SpidaWebz Posted November 18, 2019 Share Posted November 18, 2019 I recently made my first stalker, and decided to go for a Dark melee/ Dark Aura combo, for the life of me though I cant figure out a decent build style set up for him and was wondering if anyone had one or at least had some advice on the matter? Cost of enhancements doesn't matter so any kind of build/advice would be most helpful whether its crazy expensive build or a more budgeted one. Link to comment Share on other sites More sharing options...
oldskool Posted November 19, 2019 Share Posted November 19, 2019 (edited) So what's decent? General advice: Dark Armor plays nicely with IOs and the more expensive you go the better it gets. Dark Armor gets a little weak on Energy and Toxic resistance once you start piling on IO sets. You can make up for that with 4x Shield Wall in defensive powers and Toxic is often paired with the rare IO sets as well as Psychic resist. There are the two resistance unique powers too that help a bit. Since DM has limited AoE options you're not in a great spot to add Eradication mules. That's OK though. Its really not that important. Dark Armor should be capping Smashing/Lethal/Negative/Psy by accident and possibly getting close to Fire/Cold too (if not capping it). The Rune of Protection in Sorcery is also a possible path to take for temporary increases to all resistances. Dark Melee on Stalkers is very limited on AoE damage having only Shadow Maul. The single-target damage however is quite good so lean into it. Soft-capping all defenses is going to be a challenge but Stalker DA can get into the upper 20's to low 30's with some planning. My Staff/DA has around 32% defense to melee/range/AoE (though AoE is a lot higher due to Hide). If you really want more defense you can go for Shadow Meld. The to-hit debuffs in your primary will give you stacking effects of miss chance on a target. Touch of Fear being a pretty large debuff to a single enemy. You can run both Cloak of Fear and Oppressive Gloom at the same time to generate more coverage of CC effects. You can also run neither of them if you like or just one. Cloak of Fear inherently has synergy with Dark Melee and Touch of Fear. Oppressive Gloom, not so much. Edited November 19, 2019 by oldskool 1 Link to comment Share on other sites More sharing options...
SpidaWebz Posted November 20, 2019 Author Share Posted November 20, 2019 Definitely solid advice I was looking for thank you! I've noticed as well DM doesn't have much for AoE so I was considering focusing him as a single target style DPS to focus on the tougher enemies in mobs. I was also considering skipping shadow maul since it has such a long animation for the attack, and during that time I could pop off several attacks keeping my focus on single target instead.(opinions on skipping?) Link to comment Share on other sites More sharing options...
SpidaWebz Posted November 20, 2019 Author Share Posted November 20, 2019 Is it better in general to focus on the -to hit, rather than the fear, in some of my powers? since fear deactivates once the target is hit generally Link to comment Share on other sites More sharing options...
SpidaWebz Posted November 20, 2019 Author Share Posted November 20, 2019 My build so far; got main defenses to 40%, main resists to 75% with focus on -to hit rather than fear. end drain is 1.29 but recov is 3.64. Let me know what ya'll think Villain Plan by Mids' Villain Designer 1.962http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Mutation StalkerPrimary Power Set: Dark MeleeSecondary Power Set: Dark ArmorPower Pool: LeapingPower Pool: FlightPower Pool: FightingAncillary Pool: Body Mastery Villain Profile:Level 1: Shadow Punch (A) Touch of Death - Accuracy/Damage (5) Touch of Death - Damage/Endurance (5) Touch of Death - Damage/Recharge (7) Touch of Death - Accuracy/Damage/Endurance (7) Touch of Death - Damage/Endurance/Recharge (9) Touch of Death - Chance of Damage(Negative) Level 1: Hide (A) Shield Wall - Defense/Endurance (23) Shield Wall - Defense/Recharge (23) Shield Wall - Endurance/Recharge (25) Shield Wall - Defense/Endurance/Recharge (25) Shield Wall - Defense (27) Shield Wall - +Res (Teleportation), +5% Res (All) Level 2: Smite (A) Superior Assassin's Mark - Accuracy/Damage (9) Superior Assassin's Mark - Damage/RechargeTime (11) Superior Assassin's Mark - Accuracy/Damage/RechargeTime (11) Superior Assassin's Mark - Damage/Endurance/RechargeTime (13) Superior Assassin's Mark - Accuracy/Damage/Endurance/RechargeTime (13) Superior Assassin's Mark - RechargeTime/Rchg Build Up Level 4: Dark Embrace (A) Gladiator's Armor - Resistance (42) Gladiator's Armor - Resistance/Rech/End (43) Gladiator's Armor - End/Resist (43) Gladiator's Armor - TP Protection +3% Def (All) (43) Gladiator's Armor - Recharge/Endurance (46) Gladiator's Armor - Recharge/Resist Level 6: Assassin's Eclipse (A) Superior Stalker's Guile - Accuracy/Damage (15) Superior Stalker's Guile - Damage/Recharge (15) Superior Stalker's Guile - Accuracy/Damage/Recharge (17) Superior Stalker's Guile - Damage/Endurance/Recharge (17) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge (19) Superior Stalker's Guile - Recharge/Chance to Hide Level 8: Murky Cloud (A) Steadfast Protection - Resistance/Endurance (21) Steadfast Protection - Resistance/+Def 3% (31) Steadfast Protection - Knockback Protection Level 10: Combat Jumping (A) Reactive Defenses - Scaling Resist Damage (45) Luck of the Gambler - Recharge Speed Level 12: Build Up (A) Adjusted Targeting - To Hit Buff (19) Adjusted Targeting - To Hit Buff/Recharge (21) Adjusted Targeting - To Hit Buff/Endurance Level 14: Shadow Dweller (A) Red Fortune - Defense/Endurance (27) Red Fortune - Defense/Recharge (29) Red Fortune - Endurance/Recharge (29) Red Fortune - Defense/Endurance/Recharge Level 16: Obsidian Shield (A) Unbreakable Guard - Resistance/Endurance (46) Unbreakable Guard - Resistance (48) Unbreakable Guard - RechargeTime/Resistance (48) Unbreakable Guard - +Max HP Level 18: Siphon Life (A) Kinetic Combat - Accuracy/Damage (31) Kinetic Combat - Damage/Endurance (31) Kinetic Combat - Damage/Recharge (33) Kinetic Combat - Damage/Endurance/Recharge (33) Preventive Medicine - Heal (33) Preventive Medicine - Heal/Endurance Level 20: Fly (A) Blessing of the Zephyr - Knockback Reduction (4 points)Level 22: Kick (A) EmptyLevel 24: Tough (A) Unbreakable Guard - Resistance (34) Unbreakable Guard - Resistance/Endurance (34) Unbreakable Guard - RechargeTime/Resistance (36) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 26: Weave (A) Shield Wall - Defense/Recharge (34) Shield Wall - Defense (36) Shield Wall - Defense/Endurance (50) Shield Wall - Defense/Endurance/Recharge Level 28: Cloak of Fear (A) Siphon Insight - ToHit Debuff (40) Siphon Insight - Accuracy/ToHit Debuff (40) Siphon Insight - Accuracy/Endurance/Recharge (42) Siphon Insight - ToHit Debuff/Endurance/Recharge (50) Siphon Insight - Accuracy/Recharge Level 30: Dark Regeneration (A) Touch of the Nictus - Healing (40) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge (42) Touch of the Nictus - Chance for Negative Energy Damage (45) Touch of the Nictus - Accuracy/Healing (46) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration (48) Touch of the Nictus - Accuracy/Endurance/Recharge Level 32: Touch of Fear (A) Glimpse of the Abyss - Chance of Damage(Psionic) (36) Cloud Senses - ToHit Debuff (50) Cloud Senses - Chance for Negative Energy Damage Level 35: Midnight Grasp (A) Kinetic Combat - Damage/Endurance (37) Kinetic Combat - Damage/Recharge (37) Kinetic Combat - Accuracy/Damage (37) Kinetic Combat - Damage/Endurance/Recharge (39) Trap of the Hunter - Chance of Damage(Lethal) (39) Trap of the Hunter - Immobilize/Accuracy Level 38: Soul Transfer (A) Preventive Medicine - Heal (39) Preventive Medicine - Heal/RechargeTime Level 41: Superior Conditioning (A) Performance Shifter - Chance for +EndLevel 44: Physical Perfection (A) Endurance Modification IO (45) Endurance Modification IO Level 47: Hover (A) Luck of the Gambler - Recharge SpeedLevel 49: Afterburner (A) Luck of the Gambler - Recharge SpeedLevel 1: Assassination Level 1: Brawl | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1445;659;1318;HEX;| |78DA6594D96B135114C6EF2C31992C76CDD225B64D575B4D93B68A6FA2C6C6D606A| |A151FDC42D0B186C6A624111A5BB7BF424450F00FF06F717DF341F0A5222EA0A23E| |C593F9BE2E3003C3EFCE77CF3773EE39F74E6E3D137C997D745C69A153A542B59A5| |FAA154A2B76C597BB532BD48AE55543C9E5953BC6997CCE2ED9763253A8AC60D8BD| |3D91B16FDAAB554E9DA8DC2E575470B15C2E2517ECC25A717539E03CCC968ACBB76| |A218C9B439969779E2EC8DBD6CA157CB7EBF45AF17AF264F9463D9F2B546B76A5BE| |9D5A4C9219967BDD52BC1A1E7549306A2AF3327905DC7795BC06FAF260AAE9D5E89| |D9535A64D15C99267C0D81C390F769F05EB16ADE2D5D64D47F3D541FF5D72030C6E| |92F7C0B4780D7ED798C4FB0EA6C0F13439454E838767C00DF17AE8F5BC82B6FF35F| |9066C7D4BBE03DBDF8353E2F5C2AB7B2332889BAA330A1E888111E9B28518CDFA09| |DFA1B0E67053FC01AC590F3CD3F1EEE760E70B705A6242F01B213F7CDD01B037488| |6C019896D616CCB6FAEF31738F987FC673879DD97D836D6BB6D5190909CCF91E7C1| |FE25720BDEFECF6040D6D401AFEAF8803C75D1C2D4C20DB994214A94D94499C500B| |31A6036837F415362BB18DB95458603F3E0E02C989E038F4AE63D88357BBCF08FFA| |C800BBEF37B833C023E2893BFBABE1897730B693B1B1EDAEB06211562A0A3E106F1| |FBBD4F7115D1DFCA423A72DF0A1C42458CD04AB38C42A0EB1BA43ACE6C853746BE4| |0978CC6A9E3C27376D98951EF9C2BA488BC6B05635F61895F68A36C11D35D1AF903| |B69491D93EC4292BB4C45944A514B51EB31774E79A37777DC7C94CE8DBB94944B49| |BB94699732E352165CCAA2B973EE95E62856AB9C66E6F6D52FB3DADED9EFBB8AA65| |DC46AF479CDF9FF7C7345FFD81BCD1AE9E47FF63DE21D| |-------------------------------------------------------------------| Link to comment Share on other sites More sharing options...
oldskool Posted November 20, 2019 Share Posted November 20, 2019 1 hour ago, SpidaWebz said: Is it better in general to focus on the -to hit, rather than the fear, in some of my powers? since fear deactivates once the target is hit generally In general I prefer to focus on the -to hit and that extends to every AT I can get away with doing it on. I will consider the Fear IO set category because the bonuses are often pretty good but the duration of the CC isn't the reason. I think most of the fear powers in the game have access to more than just the fear sets so you can usually find something more worthwhile to invest in. Link to comment Share on other sites More sharing options...
KC4800 Posted December 3, 2019 Share Posted December 3, 2019 I had a Dark/Dark/Soul Stalker on live and it was one of my 2 or 3 favorite characters to play, period, across all Archtypes. Can't bring myself to make a new one however. Still trying to make new combos work. Death is but a doorway, you make it work for you with this combo. 🙂 Victory: reserved for future use Indom: Schtick, Pummel Pete, Plymouth, Pilkington Reunion: Ghost Legacy, 7s7e7v7e7n7, Mind Funk, Bluto Excelsior: Phrendon Largo, Fred Bumbler, John van der Waals,Allamedia Jones, Tzapt, Sn1pe Torchbearer: Phrendon Largo, Kenny Letter, Bewm, La Merle, Enflambe', Rock Largo, Bulk of the Weather, Retired Phrendon Everlasting: Phrendon Largo, Krown, Buzz Words, Bicycle Repairman, Dee Fender, Carmela Soprano, Radmental Boy, Beet Salad, Sporanghi,Sue Ahn Cuddy, Fukushima Technician, Snow Globe Girl, Thug Therapist, Apple Brown Betty Link to comment Share on other sites More sharing options...
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