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Does anyone have, or is willing to make, a build for a psi/elec stalker? If not, which powers are good, which are skippable, in each powerset?

 

(Goals would be softcapped defenses, decent AoE, but still ST focused.  Nothing out of the ordinary. :))

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I mocked up a quick build:

 

Spoiler

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7

https://github.com/ImaginaryDevelopment/imaginary-hero-designer

 

Click this DataLink to open the build!

 

Level 50 Magic Stalker

Primary Power Set: Psionic Melee

Secondary Power Set: Electric Armor

Power Pool: Fighting

Power Pool: Force of Will

Power Pool: Leaping

Power Pool: Speed

Ancillary Pool: Mu Mastery

 

Villain Profile:

Level 1: Mental Strike

  • (A) Superior Blistering Cold - Recharge/Chance for Hold: Level 50
  • (3) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime: Level 50
  • (3) Superior Blistering Cold - Accuracy/Damage: Level 50
  • (5) Superior Blistering Cold - Damage/Endurance: Level 50
  • (5) Superior Blistering Cold - Accuracy/Damage/Endurance: Level 50
  • (7) Superior Blistering Cold - Accuracy/Damage/Recharge: Level 50

Level 1: Hide

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
  • (7) Kismet - Accuracy +6%: Level 30
  • (9) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50

Level 2: Charged Armor

  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (9) Reactive Armor - Resistance: Level 40
  • (11) Reactive Armor - Resistance/Endurance/Recharge: Level 40
  • (11) Impervium Armor - Psionic Resistance: Level 40
  • (50) Reactive Armor - Resistance/Recharge: Level 40

Level 4: Conductive Shield

  • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (15) Aegis - Resistance/Endurance: Level 50
  • (15) Aegis - Resistance: Level 50
  • (17) Aegis - Psionic/Status Resistance: Level 50
  • (17) Impervium Armor - Psionic Resistance: Level 40

Level 6: Assassin's Psi Blade

  • (A) Superior Stalker's Guile - Recharge/Chance to Hide: Level 50
  • (19) Superior Stalker's Guile - Accuracy/Damage: Level 50
  • (19) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge: Level 50
  • (21) Superior Stalker's Guile - Damage/Recharge: Level 50
  • (21) Superior Stalker's Guile - Accuracy/Damage/Recharge: Level 50
  • (23) Superior Stalker's Guile - Damage/Endurance/Recharge: Level 50

Level 8: Concentration

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50

Level 10: Static Shield

  • (A) Titanium Coating - Resistance: Level 50
  • (23) Titanium Coating - Resistance/Endurance: Level 50
  • (25) Impervium Armor - Psionic Resistance: Level 40

Level 12: Kick

  • (A) Empty

Level 14: Tough

  • (A) Unbreakable Guard - +Max HP: Level 50
  • (25) Reactive Armor - Resistance/Endurance: Level 40
  • (27) Reactive Armor - Resistance/Recharge: Level 40
  • (27) Reactive Armor - Resistance: Level 40
  • (29) Impervium Armor - Psionic Resistance: Level 40
  • (29) Reactive Armor - Resistance/Endurance/Recharge: Level 40

Level 16: Grounded

  • (A) Impervium Armor - Psionic Resistance: Level 40

Level 18: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
  • (31) Red Fortune - Defense: Level 50
  • (31) Red Fortune - Defense/Endurance: Level 50
  • (31) Red Fortune - Defense/Endurance/Recharge: Level 50

Level 20: Lightning Reflexes

  • (A) Run Speed IO: Level 50

Level 22: Weaken Resolve

  • (A) Achilles' Heel - Chance for Res Debuff: Level 20

Level 24: Mighty Leap

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50

Level 26: Greater Psi Blade

  • (A) Superior Assassin's Mark - RechargeTime/Rchg Build Up: Level 50
  • (33) Superior Assassin's Mark - Accuracy/Damage/Endurance/RechargeTime: Level 50
  • (33) Superior Assassin's Mark - Accuracy/Damage: Level 50
  • (33) Superior Assassin's Mark - Damage/RechargeTime: Level 50
  • (34) Superior Assassin's Mark - Accuracy/Damage/RechargeTime: Level 50
  • (34) Superior Assassin's Mark - Damage/Endurance/RechargeTime: Level 50

Level 28: Energize

  • (A) Preventive Medicine - Chance for +Absorb: Level 50
  • (34) Preventive Medicine - Heal/RechargeTime/Endurance: Level 50
  • (36) Preventive Medicine - Heal: Level 50
  • (36) Preventive Medicine - Heal/Endurance: Level 50
  • (36) Preventive Medicine - Endurance/RechargeTime: Level 50
  • (37) Preventive Medicine - Heal/RechargeTime: Level 50

Level 30: Unleash Potential

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
  • (37) Red Fortune - Defense/Recharge: Level 50
  • (37) Red Fortune - Defense: Level 50
  • (39) Red Fortune - Defense/Endurance/Recharge: Level 50

Level 32: Mass Levitate

  • (A) Armageddon - Chance for Fire Damage: Level 50
  • (39) Armageddon - Damage: Level 50
  • (39) Armageddon - Damage/Recharge: Level 50
  • (40) Armageddon - Accuracy/Damage/Recharge: Level 50
  • (40) Armageddon - Damage/Endurance: Level 50
  • (40) Force Feedback - Chance for +Recharge: Level 50

Level 35: Zapp

  • (A) Apocalypse - Chance of Damage(Negative): Level 50
  • (42) Apocalypse - Damage: Level 50
  • (42) Apocalypse - Damage/Endurance: Level 50
  • (42) Apocalypse - Damage/Recharge: Level 50
  • (43) Apocalypse - Accuracy/Damage/Recharge: Level 50
  • (43) Experienced Marksman - Range/Fast Snipe: Level 50

Level 38: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
  • (43) Red Fortune - Defense/Endurance: Level 50
  • (45) Red Fortune - Defense: Level 50

Level 41: Ball Lightning

  • (A) Ragnarok - Damage/Endurance: Level 50
  • (45) Ragnarok - Damage: Level 50
  • (45) Ragnarok - Damage/Recharge: Level 50
  • (46) Ragnarok - Accuracy/Damage/Recharge: Level 50
  • (46) Ragnarok - Accuracy/Recharge: Level 50

Level 44: Telekinetic Blow

  • (A) Hecatomb - Chance of Damage(Negative): Level 50
  • (46) Hecatomb - Damage: Level 50
  • (48) Hecatomb - Damage/Endurance: Level 50
  • (48) Hecatomb - Accuracy/Damage/Recharge: Level 50
  • (48) Hecatomb - Accuracy/Recharge: Level 50
  • (50) Force Feedback - Chance for +Recharge: Level 50

Level 47: Super Speed

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50

Level 49: Hasten

  • (A) Recharge Reduction IO: Level 50
  • (50) Recharge Reduction IO: Level 50

Level 2: Health

  • (A) Panacea - +Hit Points/Endurance: Level 50
  • (13) Miracle - +Recovery: Level 40

Level 2: Stamina

  • (A) Performance Shifter - Chance for +End: Level 50
  • (13) Performance Shifter - EndMod: Level 50

Level 50: Musculature Core Paragon

 

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'Decent AE' isn't really in the cards because Psi only has the single AE. Probably the best you can do is grab an AE from epic pools.

 

In terms of soft-capped defenses, that's relatively difficult without serious compromises on a resist-based armor set. I approached it from having situationally capped defenses via Unleash Potential, but obviously always-on soft-capped S/L isn't out of the cards if you focus on it - you'll generally need to slot a lot of Kinetic Combat.

 

I think the major elements to pay attention to when doing your own build:

  • Stalker's Guide Chance to Hide. You almost always want to put this in your Assassinate because you don't want it to proc when your Assassinate is up.
  • Assassin's Mark Chance for Build-Up. You generally want this to proc as much as possible, which means putting it in one of your slow primary attacks.
  • Force Feedback Chance for Recharge. You normally want to slot this into any power with knockback to provide a recharge boost.
  • Fast Snipe. Virtually all of the best Stalker attack chains include either Moonbeam or Zapp from epic pools. You can either pile on enough +hit to make them quick (difficult) or you can simply slot Experienced Marksman. I went the latter route.

You might also consider doing Psi/Energy rather than Psi/Electric. They're very similar, but it's trivial to soft-cap defenses on Psi/Energy while also getting great resists compared to soft-capping defenses on Psi/Electric.

  • Thanks 1
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Thanks, really appreciate you taking the time to do this!

 

Regarding the four points you mentioned for making my own build, I was aware of the first three, but didn't know about Moonbean/Zapp.  Frankly, the biggest problem I have when trying to make my own builds is not knowing which powers "work" and which "not so much".  For example, I notice you picked Mental Strike rather than Psi Blade.  I've usually seen the harder-hitting attack picked over the fast-but-weak one (barring special mechanics, like Sentinel Opportunity), I'm guessing because eventually you get enough +recharge to make the hard-hitter fast enough not to matter.  Was that more of a personal choice, a random pick (as in "either would've worked, just picked whichever"), or is there a mechanical reason for the choice?

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