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Justisaur

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Everything posted by Justisaur

  1. Whips/Kin and team a lot as a poor excuse for a defender. No one will care, as you're kin.
  2. Repel can be pretty useful, but it is skippable. It's pretty fun to just knock all the enemies away from you, you can also slot the KB - KD I think, but I think it will still push them away - I've got to try this out...
  3. The main problem with kin on an MM is there's very little mitigation (a little -dmg, -rech, -spd and -end) which means your pets are going to die from aoe if you're tankerminding, and probably just die period, I can't see how you could ever get up to +4s with kin solo at least. One of its biggest upsides normally is the +recharge, but that doesn't affect your pets, so you're throwing out about 1/3 to 1/2 the reason to take it, there's still some reason for the +recharge on yourself, but more if you were playing thugs or demons which have a long recharge extra pet power. If you're on a team, at least the kin part is pretty well received. I've played around a bit with a thugs/kin and it's o.k. so far, but I wouldn't put it anywhere near the level of storm, dark, traps or time for an MM.
  4. I'm thinking that's Willpower actually, based on soloing 2 elite bosses at the same time with my Psi-melee/WP stalker. I used to have a MA/Nin stalker on live who I loved, and I got him to 50. For some reason, I just don't remember this set well. I remember liking that character and being really irked when stalker MA got rejuggled but as I was looking over the ninjitsu set in the planner before commenting, it just felt unfamiliar. I don't think it got changed but right now I don't think I'd choose this powerset over willpower or a couple of the others I would pick for thematic reasons. It's probably more useful before focus was introduced, as you could theoretically cast blinding powder, pick off one with AS, run off with none the wiser wait for hide and repeat. Caltrops is still useful to get less attacked while you're killing them off one by one with them attacking less, or again run off leaving it behind to block the path. And smoke bomb is much the same - placate everything run off... seeing a pattern here? I'd probably only take one if slots are tight but all three is a lot of ability to run away and return for another hidden AS, which is what I mean about it being good solo. I suppose caltrops would also be useful to put between mobs and squishies to keep them separated, but I never think of the squishies.
  5. I love it and it's the main reason I just can't give up psi. Confusing a lt. for a good deal of time is really nice, especially if they're a Tsoo sorcerer, or a force field generator or something of the like. In a protracted battle, it's a little hard to use, but it's excellent to start off with from hide.
  6. According to this sheet it's Stj https://docs.google.com/spreadsheets/d/19VuZ9zJ_8eKN11JytgaK9mt9Fy-8pjANopb-FGh68Uw/htmlview# Also fastest DPS against pylons from live. I'd still take it with some salt.
  7. The insta snipe is full of win. I took the snipe just as I saw it in someone else's build and thought that'd be cool, but then I got into a repec sf and the other guys were killing stuff so fast I felt like I was along for the ride... The I noticed that yellow circle around it sitting off on tray 4, and wondered what it meant, and tried it out. One of the other toons was a widow with double tactics, and I was all instant snipe all the time, and hitting things from afar, hidden sniper! It was awesome, I give a full recommendation. I tend to team a lot, so I tend to get +end from support too (or blues from so much dying) so haven't really noticed the end bar going empty much.
  8. I agree Psi is way more fun and cool looking and sounding than StJ, if you look at the damage sheet for single target it's only about 10% less than stj for single target DPS, and that's without adding in the insight boost or any damage that confused mobs do, which may put it #1. Or the fact those confused mobs aren't attacking you or your team either for some good damage and/or effect mitigation. However it's got endgame issues with some mobs heavily resisting psi (50%), even if a small part of the damage is smashing or lethal, I still seem to only do slivers of damage against robots and carnie bosses to the point where I can't kill them period - which is a huge problem if you're soloing. Since it's a small portion of smashing/lethal, you don't get to exploit psi holes in defense either, which means it's loose-loose. Of course if you're teaming just let someone else handle those targets that are heavily psi resistant - unfortunately those are oft the mobs you really want dead first, which is your job as a stalker, which you then can't do. StJ is all smashing/lethal so it's going to be resisted more commonly, but not as much as psi is when it's resisted, so it should still be able to put out damage if a bit slower against resistant targets. You can't have insight while you're hidden (it fades) so you can't take full advantage of GPB+Insight unless you placate which will probably slow things down more than it's worth (not sure have to test) or if you have the hide proc. Insight is also pretty random and I find it hard to keep track of both it and focus. I still haven't been able to figure out or find what's causing 'insight lockout' either, which prevents you from getting insight. One other psi stalker I was talking to just doesn't even pay attention to insight, just does his attack order and if insight happens to be up when he uses GPB or MS great.
  9. 40 - Psi/Ninj stalker. Psi is getting resisted a bit much by certain mobs, even if the powers are partially smash or lethal. I love the sound and effect though, so might just live with it, but checking some others out as possible alternatives. Elec/Shield around 20. Invisible teleport bombing sounds awesome. Seems to work fine, but not as cool looking so far as Psi. Fire/Rad at low level. Seems to work fine, I like the effect, but I'm not sure if it'll be effective long term with absolutely nothing else to bring besides damage, which it doesn't even seem like it has that much of. Stj/Bio a couple levels but I don't like just punching, doesn't feel super enough, even if it's effective. Psi/Bio - made a 50 on test to see how bio went with sets, and it's is pretty good. I could solo tank a group of 53s with lots of sweaty low hp spots, and survive assassinate and run away to do it again until whittled down a group of 54s, but if I ran into a tough robot I was screwed as I couldn't do damage fast enough. The sleep aura doesn't seem to work at all though, not sure if it's bugged, I'd skip that power for now. I'm also wondering about dark or energy melee sets, I think I tried them in live and didn't like them though, but energy transfer looks insane, I think it'd do more damage from hidden than the assassinate - the question is how to get past the look of pom-poms of death. Maybe ninja blade, dual blade, or staff if there's some good looking options for the weapons.
  10. Minor correction, every attack has a chance to generate Focus. It doesn't automatically do it. It doesn't say the % on that page, but I'd guess it's about 50%-75% based on how often I get one. It doesn't say there, and I haven't checked, but I'm pretty sure I've never gotten Focus from a miss either. I've actually taken to tossing off AS when I've got two focus, as that's a pretty good chance to crit, 66%, and I think you tack on the 10%+3% per extra team member, which means actually 76% when solo, and with a full team it's 87%, and I've just got AS sitting there doing nothing. I didn't know you got a crit chance from hidden on AoEs, which is also listed there, if I understand correctly, it's 50% if you're hidden (maybe 55%? +1.5% per team member?), which is a pretty good way to start a fight with a large mob.
  11. I've currently got a 40 psi/ninj stalker. Caltrops is a little disappointing, but it can cause enemies to run away, if you're single target focused like I am that's a good thing, as it lets you concentrate on one while the others attack less. It could be useful solo for mitigation, but it's pretty useless in a team, and there's the next couple powers for mitigation. What I'm really disappointed with is Blinding Powder, the sleep is so short - only 5 seconds, it's not really enough to do much of anything, the confuse is the same length of time and usually only gets one or two targets usually, the cone feels really narrow, and I'm not sure what good it does having the mobs both asleep and confused. I've read possibly slotting it with contagious confusion could be useful. I'd also consider instead slotting it for sleep duration, it might be enough to matter for sleep if it's 10 seconds long, that might be enough to kill two or three mobs in quick succession solo. I feel like I'm missing something I can do with the power. This seems like this is another useless on a team power, but I love my confuses, so I might stick with it and see if I can figure out something to do with. I didn't take the Smoke Bomb, the idea of an area effect placate sounds awesome, but apparently it isn't a real placate, I've read it won't put you into hide, so you can't auto crit against the placated mobs - it may be an alternative to blinding powder, or allow you to run away to live another day. My favorite part of the set is the pretty big heal. Slotted with some recharge and heal, it's usually up if you need it, and if it isn't you can run away and usually get it off shortly thereafter in time to save your skin. All that taken, it's probably a much better solo set than any other available.
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