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Dinlek

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Everything posted by Dinlek

  1. Was hoping to get some advice on building/slotting out an Ice/Time/Soul I've been leveling. I'm less concerned about clearing large groups and more interested in taking on AVs on my own. With my current build, I'm worried I might be cutting things too tight. It seems like I have a 2-second window to Chrono Shift every 90-seconds or I won't be able to maintain perma-hasten, which isn't ideal. Any advice would be great! Villain Corruptor Build plan made with Mids' Reborn v3.7.5 rev. 21 ────────────────────────────── Primary powerset: Ice Blast Secondary powerset: Time Manipulation Pool powerset (#1): Speed Pool powerset (#2): Leaping Pool powerset (#3): Fighting Pool powerset (#4): Sorcery Ancillary powerset: Soul Mastery ────────────────────────────── Powers taken: Level 1: Ice Bolt A: Superior Malice of the Corruptor: Accuracy/Damage 3: Superior Malice of the Corruptor: Damage/Recharge 3: Superior Malice of the Corruptor: Accuracy/Damage/Recharge 5: Superior Malice of the Corruptor: Damage/Endurance/Recharge 5: Superior Malice of the Corruptor: Accuracy/Damage/Endurance/Recharge 7: Superior Malice of the Corruptor: Recharge/Chance for Negative Energy Damage Level 1: Time Crawl A: Invention: Accuracy Level 2: Temporal Mending A: Panacea: Heal/Endurance 7: Panacea: Endurance/Recharge 9: Panacea: Heal/Recharge 9: Panacea: Heal/Endurance/Recharge 11: Panacea: Heal Level 4: Time's Juncture A: Invention: Slow 11: Invention: Endurance Reduction Level 6: Aim A: Gaussian's Synchronized Fire-Control: Chance for Build Up Level 8: Freeze Ray A: Gladiator's Javelin: Accuracy/Damage 13: Apocalypse: Damage 13: Decimation: Accuracy/Damage 15: Unbreakable Constraint: Chance for Smashing Damage 15: Ghost Widow's Embrace: Chance of Damage(Psionic) 50: Neuronic Shutdown: Chance of Damage(Psionic) Level 10: Hasten A: Invention: Recharge Reduction 17: Invention: Recharge Reduction Level 12: Ice Storm A: Superior Scourging Blast: Accuracy/Damage 17: Superior Scourging Blast: Accuracy/Damage/Endurance/RechargeTime 19: Superior Scourging Blast: RechargeTime/PBAoE +End 29: Superior Scourging Blast: Damage/RechargeTime 39: Superior Scourging Blast: Accuracy/Damage/RechargeTime 42: Superior Scourging Blast: Damage/Endurance/RechargeTime Level 14: Combat Jumping A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 16: Distortion Field A: Ice Mistral's Torment: Chance for Cold Damage 19: Ghost Widow's Embrace: Chance of Damage(Psionic) 21: Gladiator's Net: Chance of Damage(Lethal) 21: Neuronic Shutdown: Chance of Damage(Psionic) Level 18: Bitter Ice Blast A: Superior Winter's Bite: Accuracy/Damage 23: Superior Winter's Bite: Accuracy/Damage/Endurance 23: Apocalypse: Chance of Damage(Negative) 25: Ice Mistral's Torment: Chance for Cold Damage 25: Cloud Senses: Chance for Negative Energy Damage 43: Apocalypse: Damage/Endurance Level 20: Boxing (Empty) Level 22: Spirit Ward A: Preventive Medicine: Chance for +Absorb Level 24: Farsight A: Red Fortune: Defense/Endurance 33: Red Fortune: Defense/Recharge 33: Red Fortune: Endurance/Recharge 34: Red Fortune: Defense/Endurance/Recharge 34: Red Fortune: Defense 34: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 26: Blizzard A: Ragnarok: Damage 27: Ragnarok: Damage/Recharge 27: Ragnarok: Damage/Recharge/Accuracy 29: Ragnarok: Recharge/Accuracy 39: Ragnarok: Damage/Endurance Level 28: Slowed Response A: Achilles' Heel: Defense Debuff 39: Achilles' Heel: Defense Debuff/Recharge 40: Achilles' Heel: Chance for Res Debuff Level 30: Chrono Shift A: Panacea: Heal/Endurance 31: Panacea: Endurance/Recharge 31: Panacea: Heal/Recharge 31: Panacea: Heal/Endurance/Recharge 33: Panacea: Heal 43: Invention: Recharge Reduction Level 32: Tough A: Impervious Skin: Resistance/Endurance 37: Impervious Skin: Resistance/Recharge 37: Impervious Skin: Endurance/Recharge 37: Impervious Skin: Resistance/Endurance/Recharge 40: Impervious Skin: Status Resistance/Regeneration Level 35: Dark Embrace A: Unbreakable Guard: Resistance 40: Unbreakable Guard: Resistance/Endurance 42: Unbreakable Guard: Endurance/RechargeTime 42: Unbreakable Guard: RechargeTime/Resistance 43: Unbreakable Guard: Resistance/Endurance/RechargeTime 46: Unbreakable Guard: +Max HP Level 38: Power Boost A: Invention: Recharge Reduction Level 41: Soul Drain A: Adjusted Targeting: Recharge 48: Adjusted Targeting: To Hit Buff/Recharge 48: Adjusted Targeting: Endurance/Recharge 48: Adjusted Targeting: To Hit Buff/Endurance/Recharge 50: Adjusted Targeting: To Hit Buff/Endurance Level 44: Weave A: Luck of the Gambler: Defense/Increased Global Recharge Speed 45: Red Fortune: Defense/Endurance 45: Red Fortune: Defense/Recharge 45: Red Fortune: Endurance/Recharge 46: Red Fortune: Defense/Endurance/Recharge 46: Red Fortune: Defense Level 47: Mystic Flight A: Blessing of the Zephyr: Knockback Reduction (4 points) Level 49: Rune of Protection A: Gladiator's Armor: TP Protection +3% Def (All) 50: Steadfast Protection: Resistance/+Def 3% ────────────────────────────── Inherents: Level 1: Brawl (Empty) Level 1: Scourge Level 1: Sprint (Empty) Level 2: Rest (Empty) Level 1: Swift (Empty) Level 1: Health A: Numina's Convalesence: +Regeneration/+Recovery 36: Miracle: +Recovery 36: Panacea: +Hit Points/Endurance Level 1: Hurdle (Empty) Level 1: Stamina A: Performance Shifter: Chance for +End 36: Performance Shifter: EndMod Level 47: 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  2. I never played stalkers much on live, and I'm trying to make one that can handle both large groups and a decent number of AVs. I feel like Electric Melee might be a good candidate for that (though I'm worried it might struggle vs AVs since it doesn't have the best ST-attacks). What's really giving me trouble, though, is deciding on a secondary. Ninjutsu, Super Reflexes, and Energy Aura all seem like good options. I think I'm least interested in Energy Aura, as the psi-hole and typed defenses might be a pain. Ninjutsu has a lot fewer must-take powers, and the heal is great, but losing out on SRs 20% recharge AND taking more IOing to cap seems like it might really constrain my build. I know this is a silly/arbitrary goal to set for a stalker, but I've made a scrapper that can do it since I've come back, and I'm interested to see what's possible with stalker instead. Anyone have any advice/thoughts? EDIT: In the interest of providing a more specific build to critique, here's a rough /Nin I put together. I feel like it's a bit overpriced for what I'm getting out of it, but my positionals are soft-capped and I have Shadow Meld and my T9 to try and burst down AVs with high to-hit. This Villain build was built using Mids Reborn 3.0.6.0 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Electrical Melee Secondary Power Set: Ninjitsu Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Soul Mastery Villain Profile: Level 1: Charged Brawl -- Hct-Dmg(A), Hct-Dmg/Rchg(3), Hct-Acc/Dmg/Rchg(3), Hct-Dmg/EndRdx(17), Hct-Acc/Rchg(33) Level 1: Hide -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(15) Level 2: Jacobs Ladder -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(34), Arm-Dmg/EndRdx(34), Arm-Dam%(34) Level 4: Ninja Reflexes -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(5), RedFrt-EndRdx/Rchg(5), RedFrt-Def/EndRdx/Rchg(7), RedFrt-Def(7), RedFrt-EndRdx(9) Level 6: Assassin's Shock -- SprStlGl-Acc/Dmg(A), SprStlGl-Rchg/Hide%(13), SprStlGl-Dmg/Rchg(15), SprStlGl-Acc/Dmg/Rchg(19), SprStlGl-Dmg/EndRdx/Rchg(19), SprStlGl-Acc/Dmg/EndRdx/Rchg(25) Level 8: Danger Sense -- ShlWal-Def/EndRdx(A), ShlWal-Def(9), ShlWal-Def/EndRdx/Rchg(11), ShlWal-EndRdx/Rchg(11) Level 10: Build Up -- RechRdx-I(A) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 14: Boxing -- Empty(A) Level 16: Kuji-In Rin -- StdPrt-ResDam/Def+(A) Level 18: Chain Induction -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/Rchg(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(42), SprBlsCol-Rchg/HoldProc(42) Level 20: Kuji-In Sha -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(21), Pnc-Heal/Rchg(21), Pnc-Heal/EndRedux/Rchg(23), Pnc-Heal(23) Level 22: Tough -- GldArm-ResDam(A), GldArm-End/Res(29), GldArm-Res/Rech/End(31), GldArm-3defTpProc(31) Level 24: Weave -- Rct-Def(A), Rct-ResDam%(25), Rct-Def/EndRdx(27), Rct-EndRdx/Rchg(27), Rct-Def/Rchg(29), Rct-Def/EndRdx/Rchg(31) Level 26: Thunder Strike -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(48), SprAssMar-Acc/Dmg/Rchg(48), SprAssMar-Dmg/EndRdx/Rchg(50), SprAssMar-Acc/Dmg/EndRdx/Rchg(50), SprAssMar-Rchg/Rchg Build Up(50) Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(33), GssSynFr--ToHit/Rchg/EndRdx(43), GssSynFr--Rchg/EndRdx(46), GssSynFr--ToHit/EndRdx(46), GssSynFr--Build%(46) Level 32: Lightning Rod -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Rchg/KDProc(40) Level 35: Blinding Powder -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(36), CrcPrs-Acc/Conf/Rchg(36), CrcPrs-Acc/Rchg(36), CrcPrs-Conf/EndRdx(37), CrcPrs-Conf%(37) Level 38: Moonbeam -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(43), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(45), SprWntBit-Rchg/SlowProc(45) Level 41: Kuji-In Retsu -- LucoftheG-Def/Rchg+(A) Level 44: Shadow Meld -- LucoftheG-Def/Rchg+(A) Level 47: Combat Jumping -- BlsoftheZ-ResKB(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(17), Mrc-Rcvry+(48) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- PrfShf-End%(A) Level 49: Quick Form ------------
  3. Good to hear, thanks a bunch!
  4. So, maybe a stupid question, but have procs changed considerably since these builds were theorycrafted? Dying to try a Storm/? Defender, leaning towards the Storm/Dark suggested in the updated builds as a starting point. Trying out this proc madness sounds very fun, but I want to make sure things haven't changed dramatically in the intervening year. Particularly interested in seeing how effective this is at soloing AVs, since it seems like it'll be a blast in teams.
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