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Justisaur

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Everything posted by Justisaur

  1. I used to have ST/WP as my main on live. It was good. ST has some serious end issues which WP is good (best?) at helping with, and WP is a little squishy when you're down to single targets which the mitigation from Stone helps with. I'd definately consider /elec or /rad with it though as both have some decent +end and probably better resists and other tricks. I'd never considered /fire before, that sounds interesting.
  2. A couple guildies have SS/Elec mains, the only thing I've ever seen tougher is x/stone, but that's like molasses. They're quite well IOed.
  3. More like, why'd they bother making sentinels when you have VEATS? I assume you could tank if you took provoke. I know my Bane is pretty tough, I can solo a +4 cyst in ITF without any inspirations, it's close though, if I pop an orange it's easy. I still die on occasion if I get too cocky or don't pay attention. Crabs are even tougher than Banes. The only way to get rid of the backpack is to go full Bane, you can't even have an alt build with Crab in it. I keep intending to try Crab again, but I found it a more difficult in the mid levels and found Bane easier to level with for some reason, plus I just like beating on things with my big spider bat.
  4. Make sure to get an Alpha T3 asap for the level shift as you'll go from -4 to +1 on iTrials, then a T3 in Destiny and Lore for two more +1 level shifts. General DPS: Alpha: Musculature Core (highest +dmg enhancement) Destiny: Ageless Core (+end,+rech. All the others have their uses as team support, Rebirth is somewhat useful for healing pets.) Lore: Too many to choose from, probably hidden gems I'm not aware of, I'd rate the ones I'm familiar this way: #1 Banished Radial has a invulnerable support than can AoE and get a lot of agro and good -resist from the boss, #2 Longbow Radial has heals and -regen (Longbow -500%, Warworks only has-50%, Nemesis doesn't have any.) #3 Knives Radial have a decent +dam buff from support and use toxic damage, but it doesn't feel like much to me and the boss dies quick. #4 Arachnos for theme, but they don't have much going for them, one ST heal, and one small toxic attack. Here's a link the sheet with all the pet's powers: https://docs.google.com/spreadsheets/d/1tmuk9Jf-NxhSE2P1RB6wRtn-qUDvwqpV_10B9QAAinE/edit#gid=0 Judgement: Ion Core (widest area most targets, Radial is fun with the holds though too. I have actually found it TOO big in some instances versus nasty mobs where you can get multiple spawns after you if you have a few people using them.) Hybrid: Assault Radial (Affects pets if you activate it before summoning them, Support is the only one that affects pets always, take core for double pet effects) Interface: Degenerative Core (-hp and some toxic dot, Radial T4 is broken, don't take it. If you just want 3x the toxic dot take the T3 Total Radial Conversion, or the same on Reactive for the fire dot.)
  5. I was looking at the old numbers for Rad, and was surprised http://web.archive.org/web/20140821035429/http://tomax.cohtitan.com/data/powers/powerset.php?id=Stalker_Melee.Radiation_Melee Devestating Blow seems to do almost as much damage as Total Focus, but crits for the whole amount, and all the attacks seem to have a small area toxic damage. It also has some self healing, Maybe it's just one of those 'looks good on paper' sets, but has anyone tried it? What would you pair it with? /rad perhaps? Or the usual suspects?
  6. Now I'm wondering if /Nature could keep Ninjas alive.
  7. Activated a power one was quite irritating, as one time I was trying to switch while waiting for a trial to start and I kept getting that error even though I'd just been standing there quite a bit longer than 5 minutes, and hadn't used any powers for quite some time. I assume someone else there was using some power that made it so I was casting a buff on myself or some-such.
  8. If we're talking about other games... I wanted to make a dwarf rogue in WoW. I suppose I could recreate him in CoH, he'd definitely be a stalker, have to be broadsword or katana I think, probably /bio. I spent over an hour hitting the "name already exists" and "censored" (for non-offensive things as far as I could tell) name denied wall, and was getting highly irritated. I eventually just started trying to get something past the filters and ended up with Bhuttrapier. My friends were all like 'not cool' I eventually reported myself so I could change the name, I was so ashamed. I haven't the foggiest idea of what I renamed him to, and found I lost interest in him with the boring name. and quit shortly thereafter. Here's to old Bhuttrapier!
  9. So... it prevents your windows* from shaking in a thunderstorm? * The glass kind, not the software kind
  10. I really love my Bane, so I'd say two of those. Stealth, melee, buffs, debuffs, aoe, pets. If you're always together you can possibly skip the fighting pool (or at least weave) and still get soft-capped on defense. picking up TT: Maneuvers both at level 10 would give you both a total of +20% defense really early, throw in L: Maneuvers that's 27%, then by the time you get good defense enhancements that's ~42% which is almost soft-capped, when you get to Cloaking Device you get 3.75% from that even when attacked and before enhancements putting you past soft-capped. The stacking venom grenades would be great, that'd get you to -80% resist on toxic on enemies. I doubt there's anything that'd be as fast and fun as a pair of Banes. Of course you don't become Banes until 24, but huntsmen are still really good, and great together. A pair of Thugs masterminds would be great together, as both enforcers in both sets have leadership toggles that affect all the pets of both of you, if you both have leadership too that's a total of 6 of each affecting all your pets, For secondary storm's my favorite, and would be insanity with two of them, all the usual suspects should work fine too, /dark /cold /time, but the thought of having four tornadoes tossing everything around (or down if you use kb->kd converers) and a couple lightning storms and freezing rains going with all the pets helping in the madness makes me salivate. Storm's a bit slow to start and can be extremely end heavy - especially if you're using gale/hurricane, but you'd have a couple overlapping auras of steamy mist for stealth and defense too which should make it good early. It'd obviously be a bit slower than the banes above, dealing with all the pets. Ill/Rad is good, but could be a bit rough in the early/mid levels, Ill/time would probably eventually be better, but might be even slower starting. A couple of plant something could be interesting with all the confuse, but you'd need a secondary that can put out some good ST damage (storm again?) which I'm not sure of, or a couple of doms instead of controllers, and you'll have more problems with AVs than an pair of Ill would. Defender I'm not so keen on, their damage isn't that great, you really need more than a couple to start seeing those force multipliers enough to overcome that, and since you're duoing you lose out on the solo damage bonus. I'd go two corruptors over defenders. Ice or Fire /time would probably be excellent as a pair of corruptors. /kin might be interesting too, as you could make yourselves insanely fast, and you'd be hitting the damage caps quicker - they might have some issues with staying alive, I'd definitely go ice with /kin as it at least has some controls. If you did want to go Defedner or Corrupter Beam Rifle would also be worth looking at, as you can spread disintegrate and take advantage of it with both characters, though I'm not as familiar with it and don't know how good that'd be. If you went sentinel or blaster (faceplant city!) BR would also be worth looking at for that reason. There's always a couple of scrappers, brutes or stalkers, (don't do tanks unless you want safe but slooooow) each has their points, but I doubt any pair of the same ones could handle all the content that any of the above could. I'd personally go stalker of those so you can sneak around and really double-team bosses and AVs. I'd pick a less resisted primary so you don't end up with both of you sucking against highly resistant mobs. Some choices there: #1 Ice/Ice stalkers: Stacking -recharge and slows between both characters, things will be practically frozen in place as you kill them with rarely resisted cold damage. #2 Rad/Rad stalkers: You'd spread containment making self healing easier, and you get to heal each other eventually, with energy and toxic damage both rarely resisted. #3 Elec/Shield stalkers: Stacking auras from shield, stacking -end from elec, and the fun of quad teleport bombing, energy damage again. #4 Elec/Elec stalkers: I'm not quite as sure on this one as /elec is a resist set which usually aren't as good on stalkers, but it is a very good set, you get heavily stacking -end which may bottom out end preventing attacks back.
  11. Pargon doesn't have a lot of the numbers - for that I use the wayback to Power Quantification - City of Data also really out of date and most of the pets weren't saved 😞 I hope a homecoming wiki is in the works at some point as it's hell trying to find stuff currently.
  12. You're pretty much doing it right. Save the big lock-down for when you don't have a tank, your tank can't deal with the alpha, or you get ads. Part of the reason I like plant so much as a controller/dom, you can lead off with confusion and the mobs clump together naturally, you're still better off letting a tank do their job if you've got one so you don't risk the alpha yourself though. Unfortunately I don't find controls that useful anymore, unless you find yourself in the odd situation of mid level with no-one higher level exemplaring, and no agro management, or when you can position to hard mez special annoyances like sappers before they act (stealth is great for that.) Fortunately grav has pretty good ST damage too, so killing off stranglers is a a good choice, and time has good buffs eventually.
  13. Only of those I've played: #1 Psi/Ice #2 Psi/Bio #3 Fire/Rad #4 Kin/EA #5 Nin/Nin #6 Elec/Shield #6 Stj/Nin #6 Psi/Nin Primaries: #1 Psi, I'd call the confuse the opposite of useless. It's of less use on teams - mostly against special targets like Tsoo Sorcerers, but solo it's amazeballs to lead off with a confuse on a LT then go to work on a boss while the lt is helping you instead of also hitting you. It's a joy to level with, but It's got serious problems with high resists on bosses+ at end game, but it's got a few notes of excellence like cutting through Minotaurs and Cyclopses on ITF. It may perform better at end game if fitting in moonbeam (which I only did on the /ninj, and kind of gave up on it at that point, so didn't get the full effect) and cross-punch to up the non Psi & AoE damage. The T9 AE is pretty impressive coming with a KU and a significant extra damage dot if you use it with insight. Insight is a bit much to keep track of on a stalker so I mostly just get it when I get it, but I'll try to use it with the T9 if there's more than a few enemies I'd hit. Don't sell short the hold from GSB which slotted with the +hold mag I've held bosses and even EBs with that I'm fighting too, along with the Two KU powers it has a good deal of mitigation and looks impressive, and when not resisted does huge truckloads of damage. I haven't PVPed with it, but it's supposed to be miles ahead of other sets there. Many of the attacks have -rech, while small stacks with /ice's aura making it so enemies attack you even less. #2 Fire, This feels pretty good, I rather like it on a stalker, It may deserve to be higher up on the tier list but was distracted with other sets and didn't give it enough time. I was a bit concerned that most of the extra damage is in the form of dots, which shouldn't be of much use with a stalker's ST burst focus, but could be good against AV heavy missions like LRSF. #3 Kin, this feels and looks so cool, I also didn't really give this enough of a chance as got distracted, but it feels like it might just be a bit slow for stalkers, and should maybe be lower. #4 Ninja Blade, this is pretty workman. It's fast, and has some small AoE, but lacks the big attacks that Psi has. I wasn't extremely impressed with the feel, but I couldn't argue with the results, it outperforms Psi against anything resistant, and all the -dmg means you're taking less damage. If I'm really honest this should probably be #1 for how well it performs, but it just feels o.k. nothing special. I could see this might perform well with regen sets - bio, rad, wp and of course regen, due to the -dam effects, of course -dam is good for any set really. #5 Electric, Good AoE. I want to like this, but it just felt mediocre. No crits on any of it's AoE, and a weak ST heavy attack, doesn't really work with a stalker's strength, but it does cover the weakness of little to no AoE. While the teleport attack doesn't break hide, it still agros and I found getting hit after doing it was common losing your crit attack. I can't even take +0/1 no bosses solo with my IOed lv 23 on Torchbearer, making it clear this is a really bad set for leveling. While it was just o.k. on Justin end game build. Still one of my guildies has one that's quite impressive, but he's all purpled out and incarnate which covers a lot of flaws. #6 Stj, o.k. I don't know, this is supposed to be one of the best if not the best set. I just didn't like the feel or the animation, I can't get into just punching stuff. #7 Energy. I tried this back on live, I think probably with /dark, but the attacks were slow, and look like pom-poms, apparently you don't even get full crits with the best attacks, putting this down on the bottom of the dung-heap. I didn't include it above as it's been too long since I played it, and things have changed considerably since then. Secondaries: #1 Ice, nice slow/-recharge aura, which means things aren't hitting you as much, and they don't run away very fast either, making it easier to kill them. Has great defenses, some -defense resist, a toggle anti-mez, end booster, and a long recharge heal/hp boost. Pairs especially well with Psi or Ice due to -recharge stacking. #2 EA, I haven't really given this set enough time either, it's very similar to ice, but has some +rech for you instead of -recharge for them. This probably fits better into the stalker's 'kill them first' style but I prefer a little more staying alive considerably longer, than killing slightly faster. #3 Rad, I haven't really given this enough time, it may be even higher up there as it has good resists, regen, self heal, a toggle anti-mez. Unfortunately it loses the -to hit aura of other ATs which would've worked best on a stalker. It plays well in any case for a non full defense set. #4 Shield, People seem to like this for shield charge, but it's a small AoE, with small damage, and can't crit. It looks impressive, but it just felt mediocre when I was playing it. It was o.k. So I put it middle of the pack. #5 Bio, This is weird and may be better than what I experienced, but I found I had to sit in defensive mode most of the time, which cuts your damage, even then I didn't find it as defensive as any of the above, I'd definitely pair this with something like Broadsword or Staff to get some extra def from the attacks in the future. I also never saw any enemies slept by the aura even solo. I still think I just don't understand Bio, and it could've been my build, or it could've been my playstyle, but it just doesn't work for me. I gave it a solid try though. It was still better than the next one though. #6 Ninj. This is a horrible set, as much as I tried to like it, I wanted the confuse originally to pair with the confuse from Psi, but it's pretty random even with the confuse proc to give more confuse, I think I was only able to stack confuse on a boss once, and the confuse from it is so short it took more time to do than the confuse lasted. Sure that's one power, then there's the aoe placate... that does nothing, since you can't crit with it, it's only good for running away. But since it's a defense set, running away doesn't work, since I'll be fine, then take a couple of big hits and be dead before I can use it to help get away. So that's two powers to skip. Then there's caltrops. It's of some use solo, but it mostly scatters everything, and while it does a lot of damage over time, it's very slow and most things escape before it does more than a handfull of damage. I don't think I ever used this to any good effect. So that's three powers to skip. Then there's the click anti-mez, I ended up dying more times than I can count because I forgot to click it before entering combat, I think that alone is what really puts me off. The upside is that it does have a really good heal, which I used quite a lot, but when you get your defense up and at end game we're back to that same problem with the other utilities, fine then dead, not giving you opportunity to use it. I think this is probably the worst set on a stalker, even vs. the resist sets. 1) Psi/Ice or Ice/Ice for stacked -rech & slow. I'd guess staff and to a lesser extent broadsword & dark to give some extra +def/-to hit which may work well with layered/regen sets, or lower more offensive defense sets. 2) Ninjitsu is seriously in need of a rework, with it's placate not working for crits, and not even being needed if it did, the confuse being too random and short, and the heal not really covering the issues with defense sets, it's just poor. 3) I can't say that any of the powersets are too good, they've all got their drawbacks.
  14. So I take it Thugs was your favorite/best based on the comments?
  15. Ninjas at end game put out absurd amounts of damage. They seriously outpace all other MM pets in damage. They seemed to do pretty well at ripping apart mid sized groups, I never ran them against x8, just x4 and against rikti spawn in RWZ though, so I don't have actual experience with AoE beyond that and I only tried them with /Time and /Cold without sets at 50 on justin solo, but they still did better than Thugs on the damage. You get all the AoE you need with /storm anyway. But yes keeping them alive is a real problem, especially if you run them at higher notariaty, I wouldn't even want to consider trying to run iTrials with them. I'd assume you'd have to go Tankermind with /Storm, pick up provoke, and keep a real close eye on them. They're probably considerably more trouble than they're worth, but they're a sight to behold.
  16. Apparently it's got a 6.5% chance to proc with every target but each is considered like a separate die roll, so you could have it roll under that 6.5% on two targets (or more, though you're getting into the 1 in thousands) getting one proc from each.
  17. Ninja/Storm should be more... If you can keep the ninjas alive. It should clear equal level mobs faster... at least on paper. I haven't tried it though, so I'd can't say for sure, I'd be curious to try it as a farmer, but I'd want to do a tunnel farm with no ambushes. Bots/Cold is the sturdiest while leveling/before sets that I've tried (I've tried a lot, way more than any other AT) also has great debuffs, a bit boring in general like FF though. So I'd put that #1 toughness. Bots/Dark is very sturdy and an excellent combo, one of my favorites. Doing a tier list, I'd put those three secondaries on top, with /time since it's great with everything, and possibly the only one that's great with everything, perhaps making it the best. I'd also add /nature as the regen, absorb, and HoTs work really well with pets, probably best with Demons though. I'm not convinced on any of the other newly proliferated sets like /kin or /rad though. And I'd put poison on the very bottom.
  18. Just a quick FYI, as I hadn't seen this confirmed or denied anywhere, but with the high recharge I've got now, and I was testing interface procs, I could see that Venom Grenade's -resist doesn't stack with itself. I should have expected that as most powers don't stack with themselves, but just confirming it. Arctic Breath behaves similarly.
  19. I'll add my voice to at least an option to turn some or all of the KB to KU for PBs. I think that would be extra fun!
  20. It's as high as 60%, there's ~180 mobs with 50% or higher psi resist, most are bosses or higher.
  21. I'd taken Mender Silos' first mision as a Rogue, but realized I wanted to do it as a vigilante, so switched sides. After that it crashed the mission and booted me out every time I tried to enter. Then I figured I'd abandon it and pick it up again... only he didn't offer it again after I abandoned it.
  22. Did some testing last night with my Bane, Took T3 Reactive Total Radial Conversion. It was procing the dot about half the time on any of my powers so it's definitely not PPM, but it looks like there may be a hidden ~75% chance for interface to activate (could be in place of the -resist proc?) then a separate chance, 75% chance in this case of the actual dot proc. Most of the procs had 4 or 5 ticks in my single target attacks but some had only one or two, so 75% chance there doesn't look right, I'm wondering if the chance for each additional proc is something like 95%? However the area effects seemed to have far fewer ticks, I wasn't as rigorous with the ticks as I was with the chance of going at all, so I could be wrong on that. I also tested on the wrong Degenerative T3 (25% -hp, 50% dot) I didn't see any procs of the -hp in the combat log, but I was able to see it affecting the hp, since I have surveillance I opened the combat attributes on the enemies, it looked like it was going off probably around the 18% (though hard to tell vs. 25%) I'd expect if there was a 75% hidden chance to activate interface. The toxic dot I did see a few times, if all this is cascading as I said it would be 9%, it seems like it was happening more than that (but definitely no more than when the -hp proc went off), but it was harder to tell because all my more frequent attacks do toxic dot too, and I wasn't able to tell the ticks at all due to that. With this said, my initial post is still somewhat correct, but the chances are lower. You still want to take something with 75% on the first proc. For a dot you want T3 Reactive (or whichever if you want a different damage type than fire, but lower damage) Total Radial Conversion is working o.k. and since it's not affected by PPM or area it's actually better on fast and/or area attacks. The best choice is still probably T4 Degenerative core if you want a proc that affects -hp (and therefore -regen, -heal, and the same effect as -resist all bundled together) This still could use a lot more rigorous testing to figure out what's going on exactly. I still want to make a T4 Degenerative Core to see if the -hp proc is happening at closer to 75% or 50%, and see how the toxic dot is going off or not.
  23. There seems to be a lot of confusion on Interface procs, I was wondering if anyone can tell if they might be affected by PPM? If so what their PPM is?
  24. Here was the thread I was reading before about it I'm wondering if it's affected by PPM as well, so might not go off much in areas, toggles, etc. And if it's floored in those that'd explain why people are only seeing one tic if it goes off in those if it checks for each tick. Need to test with a longer recharge single target attack first.
  25. Wait what? What's making them cast -recharge on themselves? (perhaps I was critted by all the text and can't find reference to it?) I like -recharge (on my Bane WAWG) but found it eventually useless at high level as it doesn't seem to do much if anything to +4 mobs and especially AVs.
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