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Found 15 results

  1. 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 ------------
  2. Notes from the Author Edits made to the build: 2021 Feb 19: Removed the recharge from Build-Up thanks to Oldskool's very useful information. I used that extra slot to add a Kismet to Hide. I figure this will help with hitting +4s and when exemplaring, and I figured it will buff Zapp. Also thanks to Oldskool's info about the Global Proc only working after using it on a map at least once, I swapped the enhancements between Energy Transfer and Energy Punch. I figure if I exemplar below level 27, I will still want to have access to that Build Up proc. 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). 176.25% global recharge (196.25% with base empowerment) Also built in 100% resistance to Slows, so no fear of debuffs to my movement or recharge Survivability: Defenses - S/L: 55+%, F/C: 52.5+%, E: 56+%, N: 46+% (Energy Drain can increase this more) Regeneration - 379.5% (26.7 HP/sec), also Energize is able to heal 600 HP every 33s) Endurance - Energize is nearly perma'd and Energy Drain is on a 18s cooldown, never any endurance issues Resists - S/L: 46.7%, F/C: 44.8%, E: 27.3%, N: 24.5%, T: 22.2% (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 as filler for sustained chunky damage AoE Can burst PC (hide) > Ball Lightning > Cross Punch for ~185 AoE DPS, and sprinkle in fast AS for bosses Range Have Zapp and Ball Lightning. Zapp is on a ~6s cooldown while BL is on ~9s cooldown. Zapp is also useful for ST attack chains How does it play?: So far so good. I've been shuffling enhancements around quite a bit lately, trying to fine tune things as I learn. I switch up my alpha ST attack chains and still am not 100% as to which I prefer. Sometimes I'll use AS out of hide, and hope to proc Hide for TF so I can get the Double Energy Focus. But ultimately, I usually settle on starting all my attacks with TF (hide) and use 2 ET(fast) and an AS(fast) before TF is up again. I don't miss Bone Smasher as Zapp and Energy Punch both do similar DPA, so removing it for Cross Punch feels like the right move. It does similar damage but in an AoE, just slightly slower to animate. I find it funny that I am playing a stalker while using a powerset known only for its single-target DPS, and yet I feel good about its AoE capabilities. Sure...I'm not gonna farm with it. But if I come up on a mob and they're grouped pretty well, Power Crash out of hide is like a small diameter bomb going off. It hits for 1.9519 scale damage and if it crits that is 3.9038 scale damage. That's basically a blaster nuke going off on 5 targets. Throw in max synergy Cross Punch for similar base damage (1.651 damage scale) while having the FF proc and the 10% recharge/to-hit buff per target hit to assist with getting Power Crash to cooldown in about 3s. It's nice. To put it in some perspective of how strong PC is, it's the same AoE and Damage as Slow Arc of Destruction...but a Stalker has it. And it animates in under 2s. Double nice. I do run into trouble at times with survivability (when soloing x8 content), but luckily most attacks are fast animating so when I do see trouble I can click Energize/Energy Drain and hopefully recover that trouble before they get a 2nd or 3rd lucky punch in. I try to save those powers for when I need them, but occasionally if my endurance is suffering I'll use one up while still saving the other for a rainy day. Energy Drain is more of my endurance fixer since it recharges so quickly, while I save the Heal in Energize for moments of desperation. I'll update this more when I play more. For now, I just want to share the build and get comments/feedback. The Build: Mids build link: Images for the build:
  3. 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.
  4. 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.
  5. 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.
  6. [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?
  7. 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 🙂
  8. 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| 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|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| 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  9. 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.
  10. 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.
  11. 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!
  12. 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.
  13. 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.
  14. 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.
  15. 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.
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