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Hopeling

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Everything posted by Hopeling

  1. I would contest this claim. My Blaster has mid-30s S/L defense, 60%ish S/L resist, and about 500% regen via Sustain. My /Elec Sentinel has mid-30s S/L defense, 60-75% S/L/E/F/C resist and 40%ish psi/negative resist, and 700% regen plus the actual heal from Energize. On healing alone, my Sentinel can survive about twice as much incoming DPS as the blaster, and has only a toxic hole instead of an "everything except S/L" hole. Like yes, Blasters can have comparable numbers on their best defenses, but it's rare for a blaster to have significant defense and/or resists to more than one position or damage type, while it's very common for a Sentinel. In practice, this means that even with IOs and epic shields, Blasters tend to feel brittle, because they can still die almost instantly when they come under fire from the wide swathes of enemies they aren't specialized in defending against. Sentinel defenses are much more robust. On the damage front, considering that Opportunity boosts your damage and everyone else's by 20%, and that Sentinel base damage is only about 15% lower, Sentinels are actually reasonably competitive for ST. Blasters remain the kings of AoE thanks to their higher target caps, and I do think that Sentinel damage is a bit undertuned in general, but it's well above the corruptor/defender level that it's sometimes compared to.
  2. If you want to active two different powers in sequence, I think you'll have to use bindload tricks.
  3. Technically there are many, like crafting fees and inspiration vendor prices. But these are mostly insignificant compared to the amount of influence that level 50 characters can generate. The other major one is AH fees, and with converter flipping being so popular, I think AH fees might be taking more inf out of the economy than they did on live.
  4. That's because you CAN play Invulnerability on a Stalker.
  5. It does what it says it does: grants stealth for 120 seconds after teleporting.
  6. "Better" in what sense? Obviously the powers would be stronger if they were always on, but they're strong enough that they really don't need any buffs. The partial uptime is an intentional limiting factor, and that limiting factor is why they can have such strong effects without just breaking the game in half.
  7. Ah, now I see the disconnect. This is not what I meant at all. I've played some games where the devs use the term "class fantasy" to refer to how a character class is supposed to feel. The Tanker fantasy is to be an immovable lynchpin of the team; the Blaster fantasy is to do so much damage you don't need defense; the Claws fantasy is to tear an enemy to shreds with repeated savage attacks; the Broadsword fantasy is big crunchy hits. The mechanics are distinct from and may or may not live up to the fantasy. I'm saying that Stalkers do fulfill that fantasy, in fact, they do it better than Scrappers do.
  8. Excuse me? I don't know what "Torchlight" is. I have leveled about a dozen melee characters to 50 the hard way though, including multiple with Broadsword, and the whole point of my comment is that scrappers AREN'T the same as stalkers. Seriously, I am deeply confused where this scorn is coming from. I wasn't even responding to what you said, much less disagreeing with it, which is why I quoted SuperQ!16 rather than you.
  9. Nothing. Broadsword's performance is not exceptional compared to other Stalker primaries; you can see this in eg pylon numbers. But the Stalker version of Broadsword is exceptional compared to other AT's versions of Broadsword, because Stalker Broadsword is just about up to par with other secondaries, while eg Scrapper Broadsword is just an inferior version of Katana. The draw of Broadsword was always supposed to be that it had big single hits, and at launch, Head Splitter really was one of the biggest attacks a Scrapper could get, with Disembowel not far behind. Hack is still one of the stronger level 1 powers in any melee set. But then Scrappers got War Mace with Clobber, and a half-dozen other new sets came along which all had Knockout Blow-type powers, and Head Splitter just doesn't stand out anymore, which leaves the set with subpar DPA and no strength to call its own. With AS and Hide crits, and potentially a 31% crit rate on regular attacks, Stalkers are all about big crits, which plays well to the Broadsword fantasy. Broadsword doesn't get any more out of Stalker mechanics than eg StJ does (arguably, it gets less), but it gets enough for the set to feel satisfying.
  10. Only if influence enters the economy faster than it leaves. Prices seem pretty stable over the last few months; if anything, the overall trend has been slightly deflationary. On live, you were correct: influence entered the economy via farmers, and basically never left. The only meaningful influence sink was AH fees. That's why purples cost hundreds of millions of inf apiece. On Homecoming, that is no longer true; there are multiple significant influence sinks. Super Packs are a big one: a farmer can create a hundred million inf in an hour, but I can destroy that in five minutes by opening Super Packs, and I'm incentivized to do so because it turns a profit. In fact, I suspect the (fixed) price of Super Packs itself has a significant stabilizing effect. Right now, they're kind of on the edge of profitability - you can turn a profit by buying Super Packs and selling the contents, but you need to work in pretty high volumes for it to be reliable. If IO prices went up 25% while Super Packs stayed at 10m apiece, they would offer huge profit margins, and lots of people would start buying super packs - which takes lots of inf out of the economy, and increases the supply of almost every high-demand item.
  11. "Capped" as in the server generated millions of rare salvage listed for 1m apiece. You can bid more than that if for some reason you want to, but the going rate will never exceed 1m, because at that price point, supply becomes effectively unlimited.
  12. Any SF or AV fight is a pretty reasonable place to start. Sub-50 SFs work fine too, and still give good bragging rights since you can't use Incarnate powers. One classic test of a character's solo abilities was to run through the Maria Jenkins arc with AVs turned on, and see how many you can handle.
  13. Yeah, that happens every so often. It's why I try to avoid refreshing Secondary Mutation during a fight, haha.
  14. Power info never includes buffs, just enhancements. Since Domination can't be slotted, it will always display its base recharge.
  15. Some of the content from later in the game's run works through the LFG queue directly, rather than through a contact. So yes, the only way to get it in is by using the "Queue" button. But there are two ways to do that: Queue up by yourself, and hope that enough other people also do that to fill a group. When enough people queue, the game will put you all in together. Form a group, then all queue up. Unfortunately, with so many different things you can queue up for, and considering Homecoming's relatively small population, option 1 almost never works except for things that are very popular and require only a few players, like Summer Blockbuster. There just aren't enough players queuing up to fill a group. So yes, you form it just like any other TF or trial. But rather than forming and then talking to a contact, you form and then press 'Queue'.
  16. Queuing and waiting is not a reliable way to find trials. Most leagues are formed manually, by recruiting in the LFG channel and/or global channels. If your goal for the day is to run a specific trial, the most reliable way to do that is to form the group yourself.
  17. What interests me is that there are 151 entries for Sentinel combos ranked by popularity at 50. Sentinels have 13 primaries and 12 secondaries, so there are 156 possible powerset combos. That means there are five combinations that literally nobody has ever played to 50 before. I haven't made a grid to figure out which five combos those are, but if you're looking to try something new...
  18. Shadow Meld is a miniature version of Moment of Glory, very useful for mitigating alpha strikes. A snipe or an extra AoE is useful for some builds, although TW tends to not need any more attacks than it already has. The pet summons in patron pools can be fun. I haven't used Water Spout mysefl, but with a KB to KD IO, it shouldn't be any more disruptive for a scrapper than any other AT.
  19. The Sentinel version of /Regen is significantly different from the Scrapper version, and arguably more appealing, or at least easier to use.
  20. /regen was the original Scrapper-only secondary, and you don't see many people playing it anymore. I know some people think that turning IH into a click power ruined the set, but even after that it offered high performance. IIRC, @Werner's Kat/Regen was soloing AVs quite well for years.
  21. There's no option for this at P2W currently. For common and uncommon salvage, I just sort by quantity and delete the largest few stacks when I'm running short on space. It's not even worth the time it takes to list or sell.
  22. Sure. I'm just saying, if you want to compare it to -res, it's as good as -res alone, not -res and -regen bolted together.
  23. I mean, Mu is perfectly workable too. I was answering the question of why people might take body mastery.
  24. For what it's worth, if you're comparing it to -res, it's equivalent to just -res and nothing else: making the enemy take twice as much damage has exactly the same end result as shrinking their health bar in half. Or for the actual numbers on Degenerative, reducing their max HP to 9/10 is equivalent to making them take 10/9 as much damage. This can be made rigorous; -hp is exactly functionally equivalent to -res(all), except that it stacks multiplicatively with other resist debuffs instead of additively. Regeneration occurs in ticks of 5% of max hp. -regen debuffs leave those ticks the same size, but make them less frequent. -hp debuffs leave the frequency the same, but make each tick restore a smaller amount of HP. This does still make it easier to overcome the target's regeneration, sure... but so does -res. Either way, you need fewer hits to undo each tick. I mean, it's not wrong to say that -hp reduces the target's regeneration, because it literally does make them regenerate fewer hit points per second. But if you want to compare it to another kind of debuff, it's functionally most analogous to -res alone, rather than -res and -regen together.
  25. Body Mastery offers endurance management tools, which WM/SD otherwise lacks. Between the mace attacks and Shield Charge, you already have a solid variety of ST and AoE attacks, so there are no obvious holes for epic attacks to fill.
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