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Croax

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  1. Basic Slotting For the enhancements during your leveling phase i would allways recommend to get DOs up until lvl 22 and after that you should completly switch to IOs. As a Stalker you will have a big focus on your Attacks and some attention at your Survivability options. And then there are things in common for all the Stalker that i play. A Standard generic Attack: Acccuracy, Damage, Damage, Accuracy, Endurance Reduction, Recharge Reduction The Last two slots would be a mix of Recharge Reduction and Endurance Reduction as you see fit. If you have Endurance issues go for 2 Endurance Reduction, if Endurance is not a problem take the Recharge Reduction. I mostly take one of each. The reasoning is to get good value on Damage and Accuracy early on and to hit enemys and get more efficient later on, when you can put more than 2 slots into a new Attack. Assasin's Strike and Heavy hitters: Accuracy, Damage, Damage, Accuracy, Damage, Recharge Reduction Here with Assassin's Strike and the big Attacks you want to get the most Damage as possible. Due diminishing return on enhancements you squeese the highest amount of Damage from your Attacks with 3 Damage enhancements. Also the Heavy hitters are mostly on a lengthy cooldown, so i would go for the recharge reduction Placate/Build Up: 1-3 Recharge Reductions Depending on how much you use these Powers go for the desired amount of recharge reduction. If you are short on slots the initial ones have to be enough. i just like to ignore the fact of the to-hit component on build up. Toggles: Endurance Reduction, Defense, Defense, Endurance Reduction, Defense I go for 3 Slots early on and get two Defense/Resistance/whatever and one endurance reduction into my toggles. Later on in your career you can slap two more slots into it if you like to. There are also toggles out there that just offer mez protection and only very little benefit outside of it or in case of Shield Defense you get a Damage increase toggle. in such cases i just stick to the initial slot and use one endurance reduction only. Click Powers: Recharge Reduction, Healing, Recharge Reduction, Healing If i got a click heal for example i try to get a good balance of enhancements but never use more than 4 total slots. Some click Powers don't have Healing components then it is 2 Recharge Reduction, like for the click mez protection of Super Reflexes. Hide: Do not Slot Hide! Hide gives you a huge bonus to defense when you are hidden but outside of hide you only get a fixed bonus of ~1,88 % on Defense. Every Defense buff IO or more slots than that would go to waste. Hide is really good to carry unique IOs that have a global bonus like Kismet or Luck of the Gambler.
  2. Secondaries The Stalker Secondaries are all Powersets based on improving your survivability. All of them have Hide as the starting Power leaving you no big choice. Before we get startet with the various sets i wanted to make clear that survivability for a Stalker can be achieved on mainly three ways. • Defense • Resistance • Healing Defense Defense determines if the enemy is going to hit you at all. Enemys have a chance of 50% to hit you. By increasing your Defense you can lower that chance to hit you. But no matter what you do, they will allways have a 5% chance to land a hit. Therefore you will need 45% Defense to get the maximum result. You will notice that the game is more complex but let's just say you would want 45% Defense. All Attacks in this game are either melee, ranged or area . Also all damage dealing attacks have a damage type like Smashing, Lethal, Cold, Fire and so on. The game allways checks for the highest relevant damage type. Let's take a look at an example: Some Enemy shoots you with his Energy Blast. This is a Ranged Attack that will deal smashing and energy damage. Now the game checks your Range, Smashing and Energy Defense. The highest one would be the one which is taken to see if the enemy has hit you. Resistance After you have been hit, you will take damage. Your Resiatances help you to reduce that damage. Every Energy Type is checked seperately. This means if you get hit by a attack that deals smashing and energy damage, the smashing part will be reduced by your smashing resistance while your energy resistance reduces the energy part of that attack. Stalkers have a resistance cap of 75%, which means that no matter how much resistance of a single type you stack, you can not have more than 75% of it. Healing Now you have been hit, you took the damage and want to go back to full life. That is possible in quite a few ways, like having a great buff on regeneration or using a power which will restore some of your health. There are even Primaries which will give you health back on a successful attack. Rating the Secondaries After we have covered a basic understanding of survivability i will go over the various secondaries. This time i will rate it on the three aspects of survivability with a simple rating: None: This Secondary does not cover this part of survivability. Some: This Secondary covers some aspect of it, but has holes or the numbers are not high enough to make a difference. Good: This Secondary is all about this aspect of Survivability. But keep in Mind that every of these aspects can be patched with sufficient IO builds and Incarnares in Endgame settings. Also every Secondary has good enough mez protection even if you will have to use some unique IOs to cover very specific holes. You can not do anything terribly wrong with any of the secondaries. Bio Armor: Defense: Some Resistance: Some Healing: Good Bio Armor is a hybrid Set with something from everything and very good selfheals. It comes with some bonus to damage and other offensive buffs if you are in the offensive adaption. It is a busy set that will want you to click its powers. But it is also one of the better Secondaries. Dark Armor: Defense: None Resistance: Good Healing: Some Dark Armor has a lot of toggles and is very endurance hungry but makes up for it with good resistances and a selfheal that will keep you going in crowds but will let you down against single hard enemys like arch villains. Electric Armor: Defense: None Resistance: Good Healing: Some Electric Armor is one of the very few Secondaries that gives you endurance in form of a hefty endurance discount that can be made permanent and a endurance 'steal' from enemys surounding you. Additionally you get a +recharge reduction which is allways nice. Electric Armor is actually in a good shape. Energy Aura: Defense: Good Resistance: Some Healing: Some Energy Aura has the same endurance discount and recovery options like electric armor but trades in a lot of the resistances for defenses. Energy Aura does grant good defenses against a lot of damage types but not psionics. If you can ignore or patch this single hole, than you have got one of the best defense sets available for Stalkers. Also it gets recharge reduction, which helps to kill stuff faster. Fiery Aura Defense: None Resistance: Good Healing: Some Unfortunately you don't get the second build up like other ATs. And the damage toggle is now a bad healing toggle. Overall the set is still ok but is nothing to be impressed with. You will have to manage your health bar, endurance bar and still kill stuff. For a secondary that keeps you busy i didn't feel like getting a lot out of it. Ice Armor: Defense: Good Resistance: Some Healing: None Ice Armor has some good Defenses to several types of damage and resistances to the ones it has low defenses. Like many other Secondaries you have nothing against psi and almost no healing powers. You get an increase in health which increases the survivability and regeneration in its own way and comes with some more debuffs to protect you. Also you have the T9 which will be up roughly half of the time, which is great. With Ice Armor you get a little bit of everything but have to click a little bit for it. It offers no offensive options. Invulnerability: Defense: Good Resistance: Good Healing: None Beeing one of the best perceived secondaries across all ATs, invulnerability lives up to his name. With high defenses and very good resistances, you will find no Power skippable and the whole set is quite heavy on endurance. You can get good survivability with little investment out of this set. But be aware that you don't get much offensive out of invulnerability. Ninjitsu: Defense: Good Resistance: None Healing: Some This is probably the most picked Secondary for Stalkers. Ninjitsu is one of the few Powersets that offer positional Defenses. It is quite easy to reach range, melee AND Aoe Defense caps. You will not get hit, and if you get hit you have a excellent fast recharging clickheal for half your health bar. Ninjitsu has a lot of utility powers that also add to your survivability and can be completely dropped in a endgame build if you want do dive into power pools or epics. You need only 5 powers out of this set and can skip up to 4 of the others. Ninjitsu is one of the best Stalker Secondaries. Radiation Armor: Defense: None Resistance: Good Healing: Good Here we have one of the newer powersets. You get some endurance recovery, regeneration, heals, absorb, AoE Damage, Debuffs and a T9 without a horrible crash. All on top of some weardly distributed resistances across all damage types. I consider Radiation Armor to be one of the best Secondaries across all ATs. But as it is with Bio Armor, you will have to click a lot. Regeneration: Defense: None Resistance: Some Healing: Good Regeneration is mostly based on the aspect of healing back to full life and it does very well with that. On Stalkers you get some small Resistance Bonus across all Damage Types and unfortunately no endurance bonus, which would really help. Since there are no offensive capabilitys in regeneration it is purely meant for survivability, with a lot of click powers. This powerset is not a bad choice but not great either. Shield Defense: Defense: Good Resistance: Some Healing: None The second set on this List with positional defenses. Shield Defense not only allows you to easily cap melee, ranged and aoe defense, it comes with some resistances on top of it. If you get hit, it will not hurt that much. Also you get a direct bonus on Damage and a very good AoE teleport Attack similar to Electric Melees Lightning Rod. No wonder, these two Powersets are often picked together. I consider Shield defense to be one of the best Stalker Secondaries. Of course it has his downside too. You get no healing at all and the whole set is very endurance hungry. Super Reflexes: Defense: Good Resistance: None Healing: None Super Reflexes is one of the older Powersets and is the third and last Secondarie that allows you to easily cap the positional defenses. Beside of that you get a bonus to recharge reduction and run speed but unfortunately nothing else. Ok, maybe you get scaling resistances but your HP Pool is so low that you will not take much advantage of it. And you get the best defense debuff resistance. You also have to pick most of the powers, there is no easy skip option. The only thing speaking for Super Reflexes is that it comes with such big amounts of defense that you can cap defenses very cheap and beside of the click mez protection it is very low maintenance, so you can focus on your primary. Willpower: Defense: Some Resistance: Some Healing: Some Willpower is another hybrid that offers something from every aspect of survivability. With a good T9 you can can easily achive different goals for survivability. It offers no offensive options and is quite heavy on endurance but still a very well rounded set. For a simple overview i have made a visual comparison of all the secondaries. This is mostly to get a feeling for the different sets and does not cover everything to know. This is just to get a idea for it. Here is also a Link to some more Details.
  3. Primaries The Stalker Primaries are Melee Attack Powers similar to Scrappers Primaries , Brutes Primaries and Tankers Secondaries. The biggest exception is the inclusion of Assassin Strike, which mostly replaces some sort of AoE Attack. The other change is that Placate replaces Taunt/Provoke Powers. And the last change is the Build Up Power which is in every Stalker Primary and replaces similar Buff Powers. If you are allready settled on a Primary then skip to the next section. If not i will give you a short overview of the Powersets. But keep in mind, that the Primaries have the biggest impact on gameplay and really define your playstyle. If i go over a Powerset and rate one better than the other, it is purely my opinion. So let's move on to the Powersets in alphabetical order: Broad Sword: The Broad Swoard has slow but hard hitting abilities which reduce the targets defense, allowing you to hit easier with further attacks. The good thing about BS on a Stalker is the fact that you can get more often criticals on the harder hitting abilities than scrappers. But that is true for every Powerset. With BS you get a lot of these slow but hard hitting Powers, so you deal great damage. Only downside is the lack of good AoE Powers in this Powerset. Sure you get a melee cone and Headsplitter also has a small area but this Set is more about the Single Target Damage. The Star of BS is surely Parry wich deals minor Damage but increases Lethal and Melee Defenses by a great margin AND it stacks! This increases your survivability a lot. Claws: Claws are very fast and thus don't hit that hard but due to the low endurance cost you can get going quite a long time. Later in the Set you will get a good ranged attack and even a usefull melee cone. Eviscerade has a higher chance to land a critical attack than other Attacks, so you can play claws a lot like a scrapper.It is a well balanced set in the middle of the field. Dark Melee: The big selling point of Dark melee beside theme is that every attack reduces the hit chance of the enemy. This can be viewed as a bonus to your defense (the real math is more complex), thus making it a very good set to keep yourself alive. You even get a small heal with the side effect of damage and more to hit debuff on the enemy. In i27 Dark melee was changed. Now you have Shadow Maul and Touch of Fear as reasonably good AoE Powers. That change makes Dark Melee very good Balanced in Single Target and Area Damage. Dual Blades: Dual Blades have a cool look and are picked up mostly for this reason. Most of the Dual Blade attacks do not have any secondary effect, the reason is a build in system that wants you to use the attacks in a very specific order to get a buff or to debuff the enemy or simply some bonus damage. This is a gimmicky way of making every Power in this set viable. Unfortunately you will now want to take almost every Power, making the Powerchoices for your Build very tight. What i personally dislike is the fact,that you need Placate to give you the Empower effect. I like to skip Placate in my Endgame Builds for Stalkers, but here i am forced to weave it into my attack chain to profit from the buff. There are a lot of players enjoying Dual Blades by simply ignoring the whole combo system. With a strong build and very very high recharge, Dual Blades can deal some good amount of damage. Electric Melee: This Powerset is ALL about the AoE. Beside of the bad melee cone that everyone gets you will find one good, one great and one kind of broken AoE. Chain induction is the good one that deals reasonable damage to a few targets. Thunderstrike can hit a lot more and deals great damage to the unfortunate around your target. And the broken one would be Lightning Rod. It is a teleport power that deals huge area damage in a really big radius to a lot of targets and knocks them down. After that YOU ARE STILL HIDDEN! So go ahead and open up with Assassin's Strike or push your luck with a 50% crit Thunderstrike. The drawback of Elec on other Archetypes is the lack of a good Single Target Attack. But on Stalkers that hole is patched with Assassin's Strike. They removed the stun power which would have been mostly skipped anyway and put Assassin's Strike there. Elec is one of my favorites and is in a very good state, one of the top powersets. Energy Melee: Energy Melee is back! It hits hard and melts Archvillain like no one else. The best Single Target Damage in all Stalker Primaries with a little mechanic called Energy Focus. Using Total Focus gives you one stack (2 stacks when crit) of Energy Focus. You can spend one Stack to make Energy Transfer fast. You can also spend EF stacks to improve your Cone, yes Stalkers Energy Melee have AoE now! There is also the option to pick up the t1 power to spend EF stacks on a minor regen debuff...it is an easy skip for me. I use EF stacks exclusivly on Energy Transfer. The i27 update was the best that could happen to Energy Melee from worst to obe of the best Stalker Primaries! Fiery Melee: Fiery Melee does not have any secondary effect, like defense debuff. It has only damge and most attacks have some dot component. It has two good area attacks and the well known hard hitters with long cooldown and small attacks that are fast. This Powerset is all about killing them first and didn't care much about survivability. Fire damage is exotic, that means it is not resisted much by the enemys, that makes it a good set for damge only. Ice Melee: Ice Melee on Stalker trades Greater Ice Sword for Assassin's Strike. That is a very good port, because ice has two good AoE and one of the most usefull crowd controls of the Stalker primaries, called ice patch. It comes with various debuffs, but the most notable would be the slow effect on almost every attack and Freezing touch, which has a build in hold. I do like the animation and sound of this set and it has a exotic damage type, so enemys tend to have lesser resists against it. I think Ice Melee is one of the better Stalker primaries and performs good in every aspect of the game. Kinetic Melee: Kinetic Melee is one of the newer Primaries which was added to the game after the devs figured out some basic design formulas for the game and new Powersets in general. So it feels like it has something of everything, you get fast light attacks, strong and slow attacks, a ranged attack and even a good AoE Attack. Something different is that it debuffs the enemys damage dealt, so it kind of helps you to survive. Kinetic Melee is in a good shape and is in the middle of the road. I like the sound and animation of the set because i love Kinetics as a support set. If you do too, you will have a good time. Martial Arts: If you want to feel like a Kung Fu fighter this Powerset will serve you well. It has various side effects like disorient and knockback, you even get a small increase in crit chance out of eagle's claw. Unfortunately you get no AoE. Everything here is about Single Target. Overall it is not a Powerset that will make the Bards sing anthems. With the recent changes to Energy Melee, Martial Arts is now the worst Stalker Primary to choose. Ninja Blade: Broadsword, Ninja Blade and Katana (for other AT) all work the same way. You got the Defense Debuff, the Parry or Divine Avalanche and you get the Hard hitters. The difference is that Ninja Blade is a little faster with animation and recharge but also deals a little bit less damage than Broadsword. This Powerset is fine as it is, has cool animations and does perform very well. I guess that Ninja Blades are a obvious choice for playing a Stalker, thank god it is a good choice as well. Psionic Melee: This is the First Powerset in the List that has a game mechanic going. In this case it is called insight and is a small buff for your hardest hitting ability which is greater psi blade. Since that power is the only one that consumes your insight buff, you can totally ignore this mechanic and just play it as a normal Melee Attack Powerset. Looking it that way, you have a well balanced mix of slow hard and light fast attacks. You even get a great AoE Attack with mass levitate. The real selling point of this set is the fact that it deals psionic damage mostly. The attacks deals part smashing part psionic damage but the crit part is completely psionic. This damage type is very rare and thus hardly resisted BUT if you encounter a enemy that has psi resists it tends to have a lot of that. I like this Powerset and it is fairly better than some of the powersets we have talked about. Radiation Melee: Another Powerset with a Defense Debuff on most of its attacks, radiation melee comes with the contaminated effect. This effect gives your attacks a small chance to contaminate the enemys. Attacking contaminated enemys results in small bonus damage ticks. This effect can spread to other enemys and you get a good Area Attack, so you are looking at a Powerset which has some AoE on top of good Single target damage. You even get a small heal, like Dark Melee. Radiation Melee is in a good state like most of the newer sets. Savage Melee: Now here we have the first Powerset that want's you to play it's minigame of builder and spender. In this case the stacks give you some recharge bonus and endurance reduction. The stacks can be spend to empower a high damage dot and a good area damage power. Since these attacks are still usefull without the stacks, you can ignore blood frenzy and scrap it out. Savage is a well rounded set that has a good performance. But the damage is mostly over time, so it feels less bursty as some other primaries. Spines: Spines is the next AoE Powerset beside Electric Melee that will make you feel like a Area Damage Overlord. The Difference is that you get some of the Damage over time. In generall you will start hitting the boss and everything around you will be dead when you are done with it. I like this Powerset but i also like Quills, which was traded away for Assassin's Strike. But having a Damage Aura on a Stalker would make no sense, that way it is a reasonable port to Stalkers. Spines are a good choice, if you expect to play in high density maps or allways with 8 players. Staff Fighting: The coolest thing with Staff is the different variations and stances and choices you get. But not as a Stalker. The cool part is left for the other ATs. You just get yet another mixed bag of reasonable Attack Powers with varying debuffs. The most noteworthy would be Guarded Spin which works exactly like parry, then you get a ranged attack, some small AoE and the lovely mixture of strong slow, weak fast attacks. Don't get me wrong, Staff Fighting is good as it is and performs well, but on Stalkers you miss out what makes it really special. Street Justice: Now the Devs did not care about finding cool names for a combo system, they just went ahead and named it .... combo system. With StreetJustice you get attacks that build up Stacks of combo points that can be spend to empower your combo spending attacks. This combo system has a strangely good flow with the assassin's focus stacks. You could even go ahead and find your perfect rotation for maximum damage if you care. You get a Powerset here with some debuffs and a good balance of AoE and Single Target. But be aware of the mental strain that it puts on you as a player. You will have to watch a lot of things to play this Set at peak performance. Even playing a click intensive Secondary could screw your perfect rotation. I don't want to scare you away from Street Justice. If you pay some attention to it, this is one of the best performing powersets for Stalkers.
  4. AT Powers inherent to Stalkers Criticals Stalkers cause a great deal of additional damage through critical hits. The exact chances of a critical vary greatly with the situation and the power used. Stalker criticals do double damage except in one case which we'll get to in a moment. Most Stalker single-target attacks automatically critical against any target if the Stalker is Hidden. If the Stalker isn't Hidden and he's attacking a PvE enemy, his chance of critting is 10% + 3% per teammate within 30'. Stalker AoE attacks work similarly, though the crit chances for Hidden AoEs are half the typical single-target chances. Un-Hidden PvE AoEs use the full 10% + 3%/teammate formula without halving. Crits are checked separately for each target hit. Assassin's Strike If the Stalker is Hidden, this attack becomes extremely potent. First of all, if it misses, the Stalker stays Hidden. If it hits, it crits automatically, for almost triple normal damage instead of double. Whether the target survives or is defeated, all nearby non-player enemies (which may include the target itself!) are Demoralized and suffer a small but irresistable ToHit penalty, and occasionally Fear as well, for eight seconds. If the Stalker isn't Hidden, Assassin's Strike removes the wind-up animation allowing it to attack faster, deals Superior damage, and will not deal critical damage, unless Assassin's Focus is in effect. Assassin's Focus Assassin's Focus has a chance to be generated from any attack from the Stalker's primary power set except for Assassin's Strike. One stack of Assassin's Focus lasts for 10 seconds, and gives Assassin's Strike 33.3% chance to do normal critical damage. Up to three stacks of Assassin's Focus can be held at any time, allowing Assassin's Strike a 99.9% chance to do critical damage out of Hide. This allows the Stalkers to go into a playstyle that is like a scrapper, without loosing too much time trying to set up a lengthy Assassin's Strike from Hide. This playstyle is refered to as 'scrap it out'. Hiding Despite the rather misleading name, the Hidden status only means that the Stalker is poised to deliver stronger or more reliable critical hits. Hidden mode and Stealth aren't directly linked, although they often occur together. A Stalker can be Hidden even if an enemy has enough Perception to see him. Stalkers have two ways to become Hidden. The Hide power continually grants Hidden status, though that status suppresses for eight seconds each time the Stalker uses an attack power (except for missed Assassin's Strikes), suffers damage from an enemy (falling doesn't count), or clicks a mission object. Using the Placate power on any target also puts the Stalker in Hidden mode, no matter who he attacks, for a fixed period of ten seconds. Placate Placate is as it sounds - an enemy who is placated cannot attack the Stalker which placated it for a set period of time (and loses interest in the Stalker as well) unless the Stalker decides to follow up with attacks which will immediately break Placate. It can be used to escape from foes who prove a challenge, allowing the Stalker to regroup or flee, or to take advantage of the fact that Placate will place the Stalker in Hide, allowing him to immediately follow up with a triple-damage Assassin's Strike or other attacks for double-damage if it is not available.
  5. More than just a Ninja - A Guide to Stalkers Index Introduction AT Powers inherent to Stalkers Primaries Secondaries Basic slotting Combat, Tricks Beginer Nin/Nin Build The ATO Synergy Advanced slotting Incarnates Advanced Nin/Nin Build Introduction Hello all, i have played a Stalker back in the day and was thrilled to play one here on homecoming. I mostly played on redside only before the ATs and alingnments allowed everyone to switch side and go rogue. Stalkers used to be good in PvP and bad on allmost everything else. After the introduction of the Bane i felt like the Stalkers are obsolete now. Maybe a lot of people think the same. because i have the impression that scrappers and blasters are regarded as the Damage gods and no one speaks about Stalkers anymore. Well i can asure you, that Stalkers are the real Damage gods and that is thanks to the Stalker revamp in issue 22. A lot of people have missed it like me. I was really surprised by the new System off Assassin's Focus. It is amazing how well a Stalker is doing in issue 27. Now what made me sit down and write this guide was the fact, that a lot of people in this forum seem to ask the same questions or just go on to create a Ninja/Ninja Stalker, don't get the AT and just quit like: “A Stalker? Yeah i made me a Ninja, too.“ But Stalkers can be so much more... Before we go into real stuff now let me clarify that i am writing this guide on my personel experience and this is my opinion. If you don't agree with me, that is totally fine. If i did something fundamentally wrong i will be glad to learn something new. Also i used Paragon Wiki for a lot of the informations, it was and still is one of the best sources of information for this game.
  6. Hi Samy, nice to see some more people running more than just one Stalker, like me. I am surprised you want to try out NB after playing BS so much. They are almost the same. If you are going to play NB with any of the two sets above, you will notice how low the AoE damage will be. Because you will not have Shield charge. But if you are settled on that primary it will be fine. I would not recommend Dual Blades if you want to play in endgame content, because DB uses Placate to get the empowered efect. I usually respec out of placate when i switch from my leveling build to the endgame build. For the two buikds you postet, you should go to options, effects&math and check attacked. That way you will be seeing the real numbers on defense. If you would choose between the two sets i would vote for elec, because you can get melee, slashing and lethal defense easily caped other way, no need for parry/divine avalanche. I am at work now but when i come home i will make a NB/Elelc build that should be ok, if you want to. Or any other primary?
  7. Well i will put ice on my list of sets to revisit. I just didn't remember it to be a true hybrid. But i will look at it closer now.
  8. Wow, i like what you guys are doing here. Keep up the good work! Who would have thought that claws are that good? And TW beeing top again, i bet in real teams claws would even surpass TW because you will hit thin air more often than we might want to admit.
  9. But....Scrapperlock... 😜 Just kidding. Back to the topic. In the post of OP, Hide was sloted with more than just unique IOs. That is a waste of slots. Another thing is that Ice Armor is NOT a hybrid set. It is a defense based set with some exotic resistances. Hybrid sets are Bio, WP and EA.
  10. Maybe i have missed it, but i was looking for the excel sheet and could not find it. Have i missed it?
  11. Shame on you @Hopeling and @Frostweaver, how dare we post here without meeting the prequisite of the OP. Oh, i don't either. I better get out here fast....
  12. Super Reflexes is great. Martial Arts will be good once you have the attack that helps with the crit chance. I don't remember the name any more, was it eagles claw?
  13. Since this is the Stalker Sub Forum, you are allowed to ask somewhat more precise. Are you looking for a PVP or PVE build? What Powersets you do like or dislike? Will you be more Solo or in groups? Are you willing to drop a billion into one single build or are you looking for a 'Budget' build? If i had this information, i could make a build for you.
  14. I sure do with all my stalkers. And to the topic: Elec/Shield hands dpwn the best combination for me. You walk in and blow stuff up. Can't get better than this.
  15. Not with Stalkers. What is true for the most AT's don't has to be true for everyone. I still reach the Defense caps at least for S/L/M for every combination of Stalker Primary and Secondary.
  16. Lightning rod, Shield charge, energize, instant healing and various other powers. With 170% and more recharge you have the cooldown so low on Build Up that you are speaking about one or two seconds faster recharge. And sloting a 50+5 is not going to have such an impact on the build like getting another important set bonus elsewhere. But as i said it is just my opinion.
  17. I would never slot more than the initial slot with the gaus proc. You really need the slots on attacks and elsewhere to get to the defense caps or squeeze out more global recharge reduction. And it 'feels' like the Assassins Mark proc happens quite often, so i feel no need for a better recharge. But YMMV, like allways.
  18. Do you have a claw/regen scrapper and now you have recreated him as a claw/regen Stalker? In that case, let me tell you regen is better on scrappers and claws are slightly different on Stalkers. You loose a small aoe for Assassin strike and you gain Build Up instead of follow up. Also confront/placate are allways skiped. I made a BS/regen earlier this week, it may help you to get the idea of slotting your evil version. Stalker - Broad Sword - Regeneration.mxd The only important part for your primary is the ATO synergy. How does it work? Simple: Slot the Stalkers Guile proc into Assassin Strike. Slot the Assassins Mark proc into your first (or any other) Attack Slot the Gauss proc chance for build up into Build up. Do not put any other slot into it. Put Build Up on a key that you can frequently push. What now happens is that you start the fight with Build Up and Assassins strike. That should kill the first enemy, because Assassin strike deals triple damage and you have a 90% chance for double build up. If Stalkers Guile did proc you are hidden again, that means your next attack will be 100% krit. So the second enemy should be dead. Now you can just attack as the powers come up and have a reasonable chance to reset the cooldown of buildup with every attack. It happens fron time to time that you get to see: Build Up Gaus proc for Build Up Assassinstrike for 160%Damage Bonus on top of triple damage. Assassins Mark proc! Stalkers Guile proc! Build Up again! Gaus proc for Build Up again! Any Attack with 320% Damage Bonus and 100% krit chance. This does happen and is really fun. Only thing is that your area damage will be lower than the scrapper Version. And now comes the cool part. You can have this all for 3 Enhancements and with every Stalker.
  19. Well done homecoming team. You do good work here!
  20. I hate the melee cones, so i woukd skip that as well. Since i know WM also has one. And with enough +rech you get a good attack chain without it. But playing that way feels a little bit underwhelming until you are at least lvl 26. So YMMV.
  21. That quote was directly meant towards the body mastery epic, because he had physical perfection at lvl 44 and at lvl 45 you would benefit from ageless. So in that case it was direct positive critique to improve his build. But you are right anyway. A build should not rely on incarnates.
  22. Just a few things that i see: Most people don't use focused accuracy, it is not worth the high endurance cost. Hide has way too much slots, better use them elsewhere. You really should put the Gaus proc into Build up and not bother to slot with anything else, because of the ATO proc. Try to plan your incarnates, they really affect a build. Take a look on the ageless in destiny slot and you will think different about the body mastery pool, just for an example. Otherwise that build looks good to crush most of PVE out there, well done. I made a build for a league friend of mine. Maybe there are one or two things you can get an idea of. Stalker - Broad Sword - Regeneration.mxd
  23. Thank you for your feedback @Uun i have changed the slots from crush to Wormhole. I think Crush will not be that important. If i think of using Wormhole to stack enemys and Fulcrum Shift afterwards, it could be cool move for the team. I used the Stupefy set because of the Ranged defense bonus. That way i still stay tanky. I am not totally selled on the Winter's Bite Set. It is very expansive for what i get out of it, maybe i will go back to the first frankensloting with 3 Thunderstrikes. As for the +acc, how much is needed to hit enemys of +3 or +4? I was thnking the global +acc i had in the first iteration of the build equals one Acc IO in every Power. Why is that not enough? |-------------------------------------------------------------------| |MxDz;1472;648;1296;HEX;| |78DA6594D94F135114C6E77611BBD1225BCBDE2A6BA516E1DD440454DA84C4C457D| |394012621D0B4D5C893A2BEBA80202E717D50C0E59FF24554765FF4653C9DEF2B2D| |E924D3DFDCEF9EED9E7B6F93B72F79BF8D2D5ED05460783695CBDD189E9FCB67E76| |767F5AC33999A36D25AE1A99237529A291AC5C6B2A95B467EA1380E96995CBC3935| |151B37E6F4BC91CE69EE897931BF96D1F5499FF5396A4CCFE48DB969AF354AE8A98| |C0CFCC5C1A49ECDCD189996918C918E95054DA6D2BAFCE4F27A7621283575C9FB50| |697C4C4D6B120C38B49192E6D4B6ED96E6FD0D56FF00CFFE247F915BE063F155F45| |59FA1D936C98F60DD27721D6CDB004F4BA3ECACC5DE8F5A9E483027E339BF3A2CED| |C43AB9018637C9EFE4177049A1F705DFAA57CAD24EBE24D7C0C073F20578EE19785| |9E0B25662DA5CEC8B3B7A9CCB32ED61BD9E30B48824F4590D30958F76D5A492393F| |EDFD8CF9546C6B58634D2BEA3ED54206C1A610D90476348357C5B796F16A976C966| |6971CF5C8EFAC6F940F89D91024CFA3CF6786B0C6AE38D83D083AC4B791BE8DD5D0| |827ED24D5B0FE9057B7DE08A20C475841E40EBBF4FDE21EFB2C78BE43DB041F2362| |3AFADB91E5A4B1D398E9A6BC4A69536ADB469A34D5B005C15B4B386F63FE847C721| |B90B0EEC91FBE401B82A9B10E1DA23873C8F07E42EB9C7FEED933B6052FC3A79563| |AB9AF5DD1E35C91F83DACADE703B4DEF7E46BB0EF0DF9967C075E91D051EE73F42F| |7226448B518B3DC21A46458BA30E2DCE3A0A47E9E87E9BF2140E425131FB2A66E31| |5CA40853258A10C55288982A2A8B850DF84E3E8BF415396952B7074E3CD6DB7CCD2| |43F1F6EF96349B2A1CF76E39A5D7B1DBDE303AB153EED703BFBD92A6D41AB23B96C| |17F0D02CC99FF019A17E2D9| |-------------------------------------------------------------------|
  24. That would be awesome!
  25. Thank you! I had troubles to figure out how to make a kinetic tanky. with /time it is so much easier... In my Experience every knockback effect was really annoying, so i was thinking propel needs sudden acceleration KB to KD. I will look at it a little closer.
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