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Broadsword/Shields - The Thing that should not be.


Zerethon

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First things first, a slight bug/porting fail for any I25 Devs that bother to see this: Hide shouldn't replace phalanx fighting, it should replace grant cover. Stalkers are "Selfish" and do not typically get damage-dealing auras or team-support only powers, the taunt-free version of Against all odds is fine however.

 

Now to the meat of this.

 

So, as a LOOONG time stalker main, I25 has stalkers with shields, something i wanted for AGES after we got broadswords and electric melee both on stalkers. And i am obsessed with building very "Tanky" stalkers who just jump into the middle of L54 crowds and start beating faces in (My Energy/SR and Elec/Elec on live were both well known for tanking AV's and farming 8-man missions)

 

And now, we have an IO Set called "Stalkers guile" with a proc that is "Chance to hide"

 

Some rundowns:

 

Broadsword on stalkers has a tendency to be very "Broken" as it's original balance was more or less that it's ability to crit was random, so the ridiculous damage of things like Disembowel and Head Splitter on crits was fine, since it was random, Stalkers remove this randomness with Stalkers Guile and Hide/Placate - Simply slot the SGuile proc into Assassin strike. You now have a chance to instantly rehide after AS from hide, and also any time you use the instant unhidden AS, meaning you get a free crit disembowel or head splitter basically at will, since when slotted into something like AS the proc chance feels like 75%+

 

It's also tanky, against melee or lethal damage, Parry, 5-slotted creatively with defense set IO's and accuracy, can stack 15-odd percent def to melee and lethal, which combined with Shields in this case, easily softcaps you to both defense-wise. Parry also has a recharge like brawl, so it's easy to throw it out between basically every other attack

 

On to shield, You get both shield charge and "Against all odds" Shield charge lets you teleport and lay the smack down on groups of enemies, Against all odds increases your damage for having more enemies around you, and SC has the ability to knock down enemies on hit, combined with the damage potential of broadsword, this means you can warp into the center of a group after potentially fearing most of them by landing an assassin strike, and start laying down the damage with slice, disembowel, and head splitter, with parry thrown in here and there to keep your def up to their CQC ability

 

Lets talk stupid and/or basically useless: Grant cover. This power being in the set for stalkers tells me whoever did the porting did NOT read the design stuff for stalkers. Damage auras and team-buffing powers are the first things to go when porting or designing the stalker form of the set, so Hide should have replaced this instead of phalanx fighting (It makes more thematic sense for the stalker to be harder to kill in a melee with it's teammates, than for the stalker to be protecting them)

 

HOWEVER, since we get it, lets abuse the crap out of it until they change it.

 

Grant cover, with 2L35 END cost reduction IO's and a defense IO Gives roughly +11% DEFENSE to everything but Psi and a 30% Buff to defense/recharge reduction resist. This is stupid. This means my shield stalker paired with an SR stalker, even if that SR is only using SO's in all 3 toggles (3def 2EndReduc) they are SOFTCAPPED out of hide (Assuming Stealth+Hide+Toggles)

 

Let alone if there's 2 shield stalkers, having around 25%+ Base def to all + grant cover on each other giving over 10% + Stealth means you can basically softcap def to everything like an SR without even trying.

 

It gets better. You also get Smashing/Lethal resist on both toggles, Toxic/En/Neg/Fire/Cold resist and +maxhp on grit, and FEAR/REPEL resist with confuse resist on Active Defense (Repel/Fear resist is huge in PVP, almost nothing resists those usually)

 

All around, this means you can hit pretty solid Defense/Resist numbers, do amazing damage and bursts of damage, you've got a lot of clear potential, and you're really hard to kill, especially in PVE and doubly so in team content where you have a version of maneuvers  on-par with the Arachnos soldiers/widows for some reason.

 

The hard part

 

Rotation. You don't really have one, generally, you want to use AS Every time it's up, crit or not. Because a proc gives you a crit Disembowel or head splitter, and those will actually hit harder than a crit AS. ideally though you want a crit AS followed by a crit of either, but it won't always happen

 

A Basic opener goes like this:

 

AS -> Placate/Head splitter(PR) -> Disembowel/placate(PR) -> Shield charge/AS/HS (Based on rech/enemies) -> "Scrapping" loop

 

(PR) Denotes proc-based actions, if you get a proc from the intial AS you go straight to head splitter for the crit potential, otherwise placate into disembowel for a guaranteed crit since it's ST not AOE (Placate into AOE only in last resort situations, since AOE only gets around 50% crit chance from hide)

 

The loop:

 

Parry -> Slash -> Parry -> Slice -> Parry -> AS/HS/DB -> Repeat

 

This constantly keeps 1-2 stacks of parry active, if you go into AS and you get a hide proc, follow it with DB or HS, otherwise, loop as normal. When placate is off cooldown, ideally you want Placate -> DB for the crit

 

Final thoughts:

 

While i understand the original devs idea that "Shield doesn't fit" when it comes to stalkers that had more to do with the sets design than actual thematics. Broad sword, Radiation, Staff, and street justice are all questionable anyways.

 

Since we have it in Homecoming, Shield makes for a great secondary for those wanting a very tough "Scrapping" Stalker that can do crazy damage to groups of enemies very rapidly, and smack down on elite bosses and in AV fights through controlled huge critical strikes

 

If one of the devs familiar with the porting of sets would fix the issue with the set (Grant cover should be replaced by phalanx fighting, because Cover doesn't fit the usual MO of stalker sets) It would be even better, in groups you'd be on par with an SR or similar to begin with if near your team and basically untouchable to melee in the same team once you started fighting and stacking parries.

 

For right now however, with grant cover, if in a team with an arachnos soldier, the 2 of you can basically give 20% defense to almost everything to your entire team, on top of whatever buffs any ally has (Lord help your enemies if you have an ice or thermal on your team) and basically ignore anything any enemy does even up to 54's

 

Pools are personal choice, but with TP's being available from 4-on i take SJ for travel, Hasten from speed, and stealth for more stealth (Since stalkers can stack them) and defense to all. This makes it easy to get 5 LOTG global recharge IO's slotted. Tough&weave are also good options, but the build is already very endurance hungry, especially with recharge boosts and hasten, so adding 2 more toggles could be a problem

 

Epic pools, i'd go rogue for a bit and unlock patrons, adding ghost widow gives you a click buff that more or less caps your defense instantly, which is great for avoiding nukes in PVE like doing TF's & SF's or just popping it to avoid alphas when jumping into groups of high-acc mobs (Rularuu, etc.) and they also give a ranged attack and a hold, if you want to 5-slot a couple more purple sets. (Plus dark blast reduces to-hit and soul storm looks cool AF, especially when you have an AV enemy floating comically in the air.)

 

TL:DR - Sword & Board stalker is ridiculously fun, currently kinda broken between it's damage and team buff, and with the addition of the Guile IO it's absolutely monstrous.

 

Thoughts? Planning on making more breakdowns of some of the other hilarious combinations i've been levelling.

 

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FWIW: After reading this I felt compelled to roll one myself. Made it to level 25 last night and slotted it out with Generic IOs.

 

Some quick observations.

 

1. I'm lacking a coherent attack chain. This is probably because I've skipped Slash and Slice. I'm liable to pick up one or other to fill out my chain.

 

2. AAO has been pretty nice.

 

3. For some reason Hack, despite it's icon that would usually indicate it does less damage than Slash, actually is the harder hitting power?!

 

 

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FWIW: After reading this I felt compelled to roll one myself. Made it to level 25 last night and slotted it out with Generic IOs.

 

Some quick observations.

 

1. I'm lacking a coherent attack chain. This is probably because I've skipped Slash and Slice. I'm liable to pick up one or other to fill out my chain.

 

2. AAO has been pretty nice.

 

3. For some reason Hack, despite it's icon that would usually indicate it does less damage than Slash, actually is the harder hitting power?!

 

Never go by the icon :p

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Ha! Right you are! This should be posted above every power set.

 

P.S. Parry, which I initially loathed due to the odd animation and sub par damage has proven itself to be in invaluable filler attack and massive +Def boon. Wish I had realized this sooner.

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Would it be at all maybe possible if you could put even a simple build up for it?  I'm still super new and I'm having a tough time knowing what to pick and take other than the few specific abilities you mention in your post.

 

That being said, even at low levels this damage is ridiculous haha

 

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Ask and you shall recieve, attached my build to this post.

 

PERMA HASTEN (117-ish recharge, 120 duration) and pretty solid all-around defense and resist. Nowhere near like a brute, but given i can just vanish more or less at will it doesn't matter.

 

No Parry, no T9 (65% Smash/lethal with the T9 on!)

DgypQA8.png

 

Stalkers control the world. Stalkers control time itself!

 

(Build pasted below this mark: WALL OF TEXT WARNING)

 

Villain Plan by Mids' Villain Designer 1.962

http://www.cohplanner.com/

 

SnBStalker: Level 50 Natural Stalker

Primary Power Set: Broad Sword

Secondary Power Set: Shield Defense

Power Pool: Leaping

Power Pool: Concealment

Power Pool: Speed

Ancillary Pool: Soul Mastery

 

Villain Profile:

------------

Level 1: Hack CrsImp-Dmg/EndRdx/Rchg:50(A), CrsImp-Acc/Dmg/EndRdx:50(3), CrsImp-Acc/Dmg/Rchg:50(15), CrsImp-Acc/Dmg:50(37), CrsImp-Dmg/Rchg:50(40)

Level 1: Hide LucoftheG-Rchg+:50(A), Ksm-ToHit+:30(34), ShlWal-ResDam/Re TP:50(37)

Level 2: Slice Obl-%Dam:50(A), Obl-Dmg:50(3), Obl-Acc/Rchg:50(9), Obl-Acc/Dmg/Rchg:50(37), Obl-Acc/Dmg/EndRdx/Rchg:50(40)

Level 4: Deflection RedFrt-Def:50(A), RedFrt-EndRdx:50(5), RedFrt-Def/EndRdx:50(5), RedFrt-Def/EndRdx/Rchg:50(34), RedFrt-Def/Rchg:50(39)

Level 6: Assassin's Slash SprStlGl-Rchg/Hide%:50(A), Hct-Dam%:50(40), SprStlGl-Acc/Dmg:50(7), SprStlGl-Acc/Dmg/Rchg:50(31), SprStlGl-Acc/Dmg/EndRdx/Rchg:50(31), SprStlGl-Dmg/EndRdx/Rchg:50(7)

Level 8: Build Up GssSynFr--ToHit/Rchg:21(A), GssSynFr--Build%:50(9)

Level 10: Battle Agility RedFrt-EndRdx:50(A), RedFrt-Def:50(11), RedFrt-Def/EndRdx:50(11), RedFrt-Def/Rchg:50(34), RedFrt-Def/EndRdx/Rchg:50(39)

Level 12: Placate RechRdx-I:50(A)

Level 14: Super Jump Jump-I:50(A)

Level 16: Active Defense RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17)

Level 18: Parry LucoftheG-Rchg+:50(A), Mk'Bit-Dam%:50(19), Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(19), Mk'Bit-Acc/Dmg:50(25), Mk'Bit-Acc/EndRdx/Rchg:50(39), Mk'Bit-Dmg/EndRdx:50(42)

Level 20: Against All Odds EndRdx-I:50(A), EndRdx-I:50(21), EndRdx-I:50(21)

Level 22: Stealth LucoftheG-Rchg+:50(A), LucoftheG-Def:50(23), LucoftheG-Def/EndRdx:50(23), LucoftheG-Def/EndRdx/Rchg:50(25), LucoftheG-EndRdx/Rchg:50(46)

Level 24: True Grit GldArm-3defTpProc:50(A)

Level 26: Disembowel Hct-Dmg/Rchg:50(A), Hct-Dmg:50(27), Hct-Acc/Dmg/Rchg:50(27), Hct-Acc/Rchg:50(43), Hct-Dmg/EndRdx:50(43)

Level 28: Grant Cover LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(29), LucoftheG-Def/EndRdx/Rchg:50(29), LucoftheG-Def:50(31), LucoftheG-Def/Rchg:50(43)

Level 30: Super Speed Run-I:50(A)

Level 32: Head Splitter Arm-Dam%:50(A), Arm-Dmg/EndRdx:50(33), Arm-Acc/Dmg/Rchg:50(33), Arm-Dmg:50(33), Arm-Acc/Rchg:50(50)

Level 35: Shield Charge Obl-%Dam:50(A), Obl-Acc/Dmg/EndRdx/Rchg:50(36), Obl-Acc/Dmg/Rchg:50(36), Obl-Acc/Rchg:50(36), Obl-Dmg/Rchg:50(46)

Level 38: One with the Shield StdPrt-ResDam/Def+:30(A)

Level 41: Hasten RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)

Level 44: Moonbeam Apc-Dam%:50(A), Apc-Dmg:50(45), Apc-Acc/Dmg/Rchg:50(45), Apc-Acc/Rchg:50(45), Apc-Dmg/EndRdx:50(46)

Level 47: Soul Storm UnbCns-Dam%:50(A), UnbCns-Hold:50(48), UnbCns-Acc/Hold/Rchg:50(48), UnbCns-Acc/Rchg:50(48), UnbCns-EndRdx/Hold:50(50)

Level 49: Shadow Meld LucoftheG-Rchg+:50(A), Rct-ResDam%:50(50)

Level 1: Assassination

Level 1: Brawl Empty(A)

Level 1: Prestige Power Dash Empty(A)

Level 1: Prestige Power Slide Empty(A)

Level 1: Prestige Power Quick Empty(A)

Level 1: Prestige Power Rush Empty(A)

Level 1: Prestige Power Surge Clr-Stlth:50(A)

Level 1: Sprint Empty(A)

Level 2: Rest Empty(A)

Level 4: Ninja Run

Level 2: Swift Run-I:50(A)

Level 2: Health NmnCnv-Regen/Rcvry+:50(A), Mrc-Rcvry+:40(13)

Level 2: Hurdle Jump-I:50(A)

Level 2: Stamina PrfShf-End%:50(A), PrfShf-EndMod:50(13), PrfShf-EndMod/Rchg:50(15)

------------

| Copy & Paste this data into Mids'/Pines' Hero Designer to view the build |

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|-------------------------------------------------------------------|

 

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3. For some reason Hack, despite it's icon that would usually indicate it does less damage than Slash, actually is the harder hitting power?!

 

In almost all damage sets the first two powers are set up like this:

 

1) a 3 or 4 second cooldown lower damage power; often this is the designated spam to fill attacks power for the set

2) a 6 or 8 seconds cooldown higher damage power.

 

Broadsword doesn't do this. Broadsword's first power is the higher damage one, as if the devs developing this meant to put a sticky note saying "TAKE THIS ONE IT'S SLOW BUT THINGS WILL DIE".

 

But slash, at 4 seconds cooldown ... is it the set's spam to fill attacks power? NOPE. That would be Power #5 (for the other versions): PARRY, a 3 second cooldown spam attack that yes, has less damage than the 4 second cooldown attack, but also applies a stacking defense buff. I see in the Stalker version it's the tier 7 power which is probably more about bumping it to make room for build up and placate than actually balancing it to give stalkers a later filler attack. I could probably make an argument for cutting it for Assassin's Slash and leaving Whirling Sword in so that stalkers have both it and the cone AoE slice, but I'm not really invested. Overall this set seems OP due to not being "balanced and reworked slightly" for stalkers.  Oh well, just keep playing the Stealth Swedish Chef and going bork bork bork guys. :)

See me on Excelsior as Eridanus - Whisperkill - Kid Physics - Ranger Wilde - The Hometown Scrapper - Firewatch - and more!

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Overall this set seems OP due to not being "balanced and reworked slightly" for stalkers.  Oh well, just keep playing the Stealth Swedish Chef and going bork bork bork guys. :)

 

Broadsword was only ever balanced on scrappers because the crits were randomized entirely

 

Stalkers however, get random crits AND on-demand crits PLUS Assassin strike which can be instant and guarenteed critical.

 

So one of the most damaging melee sets in the game, combined with on-demand double damage, gets pretty stupid.

 

In the build i posted, parry is like 1sec CD so it's just throw it around to never die to melee or lethal damage

 

And with this...you get a stacking damage bonus for having more enemies around you, and the ability to just drop an AOE nuke because why not, not critting isn't a big deal when it can lead into a crit anyways

 

Replace broadsword with any other set, like fire or elec that have more AOE Attacks and you trade some of the defense for even more damage and more AOE, but the shield part of the build still works as does the rech if you pay attention to set bonuses.

 

Tertiary, the same rule of thumb applies for any other stalker build, you don't really need capped defense when YOU always dictate the start of a fight - and typically that means you get the chance to eliminate a large portion of incoming damage by just killing or CC'ing enemies before you're even at risk of damage.

 

Doesn't mean you won't get any, most secondaries can get like 20%+ Def on top of resistances and have good to amazing survival while putting out damage that makes a blaster blush. With the caveat of being melee.

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2. AAO has been pretty nice.

Does AAO suppress when Hidden? Or do you have to manually turn it on in every fight lest you aggro stuff?  I'm curious, 'cause that's the power I prolly woulda replaced with Hide, rather than Grant Cover.  Stalkers don't usually keep taunt auras.

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2. AAO has been pretty nice.

Does AAO suppress when Hidden? Or do you have to manually turn it on in every fight lest you aggro stuff?  I'm curious, 'cause that's the power I prolly woulda replaced with Hide, rather than Grant Cover.  Stalkers don't usually keep taunt auras.

 

While it "taunts" it doesn't actually taunt in testing unless slotted for it, but it also doesn't technically "Do" anything, so enemies do not notice you standing right next to them with it on (it doesn't cause a status effect or damage specifically)

 

Scaling bonus damage is 10% for the first dude, 5-ish per additional, and -7.5% on enemy damage

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Hey Zerethon, thanks for the write up and the  build, it inspired me and so I got my stalker to 22 last night. I'm guessing however that your slotting isn't for leveling? What would you suggest for that? More slots in the attacks and not so much from stealth etc? Or would he level solo and teams fine as is?

 

Thanks for your response.

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Hey Zerethon, thanks for the write up and the  build, it inspired me and so I got my stalker to 22 last night. I'm guessing however that your slotting isn't for leveling? What would you suggest for that? More slots in the attacks and not so much from stealth etc? Or would he level solo and teams fine as is?

 

Thanks for your response.

 

Typically, Level 3 i put a slot each in both attacks, 5 i put 2 in the first toggle, then it's power -> 2 slots until you hit the powers like TG that we take for proc holding but don't slot out further and put the slots into stam/health/etc.

 

If you look at the build i posted earlier, the text output version shows the enhancement level followed by the level i put the slot into it

EG:Level 16:  Active Defense      RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17)

 

A Stands for the single automatic slot a power normally has when picked, the later numbers are slot levels, when i made it i got as close as i could to exactly how i slot when levelling

 

Generally, i 3-slot toggles quickly and put 2x EndReduc and a single Defense/resist/damage/whatever based on what the power itself does at 27 with L30 IO's (Protip, if you have your own SG or storage tables in one, @ 50 respec out of your low-level IO's and stash them, since you can re-use them later)

 

Then i just sort of piecemeal my way to 50 before saving some dosh, flipping to either all 50 SO's or IO's and farming up for sets.

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The title of this thread inspired me to check out Pine's.  The title alone. 

 

When I was building up some stalkers I didn't browse too hard.  I knew exactly the sets I wanted and went to town making costumes. 

 

I have remade my BS/SD character about 3 times  but nothing felt right.  Part of that is I had to tweak the name and in a way the concept... bummer. 

 

Anyway, for the direction I went, stalker fits.  So back to the story, I saw this thread title and looked in Pine's and I cackled maniacally.  I mean seriously belly laughing it was amazing.  I played with a build, and then came back to actually read the thread.  Holy crap... Like you, I saw the potential in on-demand disembowel-head splitter criticals.  "The thing that should not be"... indeed. 

 

My build plan is actually pretty close to what you came up with.  I'm not going to toot my own horn about great minds thinking alike or all that.  Maybe birds of a feather disembowel after assassin's strikes together? 

 

Anyway, thank you for making take a harder look at some of the power set proliferation.  BS/SD is a gem.  It's truly outrageous.

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Legit, Stalkers have always been the melee kings, they just have a slow start, especially after the addition of focus

 

The 2 major issues are Survival & End management

 

You're tankier than you expect but you burn end like a blaster on a speed binge.

 

Right now, not even fully finished with the build i can crit on 54's (At 50+1) for upwards of 900 damage reliably with AS, and that's just the tip of the iceberg.

 

Decked to the 9's, any stalker build will outright own the DPS of anything else in melee, we have zero ramp-up and a ton of options for making our best ST's always crit, and even resistance-based sets get solid defense by stacking hide and stealth with sets

 

SR & Elec have the most freedom there, as these 2 don't require travel powers (Quickness/LReflexes + Sprint IO Maxing) which frees up a couple power slots usually

 

Other WIP Stupid builds Are Rad melee/Fire aura & Ice/Bio

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Legit, Stalkers have always been the melee kings, they just have a slow start, especially after the addition of focus

 

The 2 major issues are Survival & End management

 

You're tankier than you expect but you burn end like a blaster on a speed binge.

 

Right now, not even fully finished with the build i can crit on 54's (At 50+1) for upwards of 900 damage reliably with AS, and that's just the tip of the iceberg.

 

Decked to the 9's, any stalker build will outright own the DPS of anything else in melee, we have zero ramp-up and a ton of options for making our best ST's always crit, and even resistance-based sets get solid defense by stacking hide and stealth with sets

 

SR & Elec have the most freedom there, as these 2 don't require travel powers (Quickness/LReflexes + Sprint IO Maxing) which frees up a couple power slots usually

 

Other WIP Stupid builds Are Rad melee/Fire aura & Ice/Bio

 

i'm working on a street justice/rad armor that may just trounce all. rad armor has amazing recovery and healing options as well as absorbs and good resists. while you won't softcap any defense you'll be within a small insp of it and have layered resists, a heal and a heal+absorb plus whatever incarnate goodies you go for.

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i'm working on a street justice/rad armor that may just trounce all. rad armor has amazing recovery and healing options as well as absorbs and good resists. while you won't softcap any defense you'll be within a small insp of it and have layered resists, a heal and a heal+absorb plus whatever incarnate goodies you go for.

 

Rad is another one like shield, it's got a ton of options, it's got good overall defense without too much focused on one thing

 

Haven't messed with it a lot on stalker yet, but Rad/Titan on tank is dumb. Looking at making something silly like Dark/Rad and just being unhittable.

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I have remade my BS/SD character about 3 times  but nothing felt right.  Part of that is I had to tweak the name and in a way the concept... bummer. 

 

You can rename your characters easily, in the character picking lobby, there's a pen icon in the upper right.  Tailor for costume (free if you're still under 10), ID/background is in options, and respecs for powers.  The only things you can't change is origin type, At, and primary & secondary power sets.

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You can rename your characters easily, in the character picking lobby, there's a pen icon in the upper right.  Tailor for costume (free if you're still under 10), ID/background is in options, and respecs for powers.  The only things you can't change is origin type, At, and primary & secondary power sets.

 

I've done those things but that's not what I was talking about.  The original name which I used on the live servers is taken by someone else on the Homecoming servers, all of them.  I tried.

 

So I had to change the name to something similar but the change also lends itself to some concept changes.  At least, it opens the door to it.

 

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That's a very nice build, but I personally am not crazy about relying on Shadow Meld to hit the cap. I'd do something like this (pretty much based on my BS/Shield scrapper):

 

Villain Plan by Mids' Villain Designer 1.962

http://www.cohplanner.com/

 

Waldrada Jr.: Level 50 Natural Stalker

Primary Power Set: Broad Sword

Secondary Power Set: Shield Defense

Power Pool: Leaping

Power Pool: Fighting

Power Pool: Speed

Power Pool: Concealment

Ancillary Pool: Blaze Mastery

 

Villain Profile:

------------

Level 1: Hack Hct-Dmg(A), Hct-Dmg/Rchg(3), Hct-Acc/Dmg/Rchg(3), Hct-Dam%(5), Hct-Dmg/EndRdx(5), Mk'Bit-Acc/EndRdx/Rchg(7)

Level 1: Hide LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(37), LucoftheG-Def(40)

Level 2: Deflection Rct-Def(A), Rct-Def/EndRdx(7), Rct-EndRdx/Rchg(9), Rct-Def/Rchg(9), Rct-Def/EndRdx/Rchg(11), Rct-ResDam%(11)

Level 4: Combat Jumping DefBuff-I(A), LucoftheG-Rchg+(42), BlsoftheZ-Travel(43), BlsoftheZ-Travel/EndRdx(46), BlsoftheZ-ResKB(46)

Level 6: Battle Agility RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(13), RedFrt-EndRdx/Rchg(13), RedFrt-Def/EndRdx/Rchg(15), RedFrt-Def(15), RedFrt-EndRdx(17)

Level 8: Assassin's Slash SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(19), SprStlGl-Acc/Dmg/Rchg(21), SprStlGl-Dmg/EndRdx/Rchg(21), SprStlGl-Acc/Dmg/EndRdx/Rchg(23), SprStlGl-Rchg/Hide%(23)

Level 10: Build Up RechRdx-I(A)

Level 12: True Grit GldArm-3defTpProc(A), StdPrt-ResDam/Def+(17), Prv-Absorb%(19), Prv-Heal(46)

Level 14: Placate RechRdx-I(A)

Level 16: Active Defense RechRdx-I(A)

Level 18: Parry LucoftheG-Rchg+(A)

Level 20: Against All Odds EndRdx-I(A)

Level 22: Boxing Acc-I(A)

Level 24: Hasten RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)

Level 26: Disembowel SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(27), SprAssMar-Acc/Dmg/Rchg(27), SprAssMar-Dmg/EndRdx/Rchg(29), SprAssMar-Acc/Dmg/EndRdx/Rchg(29), SprAssMar-Rchg/Rchg Build Up(31)

Level 28: Grant Cover LucoftheG-Rchg+(A)

Level 30: Tough UnbGrd-ResDam/EndRdx(A), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-ResDam(33)

Level 32: Head Splitter Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(34), Arm-Dmg/EndRdx(34), TchofLadG-Rchg/EndRdx(34)

Level 35: Shield Charge Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37)

Level 38: Weave RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(39), RedFrt-EndRdx/Rchg(39), RedFrt-Def/EndRdx/Rchg(39), RedFrt-Def(40), RedFrt-EndRdx(40)

Level 41: Stealth DefBuff-I(A), LucoftheG-Rchg+(42)

Level 44: Char BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-Rchg/Hold(45), BslGaz-EndRdx/Rchg/Hold(45)

Level 47: Fire Blast Apc-Dmg(A), Apc-Dmg/Rchg(48), Apc-Acc/Dmg/Rchg(48), Apc-Acc/Rchg(48), Apc-Dmg/EndRdx(50)

Level 49: Super Speed BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(50), BlsoftheZ-ResKB(50)

Level 1: Assassination

Level 1: Brawl Empty(A)

Level 1: Prestige Power Dash Empty(A)

Level 1: Prestige Power Slide Empty(A)

Level 1: Prestige Power Quick Empty(A)

Level 1: Prestige Power Rush Empty(A)

Level 1: Prestige Power Surge Empty(A)

Level 1: Sprint Empty(A)

Level 2: Rest Empty(A)

Level 4: Ninja Run

Level 2: Swift Empty(A)

Level 2: Health Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(43)

Level 2: Hurdle Empty(A)

Level 2: Stamina PrfShf-EndMod(A), PrfShf-End%(42), EndMod-I(43)

------------

 

 

 

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The ideal Broadsword attack chain is Headsplitter -> Headsplitter -> Headsplitter.

 

Failing that, for a scrapper you want Hack->Disembowel->Headsplitter. For a Stalker however, with the addition of Assassin's Slash, you might ironically be better served with Hack->AS->Headsplitter and ignore Disembowel, but also depends on proc placement and whether you want to ignore the utility of Disembowel's Knockdown. Note that I haven't really paid much attention to damage proc placement in my build, so a bit of a tweak there is probably in order.

 

Also note that Reactive Defenses is the best set you can slot on a defense power, because a 6-slot will give you 12.5 Haste and a global scaling damage resistance that starts at 3%. Can't go wrong with either of those!

 

And enhancement converters make getting that Shield Wall and Gladiator's Armor super easy since PvP drops now happen in PvE too. Literally any PvP IO will work fine since there's no other bonuses, so you don't care about level.

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Aliana Blue,

 

Correct me if I'm wrong, but Reactive Defense only gives 8.75 global cooldown (the five-slot enhancement is an endurance reduction). Also, you can only slot one full set of Reactive Defense because the scaling is unique.

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

--------------------------------------------------------------------------------------------------------------------------------------------------------------------

The Great Archetype Concept Battle: Final Round

--------------------------------------------------------------------------------------------------------------------------------------------------------------------

Archetype Proposal Amalgamation

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Aliana Blue,

 

Correct me if I'm wrong, but Reactive Defense only gives 8.75 global cooldown (the five-slot enhancement is an endurance reduction). Also, you can only slot one full set of Reactive Defense because the scaling is unique.

 

Erm, nope you're correct, it's an end discount! And yes, only one set per build (which is what I did).

 

I'm not sure where the double rech came from in my head, I think I got confused with a PvP set.

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That's a very nice build, but I personally am not crazy about relying on Shadow Meld to hit the cap. I'd do something like this (pretty much based on my BS/Shield scrapper):

en in PvE too. Literally any PvP IO will work fine since there's no other bonuses, so you don't care about level.

 

There's more to it than that, Remember, stalkers ALWAYS get the first word in a fight, wasting a lot of slotting for Def/Res to try and cap out as much as you can just isn't worth it. The set bonus priority on a stalker build looks like this:

 

Recharge time -> Accuracy -> Damage -> Recovery -> Anything else.

 

More recharge = More crits, more hiding, more placating, more nuking, more healing (where applicable) you get the idea

 

I don't Rely on shadow meld to hit the cap, i rely on shadow meld to avoid the nuke from a big group while i wipe out the trash, once they're down parry and CC (Storm, Disembowel, etc.) takes care of the big guys in a hurry.

 

Remember, Stalker is best looked at as a very powerful melee blaster with better survival, NOT a scrapper. Build to murder things as fast as possible and use your tricks to keep your survival up. With just my build from this thread half-finished, i've done LRSF/STF/ITF/Etc. at 50+4 and i might die once in a run if i get some bad RNG or i mis-target or mistime something.

 

Not to say it's not a tough build, it's tankier than expected if enemies rely on melee or lethal, parry is an instacap against those and you have so much base resist to them.

 

Basically, you're the master of the best defense in the game - They can't hit you at all if they're dead.

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I don't necessarily disagree, but IMO there's no need to choose between blaster or scrapper. You can have the damage without any of the drawbacks :)

 

The build I posted has 188.75% haste, all the big attacks recharge faster, and if you de-toggle Tough it's only 0.02 end/sec more expensive to run than yours, with very close S/L resistance. The damage bonus is only 2% under yours (at 34.5%). The accuracy is at "only" 69%, but if you really want that kismet you can replace the LotG Def in Hide without losing any sleep, or there's 4 luxury slots that can be moved. All attacks are better slotted for end redux, which counts for a lot more than the ticks from the extra toggle for overall end usage.

 

The only thing it really loses is Slice, but I just don't use it, even at +4/x8. That's what Shield Charge is for, you charge in, and swing the Big D-... sword on the bosses+, with lined-up headsplitters if there's a call. If there's ever any need for more to clear the trash, Build Up and Shield Charge again. It's up every ~25 seconds. It's the same with Parry, it's useful while leveling, but by the time you've capped all defenses, all it does is kill your damage even if you slot it up.

 

I'm not saying your build is bad by any means, and the extra cushion to defense debuffs taking the initial bomb from mobs looks great; all I'm saying is that it might be worth considering a tighter one with more focus on the single target DPS and better all-around defense. Broadsword was never that great at wide AoE, and I personally think Parry is a trap if it can be avoided with permanent defenses.

 

As a sidenote, if you take an end redux out of AAO and stick that slot into battle agility or deflection to six-slot Red Fortune, you get the same end cost overall and the 2.5% ranged defense bonus. Also, have you considered Membrane Hami-Os for Active Defense? IIRC they'll buff its defense debuff resistance, and with three of them, all you're losing is <2s of recharge.

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