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ZemX

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Everything posted by ZemX

  1. Paraphrasing your argument here a bit. 🤪 (<-- wonky smiley face makes it okay).
  2. Simply put: What you are doing on a team is either speeding that team up or slowing it down. There's no way to theory craft which that is here on the forums because people will always trot out the team composition that makes them right and everyone else wrong. But there ARE situations where knockbackers slow the team down. There are situations where AoE immobilizers slow the team down. And yes, there are teams where some tanker insisting on rounding up a spawn will be slower. But which, if any of these, is true depends on what kind of team you have. About the only thing that keeps me playing this game is joining random pick up teams and then figuring out how each new team works. If every team I joined was the same level 50 incarnate steamroller it seems everyone on the forums always claims is the case? I'd have quit already. I cannot imagine anything more boring than that. I spend more time exemplared below 45 precisely to avoid this kind of team most of the time. Can't wait to see if what the devs have planned for "Hard Mode" can help.
  3. I used to have a ninja blade / ninjitsu stalker on Live. The KoA costume was perfect at Halloween. I had the sword, Hide, and of course... caltrops!
  4. Out of curiosity, I ran Health Check on my gaming PC last night and this is what it ran into. I don't recall consciously turning that off so maybe it was just the default on my motherboard. I suppose if I enable that it will tell me the next problem if it sees one? I bought this mobo and the CPU three years ago along with memory and NVMe flash drive, so if it's already considered "too old" for Windows 11, I'm just going to sit back and laugh at Microsoft. What are they aiming this at? 5% market share?
  5. Sometimes jokingly referred to as the "Stoppable" button because of that crash. 🤪 For future reference, City of Data is a great resource for things like this: https://cod.uberguy.net/html/power.html?power=tanker_defense.invulnerability.unstoppable&at=tanker Look in the effects list for those that say "after 180s". That's the crash. In this case it can be a little confusing. There's a Global Chance thing in there that involves using Unrelenting together with powers that crash. But the other stuff mainly says you lose all endurance and nearly all health. The health part is odd to look at in CoD because "-100% max health" sounds like it ought to kill you but obviously doesn't. But the main thing is what you already saw when you tried it. That crash makes you super vulnerable if you are still fighting. The idea is to use it to carry you through the end of the fight. But that's also the problem with it. Few fights last that long. Maybe if you're trying to solo an AV yourself. Otherwise, using it means you survive the fight you're in but then have to watch that icon like a hawk for the next several fights until it starts blinking to tell you "You'd better not be in the middle of a fight when this stops blinking". Or else just be ready to pound a few inspirations, I guess. I agree, it's probably more use earlier or just as a mule later.
  6. I've seen it too. I don't imagine the GMs are joyriding our toons when we're not looking so, more likely, there's just some server process that "touches" their records and causes the date to be updated occasionally.
  7. Don't use it from range. "/powexec_location self Shield Charge" Now it's a PBAoE! Might even be better that way since I'm not sure AAO has a chance to tick and increase your damage if you teleport attack into the middle of a group of enemies. It only ticks once per second. It's a bit less fun looking that way but if it's making you sick...
  8. Not because of the i7 tho. Must be something else on your laptop hardware that's not supported by Windows 11 drivers.
  9. Rogue Isle Villains! Yes, they are a "group". You can look it up. It's like an NPC VG in game. Any unique super villain would fit right in. C'mon! Misadventure? Sardonic? Bad Penny? These guys are great! And they've each got their own style. They're not just some bunch of expendable minions all wearing the same outfits!
  10. Arrrrrr you really? But seriously, I did not know about this so thanks @Snarky! Nobody said there would be reeeeding!
  11. TRICK! *another nine pages of this thread pour out the door and attack you!*
  12. Shield Defense Stalkers get a scaling damage buff in Against All Odds. It's really more of an old-think vs. new-think thing. The original power sets reflect the old idea that Stalkers were nothing more than melee assassins who should strike from the shadows and then go back to the shadows to do it again. It was a bad idea and it made Stalkers the least played standard AT in the whole game. Issue 22 made Stalkers much more akin to stealthy scrappers than the one-trick ponies they were originally designed to be. It was a change the acknowledged how the game was being played and made Stalkers useful playing it that way. Newer powersets and ones like Shield Defense that were proliferated to the AT much later have things the original design assumed would never apply to Stalkers... for example, being surrounded by enemies. Hence OG Stalker sets lost AoEs and didn't get things intended for the sturdier melee sets that were expected to scrap or tank toe-to-toe with multiple foes. Ice Melee is a good example of a set that was proliferated late enough to benefit from the newer thinking about Stalkers. Instead of losing an AoE, it trades the terribly bad Greater Ice Sword for the terribly good Assassin Strike. It's honestly a better set on Stalkers than it is on Scrappers because of that.
  13. Well, YOU don't become a villain. These "personal story" things got sprinkled around at some point to flesh out a story not involving the player character. I'm not really a fan of them either because you get put in someone else's skin, they have crap for powers, typically get to jog around the mission at non-sprint speed, etc. I'd rather watch a cutscene, tbh.
  14. Halloween costumes? I think so!
  15. One of my first villains was a rad/rad corruptor. I've also done a Ninja Blade / Ninjitsu Stalker. Haven't been tempted to do it yet on a Tanker, mostly because after doing a Rad/Staff I wanted a defense-based Tanker. And I'd sooner go Shield/Ice than Ice/Ice. Can pick the ice shield customization and feel like I'm a full ice-themed character without having to take Ice Armor.
  16. Waitaminute.... Kick Bot took.. BOXING?!
  17. Have you considered Staff? If you've played it anywhere else, it's a little different on a Stalker because instead of Staff Mastery (the three stances) and Innocuous Strikes (the second cone AoE) they get Build Up and Assassin Strike. They also get Form of Body (the damage stance) for free, always on, from level 1. So it keeps the two best AoEs (the cone with +def and the PBAoE) and gets better single target burst than anyone else. The combo system is the focus builder/spender kind similar to Street Justice, rather than the explicit combo sequences of DB. So even if you pay no attention to it, it's still doing something, either building up a passive damage bonus or cashing it in on some extra effects with the heaviest ST attack or the PBAoE. Use the Naginata model with the blade on the end. Looks very Stalker-y. Or the tech staff with the little clear blade at the end. Or just assassinate people with a pool cue. That's fun too.
  18. Given the explanation, I don't see why they wouldn't count. Doesn't that event spawn Seers and PPD? Not sure if you'd get 100 PPD but those are more plentiful in the zone. I suppose to see if it's counting you need someone hovering at the trigger point telling you if the meter is going up as you do the Protest event.
  19. Ah... I was looking at the wrong one. Hate the names. Never can remember which is the T4 when I am browsing CoD.
  20. I mean most of my powers aren't "used" in the sense I never click on them but still want their icons visible so I can see what their state of recharge is. A few extra trays hold seldom used powers or utilities like "reveal" that aren't worth remembering a keybind for. But I get what you are saying. I used to have CJ and SJ in tray slots bound directly to keys to activate them, but ever since this combined travel powers nonsense I've moved to keybinds that make them exclusive again. I still keep their icons in the same tray spots though so I can see at a glance which is active.
  21. Isn't it a whole sliding scale thing over time that's only up 50% of the time overall? Or are you just using 5% as an average?
  22. The way I see it there are three possibilities: Having someone split off solo... 1. Always speeds things up. 2. Always slows things down. 3. Sometimes either (or neither, I suppose). You're doing one experiment, which means: 1. Can be disproven if you fail. Can never be proved. 2. Can be disproven if you succeed. Can never be proved. 3. Can't be disproven in one trial (or any number of trials, actually). Can be proved with enough trials to see at least one of each outcome. I have already stated a preference for choice 3 in a previous post and, as my position is the only one that CAN be proved and can never be disproved, I hereby declare myself the winner of this thread and, at the very least, the Internet for today. No, please.. hold your applause. Thank you! I will take my winnings in cash or purple IOs. 😈
  23. There are a few contacts that offer missions to only vigilantes in Paragon City or rogue in the Rogue Isles, but I don't know of any that are Hero or Villain locked like that. e.g. Shauna Brown in IP and The Major in Brickstown.
  24. It's gonna be a really strong build... most of the time. Some comments: Be aware that if you select the "enable proc" yellow doc on a power that has FF:Rech in it, it may just add +100% recharge to you Haste stat. It's a little inconsistent in Mid's but in your build both procs were adding +100% recharge. This can't happen in reality. First, FF:rech *is* 100% recharge, but it only lasts 5 seconds. It also doesn't stack. So the two you have in your build will never provide +200% recharge. Your base recharge with all other bonuses here appears to be +135% when Hasten is up. +65% when it isn't. How close you can get to perma depends how often you can keep FF:rech's +100% bonus up. Realistically, it will be something less than 100% of the time though and then only when you're actually in combat attacking with EotS and SR. Just be aware of it when you're looking at power recharge times. They may not be that good in practice. Consider Innocuous Strikes vs. Serpent's Reach. It won't take FF:Rech, but the proc rate of FF:rech is only 2PPM and you've put it in a ST attach with a pretty fast recharge and a lot of recharge enhancement. It looks like about a 22% proc chance there. Meanwhile Innocuous gives you an unbroken 3-AoE attack chain. Yeah, you've got Ball Lightning and Electric Fences here but they are both longer recharge, even if they are wonderfully large AoEs. Speaking of which... I had picked Mu Mastery initially too and while I loved those big AoE attacks, especially on a Tanker... I only loved them when I could hit anything. And I could only hit anything when I wasn't facing toHit debuffs or being blinded. CoT, Croatoa ghosts, Arachnos Widows, etc. Rad Armor doesn't have the defenses (or any defense debuff resistance) so eventually every debuff hits you. Stick with what you have here for a while, but if you get fed up with having your toHit floored, consider respeccing into Focused Accuracy and swapping Serpent's Reach for Innocuous. If you still want a ranged attack, take Laser Beam Eyes. If you have the room, think about Tactics too. You already have the pool open with Maneuvers. Tactics might not seem necessary but it plugs, at least somewhat, one annoying hole in Rad which is Confuse protection. It's not as bad as the toHit debuff problem but any time you're up against spawns that include CoT succubi, you will end up taunting your teammates whenever they confuse you meaning not only will you be prevented from attacking for a short while but so will teammates around you hit by your taunt aura. Lastly, and probably least important. Great resistances for the most part, but remember that as a Staffer in Form of Body you can get +13% res(all) for 15s just by using Sky Splitter with 3 stacks of FoB. That's on top of the Might of the Tanker giving you anywhere from 6-18%. In Guarded Spin, you can easily count on 12% res from MoT as an average. All that means is that if you DO solve the toHit debuff problem, you can reliably count on a lot more resistance and so could consider trading some of it away for other bonuses. Just something to doodle with in Mid's. You might get a little more ranged defense for instance. Or more HP or recharge or whatever. I mean, that's really good Cold resistance. You'll be in the 80s once you're in combat if you're using Form of Body, which is great... but not all that necessary that I've found. I would find a spot for Kismet:+ACC. It's actuall +6% toHIt. You can never have too much toHit.
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