
DreadShinobi
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Everything posted by DreadShinobi
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I absolutely never skip combat jumping, it has the same level of build priority as hasten for me.
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Most of my characters take speed leaping fighting leadership - both is pretty standard. Because of the aforementioned base values that are less than stellar for stalkers, it is a great AT to break that mold. My sav/ea takes presence/provoke instead of leadership and my em/ea takes experimentation/adrenal booster instead of leadership.
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Ice Melee is a stalker set.
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I dont actually use Sweeping Cross, it is a necessary power pick because it set mules for armageddon. Crushing Blow offers terrible set bonuses, avoid using this set whenever possible. Posi Blasts are better in Spinning Strike because of the dmg proc and zero enhanced recharge option by skipping the dmg/rchg. The 3rd set bonus in LotG isnt worth the slot. If you're going to take Mu Mastery don't skip Ball Lightning - slot it 5 posi blasts (skip the dmg/rchg) +bombardment dmg proc. Remove Mu Bolts. Your build does not need a kismet. Heavy Blow does not have a good proc rate for forcefeedback, you will never use it anyways, Shin Breaker is better as a filler attack. If you're going to proc out any filler attacks it is putting an achilles heel in Shin Breaker. Save a slot by putting one of the slots in Kinetic Dampening into Tough. The Aegis is unnecessary. Enemy Psi damage may be unmitigated, but psi dmg from enemies is typically low to compensate the lack of typical resistances to it. You also have massive regen to cover psi damage, and an inspiration tray. You have 6 powers to put lotg +rchgs. One of those defense options (power shield) is a really good spot for a full reactive defenses set because the 6 slot set bonus is actually very cost effective because you need to slot the unique anyways meaning you're really only paying 5 slots for the set bonuses. 6 superior blistering cold is a much better option than 5 crushing impact for the defense pad even though it doesn't offer +rchg.
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Nope. I play blasters, corrs, defenders, doms, trollers. Having an actual armor set is over the top, excessive, way more than i could possibly need mitigation. You put an enormous amount of slotting into getting your S/L res to 75%. This is great and all, but this slotting has a huge trade-off in recharge and damage. Energy aura has 52% def debuff protection, and both our builds have 50% S/L defense. This means you can take a single 10% def debuff before dropping below 45%, then you can pad your defense further with energy drain to further bolster your effective defense debuff resistance before cascading defense failure becomes an issue. After that you still have a massive amount of regeneration, approximately 800 hp every 30 seconds plus an additional 608 from the direct heal from energize. During all this you have constant knockdowns from spinning strike and crushing uppercut to make your regeneration even more effective. The beauty of energy aura is that it is so self sufficient with its base values that you don't need put your slots towards survivability or endurance reduction, you have more offensive slot flexibility than any other armor set in the game.
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Well, no Hasten and low global recharge jump out to me. Energize will have a 15 second downtime (66% uptime) which will have an affect on your endurance usage. No patron snipe or patron aoe are going to hold your damage back as well. Your AS recharges in 5.13s, and Crushing Uppercut in 8.85s, and Spinning Strike lacks a forcefeedback proc. Take a look at my build. It doesn't use a patron AoE, the build is more single target oriented in role, but Mu Mastery is a great choice too for the ball lightning and zapp. This is a high recharge energy aura build that brings AS rchg down to 3.46s, and Crushing Uppercut to 6.21s, with double proc moonbeam at 6.29s. The total global recharge is +228.75%, or 248.75% with sg base buff. The enhanced value of AS is 348.63%, which is damn close to the recharge cap. Sprinkling in forcefeedback procs will cap out your recharge on things like crushing uppercut bringing it down to a 5s cooldown. All your damage is loaded into those crushing uppercuts and moonbeam so maximizing the recharge here has a huge effect on how the character feels to play. Energize and Hasten are also perma without forcefeedback. The build fit in 2 slots in Hurdle and 2 slots in sprint, and uses Musculature radial for a little extra in sprint in swift, the high unsuppressed movement speed feels great. Your toggles don't need to be slotted for endredux when energize is perma. Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Street Justice Secondary Power Set: Energy Aura Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Experimentation Ancillary Pool: Soul Mastery Villain Profile: Level 1: Heavy Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/Rchg(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(23), SprBlsCol-Rchg/HoldProc(25) Level 1: Hide -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(50) Level 2: Sweeping Cross -- Arm-Dam%(A), Arm-Dmg/EndRdx(5), Arm-Acc/Dmg/Rchg(5), Arm-Acc/Rchg(7), Arm-Dmg(7) Level 4: Kinetic Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34) Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg(A), SprStlGl-Acc/Dmg/Rchg(9), SprStlGl-Dmg/Rchg(11), SprStlGl-Dmg/EndRdx/Rchg(11), SprStlGl-Acc/Dmg/EndRdx/Rchg(13), SprStlGl-Rchg/Hide%(13) Level 8: Power Shield -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(25), Rct-Def(31), Rct-Def/EndRdx(40), Rct-EndRdx/Rchg(42), Rct-Def/Rchg(42) Level 10: Entropy Shield -- EndRdx-I(A) Level 12: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(50) Level 14: Hasten -- RechRdx-I(A) Level 16: Kinetic Dampening -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(17) Level 18: Spinning Strike -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(19), PstBls-Acc/Dmg/EndRdx(19), PstBls-Dmg/Rng(21), PstBls-Dam%(21), FrcFdb-Rechg%(23) Level 20: Boxing -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(43), AbsAmz-Acc/Stun/Rchg(46), AbsAmz-Acc/Rchg(46), AbsAmz-EndRdx/Stun(46) Level 22: Tough -- UnbGrd-Max HP%(A) Level 24: Weave -- LucoftheG-Def/Rchg+(A) Level 26: Shin Breaker -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(27), SprAssMar-Acc/Dmg/Rchg(27), SprAssMar-Dmg/EndRdx/Rchg(29), SprAssMar-Acc/Dmg/EndRdx/Rchg(29), SprAssMar-Rchg/Rchg Build Up(31) Level 28: Energy Drain -- LucoftheG-Def/Rchg+(A) Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 32: Crushing Uppercut -- Hct-Dam%(A), Hct-Dmg/EndRdx(33), Hct-Dmg/Rchg(33), Hct-Acc/Dmg/Rchg(33), Hct-Dmg(34), UnbCns-Dam%(34) Level 35: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(37) Level 38: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(39), StnoftheM-Dam%(39), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dmg/ActRdx/Rchg(40), Apc-Dam%(40) Level 41: Soul Storm -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(42), BslGaz-Rchg/Hold(43), BslGaz-EndRdx/Rchg/Hold(43) Level 44: Dark Blast -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(45), CldSns-%Dam(45), CldSns-Acc/Rchg(45) Level 47: Summon Widow -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(48), ExpRnf-Acc/Rchg(48) Level 49: Speed of Sound -- WntGif-ResSlow(A) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A), Run-I(50) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(3), Pnc-Heal/+End(9) Level 2: Hurdle -- Jump-I(A), Jump-I(3) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(31), SynSck-EndMod/+RunSpeed(37) Level 38: Experimental Injection Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 0: Marshal Level 0: Invader Level 0: High Pain Threshold Level 0: Born In Battle Level 50: Ageless Core Epiphany Level 50: Musculature Radial Paragon Level 1: Quick Form ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1582;736;1472;HEX;| |78DA65944B4F135114C7EFB4534B0B151028607958045A5AA98CBA303E62048A022| |DC190A871D34C70AC8DB56DDA12C1C7C2857B450D9FC0851B371AF55B883C35EA4A| |0DA0421156AEC6D3F91FDA269D64F23BF73FE775EF9D7BC3D38355AF2E3C3C2724C| |7405CCD64221359357E4B4B5BC26A34366916F458E975B21C096B714D0BF4A7D53B| 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A small break free lasts 30 seconds. Medium is 60 sec. Large is 90 sec. Team insp break frees have a longer duration and are worth saving whenever they drop, I stockpile larger break free insps in my base and keep open bids on the AH for them.
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On the BAF trial you can avoid being confused by stepping back from the doors during the escapee phase.
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1. When you need to refill your endurance, when allies near a target need an endurance refill. ----At higher levels consider that transference is a dps loss, using things like the p2w Recovery Serum temp reduce the number of times you need to cast transference, which leaves more time for blasting. 2. depends on the situation. Generally before you fire off any blasts as an opener. With some awareness of where your team members are you may fire off an irradiate or neutron bomb before you fulcrum shift if you are waiting for your allies to get into the middle of the mob. Fulcrum Buff with higher levels of recharge will stack massively over your damage cap where you can time your fulcrum shifts more on the position of your allies rather than needing to use it as an opened to damage cap yourself because you will still be damage capped from your previous fulcrum shift. 3. Even with a massive accuracy buff, aim, stacked tactics buffs, yellow insps, etc, you will always have a 5% chance to miss. There is nothing you can do about this. Typically the 5% miss *feels* higher than it actually is because missing is noticeable. 4. In the way that works well for you.
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A good kinetics user, and any defender for that matter, makes use of their primary and secondary in equal harmony. Especially after you get fulcrun shift you will see a very significant increase to your personal damage. A kinetics defender is not a buff bot. Sorry to @MoonSheep for any disrespect, but their above post is crap advice, misleading, and should be disregarded.
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Is Force Mastery considered sub-par on Blasters?
DreadShinobi replied to Sou1catcher's topic in Blaster
Absolutely Munitions is a good choice as well because of surveillance. As long as your primary/secondary does not have any defense debuffs, surveillance is giving your build achilles heel access, putting the single target debuff at -34%. That said making a good choice with munitions mastery depends on the type of content your blaster is likely to be running, it is great for taking down hard targets (endgame TFs with AV spam like ms lib, RSF, ITF, or Maria Jenkins are good examples), but not as good as mu for general content, because it lacks the energy damage resistance and the aoe immobilize. Fiery is the 'I expect my blaster to be dying all the time' crutch and for having a specific role I find it to be less useful than choosing Mu or Munitions, but better than the rest of the ancillary choices blasters have access to. -
Is Force Mastery considered sub-par on Blasters?
DreadShinobi replied to Sou1catcher's topic in Blaster
Slotted to 50.26% resistance enhancement (Glad armor unique, resistance, end/resist), Temp Invul = 31.55% S/L resist Charged Armor = 28.92% S/L resist, and 28.92% Energy resist. Having that energy resist is so much more valuable for your survival, energy damage is extremely common. That energy resist is, at minimum, going to stack with another 8% from shield wall and reactive armor uniques, and can also stack with rune of protection to near cap yourself to energy damage. Speaking of which, force of nature will never be more useful than Rune of Protection for a blaster because it doesn't provide mez protection, or psi resist, and it crashes. Repulsion Bomb can actually be a decent mitigation aoe as an opener with 4 dmg procs and a forcefeedback proc. Using it as an opener can help mitigate the DPA loss in its horrible cast time. The brief knockdown can allow you to fire off a couple additional AoEs before the enemy critters stand up. The DPA even with 4 dmg procs and 90% proc chance thanks to the 45s rchg will never be anything impressive though because of that 3s+ cast time. They really need to fix this to match neutron bomb animation at 1.67s. Mu mastery also provides elec fences which having an aoe immobilize is a fantastic and invaluable tool as a blaster, it actually deals great DPA. Because it has better proc chances than Fire Ball, the DPA just about matches that quintessential AoE. 5 posi blasts (without the dmg/rchg) and a bombardment fire dmg proc is my preffered slotting. You can also go for higher mitigation and slot grav anchor if you have any additional holds to stack with it from your primary or secondary sets. This brings us to fiery mastery that offers a far better mitigation tool than repulsion bomb, a resist shield that offers tertiary resists, a self rez, a potential proc bomb attack in Char, and possibly melt armor which may or may not interest your build due to the cooldown. Lots of options here though. Mace and Ice Mastery are booty. Choose these if you want to get yourself one shot. A single small purple insp provides nearly as much defense as slotted Frozen A./Scorp Shield. Getting your resists up is much higher insp tax. -
It affects the direct reduction in endurance to the target. It does not affect the -recovery debuff.
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Power Boosts lasts 15 seconds, if youre only using 2 powers every 15 seconds I would be concerned. It does affect toggles for the duration of power boost. It affects activated abilities for the duration of the buff or debuff even if the duration of the power extends past power boost ending. Didn't expect to see you provide misinformation on this subject. 😕 The endurance note on powerboost does not affect endurance reduction, it does not affect endurance discounts (energize, overgrowth). It does not affect recovery buffs (stamina, chrono shift). It does not affect recovery debuffs (electrical blasts, poison trap, lightning storm). It does affect endurance grants like transference, but not the endurance grant in chrono shift. It does affect the endurance taken away from the target from powers like transference, pt, lightning storm, and electrical powers. It does affect the endurance granted to self from some electrical powers such as lightning bolt. It does affect the strength of tohit debuffs and defense debuffs. The one thing I do not remember is if it affects the -special in powers like benumb or weaken. I believe @Frosticus would know this. I am pretty sure at one point power boost increased the -special of benumb and weaken but I don't know if it still does. Power Boost does increase the defense buff of some click powers, but it also has a really nice affect of boosting your toggle defense buffs for the duration of power boost such as Stealth, Combat Jumping, Maneuvers, and Weave. This is particularly relevant for blasters energy manipulation power boost which can be made perma (60s base cd) and you can therefore rely on the increased value of your toggle defense buffs to hit softcaps easier. Blaster Combat jumping with a lotg +rchg and a lotg-def IO and Weave with the same slotting provides 4.01% defense-all and 8.01% defense-all respectively while under the affect of power boost. This is higher value than Tankers get on CJ and Weave with the same slotting. Power Boost also at minimum boosts the unsuppressed movement speed of Swift (your inherent auto power) and Sprint for the duration of power boost.
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if you're just going to be a passive buff bot leech you may as well just be running your character with SOs and save the inf. The IOs won't make a difference if the playstyle doesn't support it.
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A force fields or time manip mastermind would probably fit what you are looking for better than a defender. Mastermind dps is passive, a defender is still expected to click buttons and blast - the archetype is not made to be a passive buff bot. +def buffs from a mastermind secondary reduces how much you need to micromanage and let your pets roam a bit more freely without dieing and needing to resummon.
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LRSF is 8-15 mins o.0 Ms. Lib cutscene is a snack/bathroom break. I don't sit there and stare at a computer monitor during the aeon monologue, do you? I don't choose hami on ms. lib, better as merits. I don't really do this for merit/min value, I do enjoy the tf because of team coordination aspects, same reason I enjoy with LRSF, but I usually chance a hami drop on that one. LRSF is sadly just a whole lot less interesting to run now because the consequences of the who will die storyline were honestly terrible for the game. Eden is brainless, I'd rather just moonmap farm and grab a hami off the auction house than run that.
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The leveling build intentionally left 22 of the later available slots unfilled because you will figure out what you want in your powers as you progress. Similarly the lvl 49 pick isnt important, because by lvl 49 you shouldnt be using the build for very much longer and you should start seeing how many merits you habe saved up and how much funds you have to stsrt thinking about switching to the IO build that I posted. Aim is fine.
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Level 26: Soul Drain -- GssSynFr--Build%(A), FuroftheG-ResDeb%(27), SprAvl-Rchg/KDProc(27), Obl-%Dam(29), Erd-%Dam(29), RechRdx-I(31) This is some superbly amazing slotting for soul drain btw. You just have to finagle a shield defense build that can function without needing set bonuses in the power, and also hit 110% global recharge. At 130% global recharge Soul Drain is <2 seconds off perma with this slotting, the additional 20% is from sg base buff. Forcefeedback proc in Shield Charge and Ageless Destiny can get you a bit more. Then you get Soul Drain with a 90% chance for 2 dmg procs, Knockdown, Gaussian proc, and Fury -20% res proc. With a fully saturated AAO this puts you at the damage cap during Gaussians, and the fury of the gladiator further boosts your next few attacks - Shield Charge and Midnight Grasp hit hard
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Make sure to get the p2w prestige power attacks. Sands of Mu, Nemesis Staff, Blackwand. They are particularly good for defenders that have lower base damage. They deal great damage at the lower levels and fill your attack chain. They are also particularly good for characters with defense debuffs, like your radiation blasts, to help you consistently hit with Sands, Nem Staff, and BW. For your character they should stay useful til about lvl 32 when you get Fulcrum Shift (Patron attacks are not affected by +dmg buffs). Sands of Mu is a melee cone and can hit 3 pretty easily. Nem Staff has a valuable knockback to keep harder foes from retaliating. Blackwand is just extra filler. Patron powers are affected by +rchg, siphon speed, hasten. Attack chain should open with Siphon Power or Irradiate, pending on if you need the -def in irradiate to cap your hit chance on your siphon or not yet. After they are def debuffed, throw your patron attacks. Use Nem Staff for dmg and control. Use sands of mu when you can hit more than 1. Litter your neutrino bolts as filler. Use Siphon Speed as soon as it is recharged every time. Don't ignore your insp tray.
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Need a rewarding challenge. Tell me what to play
DreadShinobi replied to KelvinKole's topic in Archetypes
Regen may be an active armor set but imo doesn't have that rewarding pay off. Inherently any melee archetype is going to be a safe thing to play and the only way to truly appreciate the uniqueness of each enemy faction is to do so without mez protection or an armor set. For this reason I am very fond of playing blasters in particular, as well as most support archetypes. I like the blaster and stormie suggestions above. Storm summoning offers many ways to mold a battlefield to your liking. Storm/sonic is my favorite as a force multiplier for teams. Sonic is a fun minigame where the timing of your attacks really matters, hitting critters with your blasts before your ally attacks land their heavy hitters, and not too preemptively that your debuff will wear off before they do. Storm/sonic is also an exceptional choice to have fun with Burnout, which can instantly recharge your freezing rain, tornado, lightning storm, and dreadful wail - a very high impact long cooldown performance power spike. Stormie also needs to be careful about how it plays, you dont have a self heal and you can generate a ton of aggro. Not mentioned yet is playing a poison defender. Similar reasoning as the above it is a high risk high reward power set with minimal self protection but some massive force multipliers. Other than shooting off envenom, you get alot of flexibility to focus on your blasting. Maximizing venomous gas potential adds an extra layer of risk. I personally dont use neurotoxic breath, but it could be a power you enjoy with your intended playstyle goals as it guts your foes recharge and movement speed and lets you kite effectively when needed. Poison trap has a pretty good cooldown, but you will need different strategies to approach a spawn depending on whether it is available or not -
Primary for Radiation Armor (giving durability priority)
DreadShinobi replied to Bastille Boy's topic in Brute
You should probably ping @Linea for gearing towards their AE content. -
Enjoy and have fun
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Unless you are leveling up and still using SOs, "squishy" is indeed an outdated term. IOs today are just far too accessible and affordable. Stupidity and ignorance both require a simple communication interjection. @op i would have just informed the played that times have changed rather than getting hurt about it. Both stupidity and ignorance in this case equally deserve a good laugh. A scrapper can make a fine tank. Unfortunately this depends on the secondary and is independent of their skill. Shield defense, invulnerability, radiation, and bio armor make for fine main tank scrappers, other scrappers will have much more difficulty holding aggro, or be completely inept at the task.
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The energy aura build is gonna have some trouble soloing the AVs - not because the set can't - but because the build posted takes few opportunties to add damage procs and didn't take a patron snipe to boost the single target damage, something that elec melee really needs. The energy aura build seems to be absolutely terrified of defense debuffs. Most enemy def debuffs are -10%. EA has 52% def debuff resistance. The build hits 62-65% defense to all types sans negative at 53.8% - this is super overkill for a stalker. I understand that as a solo oriented stalker you may feel you need to defense pad significantly more than a team oriented stalker, but you can get a whole lot more offensive potential out of this build by letting go of some of the defense set bonuses, and maneuvers, and energy mastery, and sandman procs, and the excessive interest in S/L resistance. The bio armor build philosophy is much more sound. The single target damage will be much better because of particular slotting in Assassins shock, chain induction, and the inclusion of Zapp. Parasitic Aura skip is a little unfortunate. Fly is gross. Thunderstrike and LR can be slotted better. Zapp can be slotted better. Overkill on accuracy - kismet unneeded. Electric Shackles serves zero purpose. I don't know where you found those two builds, but they make some questionable choices in their slotting, be wary unless you understand what their intent is. On both builds you should probably consider taking Presence/Provoke if you want to solo the ITF cause the AVs are gonna run on you. Here is an elec/ea build I threw together, just adapted it off my savage/ea. Energy Aura is always my go-to choice for stalkers, it is extremely solid. Something to note about EA stalkers is that with a full IO build - with ATOs, steadfast, and gladiators armor giving you a bump - you don't actually need to invest any slotting into hitting your defense softcaps, which you will see in my build below. Because EA doesn't need to invest in its defenses your slotting can be highly offensive, I am able to hit 130% global rchg + 20% entropic + 70% hasten + 20% base buff. Hasten is perma with base slot. Energize is perma. 21% set bonus dmg buff. Double dmg procs in Zapp, Ball Lightning, and Chain Induction. 4 dmg procs in Lightning Rod. Defense hovers around the softcap, which makes you more vulnerable to defense debuffs, energy drain can provide some cushion, as can a defense amplifier, and base buffs. You can also run Barrier for an extra 5% or ageless radial for debuff resistance. Otherwise compared to the build above, your defense debuff resistance comes from putting critters on the floor much much faster. Enemies die, combat ends, your defense debuffs wear off. Enemies die faster = more insp drops/minute = more steamroll fuel. The build also has Provoke for endgame AVs. Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Electrical Melee Secondary Power Set: Energy Aura Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Presence Ancillary Pool: Mu Mastery Villain Profile: Level 1: Havoc Punch -- SprAssMar-Rchg/Rchg Build Up(A), SprAssMar-Acc/Dmg/Rchg(5), SprAssMar-Acc/Dmg/EndRdx/Rchg(15), SprAssMar-Acc/Dmg(15), SprAssMar-Dmg/EndRdx/Rchg(17), SprAssMar-Dmg/Rchg(19) Level 1: Hide -- LucoftheG-Def/Rchg+(A) Level 2: Kinetic Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(13) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(11) Level 6: Assassin's Shock -- SprStlGl-Rchg/Hide%(A), SprStlGl-Dmg/Rchg(7), SprStlGl-Acc/Dmg/Rchg(7), SprStlGl-Dmg/EndRdx/Rchg(9), SprStlGl-Acc/Dmg(9), SprStlGl-Acc/Dmg/EndRdx/Rchg(11) Level 8: Power Shield -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(13), Rct-Def/Rchg(23), Rct-Def(40), Rct-Def/EndRdx(43), Rct-EndRdx/Rchg(43) Level 10: Entropy Shield -- EndRdx-I(A) Level 12: Build Up -- GssSynFr--Build%(A) Level 14: Jacobs Ladder -- FuroftheG-ResDeb%(A), Obl-%Dam(29), Obl-Dmg(31), OvrFrc-Acc/Dmg(31), OvrFrc-Acc/Dmg/End(34), OvrFrc-Dam/KB(34) Level 16: Kinetic Dampening -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(17) Level 18: Chain Induction -- Hct-Dam%(A), Hct-Dmg/EndRdx(19), Hct-Dmg(21), Hct-Acc/Dmg/Rchg(23), Hct-Acc/Rchg(25), TchofDth-Dam%(31) Level 20: Hasten -- RechRdx-I(A) Level 22: Boxing -- AbsAmz-Stun(A), AbsAmz-EndRdx/Stun(25), AbsAmz-Stun/Rchg(27), AbsAmz-Acc/Stun/Rchg(27), AbsAmz-Acc/Rchg(29) Level 24: Tough -- GldArm-3defTpProc(A) Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46) Level 28: Energy Drain -- LucoftheG-Def/Rchg+(A) Level 30: Super Speed -- HO:Micro(A) Level 32: Lightning Rod -- Arm-Dam%(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Erd-%Dam(33), ScrDrv-Dam%(34), Obl-%Dam(37) Level 35: Energize -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(36), Prv-Heal(36), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(37) Level 38: Zapp -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Acc/Dmg(39), StnoftheM-Dmg/EndRdx(39), StnoftheM-Acc/ActRdx/Rng(40), Apc-Dam%(40) Level 41: Ball Lightning -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(42), PstBls-Acc/Dmg(42), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rng(43), Bmbdmt-+FireDmg(46) Level 44: Mu Bolts -- Apc-Dmg/EndRdx(A), Apc-Dmg(45), Apc-Dmg/Rchg(45), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(46) Level 47: Summon Adept -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(48) Level 49: Provoke -- PrfZng-Taunt(A), PrfZng-Acc/Rchg(50), PrfZng-Taunt/Rchg/Rng(50), PrfZng-Taunt/Rng(50) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- HO:Micro(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(3), NmnCnv-Regen/Rcvry+(3), NmnCnv-Heal(5) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(21) Level 0: Marshal Level 0: High Pain Threshold Level 0: Invader Level 50: Ageless Core Epiphany Level 50: Musculature Core Paragon Level 0: Born In Battle Level 1: Quick Form ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1542;725;1450;HEX;| |78DA6594DB4F134114C667BB5BB1A5953B05CBC5722D2D2DADFAA2C410E5A2526A3| |0C44B7C693675AD1B37A5B62501D1079FBDC4F0C2DFE08B2F1AF5BF1004DF8889D1| |186FDC1F8CF1A19ECE772C4DBAC9E637F39DF3CD9C99D99DF8FC98EBC5F98723427| |18F5A7A2E9798C9EBD61D236B8FEB2933A90A7AAAE8ED603911372CC3088F5B4632| |9F3593BA05C1FB3F3C66DC32D2394A481BD9D442E2EC5C5617AEE9D9592B3C65E81| |9339D72CACE4CC6306EBA6573C24CDDCE53A04EF6E27ADACCCC597ADE9C4D7BC633| 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