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Crater Kate

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Everything posted by Crater Kate

  1. I skimmed the thread, and Mace/SR is very rare across every AT actually! I don't think they're rare for mechanical reasons. Mace is one of the very very best melee sets, SR is also extraordinarily good, so the combination should be pretty stellar. I would put money on it being a flavor thing. War Mace is a slow, smashy, brute force set that feels really at odds with SR's elegant, precise, "I dodge everything you throw at me". I think if you can get a concept that works for both of those, you're in business.
  2. Thank you @Bopperand @Wernerfor setting me straight. I definitely brainfarted on the base 50% to-hit. But I had no idea that resist protected itself like that! You learn something new every day.
  3. So wait. Are my options a real defense based set versus a resist based set? Ie, Super Reflexes versus Electric? Or is this a hypothetical, "if you had to choose only one which would it be"? Because if I can only cap one and have to forfeit the other entirely, I am capping Defense every time. Yes, defense can get RNG'd to death. But defense has three strengths that make it significantly better than resist in a vacuum: Capped defense on average lets through half as much damage as capped resists All resists, no defense gets shredded by debuffs, where all defense, no resists does not. A debuff that doesn't hit you can't affect you at all! Defense debuff resistance exists, where resistance debuff... resistance... does not All this together makes the average performance of defense a lot sturdier better versus debuffs, but a lot more volatile over small sample sizes. Yes, sometimes you're going to be running a Tinpex and fighting Bobcat, and Bobcat is going to hit you not once, not twice in a row, not thrice in a row, not four times in a row, but five times in a row when she HAD to hit you five times CONSECUTIVELY at a floored 10.5% for you to actually die, which is nearly a 1 in ONE HUNDRED THOUSAND - (no, this is a random example, why do you ask?) Yes, those times do happen. But over long stretches of time that'll balance out and defense will impress much more by itself. Of course, things don't exist in a vacuum. Many resist sets pack healing tools defense sets could only dream of. Some of them layer enough stuff where they truly become unkillable, where the defense sets will still risk the wrath of the dice gods. It all depends what you're really asking 🙂
  4. How much are you investing in your characters in the mid-30s? My builds are generally very WIP during the leveling process, but I'm still investing in a fair few IO sets along the way. On +1/x3, my Kat/WP got absolutely pasted in this mission and locked in the death loop others are describing. The only way I was able to escape was by hitting return to hospital, then immediately porting to base. Without that (pretty cheesy) escape tool, I would've been flat out stuck. For a character that isn't equipped with set bonuses or has very few, I wouldn't at all be surprised if "lower the difficulty" is just not a feasible option.
  5. I know you said cost wasn't an issue, but if you do want something that's a bit more in between in terms of cost because she is purpled to hell and back, I'll share some of my choices for leveling: - Mako's Bite and Touch of Death were staples for ST melee attacks. The set bonuses are all around very very good for a set so cheap. - Scirocco's Dervish and Annihilation were for Sweeping Cross and Spinning Strike. Same as above more or less. - The 3 slot Overwhelming Force in Kick is entirely gravy because unslotted Kick makes my skin itch, those were two floating slots at the end, and I like the 3 piece set bonus. - ATOs and Luck of the Gambler should be first priority, then health slotting, then Performance Shifters. That gets you most of the way there. Hope this helped!
  6. Sure! This is what Tiger Moth is running today: Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Tiger Moth: Level 50 Magic Stalker Primary Power Set: Street Justice Secondary Power Set: Super Reflexes Power Pool: Sorcery Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Initial Strike -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(39), Mk'Bit-Dam%(46) Level 1: Hide -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(37), ShlWal-Def/EndRdx(48) Level 2: Sweeping Cross -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/Rchg(5), SprAvl-Acc/Dmg/EndRdx(7), SprAvl-Dmg/EndRdx(7), SprAvl-Rchg/KDProc(9), FuroftheG-ResDeb%(9) Level 4: Focused Fighting -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(25), LucoftheG-Def/Rchg+(31) Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(11), SprStlGl-Acc/Dmg/Rchg(11), SprStlGl-Dmg/EndRdx/Rchg(13), SprStlGl-Acc/Dmg/EndRdx/Rchg(13), SprStlGl-Rchg/Hide%(15) Level 8: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(15), GssSynFr--ToHit/Rchg/EndRdx(17), GssSynFr--Rchg/EndRdx(17), GssSynFr--ToHit/EndRdx(19), GssSynFr--Build%(19) Level 10: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(31), LucoftheG-Def/Rchg+(34), LucoftheG-Def/Rchg(40), LucoftheG-Def/EndRdx/Rchg(42) Level 12: Agile -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(36), LucoftheG-Def/Rchg+(36) Level 14: Mystic Flight -- WntGif-ResSlow(A) Level 16: Practiced Brawler -- EndRdx-I(A) Level 18: Spinning Strike -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(21), SprAssMar-Acc/Dmg/Rchg(21), SprAssMar-Dmg/EndRdx/Rchg(23), SprAssMar-Acc/Dmg/EndRdx/Rchg(23), SprAssMar-Rchg/Rchg Build Up(25) Level 20: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def(50) Level 22: Kick -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(46), OvrFrc-Acc/Dmg/End/Rech(46) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(45), UnbGrd-Max HP%(45) Level 26: Shin Breaker -- AchHee-ResDeb%(A), SprBlsCol-Acc/Dmg(27), SprBlsCol-Acc/Dmg/EndRdx(27), SprBlsCol-Acc/Dmg/Rchg(29), SprBlsCol-Dmg/EndRdx/Acc/Rchg(29), SprBlsCol-Rchg/HoldProc(31) Level 28: Quickness -- Run-I(A) Level 30: Weave -- Rct-Def(A), Rct-Def/EndRdx(36), Rct-EndRdx/Rchg(37), Rct-Def/Rchg(37), Rct-Def/EndRdx/Rchg(43), Rct-ResDam%(43) Level 32: Crushing Uppercut -- Hct-Dmg(A), Hct-Dam%(33), Hct-Dmg/EndRdx(33), Hct-Acc/Dmg/Rchg(33), Hct-Acc/Rchg(34), UnbCns-Dam%(34) Level 35: Evasion -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(40), RedFrt-EndRdx/Rchg(40), RedFrt-Def/EndRdx/Rchg(42), RedFrt-Def(42), RedFrt-EndRdx(43) Level 38: Superior Conditioning -- PrfShf-End%(A), PrfShf-EndMod(48) Level 41: Physical Perfection -- PrfShf-End%(A), PrfShf-EndMod(50) Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 47: Spirit Ward -- Prv-Absorb%(A) Level 49: Assault -- EndRdx-I(A) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(39), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(39) Level 50: Musculature Core Paragon Level 50: Vorpal Core Final Judgement Level 50: Assault Core Embodiment Level 50: Rebirth Radial Epiphany Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 50: Vanguard Core Superior Ally Level 50: Degenerative Core Flawless Interface ------------ Couple of pointers about some of my preferences: - I like my melee characters to be robust enough to solo as much as possible. This gives me the freedom to solo or team as I want to. - On SR I highly, highly value hitting incarnate softcap of 59% rather than just the regular softcap of 45%. I've found the difference between the two to be night and day, and not just vs. incarnate enemies. In lots of incidental situations, having the chunk extra is very handy. (note, with hide suppressed but still toggled, my numbers aren't actually all isoftcapped -they are roughly 59/57/58 melee/ranged/aoe, which is close enough in my books) - I despise running out of end. Particularly on a Stalker. A Stalker that can't maintain their highest dps chain indefinitely is a Stalker that eventually stops doing its job. - I also like running fast. All of those things combined means the build that works for me is sturdier than many other StJ/SR Stalkers, but conversely has to sacrifice a bit on the damage front. If you want a REALLY aggressive StJ/SR that will go squish a bit more, I'm pretty sure @StrikerFoxis the person to talk to.
  7. Th... that's not two Twinshots... that's QUADSHOT! Run for your lives!! /e afraid
  8. Funny, I would have thought the literal shutting down of the game was the end of the game...
  9. If you're really, truly, absolutely, incredibly stuck on a costume, which inevitably happens from time to time, hit the 'Random' costume button! And don't just hit it once, hit it 5-6 times in rapid succession. It throws out a lot of dorky looking things, but if you spin it many times in a row and so quickly that your brain can't keep up - you may find bits and pieces stick in your mind. You'll see a hood you like somewhere, and then a face that you've never used before, a backpack that you forgot about, and a color palette you never would've thought of. And while those may all be on different spins, you've then had those stick for you! And so you get to start picking and choosing the best bits 🙂 Another game I like to play with the random button is "how little can I change from a single roll while still getting this to a point that I like?" Get rid of an aura here, add some spot color there, and change the face up, and you can get really close to some good-looking ideas that you'd never thought of before. Maybe most importantly, a really simple tool to get a costume to work is to just change the color palette. Don't tweak it, change it. Divorce yourself from the costume that was giving you trouble. Pick another color, unify the palette, and keep the costumes the same but erase the colors you thought you had locked in. And this goes doubly for powers - if your costume is feeling monotone, your accent color can be in your powers! I've had characters' schemes go from white and gold to black and red; blue and yellow to bright magenta; blue and purple to red and white. Make a mental list of colors you don't use a lot and maybe make a conscious effort to change that. Green is maybe my favorite color but for whatever reason I don't default to it a lot in costumes. I have to push myself to use it. I'm very happy every time I have. Pink is another color that I've had a very lukewarm relationship with that I have grown to really like due to pushing myself to use more of it. Also, on the color note: don't feel locked in to the "obvious" colors. I've tried making a gazillion ice-based characters, and always fell back on the white and, ehm, ice blue pairing. Because it fit my notions of what I wanted my ice character to look like. So eventually I started trying to break that pattern. I made black-and-green ice characters. All orange ice characters. What I settled on in practice was less of a dramatic departure - red and white - but red is still very unorthodox for an ice character. Point is, act against some of those connotations you have. Pick weird colors. You might like em.
  10. My very first all-natural character, an Archery/TA Blaster, is finally creeping towards 50, and I've had a lot of fun with constraints on her. In no particular order: She's not allowed travel powers or base porter macros. She gets Ninja Run and the P2W Jet Pack to get around and that's it, which doesn't *sound* very limiting, except... The only cash she's allowed has been cash she's earned herself. Reward merits get converted to salvage and sold, but she does no marketeering, and certainly not funded by other characters. This means she has to be really careful with her Jet Pack time, and has ridden most of her ride on DOs and SOs. I'm finally getting wealthy enough to explore some cheap sets. Ages and ages from purples. Earned levels can only be cached in at what I judge to be pivotal learning moments - mostly this is the end of mission arcs. None of this "Oh this exploration badge earned me a level, off to Valkyrie I go!" stuff. All the leveling she's done has been in solo missions and mission teams. If I ever get the hankering to run breezier content with her, XP gets turned off. The full natural ride 😎 Even among the missions she does, all the content HAS to make sense for her to be able to do. She's a gal with a bow n arrow and a very very basic selection of other tools. She's not gonna be hunting a lot of AVs until she's damned well earned that kind of power. Restrictions that I am debating, but am not sure if I have the courage to enact: One of the following: no incarnates at all, only t1 Alpha allowed and nothing else, or full access to incarnates on a very permissory, "earned" system again. I can make Alpha work as just getting better, Interface is passable as tipped arrows, Lore I guess works as radio'd in reinforcements, but only if sticking to Longbow/Vanguard. If I really squint I can make sense of Hybrid but probably not toggled, Destiny... I COULD allow her t1 Incan and write it off as a teleport beacon, but the others are too hard to make work. Judgment is completely out the window. Haven't settled on what my approach here is gonna be, but safe to say incarnates will NOT come easily to her. ... no orange sets or purple sets? No purple sets? ATOs, but no oranges or purples? Her road's been hard enough as it is so I don't know if I need this kind of hard rule on top of it all, and I would like some sort of endgame for her as she has been a BLAST to play (pun intended) But yeah. It's been a lot of fun only allowing her the power that I decide she gets.
  11. Not to harp on this too much, but for a player to have even 2 trillion inf, they would need to have the maximum of 2 billion inf per character, spread across the maximum of 1000 characters per server. Several trillion seems... difficult.
  12. I would not at all pick Claws as an example of a good set on a Stalker. The set lives and dies by Spin and Follow Up, they are the hallmarks of the set. Shockwave is a ~fine~ AoE, I wouldn't call it awesome, and you don't even get it until 32. Scrappers the full Claws experience by Level 18. What you get out of the set in ST performance just doesn't make up for the key losses of what makes Claws special, and you are left with a pretty generic lethal damage set.
  13. I think what they're asking is "how likely is someone to follow up on your tag." ie, if you're tagged Helper, how often will people ask you for help. If you're tagged Help Me!, how often will people offer to help. That kind of thing. My experience has been a medium amount, I guess? But in my experience the tags don't encourage that much unsolicited interaction. They're more about letting other people know what kind of player you are. For instance, most of my characters' default labels are Helper at this point. I'm not an encyclopedia on this game by any means, but I'm happy to do what I can where I can for people. I see it as more of a welcome mat on my front porch. People don't really come to me out of the blue, but I do it so people know I am available, I'll be engaged in the Help channel, and so on. Similarly, I don't see players with the Help Me! tag as necessarily wanting someone to DM them "what do you need help with?", but instead I just treat them as new players. If I'm teaming with them, I'll explain things a little more carefully to them, I'm more likely to keep an eye on them and hang back to support them if they're struggling, and so on. If someone's rocking RP, I'll be more likely to engage in some walk-up, I'll be more willing to be in character in missions, etc. It's less about what are people going to do, but more how people are going to think of you. If, @WanderingAries, you're asking because you want a different color on your name but don't really want the association of the tag - I'd say you can go for it. It's not like there's any rules on how you have to behave with various tags. You should be ready for people treating you a bit differently depending on which tag you have up - in particular Roleplaying might get you the occasional walk-up, and you might get a raised eyebrow or two if you have Helper but don't want to help very much, but I really don't think anyone will call you out on it. And IMO just saying to someone who asks, "I have this tag because I like the color" is a perfectly valid explanation.
  14. Hi! So I'm not looking to tell you what character you should play, but if you want to play a Ninja, I'd humbly recommend that you also look at a Katana/Ninjutsu scrapper. Two reasons: number one, on Stalker, Katana/Ninja Blade loses its best AoE in The Lotus Drops. Without it, the set has very little, and you will feel that unless you reach to Epic pools. Number two, Ninjutsu on scrappers is a really fun and good set that gives you stealth, from-hide crits, a lot of movement speed, and feels very Ninja-like. It's at least something to consider! But, assuming you want a NB/Energy Stalker, here's where I'd land up with it: Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Ninja Blade Secondary Power Set: Energy Aura Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Blaze Mastery Villain Profile: Level 1: Gambler's Cut -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(13), SprAssMar-Acc/Dmg/Rchg(13), SprAssMar-Dmg/EndRdx/Rchg(15), SprAssMar-Acc/Dmg/EndRdx/Rchg(15), SprAssMar-Rchg/Rchg Build Up(17) Level 1: Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42) Level 2: Flashing Steel -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(3), SprAvl-Acc/Dmg/Rchg(3), SprAvl-Acc/Dmg/EndRdx(5), SprAvl-Acc/Dmg/EndRdx/Rchg(5), SprAvl-Rchg/KDProc(11) Level 4: Kinetic Shield -- Rct-ResDam%(A), Rct-Def(17), Rct-Def/EndRdx(23), Rct-Def/Rchg(42), LucoftheG-Def/Rchg+(48) Level 6: Assassin's Blade -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(7), SprStlGl-Acc/Dmg/Rchg(7), SprStlGl-Dmg/EndRdx/Rchg(9), SprStlGl-Rchg/Hide%(9), SprStlGl-Acc/Dmg/EndRdx/Rchg(11) Level 8: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(40), GssSynFr--ToHit/Rchg/EndRdx(50) Level 10: Entropy Shield -- EndRdx-I(A) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25) Level 14: Super Jump -- WntGif-ResSlow(A) Level 16: Power Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(27), LucoftheG-Def(29), LucoftheG-Def/Rchg(48), LucoftheG-Def/EndRdx/Rchg(50) Level 18: Kinetic Dampening -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(21), StdPrt-ResDam/Def+(21) Level 20: Kick -- Empty(A) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(34), UnbGrd-Max HP%(36), GldArm-3defTpProc(40) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(29) Level 26: Soaring Dragon -- AchHee-ResDeb%(A), Hct-Dmg(27), Hct-Dmg/Rchg(36), Hct-Acc/Dmg/Rchg(36), Hct-Dmg/EndRdx(40), Hct-Dam%(42) Level 28: Energy Drain -- Rct-Def(A), Rct-Def/Rchg(50) Level 30: Weave -- ShlWal-Def(A), ShlWal-Def/EndRdx(31), ShlWal-Def/Rchg(31), ShlWal-ResDam/Re TP(31) Level 32: Golden Dragonfly -- AchHee-ResDeb%(A), Arm-Dmg(33), Arm-Acc/Dmg/Rchg(33), Arm-Dmg/Rchg(33), Arm-Dmg/EndRdx(34), Arm-Dam%(34) Level 35: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(37), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(37), Prv-Heal/Rchg/EndRdx(39), Prv-Absorb%(39) Level 38: Char -- SprWntBit-Dmg/Rchg(A), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Acc/Dmg/Rchg(43), SprWntBit-Dmg/EndRdx/Acc/Rchg(43), SprWntBit-Rchg/SlowProc(46), Apc-Dam%(48) Level 41: Melt Armor -- AchHee-ResDeb%(A) Level 44: Fire Ball -- Rgn-Dmg(A), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(46), Rgn-Knock%(46) Level 47: Disrupt -- AbsAmz-ToHitDeb%(A) Level 49: Overload -- LucoftheG-Def/Rchg+(A) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A), Clr-RunSpd(25) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(39) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) ------------ With this, you have defenses that are flirting with incarnate softcap (and Energy Drain will often make up the difference), as well as reasonable resists and a boatload of recharge. Hasten is perma with +5 boosters, it's a second or two short without. I've dipped into Blaze mastery for Fireball to make up for the missing AoE, and dropping Divine Avalanche may be distasteful to some, but realistically it was that or Soaring Dragon, and for a typed def set DA is pretty limited in its use anyway. The passive endurance management is a little on the low side, but ED being up every 20 seconds will make up for that.
  15. If it's any help, any time I'm on, I'm happy to lend a hand with the grind! There's no point beating your head against a wall if it's causing you that much frustration. Hit me up if you want to 😊
  16. Keep your brutes. More fun for me 😊
  17. Ah, but THAT would require playing a brute.
  18. Ice / Ice is a fairly popular Stalker combo, I wonder if the high amount of Scralker overlap is why you don't see it so much on Scrappers.
  19. The trouble with slotting the Stalker's Guile proc in powers other than Assassin's (whatever) is that you risk hitting the slow attack chain. Locking yourself into opening with slow AS is all well and good when solo, but on a team even if that's great damage, it's way too slow. So you need to have a chain that's flexible enough to open with a faster attack. If you put the proc in AS, you have complete freedom in doing that. But if you put it in something else, then you have to keep your AS some distance away from that proc in order to not completely tank your DPS. It's workable, but it requires a lot of rigidity and a very fixed attack chain. That can lead to a lot of weirdness and overkill/underkill when mobbing, even when it works fine vs hard targets.
  20. Oh boy, where do I even start... There's Macawbre, a Dark/Dark dom who is... yep, a macaw. Then there's Orkestral, an operatic Sonic/Sonic defender who is... I think you see where this is going- they're a kestral. (I like birds okay) Salamander Hamilton I showed off in the costume thread, so he's known, but still my best. Charlequin is a Demons/Thermal MM, and is a clown-on-fire. and Tim Brrr is a Plants/Cold controller.
  21. making Justin Augustine less like chewing glass and more like... still chewing glass, but a lot faster?
  22. Meanwhile there's me, an absolute DDR and recharge addict, wondering why anyone would play Ninjutsu when they could instead play SR 😄 The reality is the set is ok-ish on Stalkers, but very decent on Scrappers and Sents. I've played as and with a handful of /Nin Scrappers, and I like how the set makes you half a Stalker, giving you leeway to blend styles a little bit. You get to take the good Scrapper versions of some sets like Claws, and play them on a Stalker-like character without actually using the bad Stalker versions. That flexibility and freedom is really cool to me. I also like its unique construction and how its survivability tracks to various powers! I think the Stalker version could do with a once over to get it polished up to the point of the Scrapper/Sent versions. Other than that, the set's in a good spot! (but can you pretty pretty pretty please give us caltrops on Scrapper/Sent? I pwomise I won't abuse them that much! 🥺 )
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