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Everything posted by Auroxis
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Manuevers is a great pickup to cap off your def, and assault is a damage increase on a class that wants damage increases. Obviously you don't pick up tactics.
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SR's Taunt Aura is Evasion. The set is very underrated now that you can build up your resists and chain Melee Hybrid+Rune of Protection. For example:
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Here's what I currently run with: Villain Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Technology Stalker Primary Power Set: Electrical Melee Secondary Power Set: Shield Defense Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Body Mastery Villain Profile: Level 1: Charged Brawl -- SprAssMar-Acc/Dmg(A), SprAssMar-Rchg/Rchg Build Up(17), SprAssMar-Acc/Dmg/EndRdx/Rchg(17), SprAssMar-Dmg/Rchg(25), SprAssMar-Acc/Dmg/Rchg(25), SprAssMar-Dmg/EndRdx/Rchg(34) Level 1: Hide -- LucoftheG-Def/Rchg+(A) Level 2: Jacobs Ladder -- Arm-Dmg/EndRdx(A), Arm-Acc/Rchg(3), Arm-Acc/Dmg/Rchg(3), Arm-Dmg(5), Arm-Dam%(5), FuroftheG-ResDeb%(40) Level 4: Deflection -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(11), LucoftheG-Def/EndRdx(13) Level 6: Assassin's Shock -- SprStlGl-Rchg/Hide%(A), SprStlGl-Acc/Dmg/EndRdx/Rchg(7), SprStlGl-Dmg/EndRdx/Rchg(7), SprStlGl-Acc/Dmg/Rchg(9), SprStlGl-Dmg/Rchg(9), SprStlGl-Acc/Dmg(11) Level 8: Battle Agility -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(13), ShlWal-Def/EndRdx(15), ShlWal-Def(39) Level 10: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(23), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(43), GssSynFr--ToHit/EndRdx(46), GssSynFr--Build%(46) Level 12: True Grit -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(15), NmnCnv-Heal/EndRdx/Rchg(40), NmnCnv-Heal/Rchg(40), NmnCnv-EndRdx/Rchg(42), NmnCnv-Heal/EndRdx(50) Level 14: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(43) Level 16: Active Defense -- EndRdx-I(A) Level 18: Chain Induction -- Hct-Dam%(A), Hct-Dmg/EndRdx(19), Hct-Acc/Rchg(19), Hct-Acc/Dmg/Rchg(21), Hct-Dmg/Rchg(21), TchofDth-Dam%(29) Level 20: Against All Odds -- EndRdx-I(A) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 24: Boxing -- Empty(A) Level 26: Thunder Strike -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-%Dam(27), Obl-Dmg(27), Obl-Acc/Rchg(29), Obl-Acc/Dmg/Rchg(43), FrcFdb-Rechg%(50) Level 28: Tough -- GldArm-3defTpProc(A), GldArm-End/Res(39), StdPrt-ResDam/Def+(50) Level 30: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-EndRdx(31), RedFrt-EndRdx/Rchg(31), RedFrt-Def/EndRdx/Rchg(31), RedFrt-Def/EndRdx(46), RedFrt-Def(48) Level 32: Lightning Rod -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Rchg(34), Obl-Dmg(34) Level 35: Shield Charge -- Obl-Dmg(A), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Rchg(37), Obl-%Dam(37) Level 38: One with the Shield -- UnbGrd-Max HP%(A) Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 44: Maneuvers -- Rct-EndRdx/Rchg(A), Rct-ResDam%(45), Rct-Def/EndRdx(45), Rct-Def/EndRdx/Rchg(45), Rct-Def/Rchg(48), Rct-Def(48) Level 47: Superior Conditioning -- PrfShf-End%(A) Level 49: Assault -- EndRdx-I(A) 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 -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(23) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), PrfShf-End%(37), PrfShf-EndMod(42) Level 50: Rebirth Radial Epiphany Level 0: Marshal Level 0: High Pain Threshold Level 0: Born In Battle Level 0: Invader Level 50: Reactive Radial Flawless Interface Level 50: Warworks Core Superior Ally Level 50: Assault Radial Embodiment Level 50: Void Radial Final Judgement Level 50: Musculature Radial Paragon ------------
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It's perfectly possible to plug holes in Ice. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Or even more, like this: Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build!
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Night Widow T4 Musculature Core Paragon T4 Reactive Radial Flawless Interface T4 Ageless Core Epiphany T4 Assault Radial Embodiment (Clicky NOT used) Patron Power Pool Pet not used Run #1: 2:26 Run #2: 2:27 Run #3: 2:35 Run #4: 2:33 Average Run Time: 2:30 minutes, for 383 DPS. Villain Plan by Hero Villain Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build!
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This is the first time I see Fireball get so much disrespect. How you "won't have time" to use a 15ft Radius AoE that deals good damage and takes 1 second to cast is beyond me.
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Lightning Rod and Shield Charge are pseudo-pets capped at +300% damage, so with your enhancements and capped Fury they shouldn't gain any benefit from Build Up.
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Spirit Ward is a good defensive buff for your tank heading into a pack or a teammate in trouble. It's an absorb shield that refreshes every 3 seconds, 5 times for a total of 15 seconds before it dissipates. With extremely high levels of recharge it can be made perma. Mystic Flight is a better Fly, costs less endurance and gives you the option to teleport. Speed is the same, but you don't get access to Afterburner to increase the cap. Rune of Protection is a great resistance and CC protection buff that can be up about 2/3rds of the time on a high-end build.
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The FF proc doesn't work well with pseudo-pets IIRC, it's best to not rely on it for recharge outside of AoE attacks you cast yourself. Also I'm not a fan of building purely resists, especially on an AT that has them capped at 75%. I've no doubt that you could perma them, but you're better off keeping the gap and going for more defenses instead. You won't get to the softcap without any incarnate help, but you could be one purple inspiration away: Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build!
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People seem to have missed some posts and numbers so I'll lay them all out in my last post here. We're talking about an Elec/Shield Stalker Lightning Rod/Shield Charge cap out at +300% damage. I've personally tested to confirm this. Enhancements +95% Musculature +25% Set Bonuses/Assault +20% (can go up to over 40%) Build Up +80% Gaussian's Proc +80% (90% chance to proc) Total damage buffs = +300% AAO with 10 targets on top of you = +65% damage, but effectively 0% because of the damage cap on LR/SC, 90% of the time (when gauss procs) To activate AAO on Stalker you need to break Hide, which takes time depending on the attack you chose. (LR/SC don't break hide) To saturate AAO you need to move into the pack, which takes longer than tele-nuking into it. Example build, similar to the one I'm using on Live
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I already addressed staggering, it's a more balanced approach but also one that wastes a massive damage buff on one of your nukes, and in most endgame spawns one nuke isn't enough. Situationally it can be better, but in my experience it rarely is. You're wasting potential damage by delaying your nukes. You're giving your team time to waste theirs. You're spending time getting into melee range and breaking hide for a buff that does nothing for you 90% of the time. You're being inefficient. I'm done with this argument.
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You're only looking at part of the equation. Like I said repeatedly, what matters is the speed at which you clear, not that one time being slower overall got you a bit of a damage boost
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Let's agree to disagree then.
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No, AAO shouldn't be used "whenever possible". If it provides no benefit when BU+Gauss is up, and you see a pack ahead of you, there is absolutely no need to spend time getting into range and un-stealthing before LR+SC. Yes, you should, as in the long term it will provide a benefit if you are properly staggering your DPS from pack to pack. Either there is a gap in your DPS (One mob, you Telenuke twice and the next mob you do nothing but single target/weak AoE's) or there isn't and you don't have buildup for at least one mob. Again, it's okay to play inefficiently, but don't tell others to do the same. Even if you stagger and choose to use one of your nukes without BU, there's no need to get into range before the one you use BU with.
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No, AAO shouldn't be used "whenever possible". If it provides no benefit when BU+Gauss is up, and you see a pack ahead of you, there is absolutely no need to spend time getting into range and un-stealthing before LR+SC.
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I'm sorry if you are feeling toxic, I'm just stating objectively what is wrong with your proposals. If you don't want to discuss this, it's okay to stop. If you are basing your argument solely on 'what other people could do/could have done' then anything is possible, I'm not sure what the issue is. You can just say "Everything's always dead already so nothing matters". Keep doing what you're doing, my only issue is with giving suboptimal advice. Objectively, AAO is always available and should be used whenever possible especially on AoE attacks that ramp up the damage further through proliferation. I'm basing my argument on hours upon hours spent playing a high-end elec/shield stalker. I've tried staggering LR and SC, I've tried going into melee and un-stealthing before LR+SC. In my opinion, The slight potential effective damage buff from AAO isn't worth losing the mobility. In yours, it is. As simple as that. In any case, I went testing to see if LR/SC are capped at 400% or 500%. They are indeed both capped at 400%/+300% so that's the end of this argument. Going in first for AAO isn't providing any benefit and is just a waste of time on a finished build unless you wanna use your nuke without BU.
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Please avoid putting words into people's mouth in an argument, it isn't productive and often leads to toxicity. Just because AAO potentially increases your damage does not make it the optimal choice to utilize in a team environment with BU+LR+SC, as by the time you get into melee range, BU, attack, and LR+SC, someone or you could have cleared the pack already.
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This is just bad advice. If you're worried about clear speed and nuke overlap, then use one per spawn instead of both at the same time. The reason you take shield defense is for AAO, and avoiding using it on the highest potential damage powers is a very poor use of the powerset. Change your playstyle to maximize your output to better serve your team instead of settling. As a stalker you have the unique opportunity to actually utilize these powers with timing and finesse better than any other AT with the same powers. Also, you should use Buildup on top of AAO. What are you even talking about. You're contradicting yourself. First you say use one per spawn, then you say you should avoid wasting damage buffs like AAO while ignoring the fact that wasting BU is way worse. Build Up + Gaussian's proc is a massive damage buff of +160%. On a high-end build with Musculature and global damage buffs, your Lightning Rod/Shield Charge are at around +140% or more. So +300% already, before AAO. Assuming pseudo-pets aren't capped at +300%/400% (not sure if they changed it), a fully saturated AAO is only giving you about an effective 16% overall damage buff(465/400) once you stack it with all your other damage buffs. AAO is a great power and it's a shame we can't use it comfortably on a stalker, but I'd say ignoring the mobility and speed of telenukes is just as equally bad advice, or even worse considering how powerful BU+Gaussian's Proc is in the PPM proc era so you don't need AAO nearly as much as before. A good balance would be using AAO+LR for one pack, and AAO+BU+SC for another, but I still prefer using BU+Gauss to its full potential by using both nukes, and letting AAO carry my damage when nukes are recharging.
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You don't need AAO for your telenukes. Build Up+Gauss proc is more than enough damage, and clears faster so your teammates don't waste their nukes while you go in and set up with AAO.
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+22% is enough, sometimes the snipe isn't circled orange due to a bug but it's still insta when used.
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While leveling I'd suggest running tri-form instead of the fighting pool, you don't get the AoE's until later and the damage buff from nova is helpful while leveling.
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Human/Dwarf is IMO the best way for PB. You have two AoE's in human form and one AoE in dwarf form you can chain together (dwarf one has taunt so mobs don't run), and the DPS in human-form is more than the one in Nova. Here's the build I made for it. Tested on Justin as well (so no cosmic balance buffs)
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That's great to hear Razia! I actually created another Fire/Time Corr a while back just to see how it does while leveling again, I was surprised at how well it performed from the get-go in DFB. Time's Juncture is amazing for DFB tanking, and Fire Ball slotted with all the prestige IO's absolutely wrecks packs there as well.