Jump to content

Search the Community

Showing results for tags 'stalker'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Announcements & Information
    • Announcements
    • User Agreement & Code of Conduct
    • Getting Started
    • City of Heroes: Homecoming Discord Server
  • Help & Support
    • Help & Support
  • Development
    • Developer's Corner
    • Homecoming Beta
    • Bug Reports
    • Suggestions & Feedback
    • Homecoming Launcher
    • Website Suggestions & Feedback
  • City of Heroes: Homecoming
    • General Discussion
    • Tools, Utilities & Downloads
    • Archetypes
    • Guides
    • Base Construction
    • Badges
    • Roleplaying
    • Mission Architect
    • The Market
    • The Arena (PvP)
    • Art & Multimedia
  • Servers
    • Torchbearer
    • Excelsior
    • Everlasting
    • Indomitable
    • Reunion (EU)
  • Real World
    • Reconnect
    • Video Games
    • Comic, Hero & Villain Culture
    • Off-Topic
    • Fallen but not Forgotten
  • Mids' Reborn Hero Designer's Forum
  • Unofficial Homecoming Wiki's Forum
  • PC Builders's Forum
  • The Dawn Patrol's Topics
  • All-Star All-Fans's Introductions
  • All-Star All-Fans's RP Events
  • All-Star All-Fans's All-Star All-Fans
  • All-Star All-Fans's RP Discussion
  • All-Star All-Fans's All-Star Memes
  • The El Cadejo Fan Club's Introductions
  • Ace Fan Club's Topics
  • Ace Fan Club's Ace Memes
  • Roleplay-a-Day's Discussion (OOC)
  • Jerk Hackers (Dupin Rares)'s Topics
  • Repeat Offenders Network's Topics

Calendars

  • Costume Contests
  • Weekly Strike Targets
  • Other Contests
  • Seasonal Server Event
  • Monster Mash
  • Excelsior Player-Led Event
  • Everlasting Player-Led Event
  • Torchbearer Player-Led Event
  • Indomitable Player-Led Event
  • Reunion Player-Led Event
  • The Dawn Patrol's Events
  • Roleplay-a-Day's Roleplay-a-Day Calendar
  • Cham Co.'s Events
  • Repeat Offenders Network's RO Events

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me

Found 19 results

  1. Croax's Tier List and Build Collection Index Introduction Primaries Secondaries Builds Introduction Hi all, as some of you might know, i really love to play the Stalker AT. That is why i have written a Guide to cover all the basics and give new and old players an idea of how to play the Stalker. Maybe that was the reason, why i started to look more into the Stalker AT Forum and noticed that the same Threads appeared with different people starting them. They were all like: "Is X/Y a good combination?", "X/Y need Build, help please!", "What to pair with X/ ?" or even "What is the best Stalker?". After a while i was thinking that i should rank all the Primaries and Secondaries of Stalkers and even support you with a build to every single combination of Stalkers. If you disagree with my ranking i would really like to see why you do think it should be different. And please keep in mind, that this is my own opinion and not set in stone. For the 216 Builds that i provide in this Collection, i have not played them all obviously. The build goals would change from combination to combination and could not allways be achieved. Some of the builds are just old builds of my Stalkers. If you are a new Player and need a build, this is the place to find it. If you are a veteran player, you can use some parts of the builds as templates. And if you think that Regen should be nerfed, please leave a post why 🙂 Primaries For the Primaries i started to rate the damage of each and every set. All of them are ok to excellent regarding single target damage, but some of them need a specific framework to perform properly. What does this mean? You would need some high amounts of recharge or a epic pool snipe, what makes some sets perform bad at start but shine later on in your leveling career. The next big point was AoE damage and that was a harder one to look into. The devs had replaced older sets AoE Attacks with Assasin strike which was a bad decision. The newer sets and reworked sets are all more in line with the versions other melee ATs get. I also factored the damage type into the rating. For example everyone knows Smashing and Lethal damage are resisted very commonly from all the enemys. After looking into the damage i checked the different sets for utilities like heals, defense buffs, crowd control or something similar. And finally i was thinking about all the people asking "What Powers can i skip/do i need with X/?" and that is a very important point. If you can enable a lot of build goals by having access to different IO sets and not only 5 melee attacks, that is a big selling point for some of the primaries. Now we can take a look at the Tier List for Stalker S Tier: There is no S Tier Stalker Primary, which means that there is not a single one that outshines everything else so strong that you have to ignore it for a better comparison of everything else. A Tier: Electrical Melee is here because it has the best AoE of all Stalker Primaries and it is also the best Version of Electrical Melee between all ATs. It normaly lacks Single Target Damage, but on Stalkers you have Assassin Strike and a Snipe to close that gap. Energy Melee is the best in Single Target Damage after the rework in i27. It is powerfull, strong and now it even has a cone attack. Street Justice was the former Nr. 1 in pylon damage and general content. Ice landed barely in this tier because it checked all boxes and covered everything i was asking for. Ice is equally strong for all content. B Tier: All the sets in this Tier are very close to each other, mostly because of their damage type. The only exception is Dual Blades which has not been touched after release but is still very strong after all this years. Unfortunately only if you slam a lot of recharge into it and ignore the combo system at all. Another Primary that wants you to simply ignore the mechanic and stack recharge for only 4 attacks is kinetic melee. Without Assassin strike and the burst crits it would be in the lowest tier. Dark Melee was a close contender for Tier A but the set was designed with Soul Drain in mind and has therefore a little bit lower damage than it should have. The Homecoming Team has buffed/changed the set to lift it up higher than it ever was. C Tier: Like the sets in B Tier this sets are also very close to each other because of the bad damage type they deal. Savage Melee has been nerfed and lost a lot of its Single Target Damage. Ninja Blade and Broad Sword are allmost the same and are lacking Area Damage. Both sets would be D tier if they would lack parry. Staff Fighting has surprised me with how low it landed. The Damage is held back by its super long animations and it seems like you have a ton of utility but not the damage the other sets have. D Tier: "D" like "Due for a rework". These Primaries are very weak in comparison to all the others. Everything they can do is done bettter by something else. Martial Arts without AoE Attacks, Spines without Quills and Claws without Spin is all very lackluster. The Damage is low and after release these sets have not been touched at all. If there are devs that want to do some balancing, i guess this Tier is where to look. Secondaries To understand how i rated the secondaries it is important to understand the concept of "not dieing", "keeping you alive" and "immortal". Every secondary will help you not to die, but will need different levels of comitment to it. Do you log on, check that the toggles are running and just keep on killing or is it mandatory to click a healing/buff power with lengthy animations every 10 seconds? The better secondaries will keep you alive without much effort put into it. Then there is the powersets that will make you immortal. Why is it a bad thing you may wonder? Well the defense cap is well known and the stalker resist cap is also known, if you reach all caps with all the powers then you may have wasted some slots, powers and endurance into staying alive even more. When you reach a ceiling, there is no need to punch a hole into the roof and shoot for the stars. So what criterias are also used? On a Stalker Defense based sets perform much better than resist based ones, because of the lower resist cap (75% for Stalkers and scrapper, 90% for tankers and brutes). Not getting hit at all is allways more valuable than reducing the damage. Also you will not suffer from possible debuffs when you not get hit. And having lower hitpoints than scrappers makes resist based secondaries even less appealing. When we look into the tier list we also have to speak about the outdated views of the original devs, that made some unreasonable holes in the survivability of different secondaries. Be it a vulnerability to certain damage types or missing status protection. In the world of IOs some of these gaps can be closed easily, some can not be closed easily and some do not matter at all in real combat situation. I also valued the extra stuff that the secondary powerset brings onto the table. Is it a usefull recharge bonus, a useless debuff aura, a new area attack, where Stalkers are in desperate need of area damage or something else? And like with the Primary Tier List it is important to know what powers can be skipped and if it opens up build possibilities. With all these things in mind lets take a look into the Secondaries Tier List: S Tier: Thankfully again there is no single Powerset in this Tier. You can play with all the Secondaries without having to worry much. A Tier: Now if we just ignore the Psi hole in Energy Aura, this powerset just fulfills every single criteria listed above. With using energize every now and then you are fine to go. If someone is new to Stalkers in generell i allways recommend Energy Aura. You will run into some enemys from time to time that will be annoying but if the psi hole would not exist, this would be S Tier material. The other contender is Bio armor. It is the best version of a hybrid powerset (defense/resist/healing) out there, unfortunately you will be in the "not dieing" category all the time. That means you will have to understand what is going on around you and use your cooldowns accordingly or else you will die. That part keeps Bio from the S Tier. It is not easy to play but very rewarding. B Tier: B Tier is all about the defense. All of the Secondaries that have Defenses as the first layer of survivability are here. Do not get fooled by the order, they are all very close in the ranking to each other. Every single one of them does something very unique. The only exceptions are Ice Armor and Ninjitsu. Ninjitsu is the weakest of the bunch because it has no resistances at all unlike the others. And does not increase your offensive capabilities. Ice armor on the other hand is so strong with Icy Bastion. Ice Armor caps almost all the defenses and with Icy bastion most resists. It alternates between 30 seconds of "immortal" and 60 seconds of "keeping you alive". it is very powerful as a survivability powerset. If any dev ever reads this, Icy Bastion is the way T9 armor sets should work. Unfortunately it offers no offense at all, which keeps it from getting into the A Tier. C Tier: Now we are at the Resist Tier. All Powersets are again very close to each other except the first and last one of the bunch. Electric Armor on paper looks like the resist brother of Energy Aura. It offers all the same stuff with only resists in mind. From all the resist powerset this looks the best. I was intrigued to rate it as a B Tier because i think it is sometimes better than Ninjitsu. And the last one of the resist sets is Willpower. Willpower was introduced as a hands free, turn the toggles on, do not care about psi or status protection and keep them bashing. But for Stalkers it was deprived of Quick Recovery which made it very endurance hungry and instead of having a great Rise of the Challenge aura it has Reconstruction. It feels like they wanted to insult Stalkers with this decision. Look at the wonderfull Sentinel solution for this Powerset. Take away Fast Healing for Quick Recovery and exchange Reconstruction for the Sentinel version of RttC and you have A Tier material. D Tier: It is the worst Secondary of them all. Regen really needs a rework, maybe the sentinel treatment? When i see what the Homecoming Team did to Energy Melee i think they will somehow change this Powerset to its former Glory. Right now it is just a Meme. Builds: You will now find a Post for every Primary here. If you want a certain Powercombination just look for the post with the Primary. You will find a Build with that Primary for every Armor set it can be paired with. I made these builds with Beginners in Mind and tried to make them sturdy enough to be in the "keeping you alive" category. You can change the builds as you like and add more procs or other things into it. You can decide yourself if you want to be more in the comfort zone or push the maximum dps. These builds are in the middle. For everyone that is just looking for abuild, this is the place. I hope that a lot of the players looking into this forum for some guidance will find this thread and be hopefully satisfied with what they find. And i also like to see your opinion of the rankings and if i have treated some of the powersets totally wrong. Feel free to tell me everything you think, that i did wrong and why it should be different. Broad Sword Claws Dark Melee Dual Blades Electrical Melee Energy Melee Fiery Melee Ice Melee Kinetic Melee Martial Arts Ninja Blade Psionic Melee Radiation Melee Savage Melee Spines Staff Fighting Street Justice
  2. Spines / bio stalker (todo: one of those nifty power review things, they're fun to read) - fantastic toxic damage component - yes, you want build up, because of the atos. Take both ato sets. Don't bother with placate. - ranged damage and varied, good set options for slots - ultra sneaky, and with fancy anti-stealther perception buffs - uses the sleep aura with placate set, seems to go off all the time - not even veteran level 4 on it and can go trash +4/8 groups in PI (or ae, but I won't) - haven't tried dark Astoria but nigh on unkillable so far Also, I'm unchallenged stalker overlord of excelsior pvp zones. No one even shows up to face me, they're so afraid! True build, I don't have all the things bought yet: This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Natural Stalker Primary Power Set: Spines Secondary Power Set: Bio Armor Power Pool: Speed Power Pool: Fighting Ancillary Pool: Body Mastery Villain Profile: Level 1: Barb Swipe -- SprAssMar-Rchg/Rchg Build Up(A), SprAssMar-Acc/Dmg/EndRdx/Rchg(3), SprAssMar-Dmg/EndRdx/Rchg(3), SprAssMar-Acc/Dmg/Rchg(5), SprAssMar-Dmg/Rchg(5), SprAssMar-Acc/Dmg(7) Level 1: Hide -- LucoftheG-Def/Rchg+(A) Level 2: Lunge -- GldStr-Acc/Dmg(A), GldStr-Dam/Rech(7), GldStr-Dam/End/Rech(9), GldStr-Acc/Dmg/End/Rech(9), GldStr-%Dam(11), Mk'Bit-Dam%(11) Level 4: Hardened Carapace -- GldArm-End/Res(A), GldArm-RechRes(29), GldArm-RechEnd(29), GldArm-Res/Rech/End(31), GldArm-ResDam(31), GldArm-3defTpProc(31) Level 6: Assassin's Impaler -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(33), SprStlGl-Acc/Dmg/Rchg(33), SprStlGl-Dmg/EndRdx/Rchg(33), SprStlGl-Acc/Dmg/EndRdx/Rchg(34), SprStlGl-Rchg/Hide%(34) Level 8: Spine Burst -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(13), OvrFrc-Dmg/End/Rech(13), OvrFrc-Acc/Dmg/End(15), OvrFrc-End/Rech(15), OvrFrc-Acc/Dmg(17) Level 10: Build Up -- GssSynFr--Build%(A) Level 12: Environmental Modification -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(17), ShlWal-Def/Rchg(19), ShlWal-Def/EndRdx/Rchg(19), ShlWal-Def(21), ShlWal-ResDam/Re TP(21) Level 14: Boundless Energy -- Pnc-Heal/Rchg(A), Pnc-Heal(23), Pnc-Heal/+End(23), NmnCnv-Heal(25), NmnCnv-Heal/Rchg(25), NmnCnv-Regen/Rcvry+(27) Level 16: Adaptation Level 18: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 20: Kick -- Dmg-I(A) Level 22: Tough -- UnbGrd-Max HP%(A), Ags-Psi/Status(36), StdPrt-ResDam/Def+(36) Level 24: Weave -- Rct-ResDam%(A), Rct-Def(36), Rct-Def/EndRdx(37) Level 26: Ablative Carapace -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(27) Level 28: Impale -- Dcm-Build%(A), Dvs-Acc/Dmg(37), Dvs-Dmg/EndRdx(37), Dvs-Dmg/Rchg(39), SprWntBit-Acc/Dmg(39), SprWntBit-Rchg/SlowProc(39) Level 30: Ripper -- Arm-Dam%(A), Arm-Dmg/EndRdx(40), Arm-Acc/Rchg(40), Arm-Acc/Dmg/Rchg(40), Arm-Dmg/Rchg(42), Arm-Dmg(42) Level 32: Throw Spines -- JvlVll-Acc/Dmg(A), JvlVll-Acc/End/Rech(42), JvlVll-Dam/End/Rech(43), SprFrzBls-Acc/Dmg(43), SprFrzBls-Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/EndRdx(45) Level 35: DNA Siphon -- HO:Golgi(A) Level 38: Parasitic Aura -- SynSck-EndMod(A), SynSck-EndMod/Rech(45), SynSck-Dam/Rech/Acc(45), SynSck-Dam/Acc/End(46), SynSck-EndMod/+RunSpeed(46) Level 41: Genetic Corruption -- FrtHyp-Sleep(A), FrtHyp-Sleep/Rchg(46), FrtHyp-Acc/Sleep/Rchg(48), FrtHyp-Acc/Rchg(48), FrtHyp-Sleep/EndRdx(48), FrtHyp-Plct%(50) Level 44: Superior Conditioning -- PwrTrns-+Heal(A) Level 47: Physical Perfection -- RgnTss-Regen+(A) Level 49: Focused Accuracy -- RctRtc-Pcptn(A) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) Level 16: Defensive Adaptation Level 16: Efficient Adaptation Level 16: Offensive Adaptation ------------
  3. With the ban lifted figured I'd finally post this. If you don't like the effects, I couldn't preview them on my trash computer so it wasn't easy to tune/change them.
  4. Notes from the Author Edits made to the build: 2021 Feb 28: 2021 Feb 19: Design Goals: High Recharge: I want to have near perma-Hasten while also having my best attacks up more often Be surviable: Softcapped Defenses (45+% to S/L/E/N/F/C), Decent Regeneration (400+%, 25+ HP/sec), No Endurance Issues, Decent Resists (40+% S/L, 30+% in F/C/E/N) DPS for anything: Single Target (wreck Bosses+) AoE (mow through Minion/LT packs) Range (I don't always want to chase, so hurt them from afar) How did those goals work out?: High Recharge: Hasten coolsdown in 120.9s (114.8s when Base Empowerment: Increased Attack Speed is active). 188.75% global recharge (208.75% with base empowerment) Also built in 70% resistance to Slows (90% with Base Empowerment), so no fear of debuffs to my movement or recharge Survivability: Defenses - S/L: 54%, F/C: 53%, E: 53%, N: 43% (Energy Drain can increase this more) Regeneration - 389.5% (26 HP/sec), also Energize is able to heal 600 HP every 33s) Endurance - Energize is nearly perma'd and Energy Drain is on a 21s cooldown, rarely any endurance issues Resists - S/L: 47%, F/C: 44%, E: 28%, N: 25%, T: 22% (a little short on my E/N goals, but acceptable) DPS for anything: Single Target Can burst TF (hide) > ET (fast) > AS (fast) for 2100 damage in 5.15s (~410 DPS) Can chain TF > ET (fast) > AS (fast) while using EP Zapp as filler for sustained chunky damage For big fights: PC > AS > TF > ET (fast) > AS > Zapp > ET. The 71% chance to debuff will create on average 14% more damage for the chain, pushing numbers to approximately 385 to 443 DPS. Without factoring in BU or Hide proc. AoE Can burst PC (hide) > Ball Lightning > Cross Punch for ~185 AoE DPS, and sprinkle in fast AS for bosses PC (hide) > Ball Lightning > Assassins Strike. The AoE does on average ~850 damage in a little over 3s of animation time. With enough targets clustered there's a high probability of getting BU to proc and use it before AS. Range Have Zapp (7s cooldown), Mu Bolts (2s) and Ball Lightning (11s). Zapp is utilized in my ST melee attack chains while Ball Lightning is used in my AoE chains. Mu Bolts is mostly there as filler for when I am truly stuck at range. How does it play?: Updated: I've been playing this character a lot more lately and have definitely played around with some of the ideas mentioned in the comments and most importantly tried various forms of game play to get a feel for what works and what doesn't. Sadly, Cross Punch just didn't work for me. Enemies scatter too often and rarely do they aggro tight enough for me to take advantage of the AoE. So it's gone. The good news, I think my AoE potential is far improved now that I created a build that is able to emphasize more procs and recharge. Power Crash is now strong enough to where I could use it in my ST attack chain and not miss a beat. I might revisit Cross Punch, but I would have to test it with Fold Space and see if I can make good use of it. I have playtested this toon in Fire and S/L farms, and the survivability is very good. It also allowed me to test out Power Crash and Ball Lightning together and wow, the BU proc fires at a fantastic rate. If/when I can hit 16 targets with Ball Lightning, BU will recharge 56% of the time. With Power Crash, 5 targets will recharge BU 23% of the time, and with 10 targets it becomes 40% of the time. I'm not saying this toon is intended to be a farmer, just saying in highly saturated scenarios, the AoE of this build can blossom into something very capable. I often use TF and AS as filler while I wait for PC to come off cooldown. I'm also not sold on Ragnarok as the set for Ball Lightning. I'm very tempted to go with Positron's Blast and get one more proc into the attack. The recharge would go from 8.4s to 11.1s, but the average damage would go up from 169 to 245. Right now I have it in the build as alternative slotting scratch that, I'm going with Positron over Ragnorak. In regular content, I mostly adapt to the situation. I'll usually start with Power Crash on mobs to hopefully one shot Minions and possibly LTs (if I crit and get some procs), then roll into my ST chains. Bosses are dead before a chain ends, Elite Bosses might last up to two chains...might. One of the things I changed from the first build, I went back to using Miracle's recovery in my build. I just didn't like needing to use Energy Drain and/or Energize to fix my endurance issues...I wanted to keep punching. So I threw it back in and feel pretty good about the results so far. Mu Bolts...it's there as a mule. BUT, there are times where I don't mind having the extra range attack. Running a BAF and picking off Prisoners from a far, it's useful. It's nothing more than that, situational utility. Right now, I'm still trying to decide what I want to do to polish off the build. I'd love to find two or three more enhancement slots to patch a few more things. But, I like where it's at. It's tanky, it hits really hard, and it is fun. It solos well and it shines in team content (where others debuffs helps highlight the characters raw damage potential). For exemplaring, I'd probably do some things differently, but given that I usually don't exemplar below level 30, this build fits me well. Original: I'll update this more when I play more. For now, I just want to share the build and get comments/feedback. The Build: Below this line is the original build. Mids build link: Images for the build:
  5. if you were choosing a judgement for a stalker, anything worth but ionic? (it has to be ludicrous!) vorpal is quick to activate, doesn't need a target. cryonic is neat, but works best on a controllery type void is like might one never tried might one (big knockup i hear) ionic is ionic
  6. Looking for tips from y'all about this build, because I always feel like I'm missing something. This is a concept build, so I'm only looking to min/max within those parameters. Note the teleport powers: they're placeholders for the new equivalents (Combat Teleport, Fold Space, etc.). I just want a fairly survivable build that packs as much punch as possible. Given that I hate running out of endurance and don't like relying on Ageless, I went for Cardiac Core, but if there's IO choices that can net me some better recovery I'll take it! Let me know any and all thoughts! Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Dibbuk: Level 50 Technology Stalker Primary Power Set: Dark Melee Secondary Power Set: Energy Aura Power Pool: Teleportation Power Pool: Flight Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Soul Mastery Villain Profile: Level 1: Smite -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(3), SprAssMar-Acc/Dmg/Rchg(3), SprAssMar-Dmg/EndRdx/Rchg(5), SprAssMar-Acc/Dmg/EndRdx/Rchg(5), SprAssMar-Rchg/Rchg Build Up(7) Level 1: Hide -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(17) Level 2: Kinetic Shield -- Rct-ResDam%(A), Rct-Def(19) Level 4: Shadow Maul -- Obl-Dmg(A), Obl-Acc/Rchg(7), Obl-Dmg/Rchg(9), Obl-Acc/Dmg/Rchg(9), Obl-Acc/Dmg/EndRdx/Rchg(11), Obl-%Dam(11) Level 6: Power Shield -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(21), RedFrt-Def(21), RedFrt-Def/EndRdx/Rchg(23) Level 8: Assassin's Eclipse -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(13), SprStlGl-Acc/Dmg/Rchg(13), SprStlGl-Dmg/EndRdx/Rchg(15), SprStlGl-Acc/Dmg/EndRdx/Rchg(15), SprStlGl-Rchg/Hide%(17) Level 10: Entropy Shield -- EndRdx-I(A) Level 12: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit(19), GssSynFr--ToHit/Rchg(23), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--Rchg/EndRdx(43), GssSynFr--ToHit/EndRdx(43) Level 14: Teleport -- Tim&SpcMn-Rng(A) Level 16: Fly -- Flight-I(A) Level 18: Hover -- LucoftheG-Def/Rchg+(A) Level 20: Kinetic Dampening -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), UnbGrd-Max HP%(31), UnbGrd-ResDam/EndRdx/Rchg(33), StdPrt-ResDam/Def+(43) Level 22: Siphon Life -- ThfofEss-Heal(A), ThfofEss-Heal/Rchg(25), ThfofEss-Acc/Heal(25), ThfofEss-Acc/EndRdx/Heal(27), ThfofEss-Acc/EndRdx/Rchg(27), ThfofEss-+End%(29) Level 24: Kick -- Empty(A) Level 26: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-EndRdx/Rchg(33), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(34), GldArm-3defTpProc(34) Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def/Rchg(40), LucoftheG-EndRdx/Rchg(45), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def(45) Level 30: Energy Drain -- PwrTrns-+Heal(A) Level 32: Midnight Grasp -- Hct-Dmg(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(40), Hct-Dam%(40) Level 35: Moonbeam -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(36), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(36), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), StnoftheM-Dam%(37) Level 38: Energize -- Prv-Absorb%(A), Prv-Heal(42), Prv-Heal/EndRdx(42), Prv-Heal/Rchg/EndRdx(42) Level 41: Combat Jumping -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(46), LucoftheG-EndRdx/Rchg(46), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-Def(48), LucoftheG-Def/Rchg+(48) Level 44: Afterburner -- LucoftheG-Def/Rchg+(A) Level 47: Teleport Foe -- Range-I(A) Level 49: Team Teleport -- Tim&SpcMn-Rng(A) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Quick Form 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 -- Clr-Stlth(A) Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(50), Pnc-Heal/+End(50) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(48), PwrTrns-+Heal(50) Level 50: Cryonic Radial Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Assault Core Embodiment Level 50: Ageless Core Epiphany Level 50: Cardiac Core Paragon ------------
  7. Lately I've noticed that at least once a mission, my stalker's stealth attack hits and does no damage. I know it hits because if it didn't a "missed" message appears above the target's head.
  8. 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.
  9. Hey guys! I guess this is only my 3rd post on these forums. I'm more of a reader and lurker. I wanted to suggest some changes to Ice Armor and get peoples feedback. It was my favorite armor back on live and still is here on homecoming, something about it just looks so cool to me. So much so that I recreated my main character from live with the same costume and everything. Ice Armor, however, continues to be the least or second least played armor set on any Archetype (Tanker, Scrapper, Stalker, Brute, and Sentinel). And when you look at the actual survival numbers it definitely falls short compared to some of the other armor sets, especially the defense based sets. My Suggestions are: [Wet Ice] currently gives 1% defense to S/L/F/C/E/Neg (Not Enhanceable) and 30% Res to Cold (Not Enhanceable). This power takes no enhancements except recharge and endurance reduction. Change the defense to somewhere between 3-5% and make it enchanceable. Then remove the Cold Resistance from this power. Having 120% Cold resist is pretty pointless and is probably the least encountered damage type in PvE. (a) This will make [Permafrost] a smarter choice as it will now be the only means to get you to cap for Cold along with the extra fire resist (12.5%) and slow resist (20%) it provides. Give [Glacial Armor] somewhere between 5-10% Psi Defense enhanceable. This will put it more on par with other def and resistance sets. Making the set more viable in end-game content, even with just SO's or standard IOs. Add a small -End debuff resistance and -Recov Debuff resistance to [Energy Absorption] to give a little protection from enemies that sap endurance. Defense and Resistance stat comparisons between sets posted below. Let me know what you think! Is this crazy? Do the utility powers included in Ice Armor make it where these buffs would be to much? I think something like this might have more people taking a look at Ice Armor. It's a really great set, but it seems a little old and neglected compared to some of the newer sets IMHO. Thanks! In my examples below I will be using all Tanker numbers, as these are the best case scenario. (Energy Aura modified to reflect tanker values if it were to be made available) I will not include Toxic Resistance from any click heals, I will include the mez resistance powers in all of the power counts, of course some have def/res and some do not. These are percentages at lvl 50 with no enhancements Bio Armor not included because I can't see on Mid's how defensive adaptation effects the numbers.
  10. [Reconstruction] power from Stalker > Willpower does not accept Resistance sets, but it does accept normal Resistance IOs and SOs. The original power from Regeneration does accept Resistance sets, so hopefully this is an oversight?
  11. I heard Kinetic Melee was good so I want to try it. I need help picking a Secondary. The options are:Bio,Dark,Energy (Maybe),Invulnerability,Regeneration,Super Reflexes,Willpower. And the only reason why those are the only options because I'm trying to stay with my character's look. (Plant/Nature creature sort of) Anyway..HELP PLEASE! THANKS 🙂
  12. The reason I'm writing this is because Stalker is probably my favorite class and I wanted to have a build that would be diverse and satisfying to play in any in-game content (TFs, Missions, AE Farms, Events) as well as be built relatively cheap but have you feeling strong and powerful. A key point I was trying to achieve this flexibility of play styles to be fun for all players and affordability of IO sets to get you there without having to sink all your Inf into the build if you just want to try it out. My primary 3 others stalkers are Elec/Shield, STJ/Bio and Psi/Energy and my biggest comparison of this build is really vs Elec/Shield which according to recent server statistics is the most popular Stalker build out there. I do think that Elec/Bio can surpass that with the right setup but I haven't seen much content on the forums on it so I will do an introductory build here! My Elec Themed Stalker: About the Build: This build has near capped melee defense and s/l resistances, you can hit caps by either eating a small purple Insp or using Incarnates (Barrier and Agility Cores) for the extra boost. Although defenses are extremely helpful the reason this build shines is because of the Regen and Self Heals that Bio provides to survive the hard content. Though its harder to hit your Def caps with Bio vs other secondaries, once you do you get an additional 3 strong self sustaining clickies (DNA Siphon, Ablative Carapace, Parasitic Aura) to keep you going that other secondaries don't (especially /Shield) and therefore you can face tougher challenges without needing to run away. This build is capable of handling most content solo at +4/x8 including AE S&L farms including bosses (though Elite Bosses are tough fights). Another advantage is that you will be sitting in Offensive Adaptation mode 99.9% of the time with this build and that adds a consistent +20-25% damage to you. The build also takes 3 ranged powers from Mu Mastery (Mu Bolts, Zapp, Ball Lightning). I enjoy having the extra ranged rotation and its excellent for those annoying runners near death especially in solo content/farms. It also provides the build a strong ST, AoE and Ranged rotation to play with so going back to the diversity and play style of the build you can do it all! If you are not a fan of the Ranged element, I suggest drop Mu Bolts and pick up Genetic Corruption (1 Self Heal IO) and spread the extra slots to Weave / Maneuvers / Combat Jump and you will get closer to that 45% def cap. Build Costs: I run a lot of TFs and Missions that provide me Reward Merits and Empyrean Merits throughout the game therefore a lot of the "expensive" IOs can be purchased through the conversion of Merits to cut down the total cost of the build. As a rule I used Merits to purchase most items that cost over 10m whenever possible and most of the IOs I bought with Inf were kept to the cheaper equivalents like Doctored Wounds, Obliteration, Decimation, each IO costing between 1M - 3M on my server (you can also found them in Merit Rewards for 50 Merits each but I feel these are more worth paying the Inf to get then wasting merits). You can replace each one of those with a Purple equivalent (Numinas, Apocalypse, etc.) to gain more Recharge/Accuracy/Dmg and can free up slots but that will cost you more so make sure you enjoy the build before proceeding. In order of priority while leveling a playing I found the +procs are the most important IOs you should pick up first and they provide you the greatest benefit for your investment. Panacea +HitPoints/Endurance (This is always my first buy) -- 100 Reward Merits Performance Shifter +Chance for End / Miracle +Recovery Gladiators Armor +3% Def / Shield Wall +5% Res -- 100 Reward Merits each & Reactive Defenses / Steadfast Protection +3% Res/Def 5X LOTG -- 250 Reward Merits or about 6M each on AH Stalker Sets x12 -- This is the more expensive items in the build around 100M for the ATOs. You can buy the non Superior ones and use 12x Enhancement Catalyst to make them into Superiors saving you a lot of Inf. The stalker set +Procs are really powerful so I don't suggest you skip these even if you only buy the +Procs at lower levels first. Then for the remainder I focused on Def/Res IOs > Recharge/Attack IOs > Heal IOs but order can be changed based on Inf you want to spend Note: All my IOs are purchased Attuned or are Attuned after crafting so the build becomes really strong for running lower level TFs and Missions. Incarnates: Alpha: Musculature 45% Dmg I found worked best for me and gave me the greatest overall performance gain. Agility endurance gain is unnecessary for Bio since worst case you can drop to Efficient Adaptation mode but I've never needed to do so with all the +Procs and DNA Siphon that restores Endurance for you but it can be useful for the +Recharge to hit Perma Hasten and +Defense Buff to get you closer to Soft Cap Def. I usually alternate between the 2 depending on the content and team I am running. Destiny: Barrier T4 Core is my favorite overall for the +5% Def/Res it provides to get you near capped. Ageless is also an alternative for the extra +Recovery if you really need the extra Endurance (I expect this will only come up when you are soloing content as in teams you will almost always have someone running Ageless for you). Hybrid: I run Assault Core for the +extra dmg boost most of the time but if you are doing a lot of tanking/farming you can run Melee for the +Res or +Def instead. Again here I will alternate between the two depending on the content. Interface: I use Degenerative -HP as I find that works best for bringing down big bosses but this one is pretty open I'm not sure what is best here. Lore: I use Seers Pet for the Fortitude Buff that boosts your Defenses and Damage Output and the pet is immortal so it won't die when pulling large packs of mobs. You can really get anything you want here its for fun. Judgement: Another fun power, I like Ion Core as it fits into the whole Electric theme the character has going on and it can hit those runners easily since it chains across the map but you can pick anything you enjoy here. Finally! The Build: I'm not an expert so I'm sure the community has suggestions and ways of improving on this build to achieve the same objective so I would be happy to hear any comments and feedback. It will also be very interesting to see a more expensive build that can surpass this if Inf wasn't a concern and we wanted to MinMax everything. I know there is some possibility around using +DMG/-Res Procs to boost overall performance but I don't enough about that to add it into my build. Main Build: Musculature, Assault and Mu Ranged Rotation Build Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Electrical Melee Secondary Power Set: Bio Armor Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Mu Mastery Villain Profile: Level 1: Havoc Punch -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(3), SprAssMar-Acc/Dmg/Rchg(3), SprAssMar-Dmg/EndRdx/Rchg(5), SprAssMar-Acc/Dmg/EndRdx/Rchg(5), SprAssMar-Rchg/Rchg Build Up(7) Level 1: Hide -- LucoftheG-Def/Rchg+(A) Level 2: Hardened Carapace -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(15), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(17), GldArm-3defTpProc(23) Level 4: Boundless Energy -- NmnCnv-Heal/EndRdx(A), NmnCnv-Regen/Rcvry+(13), NmnCnv-Heal(15), NmnCnv-Heal/Rchg(46), NmnCnv-Heal/EndRdx/Rchg(48) Level 6: Assassin's Shock -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(7), SprStlGl-Acc/Dmg/Rchg(9), SprStlGl-Dmg/EndRdx/Rchg(9), SprStlGl-Acc/Dmg/EndRdx/Rchg(11), SprStlGl-Rchg/Hide%(11) Level 8: Build Up -- GssSynFr--Build%(A) Level 10: Environmental Modification -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(46) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(50) Level 14: Super Speed -- Run-I(A) Level 16: Adaptation Level 18: Chain Induction -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(19), TchofDth-Dmg/Rchg(19), TchofDth-Acc/Dmg/EndRdx(21), TchofDth-Dmg/EndRdx/Rchg(21), TchofDth-Dam%(23) Level 20: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(25), Prv-EndRdx/Rchg(25), Prv-Heal/Rchg/EndRdx(31), Prv-Heal/Rchg(31), Prv-Absorb%(34) Level 22: Boxing -- Acc-I(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-Max HP%(40), UnbGrd-Rchg/ResDam(43), UnbGrd-ResDam(43) Level 26: Thunder Strike -- Obl-Dmg(A), Obl-Acc/Rchg(27), Obl-Dmg/Rchg(27), Obl-Acc/Dmg/Rchg(29), Obl-Acc/Dmg/EndRdx/Rchg(29), Obl-%Dam(31) Level 28: DNA Siphon -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(36), DctWnd-Heal(36), DctWnd-Heal/Rchg(36), DctWnd-Heal/EndRdx/Rchg(37) Level 30: Weave -- LucoftheG-Def/Rchg+(A) Level 32: Lightning Rod -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(34) Level 35: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx/Rchg(40), StnoftheM-Dmg/ActRdx/Rchg(45), StnoftheM-Dmg/EndRdx(48), StnoftheM-Acc/ActRdx/Rng(48) Level 38: Parasitic Aura -- DctWnd-Rchg(A), DctWnd-EndRdx/Rchg(39), DctWnd-Heal/EndRdx/Rchg(39), DctWnd-Heal/Rchg(39), DctWnd-Heal/EndRdx(40) Level 41: Ball Lightning -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rchg(42), PstBls-Dmg/Rng(42), PstBls-Acc/Dmg/EndRdx(43) Level 44: Mu Bolts -- Dcm-Acc/Dmg(A), Dcm-Build%(45), Dcm-Acc/Dmg/Rchg(45), Dcm-Dmg/EndRdx(50), Dcm-Dmg/Rchg(50) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Quick Form 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 -- Mrc-Rcvry+(A), Pnc-Heal/+End(37) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46) Level 16: Defensive Adaptation Level 16: Efficient Adaptation Level 16: Offensive Adaptation Level 50: Barrier Core Epiphany Level 50: Degenerative Core Flawless Interface Level 50: Ion Core Final Judgement Level 50: Musculature Core Paragon Level 50: Assault Core Embodiment ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1551;707;1414;HEX;| |78DA6594C94F13611887BFA153B0D0B258A0ECD0B2140B1DA87A372A6062A960500| |F6ECDA48C6562A5CDB426E072F06C34CA058D1E3CEAC58BDB9F219B7F8146D9D144| |83C6657C3BEF0F4A32934C9F777EDFF6CCF7B58D4D0DB85F9EB87344489EE329359| |B8D8FE5D4D455CD70C6D4A49E7008BA4AE86E411C8F69294D5306535A2267E80935| |C5817FA77940BBA24D6635E5989E8E8F184975524FC48F1AD7D286281D4DA753CA5| |846D3C63D5639A4272772FA64B2C27A1AD6D471CDC84EE819F7CE73861A7D83193D| |A1EC2E7E3D1E53B339CD98AE232785EEBB2EFA90F296A6534CC942446451340DDE6| |0CA37C15BCCE2DBCCCFEDBB6385A891ACEC0B651267B2F4D36165E5DF99953FC06D| |66ED41E6328D71608CE334CFE33EC72C3FCB0C8F31FBCE30EF91B713DECE399EA77| |89EB96F015C64962E811F98F7696C09BC4B5E1459D90A39B838935C78977094FB07| |E800CBB8ADA8AC47B01F1801DBA98F47F09C9E3067AB3467058F331FD09A55DCEEA| |C3A4F08CA62FF05F022B3FA127899591B676ED23C5EBCAB77999DEA56C05566CB3A| |B8C6F46F3025F2AA81574D037B3928F361BF7DF9A259161D389BE02F66086714C2D| |93D24FF7AF8D7FFE63D6BF803FE6536FD034D668BE0B15BE4DF88F51AA3BCB7EDC3| |E0081863769C62CAE4D88C336AC679CC90432B1C5AE1D006873638B4C1C10F073F1| |C3E11023C560EBCE77D082E327B17987D73E03CF31B7977C2BB73941DBAE0DD05CF| |2E7807F15EDB6E21BAB14EF72B9EE7C06BF00DF896197AC7FC486E3D58A76796CFB| |CF729F8841979043E6656D1FE28D81F05FB534B593FB27E648DB2C0659A4D853AFF| |689A221A2AB4866CADFDB624624B0ED992C3B664D8968CCAF8E3A044B21257A5100| |E986C94EEFE87A075AB9048D249C9DA810E3F9FECA6ADF7D7BDBD67F97B109E61AE| |E77F9358676D4FBDB1A77EE6A5AEA8877C54E3375C5F5DA8A3DE42FD3C50A8FF03E| |26E116A| |-------------------------------------------------------------------| Alternative Build: Agility, Melee and Dropped Bolts in favor of Genetic Corruption for Closer Combat Build Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Electrical Melee Secondary Power Set: Bio Armor Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Mu Mastery Villain Profile: Level 1: Havoc Punch -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(3), SprAssMar-Acc/Dmg/Rchg(3), SprAssMar-Dmg/EndRdx/Rchg(5), SprAssMar-Acc/Dmg/EndRdx/Rchg(5), SprAssMar-Rchg/Rchg Build Up(7) Level 1: Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46) Level 2: Hardened Carapace -- Ags-ResDam/EndRdx(A), Ags-ResDam(15), Ags-ResDam/Rchg(17), Ags-EndRdx/Rchg(17), GldArm-3defTpProc(23) Level 4: Boundless Energy -- NmnCnv-Heal/EndRdx(A), NmnCnv-Regen/Rcvry+(13) Level 6: Assassin's Shock -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(7), SprStlGl-Acc/Dmg/Rchg(9), SprStlGl-Dmg/EndRdx/Rchg(9), SprStlGl-Acc/Dmg/EndRdx/Rchg(11), SprStlGl-Rchg/Hide%(11) Level 8: Build Up -- GssSynFr--Build%(A) Level 10: Environmental Modification -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15), ShlWal-ResDam/Re TP(46) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 14: Super Speed -- Run-I(A) Level 16: Adaptation Level 18: Chain Induction -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(19), TchofDth-Dmg/Rchg(19), TchofDth-Acc/Dmg/EndRdx(21), TchofDth-Dmg/EndRdx/Rchg(21), TchofDth-Dam%(23) Level 20: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(25), Prv-EndRdx/Rchg(25), Prv-Heal/Rchg/EndRdx(31), Prv-Heal/Rchg(31), Prv-Absorb%(34) Level 22: Boxing -- KntCmb-Knock%(A), KntCmb-Acc/Dmg(45), KntCmb-Dmg/EndRdx(50), KntCmb-Dmg/Rchg(50) Level 24: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-Max HP%(40), UnbGrd-Rchg/ResDam(43), UnbGrd-ResDam(43) Level 26: Thunder Strike -- Obl-Dmg(A), Obl-Acc/Rchg(27), Obl-Dmg/Rchg(27), Obl-Acc/Dmg/Rchg(29), Obl-Acc/Dmg/EndRdx/Rchg(29), Obl-%Dam(31) Level 28: DNA Siphon -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(36), DctWnd-Heal/Rchg(36), DctWnd-Heal/EndRdx/Rchg(36), DctWnd-Heal(37) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45) Level 32: Lightning Rod -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(34) Level 35: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx/Rchg(40), StnoftheM-Dmg/ActRdx/Rchg(45), StnoftheM-Dmg/EndRdx(48), StnoftheM-Acc/ActRdx/Rng(48) Level 38: Parasitic Aura -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(39), DctWnd-Heal/Rchg(39), DctWnd-Heal/EndRdx/Rchg(39), DctWnd-Heal(40) Level 41: Ball Lightning -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rchg(42), PstBls-Dmg/Rng(42), PstBls-Acc/Dmg/EndRdx(43) Level 44: Genetic Corruption -- CaloftheS-Heal%(A) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Quick Form 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 -- Mrc-Rcvry+(A), Pnc-Heal/+End(37) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46) Level 16: Defensive Adaptation Level 16: Efficient Adaptation Level 16: Offensive Adaptation Level 50: Barrier Core Epiphany Level 50: Degenerative Core Flawless Interface Level 50: Ion Core Final Judgement Level 50: Agility Core Paragon Level 50: Melee Core Embodiment ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1566;719;1438;HEX;| |78DA6594CB4F135114C6EF3053B0D0F21068419E2D8F6281D2227BA302264205C4B| |8F0D54CCA582656DA4C6B023E16AE8D46D9B875EBC68DAFC4FFC0953CE43F30CAAB| |808986F8C0F174CE0725CE2433BF73BF73EF3DDFBD7766A2B383AE97671F9C1492F| |B4C52CD64629359357953331C5135A1C765415709DDCD9063512DA969A1A1A416CF| |1A7A5C4DB2E0DB4F0F6A37B4998C163AADA7626346429DD1E3B153C6AD94214AC75| |3A9646832AD69536E2B1CD613D3597D265161B54635754A3332D37ADAB5DF4E53D2| |3B94D6E3A183E2B763513593D58CB93AF214A1FBA1931E52DEA5E910B30A898A289| |A03EF3095BBE03D66F17DE697B683B192A8952CADB786F9957212E71429CC5AF900| |B33202F6333DFDB2C5551A23633E798273AE4BCC47E4D3019F8E05EE5FBCC83CB20| |42E334B3F812BCCC734B684C78A92174596B646B59CAC1539E1BD7C8F9A4DB48611| |1EE7A7832B839FB26EC17EC036CAB905CFE9EE656D9DE6ACE0FEE613AA59C57947D| |56542401147AF80579935D7C0EB4C4F8CB945F35463ADD5ABECA56E0D5C67366F82| |1B4C5F8E2991AF5AAE2BD75E24F815D133CE8C4C80179832F5F5E28CBCF980D6DEF| |E83E709FC640677C1EFCCA7B4AE7AACABFE37EFE5B13FE01EB3F12F68329B058FDD| |A67535A05EC308EF79DB281805CF33DBC7980A796CC21934E19C7AF08ECD9397167| |869819756786985975678F1C18B0F5E3E13FC3C56F17FE4F30B2C337B96987D0BE0| |22F31BF9EF80FF0EF8EF84FF4EF8EF84FF00FCEFBA84E8429DAE573CCFF1D7E01BF| |02D33F88EB94375BAF1BE767FE079AA681F42D88710F6A10FFBE0A15C18B9307211| |E41A1481CB341B0B71BE699A622458C8066DD9B04D89D894133665C0A68CDA94710| |53F0E52244B71560A21C349AEF4E0DF81EC764191A47392F595B4FBF824B76CBD77| |0EF77EC6E7DE3BCFDCCC7FA3A8B37128CE1D8A9F57F3BF311F0F7B29C6375D5F538| |80BD72FCF7FEA7B7F41F80724521D36| |-------------------------------------------------------------------|
  13. So I was noticing that Mids does not seem to have correct information on the Epic Snipes (at least for stalkers). So I went in game and did the info on: [Mu Mastery.Zapp] vs [Soul Mastery.Moonbeam] vs [Mace Mastery.Mace Beam] Here's what I got: Is the 5% chance for another 98.99 in error on Moonbeam? They all do 197.7 (mace is split between smash/energy), then should do another 98.99, but Moonbeam has only a 5% while the others are 100%? And I am not sure what the "special" energy damage is in Mace Beam for the crit/placate damage. Has anyone used Mace Beam? In short, Mu / Soul / Mace all have similar load-outs: 1) a ST blast, 2) a snipe, 3) something unique, 4) a hold, and 5) a Pet. Mu Mastery: it's all energy which (I believe) is still less resisted than smashing/lethal. But not as much as Negative. The unique is Ball Lightning, a great TAoE power! Takes slots, though: More=Better. Soul Mastery: it's all negative energy which is the least-resisted of the bunch. The unique is Shadowmeld. Not something you want to rely on, but it's a great 1-slot power that helps absorb Alphas strikes. I'd put a single LotG recharge in it. Mace Mastery: it splits it's damage between smashing and energy, which might be useful (e.g. vs. robots). The unique is Disruptor Blast, a TAoE power, like Mu Mastery (but smash/energy), more=better for slots. Leviathan Mastery: is not a typical load-out like the other three villain epics. It gets a ST Blast (lethal damage), a PBAoE (smashing) that carries the set (whole reason people would take it), Hibernate (let's be honest, if you need this at this level, you're not doing too well), a cool-looking hold (lethal), and a pet. Unless you only need one power and can 6-slot it with procs (Water Spout), I'd skip it. I usually take Soul Mastery, as I like the snipe (until I found out it's gimped) and use Shadow Meld as a light-RP power (lol) and a LotG mule. I often don't have a lot of slots by the 40's, so I can't invest too many slots in the powers, and there is a lot of proc-damage opportunity in most of them.
  14. r0y

    Psi/Dark

    I've been playing Mids far more than I'm playing the actual game. Reminiscence of my last days during live... Anyway, I'm on a Dark Armor kick (made a tank: DA/Claws) and wanted to make either a Scrapper or Stalker. So I'm looking at Stalker, and realizing that if I proc things out, along with the Stalker ATO sets and crit potential, it's likely to be a decent toon. I'm not thrilled with the survivability (this is all on paper for now), as the resists and defenses aren't that strong; I imagine it has a lot to do with the massive heal in Dark Regen... Since I almost never slot Dark Regen for heal, it becomes a decent PBAoE mini-nuke / endurance recovery tool. It really does make the set unique and viable from the moment one gets the power. So I proc'd out Dark Regen, Greater Psi Blade, Torrent, and Tentacles. Mass Levitate seemed to look better with six Superior Assassin's Mark IOs. Proc'd out, it was barely better. Here's the build: ...and here are some pix of mids (so you don't have to d/l and such): (no accolades, no incarnate, only toggles on) According to Mids, Dark Regen will hit for approx. 250 damage every 12s while Hasten is on (<17s w/o)... which also refills the blue and green bars (if hitting enough, etc). I think the chain, once a hidden AS is out of the way and ignoring the clunky INSIGHT mechanic, would be Torrent→Dark Regen→Tentacles→Mass Levitate→Psi Blade→Assassin's Psi Blade (APB)→Greater Psi Blade→repeat. This should take out much of the mob because of the front-loading of the AoE's, while building stacks for Insight (+3) for GPB. Basic AoE spamming would be: Torrent (always first, as the KB-to-KD proc makes this a wonderful soft-cc power, as well as a fast damage dealer), Tentacles (more soft cc via immob and -ToHit), Mass Levitate. Then Torrent/Mass Levitate with fillers like Dark Regen and single-target stuff on high-hp targets. Torrent, without Hasten, has a quick 8.33s recharge and hits for 158.4 damage while doing -ToHit and KnockDown. It is also a generous 60' length and 30° arc. A *very* nice power, indeed. I used to skip it! What a dunce. Tentacles are OK, the damage is in DoT form, so that kind of sucks, but I think of it as a nice debuff/hold-still power. The procs change this a lot (they hit up front) so you're getting about 260(?) damage up front, then the DoT (~64 damage) over however long. The -ToHit debuff adds to Torrent's, too. It's not amazing, but it's not useless, either. Mass Levitate was always a favorite of the Psi Melee powerset for me. Sure, the damage is at the end of the animation, when the bodies hit the floor... let the bodies hit the floor... (couldn't resist), and it's up pretty fast at 7s (no hasten) and hitting for 232, mostly smashing (so you can damage robots better in end game, which Psi is hurting to do). Greater Psi Blade is a good attack for all Psi Melee ATs, but seems like it would REALLY shine for Stalkers (given the hide proc, the crit building mechanics, etc) and mine is up every 8.33s and hitting for 684.8 damage - the good thing with procs is, you're adding S/L/N (and more psi) so it's not mostly psi, which is weak against Praetorian clockwork. This thing should Crit for a decent sum. The other nice thing with Stalker over Scrapper is Assassin's Strike. Sure, you lose the weak cone attack (only decent when Insight is stacked and it adds a DoT, but meh); I'd much rather have a Quick Form AS than a mediocre cone. It also allows me to skip TK Blow, as the AS builds insight (should I use the mechanic, and I often do). Psi Blade is basically a filler attack / set mule. It's always up, hits for OK damage... not worth proc'ing out do to the recharge (5s). Dark Armor is ok for resists (about 50%+ to all but energy/toxic, and those are not too weak), defense is sub-par, I did not slot for defense via sets, so it could be a lot more, but I'm thinking if Dark Regen is up every 12-17s, I can probably take quite a few hits. This ain't no tank, but it ain't no slouch, either! The real power of Dark Armor is the debuff resistances! almost 70% for Endurance Draining / End Recovery debuffs. That's huge. A little recharge/speed resistance (coupled with Winter Travel proc, a decent 35% is achieved). Perception debuff resistance is also nice, as a lot of things BLIND. I do wish they added ToHit debuff resistance (Shadow Dweller would be a PERFECT spot for it). No defense debuff, but I'm not really counting on my defenses that much. I trade proc-filled attacks for defense here. If I want to survive more, I'll play my dark armor tank.
  15. I have been playing for a while and I notice that the damage for LR doesn't appear in the combat channel. I see the figure on the screen as a floating number. My question was is this damage subject to the Build Up powers as others? I think I read that LR is different and is treated as a travel power and that is why it doesn't break Hide? The last part to this question is: are incarnate attacks also benefiting from the Build Up power. Thank you for educating this CoH loving player!
  16. Due to question in the stalker forum suggesting that Frozen Aura AOE does not generate Assassin's Focus. I ran some tests in Perez Park. The Frost AOE generated Assassin's Focus on every group I tested. Frozen Aura never generated Assassin's Focus. This appears to be a bug in the port of ice melee to stalkers.
  17. While playing my electric/energy stalker, I noticed that lightning rod would trigger the assassin mark chance to recharge build up and the message would come up on screen, but build up would not recharge. Is this a bug or working as designed? if it matters, I have lightning rod 5/6 obliterated and the chance for energy proc from the other set (forgot the name). The assassin mark/chance for bu Rech is in havoc punch along with 5/6 touch of death. Character level is 33-35 when I noticed it and it happened multiple times.
  18. Ninja Blade has a niche problem that many probably don't care about but it's a rather huge flaw with the set that can be fixed easily. Quite simply, Golden Dragonfly does not crit when attacking out of hide. The reason for this is because GD is a cone, and not a single target attack. But it is a tiny cone, and rarely used as a cone. The cone is a rare occurrence that feels kind of cool when it happens, but is not really much of a feature of the power. Unfortunately, this small "feature" makes it so that GD does not crit when used out of hide. Which, when compared to many other sets, is a massive drawback that is pretty unnecessary. Just about every stalker uses AS out of hide, but this is then followed up typically with a placate and then their quintessential level 32 power for even more burst. For Street Justice this is Crushing Uppercut, for Energy Melee it's Energy Transfer OR Total Focus, for Kinetic Melee it's Concentrated Strike, for Martial Arts it's Eagle's Claw. The list goes on; just about every set (except for Broad Sword, that has the same exact issue that Ninja Blade has) their 32 extreme damage power does, in fact, crit when used out of hide or placate. Many of these powers already have a leg up on Golden Dragonfly simply because they're not S/L. My proposed change is simply to allow Golden Dragonfly to get the auto-crit when used from hide or placate; it feels really bad as-is. Especially considering the unique Stalker AT IO that randomly grants auto-hide... when you're in the flow of a rotation and you get that auto-hide just before you use GD and don't get the benefit of the IO proc because GD doesn't crit out of that randomly granted hide... that feels really, really bad. Tl;Dr: Golden Dragonfly doesn't crit when used out of hide due to a small technicality and it's unnecessarily harsh. Thanks for coming to my Ted Talk.
  19. 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 25. 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.
Ă—
Ă—
  • Create New...