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Linea

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Posts posted by Linea

  1. 5 hours ago, JayboH said:

    I don't remember when it changed, but was this prior to Rune's nerf?

    After the nerf you fill the gaps with Demonic and Wedding Band.   I never bothered to get them and actually fill the gaps before the change. Now days I'm doing dual (Demonic and Wedding Band) runs at least once a week.  I also have some alternate builds that don't use Rune, but push resists the old fashioned way, much as Werner suggested a page or so back.

     

      

    19 hours ago, FUBARczar said:

    ... my SD Tank has been sturdier for 801.D than SR tanks.  ... SD, Invuln and Granite have outperformed SR ...

    I've only seen one player pull SR off effectively in the higher tier 801s.  I personally drive SD instead.

     

    11 out of 12 SR test runs I failed, usually in less than 5 minutes.  It's only that 12'th flawless run that went well past 30m.  When I say It's difficult to build and extremely difficult to drive, I do mean that. 

     

    • Like 2
  2. In normal play you don't need anywhere near these resist levels.

     

    It's in the 801 tank thread.  Essentially the more resist you add, the higher your HP bar when it stops falling due to scaling resists.  The higher difficulties of 801 requires that to be much higher than standard content.  In 801.A, when I did it correctly, which was very difficult, it effectively drops to roughly half-health and stops.  Anytime it drops more than a fraction below the the scaling resists cap it out again.  Then I slowly start building it back up, until an other spike hits and drops it again. 

     

    SR DM Tank - Prototype 801 - DN 2i - [i25].mxd

    • Like 2
  3. I recommend:

    Defense Armor: EnA (Any AT), Inv/ as the Tank Alternative. 

    Heal Armor: Bio (Any AT, paired with a Defensive Weapon). 

    Resist Armor: RadA (Brutes and Tanks Only)

     

    Defense Armors, Expanded and In Order of Durability:  EnA (Any AT, Add Resists, Intermediate), SR (Advanced), SD (Intermediate), Inv (Easy).  If you’re not picking EnA, I Recommend Inv.  Inv is very easy to learn and drive, and very durable.  Once you get your feet under you, then you can pick some of the more difficult to drive armors.  My personal Favorites are EnA and SD, but I find myself driving EnA and Inv most often.

     

    Notes:

    Stone can still be very good, I just very much dislike Stone.  I would rank stone somewhere between Inv and SD for durability.

    EnA is not on tanks, if it ever is, I might be forced to move it up or down the ratings, depending on how it's ported.

    Most SR builds do not add the resists required to get it to the rating I give it.  SR is also the most difficult to drive if built my way.

    Most SD builds also do not add the resists required to get to the rating I give it.  I use all three SD build slots:  Defense, Psi-Tank, Proc/Offense.

    Inv is more likely to be built to defensive spec, it's just kinda naturally built that way.  It's also so easy to drive.  It's pretty much recommends itself.

     

    • Like 2
  4. I would recommend someone else's builds over mine, preferably something more DPS biased.   I build to (very high) durability, this is redundant for tanks, unless you're running 801.7 or higher solo.  I also tend to use Rune/Hybrid/Rune/Demonic/Wedding Band or similar rotations.  This is probably a rabbit hole you don't want to go down.

     

    Rad Kat Tank - Radicat II - Mu 3f - [i25].mxd

     

    SD RadM Tank - Prototype 801 - Build i4 - [i26].mxd

    SD RadM Tank - PsiTank Beta r4 - [i25].mxd

     

  5. Primarily you want a well balanced team of T4 Incarnates.  Toss the tank(s) at the mobs, Barrier Radials, Rebirths, Agelesses, ... Control and Support are Invaluable.

     

    I've had 2 teams report to have done F ... and they both asked for a harder one.  I'll have to do a G someday.

    I've run 4 or 5 successful teams in D, but no higher. Good random teams are very rare, and usually break up after 1 or 2 missions, so it's really difficult to build your way up to the harder ones.

     

  6. Sentinel had another successful run ... and then I fumbled the crash.  This is much harder on the Sentinel than the Stalker.   I can pull it off, but only about 1 in 5 tries, and it's only sustainable for 15 to 20m at most.  I prefer longer sustainability.  .. Therefore, ATM, I think I'm going to call this a 'Barely Fail' for 801.7, and then try to get all the accolades and see if that pushes it over into 'Barely Pass'.

     

    The accolades are really going to matter more to the Sentinel build than other builds.

    I don't know if the accolades will be enough difference, but It's so close I'm going to be putting time into getting them.  I almost never do this.

     

    Discrete Healing as well as Sustained healing matters.

    Stalker is 11% HP/S, Sent is 4.8% HP/S.  Stalker is discrete 30% packets, while Sent is discrete 11% packets.   The size of the packet matters more than the sustained in this case, but both favor the Stalker.  A double to triple hit in too close a time interval just leaves too little HP to sustain combat.  This is more a problem not of sustained damage, but diescrete damage at just the wrong time.  Hopefully Accolades will make this difference less critical.

     

    Discrete Damage as well as Sustained damage matters.

    The Sustained long term damage difference is not at all as large as the combat results in 801.7 would indicate.  However, Sentinels just don't have damage spikes like Stalkers and Scrappers.  The Stalker starts the fight by cutting an EB in half, then finishing him off in short order.  By the end of round one 3 EBs are down.   The Sentinel not only can't spike, but stuff runs so much you're lucky to take down one EB total per round.  It's not long term sustained damage that counts here, but discrete applied damage as applied to a difficulty target that doesn't play nice and tends to run like Rommy unless spiked pretty hard.

    Additionally, the Stalker sheds more aggro. For each EB the stalker kills, another EB tends to run away.  This greatly reduces the stress on the Stalker.  Meanwhile, the Sentinel just attracts more and more aggro, never losing any.  And if there are adds nearby, almost always pulling those as well.

     

    On the positive side, 801.6 is a cake walk. So overall I'm very happy with the build, even if it never manages to reach the goal.

    This also tells me that 5% HP/S isn't enough support while 11% HP/S is.  So it's very much narrowed down the line of how much support you need to be successful on an 75% Resist Cap AT running a Resist/Def/DDR cap build, and it's not very much.

  7. Sentinel Results:

    • Sentinel is a bit more fragile than the stalker.
    • Surprisingly good offense.
      • After several tries I managed just over 10 minutes in 801.7.  I pulled a second group yet again.  Like the stalker, it's one, and only one, group at a time, in 801.7.  Adds are fatal.
      • Unlike the stalker, it's a bit more fragile, so there are some random group combinations that I'm not sure it can handle.
      • Unlike the stalker, it has less ST dps, and more AoE dps.  However, in 7 and up, unless you have way more AoE, the EBs pretty much ignore the splash.  Overall, that is a negative for this build in 801.7 and up while solo.  However, the AoE is also a positive if teamed or in any easier content where the AoE will be more meaningful.
      • Unlike the stalker, the lower ST DPS means taking out one EB at a time, pretty slowly.  The Stalker can usually take a few before needing to worry about handling the armor crash.  This makes the Stalker a much better option.

     

    I expect to run this build a fair bit for the next few weeks, as well as do more testing.

  8. When I said 'Base'  I meant lowest soft cap, where it is variable.   I don't know what to call that in this context. 

    If a critter has 'aim' and 'targetting drone'.  The it will be 45 + 20 = 65 minimum, but can spike to 85 for 10s every 90 seconds.  I'm calling 65 in this case 'base'.

    And yes, I know the official i-cap is 59, but we don't have an 'Incarnate' button in AE.  We have to work with what we have available in AE.

     

     

     

  9. In order:

    1. Kat/Bio Scrapper, Most of the time, I reach for this first.  Just barely enough taunt, maybe, and all the offense.
    2. Kat/Ena Brute, a lot more taunt, but a lot less damage.
    3. RadA/Kat Tank, the most taunt, but near the bottom of the damage list.  Give me some defense buffs and it's effectively perma-T9, and Taunt and AoE Taunt, and more AoEs to Taunt even more!  My most team-friendly build.
    4. Inv/RadM Tank, More durable, easy peasy to drive, less damage.  This is almost auto-pilot with plenty of player resources available to run a team or be otherwise distracted.  This is also the tank I'd probably most recommend because it's just so darn easy to drive.
    5. SD/RadM Tank, More durable, More Damage, but Also much harder to drive. The Inv gets picked more often due to ease of use, even though this build has more damage capabilities.  Normally if I want more damage, I skip up the list to the Kat/Ena, instead of down to the SD/RadM.  I normally only drop down here for the durability, and/or Psionic Tank Build.
    • Like 2
  10. 801 varies in difficulty 0 to F (F is Hexidecimal for 15).  801 has killed over 1,400 Tanks (that I know of), and Most TEAMS fail 7.  I would suggest starting at 801.2, the 'standard difficulty'.  You may also want to read the AE 801(link).

     

    801.2 (Tier 1) is harder than official Incarnate Content.  Most official incarnate content is effectively +1x8 at it's hardest, without any EBs, and generally with mobs that are at least a little bit nerfed.  If you run 801.0 -1x8 no-bosses, that's probably roughly equivalent to official incarnate content.  In 801.2 (Tier 1) Most of the mobs will have a base to-hit of 45, with either Aim or Rage.  About 1/3 of those will have Aim for a 58 to 65 (variable by mob rank) to-hit for 10 seconds every 90 seconds.   About 1/3 of them will have Rage for a base to-hit of 58 to 65 for 2 minutes every ... very long time inbetween.  1/16 of the mobs will be snipers, and about 1 in 3 (1 in 50) of these will have a base to-hit of 65 with aim for 85 to-hit for 10 seconds every 90 seconds.   Also, of the snipers, 1/3 (1 in 50) will have a T9 Armor, the other 1/3 (1 in 50) will have status protection.   If you try to steam roll the mobs, your front-line will be facing full incarnate to-hit and full incarnate damage.  If you move slower between mobs, then you'll be facing much more standard non-incarnate to-hit and damage, as many of the mobs pop their rage, aim, and similar powers when you first come into AI range, instead of at a more intelligent point in the fight.  If you spend 2 minutes beginning to end on this mob, then move to the next, chances are that next mob has already wasted most of it's 'Incarnate Power' and you'll be facing a much easier fight.

     

    801.5 (Tier 2) ... Is the same as 801.2, but more mobs have base to-hit of 58 - 65, instead of just 45.  More also have Aim on top of that base.

     

    801.7 (Tier 3) ... The mobs have all transitioned into EBs only, and is similar to 801.5, but now most (but not all) mobs have base to-hit of 58-65, and all snipers have aim or rage, and any mob that is base 45 always has aim.

     

    This pattern holds all the way to F (F is hexidecimal for 15) which is ALL AVs supported and buffed to the resistance caps.  Resistance Capped AVs, with 85 To-hit, and Triple Damage Nukes!  Wheeeee!

     

    • Like 1
  11. On 6/11/2021 at 2:31 AM, EnjoyTheJourney said:

    It'll be interesting to hear just how far off the mark this build might be, in feedback.

     

    RE: Psi SR

     

    The lower difficulty rating 801s are not as strenuous, but for 801.7 and above, ....

     

    You need DDR Cap, and 60+ defense; or 80s DDR and 85+ defense. 

     

    You also need Resist Cap.

     

    You may or may not have enough healing capacity, but you'll need a live target to use it.  But then modify that by ...

     

    Even with Rune up you'll be taking over double damage vs resist cap, and an additional triple damage vs incarnate-defense, if not 4x or higher considering debuffs.  At 50 defense, you're also in serious danger of cascade failure.  Anything less than 60def starts hitting the redzone, and 50 is critical, 45 instant failure.  So I suspect you're doomed in 7 and up.

     

  12. Nice Catch.  I swapped the PvP Defense into KS and +5d them, then put the scaling into RF.  Net No-Loss even when malfactored.

     

    Rune is for the bonuses.

     

    I'd love the Guassians in TF, but No clue where to steal a slot.  There's little to be gained from going above (50+5, 50+1), 23.32 vs 23.48.  If you do use Guassians, I prefer (50+2, 10+3) for the 95% proc rate.  Double BU on demand trumps a second or two on recharge, IMO.

     

     

  13. I almost never take the Steam_Spray and similar cones.  Cones are a PITA to hit max targets, and somewhat less flexible.  I just don't want to have to deal with a short range cone.  The shorter range on this one just makes me dislike it even more.

     

    Whirlpool DPA is better, but DPR worse, and Avoid is both a benefit and detriment.  DPR in this context is more useful, unless I decide I want the survivability benefit of Avoid.  I usually do like the Avoid Element.

     

    An AoE Immobilize is one of those things I wish I had on every non-taunt build.  And this one does damage, and can make a nice chain of:  Fences, Burst, Fences, 2s gap, repeat.  Whirlpool won't fit as well, and while Spray might perform better (it also might not) I don't want to be forced into close range to use it, either.

     

    Fences worked into the build nicely.  It wasn't my first choice, my first was going to be Psionic Spike damage for taking out T9 EBs.

     

    Whirlpool:            60r25,    48.4 dpa,     1.74 dpr,     16 tgts
    Steam Spray:     40<50,    36.7 dpa,     4.50 dpr,     10 tgts
    Chain Fences:     80r30,     32.2 dpa,     2.59 dpr,     16 tgts
    * I did not double check dpa and dpr numbers, and have notice some minor variances.

    • Thanks 1
  14. This is for AE 801(link), specifically 801.7, if you don't know what that is then follow the link, and run a few missions.  In short it's much like playing somewhere between +5x8 and +8x8.

     

    If you can make any of these builds better, I welcome the feedback.

     

    I've never cursed Sentinel design nearly as much as I have the past week.  The slightly lower armor has been a nightmare to work around.

     

    Outside of 801 and a very few other niche cases, there are likely better alternatives to the Sentinel

    • Armored Blaster.  Defense and DDR Issues.  Blasters struggle more starting as low as 801.3.  When you stress the builds, you can really start seeing the difference. If all you run are +0 Speed TFs, you'll never notice, and probably not even chip a nail.  But in 801 as you go up the difficulty ladder, you will start noticing the differences.
    • Huntsman are still probably the best Sentinel, ... but can't reach the insane defense levels needed for 801, and no DDR.  I run one of these and probably always will.
    • Other Veats, ... Most have minimal to no DDR and much lower defense levels.  Nightwidows are not completey off the table, but still have DDR issues.
    • FF/, ... Primarily DDR issues.  But I run one of these to fill the same niche.  Better resting defense, No DDR, and no T9 Defenses.  It doesn't have much of a chance in 801.7 and up.  The sentinel should be ok in 801.7, and possibly up to 801.9.
    • Time/, ... Pretty much the same as FF above.  Primarily DDR issues.  Great in 801.6, but 801.7 is a tiny bit too much, and the Sentinel should be ok in 801.7, and possibly up to 801.9.

     

    ---

     

    Why Water Blast: Healing and Utility.  You could also use Dark for the Healing at least.
     

    Spoiler

     

    Even running perma def/res caps (barely), isn't enough due to debuffs and lack of healing.  Inspirations (primarily large oranges) can deal with the debuffs if you are proactive and never blink.   However, even then, I find myself having to use a green every minute or more.  That's not sustainable.  

     

    This applies to all the 75% resist cap ATs.  You'll either need a bit better healing, and/or support.  Or better yet Defense, Resist, and Healing support.  As another example  /Bio has great healing/regen.   However, even std defense capped and resist capped it's not enough.   I can eat purples to hit the defense i-cap, but that still doesn't help with DDR, or I have to eat an unsustainably large number of them. Same with resist.  While I can resist cap (at 75%), that still leaves a 25% RDR gap and no real resist buffer vs debuffs.   So while I can burst and off-tank using Medium or Large Dual Def/Res inspirations with /Bio Regeneration and Absorb Bursts ... eventually all that hits a valley and I *insta-splat*.

     

     

     

     

     

     

    ---

     

    This should play very much like the Stalker.  In 7 and above, turtle up in the T9s.  Use Rune first, so you can Rune/Hybrid/Rune.  But Primarily you use Rune First so you can use it's non-volatile timer to know when your T9 is going to crash.

    You can also use Overload's timer, but if you get external recharge buffs, they can mess with that and make it unreliable.

    Also, use Demonic and Wedding band to help cover gaps.   You can double up two chains with a demonic in-between for 7minutes of uninterrupted T9 fighting.  You can use inspirations in-between as well.

     

    Ageless, .... 60s Gap .... Rune, Overload, ... Hybrid, Ageless, ... Phase, Energize, Recovery Serum, ... Ageless

    The timing on Ageless is a PITA, if you mess it up, don't worry about it.  Just drop back and hide, and/or use a blue.

     

    The main difference is the loss of ShadowMeld.  ShadowMeld with Rune/Hybrid makes normal Carnies a bit of a non-issue.  In 801 ShadowMeld helps fill in gaps and gives you more options.  You will definitely feel the loss.

     

    When I get this one done, hopefully I can get some stats and results and post back, assuming I don't get distracted my 7 other alts first.

     

    I'm planning on building the B variant.  Yes I'm aware it doesn't have both T1 and T2 powers.  I picked this one primarily for more AoE.  It should have a nice, if imperfect, AoE Chain when done.

     

    The C variant has more ST damage, and can punch through T9 armors with Psionic damage.  That was originally going to be the build I picked. 

    However, most of CoH values AoE over ST damage, and T9 armors are really only an issue in soloing ITFs.

     

    The A variant has both T1 and T2.

     

    Neither A nor C are as mature or revised a build.  I spent the most time on B.  Hopefully it will all pay off.

    Water Ena Sent - 801 T9 1c - [i25].mxd Water Ena Sent - 801 T9 1a - [i25].mxd

    Water Ena Sent - 801 T9 1b - [i25].mxd

    • Thanks 1
  15. Re OP:  475+ ST dps, and I'm not even trying.  I'd hate to see what an offensively built stalker could do.

    Yes I have armored blasters that subjectively 'feel' like they perform as well, but they do not objectively.  The Armor itself is the same, subjectively that armored blaster feels great, but objectively Stalker armor is better and easier to deal with. 

     

    Re Slow-AS:  Yes definitely something could be done. 

    Because mobs 'twitch' and interrupt AS.  After 2 or 3 tries, I frequently find myself just saying '^@#$ IT!', and Critting with my highest damage non-AS, then following up with Quick-AS.  The current mechanic is THAT annoying.

    I'd be happy if it just rooted so I could Follow/AS and if the mob moves it doesn't break AS.  As is it's clunky to run up, STOP, WAIT, then AS and hope the mob didn't twitch during a server tick.

    If you want to buff it, then by all means, make it half the cast time, and leave the damage as-is.  Between not breaking because the caster or mob twitched by accident, and a bit faster cast, it should be fine.  I hesitate to increase damage, as it's already very high.  (at least on the top tier sets)

     

    Re Lower-Tier-Sets:  Yes, these should be looked at. 

    I definitely feel, see, and can objectively measure, the difference in the best sets vs even the 2nd tier sets, and the difference is striking.  But also, good luck with that.  It's a baked in fubarred bias from as long as the game has existed.  The game was originally balanced on DPR and DPA was completely ignored.  I'm not even sure the original devs knew what DPA was.  It was only much later that DPA ever even got looked at.  The best melee set is 2.5x better than the worst set.  This is a HUGE can of worms, and I just don't see anyone wanting to try to tackle it any time soon.

     

    Re Focus:  I've noticed this too.

    I feel like, but can't objectively say, that it should just be straight up made a 100% chance per primary power use, and it should indeed have all the timers refreshed when any primary power is used.   More frequently than I'd like, it drops before I can actually hit the next target.

    • Like 3
  16. Various Excerpts:

     

    "Teams are always easier than solo".  That said, she's holding up really well in 7s, and spectacularly in 5s.  And she's doing exactly what I wanted "Not overly influencing or skewing the teams".  But at the same time if the shit hits the fan, she can off-tank in emergencies, not well, but a team could limp along using her as a crutch in a catastrophe if it had to.  They'd definitely know they were limping, but it might beat a complete failure.

    On the down side, since I started running teams with the stalker:   Not a single team has gotten past the door of 7, not even weekend teams.  Twice as many tanks and brutes are quitting mid-mission leaving the team holding the bag with no armor.  Worse, most of the quitters are rage-quitting logging out without quitting the team, leaving the team AE-BUGGED and not even able to recruit replacements.  I always warn every team "WARNING AE BUG: YOU MUST QUIT THE TEAM BEFORE LOGGING OUT".  And I'm ignored more often than not.   Twice as many quitters, and probably three times as many rage-quitters.   Maybe it's just been a bad week, a statistical anomaly.

     

    When you pull 1 group, you (almost) never get stacked overlapping debuffs, the AI won't do it.  But two groups, each group uses the same rules, but in isolation, so now you have 2 x Ice Storms .... etc.  801.7 and up (vs the stalker) is very strictly 1 spawn max at a time only, and T9s only ... unless I'm teamed.   The extra debuff of pulling more than one group pushes it over the edge.  Even in 801.5 too many groups stacking debuffs can push it over the edge, but I can more or less handle 2 or 3 groups in 801.5. 

     

    Two different examples. 

    Teamwipe in 801.7, I live but fall back.  Falling back reduces aggro to only one group.  I tank that group, holding it at a corner to make a safe space behind me, ~5m until the team regroups and saves me and takes over just as the second T9 Crash approaches.   The first crash I weathered with a combination of phasing and Demonic.  The second crash was going to be fatal.  But I managed to hold on and make a safe space just long enough for the team to res and regroup, I also managed to take out half a dozen or so EBs while I was doing it.

     

    Tank pulls a whole room, 3 spawns.  Team wipes, they even get me.   No matter what I try I can't even edge back into the group.  The area around the tank just has too many location debuffs and too much aggro and alpha damage.  If I hit even one target, I get a full 16 aggro, and it's aggro from a mixed group, not a single group, so I'm getting stacking debuffs AND having to deal with the already stacked location debuffs all around the tank.   ... I should have sniped and pulled a group away from the tank and fought a separate battle instead of trying to 'help' the tank.  I can handle 1 group.  I can NOT handle two, nor can I handle the mixed stacking debuffs of two half groups.  1 Ice Storm is bad, 2 or more Ice Storms is fatal.  ... Hindsight is 20/20.  Next time I'll pull an leave the tank to die.

     

    ---

     

    CoH mobs in general are weak to:  Confuse, Fear, and KD.   This should give you some ideas on directions and strategies to investigate.

     

    Resist armor with defense buffs on the team is just stupid easy mode, perma T9 equivalent, but then what happens when you get that team with zero defense buffs. This lack of defense buffs happens way more frequently that I'd have ever expected.

    I've done RadA with Brute/Tank up to 7.  I wasn't so sure how well it would balance with the lower resist cap.   In heavy debuffs it gets tricky with the brute, so 2.5x additional incoming damage on a stalker is a real concern.  Massive recharge, resist cap, and some AoE KD is a reasonable direction to investigate, but I'm not certain enough of the results to put time into it right now.  Which primary has the best, most, and reliable KD?  I can't answer that, but It's definitely a direction worth looking. 

     

    Stuns would work well too, up to 6.  However, 7 and up are all EBs so the stun route goes out the window.  Stuns are very effective below 7.

     

    The AoE KD idea also makes Ice Armor a possible, but I've never liked IceA in the past.  But it's definitely an idea that could be tested.

     

    -Damage does work, subject to level modifiers and +Damage dilution.   Level modifier roughly halves it, and most of the mobs have +20% damage.

    When Lucy (SD/RadM Tank) alpha's a mob it's at the equivalent of ~93% pseudo-resist for the first 30 seconds due to stacking of Darkest Night and Void Radial T4.  (It would be ~96% pseudo-resist vs +0s).  Skylark does the same.  1 - (0.1 * 85 / 120) ~= 93% pseudo-resist.

    • Like 1
  17. This is for AE 801(link), specifically 801.7, if you don't know what that is then follow the link, and run a few missions.  In short it's much like playing somewhere between +5x8 and +8x8.

     

    If you can make any of these builds better, I welcome the feedback.

     

    It is my opinion that StJ/EnA might well be the best overall stalker you can build for official content. If it's not that, then it's StJ/Bio.  I run a /Bio (scrapper) as my 'main tank' in most official content.  However, my StJ/EnA tends to fail 801.7, barely, and I wanted to improve on that.

     

    The rebuilt EnM is probably the best ST focused stalker you can build, I've not tested the new rebuilt version so I can't swear to that, but it really looks good.  It can even heal on focused crits.  However, it can also still do damage, and I'm trying to increase durabilty, not decrease it.  So while I'd love to give this route a try, I don't feel like this is the answer.  ... If you build one and prove me wrong, please post it.

     

    If I were looking at standard content, where offense is more fairly measured as avg(ST,AoE,AoE), then I might well recommend ElA where Stalkers ST damage fills the gap that's present in all the other ATs version of ElA.  Combine that with excellent AoE and this is another potential flavor for 'Best PvE Stalker'.  But, I'm looking at 801.7 where the AoE splash is pretty much ignored by all the EBs.

     

    ---

     

    Even running perma def/res caps (barely), isn't enough due to debuffs and lack of healing.  Inspirations (primarily large oranges) can deal with the debuffs if you are proactive and never blink.   However, even then, I find myself having to use a green every minute or more.  That's not sustainable. 

     

    This applies to all the 75% resist cap ATs.  You'll either need a bit better healing, and/or support.  Or better yet Defense, Resist, and Healing support.  As another example  /Bio has great healing/regen.   However, even std defense capped and resist capped it's not enough.   I can eat purples to hit the defense i-cap, but that still doesn't help with DDR, or I have to eat an unsustainably large number of them. Same with resist.  While I can resist cap (at 75%), that still leaves a 25% RDR gap and no real resist buffer vs debuffs.   So while I can burst and off-tank using Medium or Large Dual Def/Res inspirations with /Bio Regeneration and Absorb Bursts ... eventually all that hits a valley and I *insta-splat*.

     

     

     

    So, back to more planning and testing on the test server.  

     

    801 RadM/Ena Stalker (link)

    Spoiler

    This Hero build was built using Mids Reborn 3.0.4.6
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Stalker
    Primary Power Set: Radiation Melee
    Secondary Power Set: Energy Aura
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Sorcery
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Radioactive Smash -- CrsImp-Dmg/EndRdx/Rchg(A), CrsImp-Dmg/EndRdx(3), CrsImp-Dmg/Rchg(3), CrsImp-Acc/Dmg/Rchg(5), CrsImp-Acc/Dmg/EndRdx(5), TchofDth-Dam%(7)
    Level 1: Hide -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(7), Rct-Def(9), Rct-ResDam%(9)
    Level 2: Kinetic Shield -- Rct-Def(A), Rct-Def/EndRdx(11), LucoftheG-Def/Rchg+(11), ShlWal-ResDam/Re TP(13)
    Level 4: Power Shield -- Rct-Def(A), Rct-Def/EndRdx(17), LucoftheG-Def/Rchg+(17)
    Level 6: Assassin's Corruption -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(19), SprStlGl-Acc/Dmg/Rchg(19), SprStlGl-Dmg/EndRdx/Rchg(21), SprStlGl-Acc/Dmg/EndRdx/Rchg(21), SprStlGl-Rchg/Hide%(23)
    Level 8: Build Up -- RechRdx-I(A), RechRdx-I(23), GssSynFr--Build%(25)
    Level 10: Entropy Shield -- EndRdx-I(A)
    Level 12: Boxing -- Empty(A)
    Level 14: Tough -- GldArm-End/Res(A), GldArm-3defTpProc(25), GldArm-ResDam(50)
    Level 16: Kinetic Dampening -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(27), Ags-ResDam(27), StdPrt-ResDam/Def+(29), Ags-ResDam/EndRdx/Rchg(48)
    Level 18: Radiation Siphon -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(31), Hct-Dmg/EndRdx(31), Hct-Dam%(31), Heal-I(33)
    Level 20: Weave -- Rct-Def(A), Rct-Def/EndRdx(33), LucoftheG-Def/Rchg+(33)
    Level 22: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(34), LucoftheG-Def/Rchg+(34)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(34)
    Level 26: Devastating Blow -- SprAssMar-Acc/Dmg(A), SprAssMar-Acc/Dmg/Rchg(36), SprAssMar-Dmg/Rchg(36), SprAssMar-Dmg/EndRdx/Rchg(36), SprAssMar-Acc/Dmg/EndRdx/Rchg(37), SprAssMar-Rchg/Rchg Build Up(37)
    Level 28: Energy Drain -- RedFrt-Def/Rchg(A), LucoftheG-Def/Rchg(37), Rct-Def/Rchg(39)
    Level 30: Mystic Flight -- BlsoftheZ-ResKB(A)
    Level 32: Atom Smasher -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(40), Arm-Dam%(40), TchofLadG-%Dam(40)
    Level 35: Energize -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(42), Pnc-Heal/Rchg(42), Pnc-Heal/EndRedux/Rchg(42), Pnc-Heal(43)
    Level 38: Moonbeam -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(43), Apc-Acc/Rchg(43), Apc-Dmg/EndRdx(45), Apc-Dam%(45), Dcm-Build%(45)
    Level 41: Spirit Ward -- Prv-Absorb%(A)
    Level 44: Rune of Protection -- Ags-ResDam/Rchg(A), Ags-EndRdx/Rchg(46), Ags-ResDam/EndRdx/Rchg(46), Ags-ResDam(46)
    Level 47: Shadow Meld -- RedFrt-Def/Rchg(A), LucoftheG-Def/Rchg(48), Rct-Def/Rchg(48)
    Level 49: Overload -- RedFrt-Def/Rchg(A), LucoftheG-Def/Rchg(50), Rct-Def/Rchg(50)
    Level 1: Brawl -- KntCmb-Acc/Dmg(A)
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(15)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
    Level 49: Quick Form
    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 4: Ninja Run
    Level 1: Assassination
    ------------

     

    
    
    
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    So I tested a couple of different approaches.

     

    The Slow Defense method did not offer enough of a buffer vs DDR.  It's very close, I totally run an almost identical build with a Brute to great effect.  However, the brute has a much higher resist cap effectively taking only 40% of the damage vs the stalker.  That difference in resist caps and damage makes a real difference.  Couple that with the RDR effect of a lower resist cap, and not only am I fighting 2.5x more damage on the stalker, I'm fighting 2.5x more resist debuffs, and while the former is an issue, it's the latter that I really feel, and feel badly and to terminal effect.  Resist caps matter, dangit.

     

    I ended up chosing the High Recharge T9 3m/4m build.   It has excellent performance in 801.5 by just using Shadow Meld and supplementing as needed with (Rune/Hybrid/Rune/Demonic/Wedding Band), no T9 needed at all.   In 801.7 I run synced T9s for 3m with 4m recharge.  3m up, just before it crashes (Phase/Heal +Endurance Discount/Recovery Serum), toggle back up (this takes 30 s), unphase, shadow meld and ease back into the edges of the fight until the T9s are ready again in 30s.  You can also use Inspirations or Temps to get back into the fight sooner.

     

    The following builds are related to and influenced the '801 Stalker Project' but are not all stalker builds, nor are all of them complete or finished builds.  There are also additional builds that influenced this build that are not included.

    RadM Ena ShadowMeld Stalker - 801 - Recharge-T9 ver 1c - [i25].mxd StJ Ena ShadowMeld Stalker - 801 - Recharge-T9 ver 1c - [i25].mxd EnM Ena ShadowMeld Stalker - 801 - Recharge-T9 ver 1c - [i25].mxd Stj Ena DN Brute - 801 SD 1c Pre-Alpha - [i25].mxd StJ Ena ShadowMeld Stalker - 801 - Slow Defense ver 1c - [i25].mxd Kat ENA Brute - Mu 1i - [i25].mxd StJ Ena WaterSpout Stalker - Alpha T3 - [i25].mxd FF DP Scorpion Def - STF SLE 1c - [i25].mxd Kat ENA Brute - Prototype 801 - DN 2i - [i25].mxd

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  18. I'm using the FF/DP SLE build to lead teams in 801 up to 801.7.  She's not immortal, but she outlives most of the the tanks.

    Hound is cheap.

    Overall I'd probably recommend Quarterback or Dark Beta.  Tough enough for standard content, and extra offense to boot.

    PBU Build, incarnate cap the whole team. *rolls eyes* ... If you want a PBU build, I'll have to dig around for that, not sure I did a DP variant of the PBU build.

    FF Water Soul - Heavy Support 57-74 - Overwatch 1 - [i25].mxd FF Beam Soul Sniper - Heavy Support 57-74 - Overwatch 1 - [i25].mxd

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