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Posted
1 hour ago, Snarky said:

all stealth suppresses in combat  EXCEPT Illusion Dom/Trollers who have 175.  Although they can get agro, their stealth stays a solid 175.  

 

Devices' Field Operative has 15ft of stealth that doesn't suppress unless the Toon is Stunned, Held, or Slept.

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Posted
21 minutes ago, Jacke said:

 

Devices' Field Operative has 15ft of stealth that doesn't suppress unless the Toon is Stunned, Held, or Slept.

Also Arsenal Control. That doesn't suppress either.

 

Or the pbaoe auras (steamy mist and the likes) but they also don't provide full invisibility by themselves.

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What this team needs is more Defenders

Posted

Well….I made a Bane. I read what everyone said.  I made a MiDs build.  (I find Banes tough to build…).  
 

I have made and run a Dark Dark Stalker previously, even flirted with it being my main.  I am addicted to blasting now though.  
 

I have made and run a Illusion Psi Dom, the other candidate.  Strong. Easy to build. 
 

The decision was not easy.  All had good/ not good pieces. 
 

I will run the Dark Dark Stalker.  This is almost solely a decision based on the joy of theme.  If the other elements had been stronger (and the Dom came surprising close!) I would run that.  But without getting exactly what i want…(a blaster lol) I will default to a vampire stalker and take out my frustration on the npcs.   One jarring hit at a tine.

 

Thank you to everyone for the insights!

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Posted

Currently playing maelwys' bane build and it's a beast. Using it on my Spinnerette character as a hybrid of iron spider and spider-gwen.

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Posted

So... now that my latest Bane/Huntsman is in the 40s, I remember what it is I find painful/frustrating about this AT:

 

1) The RNG is the RNG, but for reasons, every MISS on this character is extra painful.

 

It has the typical "different STREAKBREAKER for singe-target and AoE" of course, and with an even mix of both types of attacks, it is trivial to end up with two misses in a row when cycling through attacks. I find it REALLY painful on this character (with an emphasis on +Accuracy as well as +ToHit, plus slotting choices), because for many levels I've been sitting at 95% ToHit chance (and there should be no toggles running making ToHit checks). It also has the pain felt by Stalkers when an attack with a chance to Critical misses after either Placate or Surveillance. Of course, missing with what should be a hard-hitting melee mace attack to finish off an enemy is painful.

 

2) The wind up on the Mace attacks, especially when trying to get a runner.

 

Of course I expected Wide Area Web Grenade to help, but see the above point about RNG.

 

It's not a BAD choice of AT by any means, but I think it is the lack of having TWO (reliable, so not %proc) hard-hitting attacks, either of single-target or AoE) that can follow one-another upon a MISS (to use STREAKBREAKER) that makes *my* build feel weirdly clunky in combat.

 

Mileage varies of course.

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