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Bob the Painter

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Posts posted by Bob the Painter

  1. I like going into a fresh character with a blue print. I don't yet feel confident enough in Mids to pull something together from scratch. I've seen advice and build discussions about Savage Melee and about Shield, but always separately. I could just pluck what I want from each, which I plan to do when I have some experience with the toon. If anyone has played this combo and would like to share their build with me, please do. Or if you've played part of the combo and your Mids-fu is strong, I'd be overjoyed if you took the time to share your wisdom with me or even to make something I could go off of. 

     

    Previously I made a Psi/Bio. It was fun at the beginning, but I wasn't too happy with where it ended up late game. Partly because I was more or less responsible for the build and because of the limitations of Psi in late game. Do yall think SM/Shield is better in any way than Psi/Bio? Anything I should try that I might have missed on my first rodeo with Stalkers?

     

    Thanks in advance, folks.

  2. As the title says, I'm trying to finish building my Psi/Bio Stalker. My mids-fu is weak so I have come here to find my sifu(s). 

     

    I know for sure that my S/L defense is a bit low. I think that is the biggest hole I need to fill. I'd appreciate any help, specific or general, that y'all can provide.

     

    I'm not married to anything in this build, although I do really like slotting DNA Siphon with damage procs. I think it helps with psi's aoe deficiency.

    Also, I have no idea what to do with Genetic Corruption. Do I even pick it? What do I take in its place?

     

    Build below

    Spoiler

    Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Level 50 Mutation Stalker
    Primary Power Set: Psionic Melee
    Secondary Power Set: Bio Armor
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Psi Blade

    • (A) Superior Assassin's Mark - Accuracy/Damage
    • (3) Superior Assassin's Mark - Damage/RechargeTime
    • (3) Superior Assassin's Mark - Damage/Endurance/RechargeTime
    • (5) Superior Assassin's Mark - Accuracy/Damage/RechargeTime
    • (5) Superior Assassin's Mark - RechargeTime/Rchg Build Up
    • (7) Superior Assassin's Mark - Accuracy/Damage/Endurance/RechargeTime

    Level 1: Hide

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (39) Kismet - Accuracy +6%

    Level 2: Hardened Carapace

    • (A) Unbreakable Guard - Resistance
    • (7) Unbreakable Guard - Resistance/Endurance
    • (9) Unbreakable Guard - RechargeTime/Resistance
    • (9) Unbreakable Guard - Resistance/Endurance/RechargeTime
    • (37) Gladiator's Armor - TP Protection +3% Def (All)

    Level 4: Telekinetic Blow

    • (A) Mako's Bite - Accuracy/Damage
    • (11) Mako's Bite - Damage/Endurance
    • (11) Mako's Bite - Damage/Recharge
    • (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (13) Mako's Bite - Chance of Damage(Lethal)
    • (15) Touch of Death - Chance of Damage(Negative)

    Level 6: Assassin's Psi Blade

    • (A) Superior Stalker's Guile - Recharge/Chance to Hide
    • (15) Superior Stalker's Guile - Damage/Recharge
    • (17) Superior Stalker's Guile - Accuracy/Damage
    • (17) Superior Stalker's Guile - Accuracy/Damage/Recharge
    • (19) Superior Stalker's Guile - Damage/Endurance/Recharge
    • (19) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge

    Level 8: Boundless Energy

    • (A) Preventive Medicine - Chance for +Absorb
    • (21) Performance Shifter - Chance for +End

    Level 10: Concentration

    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

    Level 12: Environmental Modification

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (21) Reactive Defenses - Scaling Resist Damage
    • (23) Reactive Defenses - Defense
    • (23) Reactive Defenses - Defense/Endurance

    Level 14: Super Speed

    • (A) Winter's Gift - Slow Resistance (20%)

    Level 16: Hasten

    • (A) Recharge Reduction IO
    • (25) Recharge Reduction IO

    Level 18: Combat Jumping

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (39) Shield Wall - +Res (Teleportation), +5% Res (All)

    Level 20: Adaptation 


    Level 22: Kick

    • (A) Kinetic Combat - Accuracy/Damage
    • (29) Kinetic Combat - Damage/Endurance
    • (29) Kinetic Combat - Damage/Recharge
    • (27) Kinetic Combat - Damage/Endurance/Recharge
    Level 24: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (25) Aegis - Resistance
    • (27) Aegis - Resistance/Endurance
    • (31) Aegis - Psionic/Status Resistance
    • (31) Aegis - Resistance/Recharge
    Level 26: Greater Psi Blade
    • (A) Hecatomb - Chance of Damage(Negative)
    • (33) Hecatomb - Damage/Endurance
    • (34) Hecatomb - Damage
    • (34) Hecatomb - Damage/Recharge
    • (34) Hecatomb - Accuracy/Damage/Recharge
    • (36) Hecatomb - Accuracy/Recharge
    Level 28: DNA Siphon
    • (A) Theft of Essence - Healing
    • (36) Theft of Essence - Accuracy/Healing
    • (36) Eradication - Chance for Energy Damage
    • (37) Touch of the Nictus - Chance for Negative Energy Damage
    • (37) Obliteration - Chance for Smashing Damage
    Level 30: Weave
    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (31) Red Fortune - Defense
    • (33) Red Fortune - Defense/Endurance
    • (33) Red Fortune - Defense/Endurance/Recharge
    Level 32: Mass Levitate
    • (A) Avalanche - Accuracy/Damage
    • (39) Superior Avalanche - Accuracy/Damage/Endurance
    • (40) Eradication - Chance for Energy Damage
    • (40) Obliteration - Chance for Smashing Damage
    • (40) Armageddon - Chance for Fire Damage
    • (42) Fury of the Gladiator - Chance for Res Debuff
    Level 35: Maneuvers
    • (A) Red Fortune - Defense/Endurance
    • (42) Red Fortune - Defense
    • (42) Red Fortune - Defense/Recharge
    • (43) Red Fortune - Endurance
    Level 38: Ablative Carapace
    • (A) Healing IO
    Level 41: Zapp
    • (A) Apocalypse - Damage
    • (43) Apocalypse - Damage/Endurance
    • (43) Apocalypse - Damage/Recharge
    • (45) Apocalypse - Accuracy/Recharge
    • (45) Apocalypse - Chance of Damage(Negative)
    Level 44: Ball Lightning
    • (A) Detonation - Accuracy/Damage
    • (46) Detonation - Damage/Endurance
    • (46) Detonation - Accuracy/Damage/Endurance
    • (46) Positron's Blast - Chance of Damage(Energy)
    • (48) Annihilation - Chance for Res Debuff
    Level 47: Genetic Corruption
    • (A) Call of the Sandman - Chance of Heal Self
    • (48) Call of the Sandman - Endurance/Sleep
    • (48) Call of the Sandman - Accuracy/Endurance
    Level 49: Parasitic Aura
    • (A) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
    Level 1: Assassination 

    Level 1: Brawl
  3. I specced into Spring Attack a few days ago. After a few hours of play, even slotted with ok procs, it doesn't feel fantastic. 

    It does not break hide so I can follow quicky with Mass Levitate for an opener. But the damage is piddly and the recharge is so slow, it doesn't seem worth the pick. 

    I still don't know if genetic corruption is worth it. Guess I'll go back to the drawing board.

    Not sure what I should do for last power slot. Maybe another Leadership toggle. 

  4. I hadn't thought of slotting DNA Siphon for damage procs. I'll definitely give that a shot. 

     

    I think with Spring Attack, you stay hidden and then would be able to follow up with another crit. At least that's how it works with other teleport attacks on Stalkers. I haven't tested it myself. If true, that makes it a better option on Stalkers than other ATs. 

     

    For shadow meld, I do find myself using it, sometimes superfluously. I'm inf poor so I'm getting enhs piecemeal as I can afford them. My def is lower than some as a result.

     

    I really want Mu for Ball Lightning. I was torn when I chose Soul, but it's probably the better pick for me until I fill out my build with more IOs and Incarnates. Will probably switch as time goes on. 

     

    I really don't know how big of an impact genetic corruption makes. I wonder if I could slot DNA Siphon for Procs and cut GC for spring attack. Could have a rotation like hide - BU - SA - ML - DS for trash mobs

  5. Recently hit 50 and drawing up a Respec. Purely for PvE, Im trying to add another aoe into the build. Mass levitate seems good, but having more than one multi-target attack could be more robust. 

     

    Is dropping genetic disuprtion for spring attack a viable option? The sleep doesn't seem that useful. While the -dmg should be good, it's harder to gauge it's impact. 

     

    I'd have to switch from SS to SJ, but that doesn't seem like a deal breaker.  I have the common defensive ancillaries, haste, and soul patron pool. Nothing that feels like an easy drop. Already skipped mental strike, placate, and boggle. 

     

    Build feels fairly tight at the moment. I'm not at home right now so I don't have access to Mids. I can try to link it later.

     

    Any advice, general or specific, would be appreciated. 

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