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  1. Or just slot in a Sudden Acceleration KB->KD and not worry about the KB at all! That's what I do. Mine's Grav/Time, but I also tend to do this. Work on a pack a bit then, when its down under half its original population, scoot ahead and wormhole in the next pack back to the group. I feel like it helps speed things up and sort of eliminates alpha strikes (which, admitedly, aren't really an issue in high level content but can be in the 21-35ish game still, which an Examplared Grav/ still has access to Wormhole for).
  2. Yeah, my testing suggested that this was basically the case for toggles like Maneuvers. It does provide a bit of a buff, but that buff is short lived, unlike the Farsight enhancement.
  3. It very well could be, but it doesn't appear that it does that in-game, at least not if those powers are already toggled on when you fire Power Boost. I should probably test to see if it boosts them if they're toggled on within the Power Boost window because, heck, if so, free extra defense, right?
  4. Does this mean that character transfers are re-enabled?
  5. Well, you are, but also I was misremembering what I had slotted in Wormhole. It isn't Overwhelming Force (which isn't that great in Wormhole since Wormhole doesn't do any damage), its Overpowering Presence, the Controller ATO set (5 of it). I took the Energy Font proc and put it in Distortion Field since I tend to use that more frequently than Wormhole and that gets me more of the Fonts out doing... whatever it is exactly that they do. So, to clarify, in my build I have: Distortion Field - 5 slots: Basilisk's Gaze 4, Overpowering Presence (Energy Font proc) Wormhole - 6 slots: 5 Overpowering Presence, 1 Sudden Acceleration KB->KD converter Singularity - 6 slots: 4 Expedient Reinforcement, 1 Soulbound Allegiance Build Up proc, 1 Overwhelming Force Knockdown Proc (KB->KD converter). Yes, I don't get the 6 slot bonus for Overpowering Presence, no it doesn't really matter. I use a Power Boost build, so with Power Boost + Farsight, I'm way over the Incarnate softcap anyway (Mids says 66.1% def all and higher for Nrg/Neg/Ranged). Even without Power Boost I'm at 44.5% ranged defense (and I hover all the time, to minimize melee attacks), so I'm generally in good shape for most content. Edit: So I thought those numbers were a bit high. I logged in and looked at the numbers I actually get. My Power Boosted Ranged Def is closer to 42% with 34.5% for all others. Not sure what Mids is doing with the power boost numbers. Regardles, I've found it to be quite sufficient, particularly on teams where I'm rarely the primary target.
  6. I 6 slot both. I tend to slot 5 Overwhelming Force and 1 Sudden Acceleration KB->KD in Wormhole, and then 4 Expedient Reinforcement (for the set bonus) with the pet Build-Up proc from Soulbound Alligence, and the Overwhelming Force KB->KD with chance for KD proc.
  7. I've got a KB->KD IO in my Grav/Time's Wormhole. It does help. Normally the knockback can potentially scatter them after you warp them in, but with KB->KD, you pull them over and then slam them all directly into the ground. As a side effect, I've noticed that the lack of scatter leads to them tending to end up in an orderly line.
  8. I was playing a Warshade, but yes, I outleveled them. I checked, and they are available via Oro to play through. I was unable to finish a story arc I had started because Shadowstar wanted me to do the more level-appropriate arc instead.
  9. So you're saying to forgo the full Gaussian's set in build up and just slot the proc? I guess that'd free up some slots to put elsewhere... Not sure where though. Maybe some more into Particle Shielding or another recharge redux in Meltdown (or just straight up slotting it for some kind of set bonus)... Hmmmm... Only real downside of reslotting Ground Zero for procs would be losing the 5% global recharge... Might be able to squeeze it in elsewhere though... Will have to tinker some more with it.
  10. So I made a rad/rad stalker that I'm pretty happy with the concept and such for, but I'm looking to nail down a build to respec into once I'm closer to the late game (its only about level 20 right now :P). I don't actually know much about specing rad sets out for Brute or Scrapper, or how much of that carries over into Stalker, so a lot of this is just educated guessing. I'm hoping some folks can help me refine it a bit.
  11. Here's my Dark/Dark build. Its a ProcMonster build that I think I mostly lifted from other threads. I don't actually have this build completed, most of the purple IOs and sets are replaced in my currently live build with nearest non-purp equivalents until I can afford to focus a bit more money into this character.
  12. I hadn't ever used it before, and I wanted to experiment with the grav/time builds being discusssed, so I made a grav/time on Pineapple and played around with D.Shift. It does pretty much work as you describe. In can fight in, and out can fight out. But in and out cannot fight each other. Moreover, based at least on Singularity's behavior, it doesn't seem the NPCs can really tell the difference. They do not attempt to close the range if their ranged attacks don't affect you. That said, D.Shift felt to me like it didn't last very long. The info says about 20 seconds, which I guess right, but the recharge doesn't start until it toggles off, so it cannot be permaed.
  13. So after lurking around the stalker forums for a while, I made 3 and ran them through DFB and the Kin/En is what really grabbed me of them (the other two are the much-touted BS/Shield and a Psi/Dark, which I may still level up later). So, a few runs through DFB got me up to 16ish where I logged for the night (as this was at the end of my play session anyway). Today, of course, I've turned to Mids and build planning before ever logging in. I've done some poking around on the forums and used some things I learned here on the Stalkers board and then a few more things I learned in the Brute and Tank boards and I landed here. It seems okay, but I figured I should run it by some other people before actually investing influence in it. I'll note I'm already considering swapping Body Blow for Quick Strike to have another place to throw a FF+Rch proc to tap when something I really want is on CD, though I imagine the math says a proc on it would be infrequent (I haven't actually calculated it myself). Some highlights: 51% S/L def and comparable def to F/C/E/N (though N lags behind somewhat to 43.2%), mid-20% positionals. 50% S/L Resist with 30ish E/N and even 20% Psi (though F/C are only 17%). Just short of permahasten without a FF+Rch proc (of which there is only one in the build currently). Two meaty ranged attacks, despite being a melee AT. A PBAoE dmg+kd power, roughly 50% uptime on Shadow Meld to really slam those defenses to the hilt. Nearly perma Energize. Perma Energy Drain that can add up to 5.4% more defense with 10 targets (or, multiple activations on fewer targets - I'd guess it'd be fairly easy to keep up about 5 or 6 buffs constantly which is closer to a 3% def buff - plus buckets of endurance). Between Assassin's Mark procs and Concentrated Strike crits, Build-Up should be recharging frequently. Anyway, here's the build. Again - tell me how I can improved it 😄 Villain Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Surprise: Level 50 Mutation Stalker Primary Power Set: Kinetic Melee Secondary Power Set: Energy Aura Power Pool: Flight Power Pool: Fighting Power Pool: Speed Ancillary Pool: Soul Mastery Villain Profile: Level 1: Body Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dam%(50) Level 1: Hide -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(3), ShlWal-ResDam/Re TP(3), Rct-ResDam%(5) Level 2: Smashing Blow -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(42), CrsImp-Acc/Dmg/EndRdx(42), CrsImp-Dmg/EndRdx/Rchg(43), CrsImp-Acc/Dmg/Rchg(43), Mk'Bit-Dam%(43) Level 4: Kinetic Shield -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(5), RedFrt-EndRdx/Rchg(7), RedFrt-Def/EndRdx/Rchg(7), RedFrt-Def(34), RedFrt-EndRdx(36) Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(13), SprStlGl-Acc/Dmg/Rchg(15), SprStlGl-Dmg/EndRdx/Rchg(15), SprStlGl-Acc/Dmg/EndRdx/Rchg(17), SprStlGl-Rchg/Hide%(17) Level 8: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(9), GssSynFr--ToHit/Rchg/EndRdx(9), GssSynFr--Rchg/EndRdx(11), GssSynFr--ToHit/EndRdx(11), GssSynFr--Build%(13) Level 10: Entropy Shield -- EndRdx-I(A) Level 12: Placate -- RechRdx-I(A) Level 14: Fly -- EndRdx-I(A) Level 16: Power Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-Def(31) Level 18: Burst -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-Dmg(37), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Rchg(40), FuroftheG-ResDeb%(42) Level 20: Kinetic Dampening -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-Rchg/ResDam(21), UnbGrd-Max HP%(23), GldArm-3defTpProc(36), StdPrt-ResDam/Def+(37) Level 22: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(23) Level 24: Afterburner -- LucoftheG-Def/Rchg+(A) Level 26: Focused Burst -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(27), Dcm-Dmg/Rchg(27), Dcm-Acc/EndRdx/Rchg(29), Dcm-Acc/Dmg/Rchg(29), FrcFdb-Rechg%(31) Level 28: Energy Drain -- EffAdp-EndMod/EndRdx(A), RedFrt-Def/EndRdx(48), RedFrt-Def/Rchg(48), RedFrt-Def/EndRdx/Rchg(50) Level 30: Boxing -- Empty(A) Level 32: Concentrated Strike -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(33), SprAssMar-Acc/Dmg/Rchg(33), SprAssMar-Dmg/EndRdx/Rchg(33), SprAssMar-Acc/Dmg/EndRdx/Rchg(34), SprAssMar-Rchg/Rchg Build Up(34) Level 35: Energize -- RechRdx-I(A), RechRdx-I(36) Level 38: Moonbeam -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(39), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), SprWntBit-Rchg/SlowProc(46) Level 41: Shadow Meld -- RechRdx-I(A) Level 44: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(45), ImpArm-ResPsi(46), Ags-Psi/Status(46) Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48) Level 49: Hasten -- RechRdx-I(A), RechRdx-I(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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(19), Mrc-Rcvry+(19) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(25) ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1500;690;1380;HEX;| |78DA9594594F135114C7EFA553A11B500A142C8B6511CA32A52ECF045914B109491| |35FEB502E65D2494BDAA9A12E0F3EF801F40597571770FB2CAEDFC11797448D1897| |7A98F3074CE6C9499ADFBDFF7BEF39FF39E74ED39B73C117676F4C0B199AB58C4A2| |59BB10DABA0CA4DE9AA6DD866A9E811423465AAE58DB259518D34E9C18E6C5A594A| |E94B6651D9662E3B63DB46AE10DB5F9C536BAA5851FA7C5195F3B5EC4CB56C88C07| |2A964E90B96995FB7433CDE1B9AC5BCDF996536945A0D3BC3C5E265B362AE989669| |D7BAE737CC9CBE1F3853AA5AD9B451B155B9D6457674FAAD84059EBA146B84114DA| |40ACC333EA274D63CA28306294D34FCA6692F71C9E3CCB52FCC5C185B45DD2B2F09| |474B18E02A734C8139B0C09CA53C1ECEE3F5F8398F16601E09822166BC9939D8C25| |CA5BC5E9CF5BE642FC157CCE6D7E01B66EB5BF01D53D1D946786E7CD0E0684D0FC1| |474CFF63709B19DC61CE93671FE715BE38BFC71AC50B703C1118672D400942D042D| |83747675B50D716D4B5AB95D91701DB99798A1986C7B060DF4375F630F49339F207| |FCC54C4CF3BE05CA13416D225F596BFF067E6776FE600E9E40ECA874FAEB23DF1D7| |C5676C063273C8A4E21A278A728D6D6C964377C766FF1FD397A07BCCBECB907DE67| |F6DD64BFE7C8674C7A9D7AC46EB196C43D48E21EA4D07F49BE7A91BBB74E8F30297| |33F32F76F6ACEAE6335F00A789519BF065E672E52E601DCFE01746C107C4F051946| |DCE16DDE7F7C077C023E658E3C634E3E67EE06851885CB51C4F390F37174631CDD9| |84037267641746532219D0A4D9EC6D7406775744347C593E8C600AD4D616D0AB952| |604C3BF8BAEB3D87E3BD29556ECCA54CB994944B39E9524EB9940B2E65593BF87F1| |0D2517CAD62EF3E3BDE3EF86955FEBBFAE950699071AE4ADB457EE3B6F35C9D8FAE| |539F0F1529B7F82675DD66D6FFE7F90BF0A61A1D| |-------------------------------------------------------------------|
  14. Hmm, I could have sworn that they did. Well, time for a field test. I have a Dark/Dark tank, Warshade, and Bane Spider all at 50. Dark/Dark tank, all powers off: 11.31% def in and out of combat (from enhancement sets mostly); 18.52% with only Cloak of Darkness on - combat does not alter defense. I stand corrected. Warshade, all powers off: 3% def (I need to slot a few of the other static +def enh, it seems); 7.35% with Shadow Cloak on - combat does not alter defense. I again stand corrected. Bane Spider, all powers off: 8.5% melee defense (ranged and aoe are higher, in part due to auto powers and set bonuses): 20.49% melee def with Cloaking Device on 14.5% defense in combat - 5% lost. Note: Cloaking Device also explicitly calls out this behavior, whereas the other two make no mention of it. "Even if discovered, you are hard to see and retain some bonus to Defense." I don't have a character with the concealment pool to test that one, but it does appear most of the rest do not suppress their defense bonuses as I thought they did.
  15. I strongly doubt that and would encourage testing the value. Other similar powers, such as the Warshade stealthing/defense power, Arachnos Soldier Cloaking Device, and Dark Armor stealth/defense power all have higher defense when you're actively stealthed and lower defense when you're in combat.
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