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Posts
2017 -
Joined
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Quote:I guarantee a ranged Assassin Strike would not even make it through alpha testing, let alone beta testing. It would make Kinetic Melee the BEST Stalker set.Ok, so looking at the animations, effects and comparing them to other affects from tanker melee sets, KM isn't really that much longer of a set base. They give you 8 animations, removing the one that would likely go to Taunt/Challenge/AS, which isn't depicted.
First Attack is less than 1 second long, with knockback, single target.
Second Attack is about 2 seconds long, but it doesn't show what it does to the targets.
Third attack is less than 3 seconds long with knockback.
Fourth Attack is a Cone, with knockback (but not a strong one as one target is knocked back, the other resists).
Fifth is the whirlwhind buff buildup placeholder that has a significantly longer activation time than Build Up does for any set, so I'm expecting this to be better than just plain short use buildup.
Sixth is just less than 4 seconds long with knockup. This is barely longer in animation than Total Focus, so I'm guessing it's one of the big attacks.
Seventh is about 2 seconds long, and also a knockup.
The final one is under 3 seconds long and is a PBAoE Knockup. This time is on par with most sets' PBAoE attack.
The big thing with this for me is that all the attacks appear at or beyond 5 feet from the target. UNLESS this is made just for a preview of the animations and the range should be standard close attacks, this gives KM an added advantage of being able to attack things that can't attack them. Say your dominator/controller friend is able to get a target immobilized, you can melee the target out of range from retribution. This becomes even more significant for Stalkers, who could potentially attack targets without having to get in range of those pesky PBAoE toggles and effects that can unhide them. To me, that's a huge trade up in PvP for maybe .5 seconds added to a couple of the attacks available, while several of them are average animation times. -
Quote:Virtue is definitely more newbie friendly. The offside of this is that it's easy to develope bad habits.http://www.youtube.com/watch?v=6PaHcZUHI00
If nothing else, Virtue has a very social PVP community. "lolnub"s are few and far between. It's a pretty relaxed and fun PVP environment. Hell, I even had people offering me helpful criticism when I was using Lightning Rod (for pure ***** and giggles) on my Stalker. -
Has anyone tried to make a base set in an abandoned subway? I was thinking of making one villainside
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Hello new player,
Do not make a scrapper. Scrappers are a waste of space and add nothing to a team.
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You don't play zones yet you feel you're in a position to comment on which server is decent?
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Quote:I PVP on virtue every single day. The only time I have seen you is when I made you rage in a PVP farm with my stalker.Freedom is NOT the only option. Trust me as a native of Virtue.
The PVP on Freedom is lightyears beyond Virtue in terms of ability. I know all the decent PVPers on Virtue. There's about 10, maximum.
Quote:Freedom has the most noobs and nubs and newbie PvPers....
This means most other servers have less. Virtue is one of those servers.
lern2logic -
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You get a drop for any kill that would hypothetically give you rep. (including the arena, even though you don't get rep in the arena.)
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Quote:I just spam flares & hit blaze when the target gets into range. The 1s cast of both powers keeps my dps high and helps with jousting. I have fireblast on standby only when hasten is down or someone has -recharge on me.Subdual > blaze. Easier to proc, and you can trow it while mezzed.
If anything: Subdue > Fireblast. Same cast time, but subdue is easier to proc and has immob. Costs more end though. -
I'm not a fan of snowstorm due to the 2 second cast time. I'd rather have +10% recharge from flashfreeze. YMMV though.
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Quote:You need to start thinking outside of the box.Get off of MIDs and stop preaching from the numbers Mac.
Better damage than 16 mines at once?
Stronger debuff than stacked Seekers, 6 Posion Traps, or 3 Acid Traps?
My point was that the potential of the set compares to none. The challenge of the set is getting it to it's full potential.
Better, faster, and with less effort come from practice... not Builds. -
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I put together a build for you if money really isn't an issue.
I'm not a fan of six slotting kinetic thrust. The 7.5% recharge and -3 KB protection isn't worth the 5 slot investment IMO. Plus you'll never really use it against decent players. (Decent players have 41 KB Prot. And if you're only using it on bad players, then they won't have 41KB Prot, so the added +KB isn't needed.)
I put 3 mitos in SS instead of the conventional 2. DR is super **** to runspeed and I hate seeing stalkers escape with a sliver of life left.
The third slot in hasten might not be needed. If anything you could put it in hurdle instead. The difference is marginal at best.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Busy: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Fire Blast -- HO:Centri(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Hold%(9), GJ-Acc/Dmg(9), GJ-Dam%(11)
Level 1: Subdual -- Empty(A)
Level 2: Flares -- HO:Nucle(A), HO:Nucle(5), HO:Centri(5), Dev'n-Hold%(11), Apoc-Dam%(17), GJ-Dam%(17)
Level 4: Telekinetic Thrust -- KBDist-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Combat Jumping -- Zephyr-ResKB(A), LkGmblr-Rchg+(27), Krma-ResKB(37)
Level 10: Hurdle -- Jump-I(A)
Level 12: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(13), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-EndRdx/Rchg(15), AdjTgt-Rchg(15)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(27)
Level 16: Super Speed -- Zephyr-ResKB(A), HO:Micro(19), HO:Micro(19), HO:Micro(23)
Level 18: Blaze -- Apoc-Acc/Rchg(A), Apoc-Acc/Dmg/Rchg(29), Apoc-Dmg/Rchg(29), GJ-Acc/Dmg(33), GJ-Dam%(33), HO:Centri(34)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21), EndMod-I(23)
Level 22: Super Jump -- Zephyr-ResKB(A), HO:Micro(37), HO:Micro(40)
Level 24: Concentration -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(25), AdjTgt-ToHit/EndRdx/Rchg(25), AdjTgt-EndRdx/Rchg(39), AdjTgt-Rchg(39)
Level 26: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(34), Mantic-Acc/ActRdx/Rng(34), Mantic-Dmg/ActRdx/Rchg(36), Mantic-Dmg/EndRdx/Rchg(36), ExtrmM-Acc/ActRdx/Rng(36)
Level 28: Maneuvers -- Krma-ResKB(A), LkGmblr-Rchg+(43)
Level 30: Tactics -- GSFC-Build%(A), GSFC-ToHit(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Rchg/EndRdx(33), Rec'dRet-Pcptn(37)
Level 32: Vengeance -- LkGmblr-Rchg+(A), Krma-ResKB(39)
Level 35: Acrobatics -- EndRdx-I(A)
Level 38: Drain Psyche -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Heal/HP/Regen/Rchg(40), Nictus-Acc/Heal(40), Nictus-Heal(43), P'Shift-Acc/Rchg(46), Efficacy-Acc/Rchg(46)
Level 41: Flash Freeze -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(42), FtnHyp-Acc/Sleep/Rchg(42), FtnHyp-Acc/Rchg(42), FtnHyp-Sleep/EndRdx(43)
Level 44: Hoarfrost -- Panac-Heal(A), Panac-Heal/EndRedux(45), Panac-EndRdx/Rchg(45), Panac-Heal/Rchg(45), Panac-Heal/EndRedux/Rchg(46)
Level 47: Hibernate -- Panac-Heal(A), Panac-Heal/EndRedux(48), Panac-EndRdx/Rchg(48), Panac-Heal/Rchg(48), Panac-Heal/EndRedux/Rchg(50)
Level 49: Frozen Armor -- LkGmblr-Rchg+(A), Krma-ResKB(50), S'fstPrt-ResKB(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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...said the 4 man stalker spike team who failed to kill me.
Ah Virtue. How I love thee. Let me count the ways. -
Quote:Sick burn.The majority of veteran players find it more fun to exploit the system rather than play through outdated and unimaginative mission designs that follow the same predictable patterns.
I wish I could ban people for using godmode in Doom. -
I formed The Defenders of Paragon back in 2001. (On the pre-beta boards.) We have been going strong ever since.
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Quote:Check the third link in my last post for a video tutorial.While we are on the topic of base tricks, is there a way to have wall elements float out horizontally from a wall, the way you can use the safe/accent lamp/floor section to stack/float things vertically?
As an example, I'd like to use two tech wall fans to make a big wheel, basically stacking the two fans back to back, or intersecting somewhat. Conceptionally, if I could sideways-stack one fan from a wall, and sideways stack the second fan from the opposite wall, I could do this.
Any ideas? My goal is to have a room in the SG with something that looks vaguely car-like, or vaguely motorcycle-like, and I need wheels for that.
Thanks in advance -