all the rest but these points are indisputable.
Unfortunately this part is. Really, you can't talk about adjusting damage without considering Cosmic Balance. For good or ill, you've gotta balance PBs around it.
The up side to that is it means you can effectively kill two birds with one stone. I think we can all agree that our inherent is unfairly balanced toward teaming. It does absolutely nothing for us solo and, with Vigilance now adjusted, it's the only remaining inherent that does so. So let's focus on that first. Taking into account all the suggestions that have already been made, how can Cosmic Balance be changed to benefit us solo without making Kheldians OP on teams? -
Seems like the conversation's died down a little bit. I'd like everyone to take a look at the OP and comment on the points that are in the proposal so far. Some of them are pretty general so more discussion is definitely needed.
And if the list seems short it's because I've only added things that seem to be backed by everyone thus far. Points of conflict have been intentionally excluded until we can agree on some sort of working compromise. -
EATs. That's it, just EATs. I've got a Peacebringer, Warshade, Widow, and Spider. They're all 50 and IO'd out. The characters I played to unlock them (Back when they became available at 50) are long gone. Every time I try to start a new toon all I can think is I could be playing my EATs right now.
So no, you're not weird. Matter of fact, I'd say it's much more common to have an affinity for certain ATs than to enjoy them all equally. -
I'm not so convinced of all that but...
Quote:I caution to say that that one change to Solar Flare would do more to make Peacebringers more acceptable than any realistic fix to Photon Seekers or other powers. -
Ok, I think the KB to KD argument has gone on long enough. For the time being let's back burner it in favor of less contemptuous issues. When the rest is worked out we can return to the issue.
Quote:I'm not gonna argue with getting more damage but I do have a concern with raising the numbers that high.* Raise human form damage scale from .85 melee/.80 range to 1.0 melee/range (numbers from paragon wiki) to be in balance with VEATs.
...Cosmic Balance
Giving PBs a base 1.00 modifier would be great if they didn't have to be balanced around the inherent. It has the potential to make our damage much higher than that of damage specialists like Scrappers and Blasters. VEATs can force multiply in a somewhat similar fashion but they're more limited by having to take and constantly run Tactical Training: Assault. I'd recommend a smaller boost to make sure PBs don't end up edging out other, more specialized, ATs. -
The only thing I fail at is agreeing with your justification. Air Superiority only causes KD when used on the ground. Try it in the air sometime. All you'll see is the target drop like a stone (The same goes for Incandescent Strike). An obvious case of flavor not always matching design requirements but that's well beside the point
Quote:If it helps you any ... think of how Warshade Powers are Dark+Gravity based, with the "Gravity" flavor applying the Speed and Recharge Debuffs. Now think of Peacebringer Powers as being Light+Anti-Gravity based, with the "Anti-Gravity" flavor applying Knock*UP* effects to targets ... regardless of attack vector directionals. If you think of it as ANTI-GRAVITY ... in contrast/counterpoint to Warshade GRAVITY ... then changing *everything* to being KnockUP makes perfect sense.
Whether it's theme or mechanics, trying to go through the looking glass and use Warshades as the definitive comparison to PBs isn't an effective way to assess them. The two are similar in some respects and radically different in others. "PBs should do X because Warshades can do Y" is overly simplistic, especially when talking about changes to either Kheldian AT.
But if you really wanna view it that way consider that Warshades have Knockback too. Dark Nova Blast and Detonation have the exact same KB as the Bright Nova versions. So does Gravitic Emanation, one of the most effective and popular Warshade powers. Hell, Extracted Essences have KB baked into their blasts too. Just to bring this post full circle, change Solar Flare to KD. Leave everything else as it is. -
On Knockback: I'll agree that changing the KB in Solar Flare to KD is a good idea. But I disagree with a blanket conversion of all KB. It's been proposed before and not just here on the Kheld boards. Everytime a KB power comes up there's at least one person who rails against it and says all KB should be removed from the game.
The Devs have been fairly consistent in their refusal to take KB out. They've done it with a power or two over the years but, for the large part, it sticks around. If for no other reason, because it's got major thematic value. Besides, I'm not sure how you justify KD on attacks that aren't on a vertical trajectory. That just doesn't make sense.
On Damage: This is where I think Khelds could stand a little improvement. As I said in another thread, we do Tanker level damage with our ranged attacks and hardly better with melee. The modifiers are currently 0.850 and 0.800 respectively.- Reassess damage scales to reflect a melee modifier of 0.900 and a ranged modifier of 0.850.
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Question on toggle suppression in forms: Is this about convenience, survivability when down shifting or both? I don't use the human shields so I'm curious.
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Let's talk about Light Form first since it's come up here and in several other threads. I'm not a big fan myself, particularly because of the crash. Making it more like Strength of Will probably violates the Cottage Rule (
) and may be a bit too far reaching for real consideration by the powers team. I'd say we'd be better off playing with the numbers instead.
I like Geko's suggestion about reducing Recharge and duration to make it a bit more accessible. Have it take half your total End and reduce your Recovery by something like 50%. That way there's still a penalty but you're not just plain screwed when the power ends. -
Quote:Hahaha! Good one BillSee that bolded part? That is more telling than anything I could have ever written to bad talk PBs.
My Inspiration loadout's the same on all my toons; column of purps, greens, blues, wakies and BFs, all medium or higher. They're not a crutch because I die a lot. I just like to be prepared